Game machine

By allowing for dynamic sound volume adjustments during game effects, the gaming machine enhances player engagement and enjoyment.

JP2025130902APending Publication Date: 2025-09-09SANSEI R&D KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024028275
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-28
Publication Date
2025-09-09

AI Technical Summary

Technical Problem

Existing gaming machines lack the ability to dynamically adjust sound volume during game effects, leading to a less engaging gaming experience.

Method used

The gaming machine incorporates a performance execution means that allows for specific sounds to be output at varying volumes, including set and special volumes, enhancing the game's presentation.

Benefits of technology

This feature increases the enjoyment of the game by providing dynamic audio effects that enhance the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025130902000001_ABST
    Figure 2025130902000001_ABST
Patent Text Reader

Abstract

To provide a game machine that contributes to increasing the enjoyment of a game through a performance.SOLUTION: A Pachinko game machine PY1 includes performance execution means 120 capable of executing a predetermined performance. The performance execution means 120 can execute a cut-in performance in a specific performance mode, and output a specific sound V1 from a speaker 52 in the cut-in performance. In the cut-in performance, the specific sound V1 may be output at a preset sound volume (e.g., sound volume "3") or a sound volume is changed to a particular sound volume (e.g., sound volume "4") different from the preset sound volume and the specific sound V1 may be output.SELECTED DRAWING: Figure 27
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] BACKGROUND ART Gaming machines capable of executing predetermined effects have been known (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-087970 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the effects that can be executed in Patent Document 1 do not automatically change the volume, which tends to make the game less interesting. [Means for solving the problem]

[0005] The gaming machine disclosed in this specification comprises: A performance execution means is provided for executing a predetermined performance, The performance execution means It is possible to execute a specific effect in a specific effect mode, A specific sound can be output from a speaker in the specific performance, In the specific performance, there are times when the specific sound is outputted at the set volume and times when the specific sound is outputted at a special volume that is different from the set volume. [Effects of the Invention]

[0006] According to the present invention, it is possible to provide a gaming machine that contributes to increasing the enjoyment of the game through its presentation. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] 10A is an explanatory diagram showing the types of game states, and FIG. 10B is an explanatory diagram showing the types of big win games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of an auxiliary game. [Figure 5] FIG. 10 is an explanatory diagram showing the types of presentation modes. [Figure 6] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 7] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 8] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach of the special chart change performance. [Figure 10] An explanatory diagram showing a specific example of a hold effect. [Figure 11] An explanatory diagram showing a specific example of a movable object effect. [Figure 12] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 13] FIG. 2 is a block diagram of a portion related to the control of the gaming machine. [Figure 14] 10 is a specific example of a fluctuation pattern determination table. [Figure 15] 10 is a specific example of a look-ahead determination table. [Figure 16] 10 is a specific example of a pattern determination table. [Figure 17] (A) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "jackpot win" in the non-time-saving state of the first and second embodiments, and (B) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "miss with reach" in the non-time-saving state. [Figure 18] FIG. 10 is an explanatory diagram of the customer waiting presentation in the first and second embodiments. [Figure 19] (A) is a table showing the allocation rate of the development effect when the value is "THP001" in the non-time-saving state of the first and second embodiments, (B) is a table showing the allocation rate of the development effect when the value is "THP011", and (C) is a table showing the allocation rate of the development effect when the value is other than "THP001" and "THP011". [Figure 20] FIG. 10 is an explanatory diagram of the cut-in effect in the first and second embodiments. [Figure 21] FIG. 10 is an explanatory diagram of the cut-in effect in the first and second embodiments. [Figure 22] (A) is a table showing the allocation rate of cut-in effects when the values ​​are "THP001" and "THP002" in the non-time-saving state of the first and second embodiments, (B) is a table showing the allocation rate of cut-in effects when the values ​​are "THP011" and "THP012", and (C) is a table showing the allocation rate of cut-in effects when the values ​​are other than "THP001", "THP002", "THP011", and "THP012". [Figure 23] FIG. 2 is an explanatory diagram of automatic mode switching in the first and second embodiments. [Figure 24] (A) is a table showing the allocation rate of automatic mode switching when the mode is "THP001" or "THP002" in the non-time-saving state of the first and second embodiments, (B) is a table showing the allocation rate of automatic mode switching when the mode is "THP011" or "THP012", and (C) is a table showing the allocation rate of automatic mode switching when the mode is other than "THP001", "THP002", "THP011", or "THP012". [Figure 25] FIG. 10 is an explanatory diagram of the customer waiting presentation in the first and second embodiments. [Figure 26] FIG. 10 is an explanatory diagram of the cut-in effect in the first and second embodiments. [Figure 27] 10 is a table showing output volumes resulting from automatic volume changes in the first and second embodiments. [Figure 28](A) is a table showing the allocation rate of automatic volume change when the settings are "THP001" and "THP002" in the non-time-saving state of the first and second embodiments, and (B) is a table showing the allocation rate of automatic volume change when the settings are "THP011" and "THP012." [Figure 29] (A) is a table showing the allocation rate of cut-in effects when the modified example is in the non-time-saving state and the values ​​are "SHP001" and "SHP002", (B) is a table showing the allocation rate of cut-in effects when the values ​​are "SHP011" and "SHP012", and (C) is a table showing the allocation rate of cut-in effects when the values ​​are other than "SHP001", "SHP002", "SHP011", and "SHP012". [Figure 30] 10 is a table showing output volumes resulting from automatic volume change in a modified example. [Figure 31] 10 is a table showing output volumes resulting from automatic volume change in a modified example. [Figure 32] FIG. 10 is an explanatory diagram of a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, examples of embodiments of the present invention will be described in detail with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and duplicate descriptions of identical parts will be omitted as a general rule. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs may be omitted or abbreviated. Furthermore, if any flowchart is described below, the execution order of multiple processes in any multiple steps in that flowchart may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.

[0009] <Basic embodiment> A first embodiment of the gaming machine of the present invention will be described later, but first, a basic embodiment that forms 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, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1.

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

[0011] The pachinko gaming machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached so as to be freely opened and closed relative to the outer frame 22. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached so as to be freely opened and closed relative to the game board mounting frame 2A. The front frame 23m also comprises a transparent plate 23t, and the game board 1 can be viewed from the front (player's side) through the transparent plate 23t.

[0012] The front door 23 also has 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 bottom of the front door 23, and stores game balls supplied to the handle 72k. The handle 72k is installed at the bottom right of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.

[0013] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined operating mode. The speakers 52 are installed in the upper left and upper right parts of the front door 23 and output, for example, background music (BGM) and sound effects. The frame lamps 53 are installed on the left and right parts of the front door 23 around the transparent plate 23t and are composed of, for example, multiple light-emitting diodes (LEDs). The frame movable body 58k is installed in the upper part of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 1. The movement of the frame movable body 58k may be other than up and down.

[0014] The front door 23 also includes a normal button 40 that can be operated by a player and a special button 41 that can be operated by a player. The normal button 40 and the special button 41 are configured, for example, as a button with a pressing surface, a lever with a grip, or the like. The normal button 40 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. The normal button 40 or the special button 41 may be configured to be able to operate in a predetermined operating pattern (e.g., rotation, protrusion, etc.), or may be configured as a cross key, touch panel, or the like.

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

[0016] The gaming board 1 has a gaming area 6 in which gaming balls launched by operating a handle 72k can flow down (fall). In the gaming area 6, gaming pins (not shown) that change the direction in which the gaming balls flow down are installed, and winning devices that allow gaming balls to win (enter or pass through) are also installed. The winning devices include a general winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15. Each winning device is equipped with a detection sensor that detects the entry or passage of a gaming ball.

[0017] The first start hole 11 is installed at the bottom of the game area 6 so that game balls can enter. When a game ball enters the first start hole 11, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, three) as prize balls onto the upper tray 34. When a game ball enters the first start hole 11, the pachinko game machine PY1 acquires the right to undergo a jackpot determination, which will be described later. The first start hole 11 is configured so that the ease with which game balls can enter remains constant.

[0018] The second start opening 12 is installed at the bottom of the game area 6, below the first start opening 11, so that game balls can enter. When a game ball enters the second start opening 12, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, one) as prize balls onto the upper tray 34. When a game ball enters the second start opening 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination, just as when a game ball enters the first start opening 11. Unlike the first start opening 11, the second start opening 12 is equipped with an open / close member 12k and an open / close solenoid (not shown) that can be opened and closed. The pachinko game machine PY1 opens and closes the opening and closing member 12k using an opening and closing solenoid, thereby setting the second starting hole 12 in either a closed state (closed state) in which the game ball does not enter or is difficult to enter, or an open state (open state) in which the game ball enters the second starting hole 12 more easily than in the closed state.

[0019] The gate 13 is installed on the right side of the gaming area 6 so that gaming balls can pass through. When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a winning determination, which will be described later. Note that even if a gaming ball passes through the gate 13, the pachinko gaming machine PY1 does not pay out prize balls to the upper tray 34.

[0020] The first large prize opening 14 is installed in the lower right of the gaming area 6 so that game balls can enter it. When a game ball enters the first large prize opening 14, the pachinko gaming machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The first large prize opening 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 opens and closes the first opening / closing door 14k using the opening / closing solenoid to set the first large prize opening 14 in either a closed state (closed state) in which game balls cannot enter it, or an open state (open state) in which game balls can enter it.

[0021] The second large prize opening 15 is installed in the lower right corner of the game area 6, below the first large prize opening 14, so that game balls can enter it. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The second large prize opening 15 is equipped with a second opening / closing door 15k that can be opened and closed, and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the second opening / closing door 15k using the opening / closing solenoid, thereby switching the second large prize opening 15 between a closed state (closed state) in which game balls cannot enter, and an open state (open state) in which game balls can enter.

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

[0023] In addition, an outlet 19 is provided at the bottom of the game area 6, and game balls that do not win in any of the general winning openings 10, the first starting opening 11, the second starting opening 12, the first large winning opening 14, and the second large winning opening 15 are discharged from the pachinko game machine PY1 through the outlet 19.

[0024] The gaming board 1 also includes an image display device 50 capable of displaying predetermined effects, a board lamp 54 capable of emitting light in a predetermined color, and an on-board movable body 55k capable of operating in a predetermined operating mode. The image display device 50 is installed in the center of the gaming board 1 and includes a display unit 50a configured, for example, by an LCD display, a dot display, a 7-segment display, or the like. The board lamp 54 is installed above the display unit 50a and is configured, for example, by a plurality of LEDs. The on-board movable body 55k is installed in front of and above the display unit 50a. The on-board movable body 55k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. The movement of the on-board movable body 55k may be other than up and down.

[0025] The gaming board 1 also has indicators 8 for notifying the player of the status of the pachinko gaming machine PY1. The indicators 8 are installed on the lower left of the gaming board 1 and are composed of, for example, multiple LEDs. The pachinko gaming machine PY1 notifies the player of the gaming status of the pachinko gaming machine PY1 (variable display and stop display of special symbols, variable display and stop display of regular symbols, number of reserved special symbols 1, number of reserved special symbols 2, number of reserved regular symbols, etc., as will be described later) by a combination of lighting, flashing, and extinguishing of the multiple LEDs.

[0026] 3. Basic gameplay Next, a basic game of the pachinko gaming machine PY1 will be described. The pachinko gaming machine PY1 is capable of executing a special game and a regular game using a game ball that is shot by operating the handle 72k.

[0027] 3-1. Special game When a gaming ball enters the first starting hole 11 or the second starting hole 12, 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 variably displays special symbols (also called "special symbols") depending on the results of the jackpot determination. The manner in which the special symbols are variably displayed (also called "variable display time") differs depending on the type of variation pattern, which will be described later.

[0028] The right to receive the jackpot determination is, for example, a random number, and the pachinko game machine PY1 performs the jackpot determination based on the acquired random number. The jackpot determination determines whether or not a jackpot game will be played. If a jackpot game is played, it is determined that the jackpot has been won, if a small jackpot game is played, it is determined that the small jackpot has been won, and if neither a jackpot game nor a small jackpot game is played, it is determined that the game has been lost.

[0029] When the pachinko gaming machine PY1 determines that a jackpot has been won by a gaming ball entering the first starting hole 11, it performs a variable display of the first special symbol. The variable display of the first special symbol is, for example, a display in which two LEDs in the upper left of the display device 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the first special symbol in a manner that indicates the result of the jackpot determination. The static display of the first special symbol can be in a manner that indicates a jackpot win (for example, two LEDs in the upper left are lit), a manner that indicates a small jackpot win (for example, only one LED in the upper left is lit), or a manner that indicates a loss (for example, only the other LED in the upper left is lit).

[0030] On the other hand, when the pachinko gaming machine PY1 determines that a jackpot has been won by the game ball entering the second starting hole 12, it performs a variable display of the second special symbol. The variable display of the second special symbol is, for example, a display in which two LEDs at the lower left of the display devices 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the second special symbol in a manner that indicates the result of the jackpot determination. The static display of the second special symbol can be in a manner that indicates a jackpot win (for example, two LEDs at the lower left are lit), a manner that indicates a small jackpot win (for example, only one LED at the lower left is lit), or a manner that indicates a loss (for example, only the other LED at the lower left is lit).

[0031] Furthermore, if a gaming ball enters the first starting hole 11 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination, which will be described later, and stores the acquired right to receive a jackpot determination as a special symbol 1 reserve. On the other hand, if a gaming ball enters the second starting hole 12 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination and stores the acquired right to receive a jackpot determination as a special symbol 2 reserve. The pachinko gaming machine PY1 can store up to a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbol is stopped and displayed, the pachinko gaming machine PY1 performs a jackpot determination for the special symbol 1 reserve and the special symbol 2 reserve. In addition, when special chart 1 reserve and special chart 2 reserve are stored at the same time, the jackpot determination for special chart 2 reserve may be made with priority, or the jackpot determination for special chart 1 reserve may be made with priority, or the jackpot determination may be made in the order in which they were stored.

[0032] The pre-reading judgment is a judgment made in advance before the jackpot judgment is made as to whether or not a jackpot game will be played (whether or not a jackpot will be won in the jackpot judgment), and if a jackpot game is played, it is judged as a pre-reading win, and if a jackpot game is not played, it is judged as a pre-reading non-win. Note that if multiple types of variation patterns can be determined, the pre-reading judgment may make a variation pattern pre-determination that determines in advance the variation pattern to be determined.

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

[0034] Furthermore, the pachinko gaming machine PY1 performs a jackpot game after stopping and displaying the first or second special symbol in a manner indicating a jackpot win. The jackpot game, which will be described in detail later, is a game in which a round game in which the first major prize opening 14 or the second major prize opening 15 is opened is played multiple times (for example, 10 times). The jackpot game is advantageous to the player because the opening of the first major prize opening 14 or the second major prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball). The jackpot game ends when all of the multiple round games have been played.

[0035] On the other hand, the pachinko gaming machine PY1 plays a small prize game after stopping and displaying the first or second special symbol in a manner indicating a small prize win. The small prize game, which will be described in detail later, is a game in which the first large prize opening 14 or the second large prize opening 15 is opened for a predetermined time (for example, 5 seconds). The small prize game is advantageous to the player because the opening of the first large prize opening 14 or the second large prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball).

[0036] 3-2. Regular Play When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a hit determination and performs a hit determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the normal map according to the result of the hit determination.

[0037] The win determination is to determine whether or not to play the auxiliary game. If the auxiliary game is played, it is determined that the player has won, and if the auxiliary game is not played, it is determined that the player has lost.

[0038] When the pachinko gaming machine PY1 determines that a win has occurred due to the game ball entering the gate 13, it displays a variable normal map. The variable normal map display is a display in which multiple LEDs in the upper right corner of the display 8 flash. When a predetermined time has passed since the start of the variable normal map display, the pachinko gaming machine PY1 displays a stopped normal map in a manner that indicates the result of the win determination. There are two modes of the stopped normal map display: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).

[0039] Furthermore, when a gaming ball enters the gate 13 while the normal map is being displayed in a variable manner, the pachinko gaming machine PY1 stores the acquired right to receive a winning judgment as a normal map reserve. The pachinko gaming machine PY1 can store up to a predetermined number of normal map reserves (for example, 2). After the normal map is displayed in a stopped state, the pachinko gaming machine PY1 performs a winning judgment on the normal map reserve.

[0040] When the pachinko game machine PY1 stores the number of reserved normal figures, it notifies the player of the number. The reserved normal figure number is notified by lighting up multiple LEDs in the lower right corner of the display 8. For example, when the reserved normal figure number is "1", only one LED is lit, and when the reserved normal figure number is "2", only two LEDs are lit.

[0041] The pachinko gaming machine PY1 stops and displays the normal image in a manner indicating a win, and then performs an auxiliary game. The auxiliary game, the details of which will be described later, is a game in which the second start opening 12 is opened for a predetermined time (for example, 3.5 seconds). The auxiliary game is advantageous to the player because the opening of the second start opening 12 provides an opportunity for a game ball to enter the second start opening 12 (an opportunity for a prize ball, an opportunity to acquire the right to be judged for a jackpot).

[0042] 4. Game status Next, the gaming states of the pachinko gaming machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the gaming states that the pachinko gaming machine PY1 can take. As shown in Figure 3(A), the pachinko gaming machine PY1 can take one or more of four gaming states, including a "low probability low base gaming state" (also called a "normal gaming state"), a "low probability high base gaming state" (also called a "time-shortened gaming state"), a "high probability low base gaming state" (also called a "potential probability gaming state"), and a "high probability high base gaming state" (also called a "probability variable gaming state").

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

[0044] The "low probability high base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined time-saving termination condition is met. The predetermined time-saving termination condition includes the occurrence of a jackpot game and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (for example, 200 times).

[0045] The "low probability high base game state" can also be achieved when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific miss when all jackpot determinations are misses for a predetermined specific number of times (e.g., 900 times), and a specific percentage (e.g., 1 / 200) of misses during jackpot determinations. The pachinko game machine PY1 switches to the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss has ended (after the special symbol has stopped display). In this case, the "low probability high base game state" also continues until a specified time-saving termination condition is met, just as when the "low probability high base game state" is entered after a jackpot game state.

[0046] The "high probability low base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined potential end condition is met. The predetermined potential end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 200 times). Note that the "high probability low base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.

[0047] The "high probability high base game state" is a game state that can be achieved after a jackpot game state, and continues until a predetermined probability end condition is met. The predetermined probability end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 100 times). Note that the "high probability high base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.

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

[0049] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states in which the game ball does not or is difficult to win in the second starting hole 12 (for example, a state in which a hit determination does not or is difficult to result in a win, or a state in which the opening time of the second starting hole 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states in which the game ball is easy to win in the second starting hole 12 (for example, a state in which a hit determination is easy to result in a win, or a state in which the opening time of the second starting hole 12 is relatively long). Therefore, with regard to the second starting hole 12 (with regard to the ease of a game ball winning in the second starting hole 12), the "low probability high base game state" and the "high probability high base game state" can be said to be game states that are more advantageous to the player than the "low probability low base game state" and the "high probability low base game state."

[0050] In addition, since the non-time-saving state is a state in which the game ball does not or is difficult to win at the second starting port 12, the ``low probability low base game state'' and the ``high probability low base game state'' can be said to be game states in which the game ball is more likely to win at the first starting port 11 than at the second starting port 12, while the time-saving state is a state in which the game ball is more likely to win at the second starting port 12, the ``low probability high base game state'' and the ``high probability high base game state'' can be said to be game states in which the game ball is more likely to win at the second starting port 12 than at the first starting port 11.

[0051] Furthermore, the pachinko gaming machine PY1 can change the jackpot 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 to three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is referred to as "Setting 1," when the setting change switch is in the middle position, it is referred to as "Setting 2," and when the setting change switch is in the lower position, it is referred to as "Setting 3." In "Setting 1," the jackpot probability in the normal probability state is a first probability (e.g., 1 / 300), and the jackpot probability in the high probability state is a second probability (e.g., 1 / 30). In "Setting 2," the jackpot probability in the normal probability state is a third probability (e.g., 1 / 280) that is higher than the first probability, and the jackpot probability in the high probability state is a fourth probability (e.g., 1 / 28) that is higher than the second probability. In addition, "Setting 3" is a fifth probability (e.g., 1 / 260) in which the probability of winning a jackpot in the normal probability state is higher than the third probability, and a sixth probability (e.g., 1 / 26) in which the probability of winning a jackpot in the high probability state is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate within a range in which the probability increases in the order of "Setting 1" < "Setting 2" < "Setting 3".

[0052] 5. Jackpot games Next, the jackpot game played by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko gaming machine PY1 can play one or more of four types of jackpot games: "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα."

[0053] The "jackpot game Wα" is a jackpot game that then enters a "high probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Wα", any number of rounds of play between 2 and 10 are played depending on α.

[0054] The "jackpot game Xα" is a jackpot game that then enters a "low probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Xα", any number of rounds of play between 2 and 10 are played depending on α.

[0055] The "jackpot game Yα" is a jackpot game that then enters a "high probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Yα", any number of rounds of play between 2 and 10 are played depending on α.

[0056] The "jackpot game Zα" is a jackpot game that then enters a "low probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Zα", any number of rounds of play between 2 and 10 are played depending on α.

[0057] In "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα," only the first major prize opening 14 may be opened for all round games, or only the second major prize opening 15 may be opened for all round games, or the first major prize opening 14 may be opened for some round games and the second major prize opening 15 may be opened for the remaining round games. Both round games in which the first major prize opening 14 is opened and round games in which the second major prize opening 15 is opened provide an opportunity for winning game balls (opportunity for winning prize balls), making them advantageous games for players.

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

[0059] Furthermore, "jackpot game Wα" and "jackpot game Xα" belong to the so-called jackpot game with electric support in which the game state is in a time-shortened state, while "jackpot game Yα" and "jackpot game Zα" belong to the so-called jackpot game without electric support in which the game state is not in a time-shortened state. Therefore, "jackpot game Wα" and "jackpot game Xα" can be said to be jackpot games that are more advantageous to the player than "jackpot game Yα" and "jackpot game Zα" in terms of the subsequent second starting hole 12 (in terms of the ease with which the game ball will enter the subsequent second starting hole 12), and a jackpot game state in which either "jackpot game Wα" or "jackpot game Xα" is played can be said to be a game state that is more advantageous to the player than a jackpot game state in which either "jackpot game Yα" or "jackpot game Zα" is played.

[0060] Here, the flow of the jackpot game will be explained. Figure 4(A) is a time chart showing the flow of the jackpot game. Here, a jackpot game in which only the first big winning hole 14 is opened will be illustrated.

[0061] As shown in FIG. 4(A), when the jackpot game starts after the special symbol is stopped and displayed, a jackpot opening (also referred to as a "jackpot OP") is set first. The jackpot OP continues until a predetermined time (e.g., 10 seconds) has elapsed, and when the jackpot OP ends, the first round of round play begins. The round play continues until a predetermined time (e.g., 30 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) enter the first large prize slot 14. When the first round of round play ends, an inter-round interval (also referred to as a "round IT") is set. The round IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the round IT ends, the second round of round play begins. Then, when the final round of play (e.g., the 10th round of round play) ends, a jackpot ending (also referred to as a "jackpot ED") is set. The jackpot ED continues until a predetermined time (for example, 10 seconds) has elapsed, and one jackpot game ends when the jackpot ED ends. Note that it is also possible to set either or both of the jackpot OP and the jackpot ED.

[0062] 6. Small Win Game Next, the small win game performed by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko gaming machine PY1 is capable of performing a small win game as a game different from a big win game. Unlike a big win game, a small win game is a game in which the game state does not change after the small win game. For example, if a small win game is performed in a "low probability low base game state," the "low probability low base game state" continues even after the small win game. In a small win game, the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15.

[0063] FIG. 4(B) is a time chart showing the flow of a small prize game. Here, a small prize game in which only the first large prize opening 14 is opened is illustrated. As shown in FIG. 4(B), when a small prize game starts after the special symbol is stopped and displayed, a pre-opening interval (also referred to as "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize opening 14 opens. The first large prize opening 14 remains open until a predetermined time (e.g., 5 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) have entered the first large prize opening 14. When the first large prize opening 14 has finished opening, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and one small prize game ends when the post-opening IT ends. In addition, either one or both of the pre-opening IT and the post-opening IT may be set. Also, in consideration of the playability of the pachinko gaming machine PY1, a small win game may be set not to be performed.

[0064] 7. Supplementary Games 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 is capable of performing an auxiliary game, which is a game different from the jackpot game and the small jackpot game. Unlike the jackpot game and the small jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is performed in the non-time-shortened state, the second start opening 12 is opened for a first opening time (e.g., 0.1 seconds), whereas when the auxiliary game is performed in the time-shortened state, the second start opening 12 is opened for a second opening time (e.g., 3.5 seconds) longer than the first opening time.

[0065] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the normal game display stops, the second start hole 12 opens. The second start hole 12 remains open until a predetermined time (the first opening time if the game is not in the time-saving mode, or the second opening time if the game is in the time-saving mode) has elapsed, or until a predetermined number of game balls (for example, four balls) have entered the second start hole 12. When the second start hole 12 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, two seconds) has elapsed, and one round of auxiliary game ends with the end of the post-opening IT.

[0066] 8. Direction Next, the effects performed by the pachinko gaming machine PY1 will be explained using Figures 5 to 12. The pachinko gaming machine PY1 can set different effect modes depending on the gaming status. In each effect mode, the pachinko gaming machine PY1 can perform the effects shown below using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, etc.) provided in the pachinko gaming machine PY1.

[0067] 8-1.Performance mode First, the presentation mode will be explained using Figure 5. The presentation mode is a classification of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY1 can set the following presentation modes: customer waiting presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.

[0068] The customer waiting mode is a mode that may be set when a special symbol is displayed in a static state (when the variable display of the special symbol 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." The customer waiting mode indicates to the player that the variable display of the special symbol is in a waiting state. The pachinko gaming machine PY1 can perform a customer waiting effect while the customer waiting mode is set. The customer waiting effect is an effect in which a customer waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a, as shown in FIG. 5(A-1). Furthermore, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, the pachinko gaming machine PY1 may display a setting screen G101 on the display unit 50a, as shown in FIG. 5(A-2), for setting the effects of the pachinko gaming machine PY1. The pachinko gaming machine PY1 allows settings related to the effects of the pachinko gaming machine PY1 to be made while the setting screen G101 is displayed. The settings related to the effects include a volume setting for the sound output from the speaker 52, a brightness setting (also called a "light amount setting") for the display unit 50a, and a frequency setting for the effects to be executed (also called a "effect setting").

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

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

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

[0072] The jackpot presentation mode is a presentation mode that is set in the jackpot game state. In the jackpot presentation mode, the player is informed that a jackpot game is being played. In the jackpot presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an opening image G107 that suggests the start of the jackpot game, a right-hit image G108 that encourages a "right hit," and the like, as shown in FIG. 5 (C-1), at the start of the jackpot game. The display of these images is referred to as an "opening presentation."

[0073] In addition, in the big win presentation mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during a round game, as shown in Fig. 5 (C-2), and if a high probability state is reached thereafter, displays a promotion image G110 indicating that a high probability state will be reached on the display unit 50a. The display of these images is referred to as a "round presentation."

[0074] In addition, in the big win presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an ending image G111 that suggests the presentation mode that will be set after the big win presentation mode, a total prize ball number image G112 that suggests the total number of prize balls that have been paid out, and the like, as shown in Fig. 5 (C-3). The display of these images is referred to as "ending presentation."

[0075] In the basic embodiment, five types of presentation modes are set: customer waiting presentation mode, normal presentation mode, probability change presentation mode, time-saving presentation mode, and jackpot presentation mode, but the types of presentation modes may be changed or added as appropriate.

[0076] 8-2. Special chart change performance Next, the special chart variable effect (also called "variable effect") will be explained using Figures 6 to 8. The special chart variable effect is an effect that suggests the result of the jackpot determination. When the variable display of the special chart begins, the pachinko gaming machine PY1 executes a special chart variable effect using a performance pattern in parallel with the variable display of the special chart. As shown in Figure 6(A), the performance pattern is composed of a left performance pattern EZ1, a center performance pattern EZ2, and a right performance pattern EZ3.

[0077] In the special symbol variation effect, the pachinko gaming machine PY1 displays the effect symbols EZ1, EZ2, and EZ3 variably on the background (normal background image G102, probability variable background image G103, time-saving background image G104). Note that the "↓" in the figure indicates that the effect symbols are currently being displayed variably. The effect symbols EZ1, EZ2, and EZ3 are, for example, each composed of number symbols from "1" to "9." In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 change as the variable display of the special symbol begins, and the effect symbols EZ1, EZ2, and EZ3 stop as the special symbol stops. The result of the jackpot determination is indicated by the manner in which the effect symbols EZ1, EZ2, and EZ3 are displayed.

[0078] 8-2-1.Normal fluctuation The pachinko game machine PY1 can perform a normal variation first in the special chart variation effect. The normal variation is an effect in which the effect patterns EZ1, EZ2, and EZ3 are displayed in a variable manner, and functions as an effect that indicates that the variable display of the special chart has begun.

[0079] In the normal variation, the pachinko gaming machine PY1 starts displaying the varying effect symbols EZ1, EZ2, and EZ3 as shown in FIG. 6(B). When the pachinko gaming machine PY1 determines a miss without generating a reach after the normal variation, it stops the left effect symbol EZ1 and the right effect symbol EZ3 in different patterns as shown in FIG. 6(C-1), and then stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a miss (a so-called "variable pattern") as shown in FIG. 6(D). A pattern suggesting a miss is a pattern in which the left and right effect symbols are not identical, such as "1·1·2" or "2·4·6." On the other hand, when the pachinko gaming machine PY1 generates a reach after the normal variation, it stops and displays the left effect symbol EZ1 and the right effect symbol EZ3 in the same pattern (a so-called "reach pattern") as shown in FIG. 6(C-2), thereby achieving a reach. The stopping order of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.

[0080] 8-2-2.N Reach The pachinko gaming machine PY1 can perform N-reach after a reach is established. N-reach is a reach effect in which the speed of change of the middle effect symbol EZ2 gradually slows down, and functions as an effect suggesting the possibility of a jackpot game.

[0081] In the N-reach state, the pachinko gaming machine PY1 gradually slows down the speed of the middle effect symbol EZ2 as shown in FIG. 7(A). When the pachinko gaming machine PY1 determines a miss in the N-reach state, it stops the middle effect symbol EZ2 and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a miss (a so-called miss-at-reach pattern) as shown in FIG. 7(B). A manner suggesting a miss-at-reach is when the effect symbols on the left and right are the same but the center symbol is different from the effect symbols on the left and right, such as "7·6·7" or "5·3·5." On the other hand, when the pachinko gaming machine PY1 develops an SP-reach state after an N-reach state, it does not stop the middle effect symbol EZ2. The content of the N-reach effect can be changed as appropriate.

[0082] 8-2-3. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a reach effect that displays, for example, a scene in which a main character and an enemy character are battling, and functions as an effect that suggests that a jackpot game is likely to occur.

[0083] In the SP reach, the pachinko gaming machine PY1 displays an SP title image G1 indicating the start of the SP reach on the display unit 50a, as shown in FIG. 8(A). The SP title image G1 is a text image, for example, "Defeat enemy A!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing a main character and an enemy character image G201 representing an enemy character on the display unit 50a, as shown in FIG. 8(B), and displays a video of the main character battling the enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the SP reach results in a jackpot, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 8(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a jackpot (so-called doublets). Furthermore, when the pachinko gaming machine PY1 loses in the SP reach, as shown in FIG. 8(C-2), it displays the enemy character rejoicing at winning the battle, suggesting a loss, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a reach loss. On the other hand, when the pachinko gaming machine PY1 develops the SP reach into an SPSP reach after this SP reach, it does not stop the middle effect symbol EZ2. It should be noted that the effect content of the SP reach can be changed as appropriate.

[0084] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after an SP reach. The SPSP reach is a reach effect that displays, for example, a scene of a main character battling a formidable enemy character, and functions as an effect that suggests a high possibility of a jackpot game.

[0085] In the SPSP reach, the pachinko gaming machine PY1 displays an SPSP title image G2 indicating the start of the SPSP reach on the display unit 50a, as shown in FIG. 9(A). The SPSP title image G2 is, for example, a text image of "Defeat Enemy B!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing a main character and a strong enemy character image G202 representing a strong enemy character on the display unit 50a, as shown in FIG. 9(B), and displays a video of the main character battling the strong enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the pachinko gaming machine PY1 has achieved a jackpot in the SPSP reach, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 9(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a jackpot (so-called doublets). On the other hand, when the pachinko game machine PY1 determines that the SPSP reach is a loss, as shown in Fig. 9 (C-2), it displays the strong enemy character rejoicing at having won the battle, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner that suggests a reach loss. Note that the effect content of the SPSP reach can be changed as appropriate.

[0086] Here, we will explain the possibility that the effect symbols EZ1, EZ2, and EZ3 will stop in a manner indicating a jackpot (also called "jackpot expectation probability"). The jackpot expectation probability is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of 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 win, and the execution probability of SP reach is set to 4% when the result of the jackpot determination is a miss, but set to 100% when the result of the jackpot determination is a win, the jackpot expectation probability for SP reach can be made higher than the jackpot expectation probability for N reach.

[0087] Also, for example, if the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, then by setting the execution probability of an SPSP reach to 2% when the result of the jackpot determination is a miss and to 100% when the result of the jackpot determination is a win, the jackpot expectation for an SPSP reach can be made higher than the jackpot expectation for an SP reach.In this way, by setting the execution probability for executable effects in accordance with the result of the jackpot determination in advance, the jackpot expectation for that effect can be determined.

[0088] 8-3. Hold icon and related icon The pachinko gaming machine PY1 can display a reserve icon HA on the display unit 50a while storing special chart 1 reserve or special chart 2 reserve. The reserve icon HA is, for example, an icon image of "◯". Furthermore, the pachinko gaming machine PY1 can display the icon TA on the display unit 50a while variable display of the special chart is being performed. The icon TA is, for example, the same icon image of "◯" as the reserve icon HA.

[0089] A reserve icon display area 50d is provided at the bottom of the display unit 50a. As shown in FIG. 10(A), the reserve 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 a reserve icon HA in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special symbols 1 or 2. For example, when the number of reserved special symbols 1 is "1," the reserve icon HA is displayed in the first display area 50d1. When the number of reserved special symbols 1 is "2," the reserve icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The reserve icon display area 50d may display both the number of reserved special symbols 1 and 2, or it may display only one of the number of reserved special symbols 1 and 2. In addition, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.

[0090] Furthermore, the icon display area 50e is provided at the bottom of the display unit 50a near the reserved icon display area 50d. As shown in FIG. 10(A), the icon display area 50e is configured as a single display area. When the pachinko gaming machine PY1 starts variable display of the special symbol, it displays the icon TA, which may be the same as or different from the reserved icon HA, in the icon display area 50e. Note that, in consideration of the playability of the pachinko gaming machine PY1, the icon TA may not be displayed.

[0091] 8-3-1.Holding effect The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect is, for example, an effect in which a hold icon HA is displayed in the hold icon display area 50d, and functions as an effect for informing the player of the number of special chart 1 holds or special chart 2 holds.

[0092] When the pachinko gaming machine PY1 is not performing variable display of the special chart and the number of reserved special charts 1 is "0", if a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 displays the icon TA in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two gaming balls enter the first starting hole 11 during variable display of the special chart, the pachinko gaming machine PY1 displays the reserved icon HA in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Fig. 10(C), and notifies the player that the number of reserved special charts 1 is "2". Furthermore, when the pachinko game machine PY1 starts variable display of a new special chart while displaying a reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, as shown in FIG. 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, thereby informing the player that the reserve number of special chart 1 is "1".

[0093] 8-4. Preview performance The pachinko game machine PY1 can perform a notice effect at any timing during the special chart variation effect. The notice effect is an effect that uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, normal button 40, special button 41, etc., and functions as an effect that suggests the possibility of a jackpot game.

[0094] 8-4-1.Movable object production The pachinko gaming machine PY1 can perform a movable body effect using the on-board movable body 55k or the frame movable body 58k as a preview effect. The movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.

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

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

[0097] The pachinko gaming machine PY1 performs an operation presentation at any timing in the special chart variation presentation (for example, during SP reach). Here, an operation presentation using the normal button 40 is illustrated. In the operation presentation, the pachinko gaming machine PY1 generates a period during which pressing the normal button 40 is valid (referred to as a "button operation valid period"), and with the occurrence of this button operation valid period, performs a presentation (referred to as a "button operation promotion presentation") that prompts the operation of the normal button 40, as shown in FIG. 12(A). In the button operation promotion presentation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 is composed of a normal button image G31 that imitates the normal button 40, a press operation image G32 (here, a text image of "press") that indicates the operation mode of the normal button 40 (i.e., the press operation), and a remaining valid operation period image G33 that indicates the remaining time of the button operation valid period. 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 pressed during the button operation valid period, the pachinko gaming machine PY1 ends the button operation prompt effect and performs an operation result effect, as shown in Fig. 12(B). Fig. 12(B) shows a case where a movable body effect in which the on-board movable body 55k moves is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.

[0098] 8-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect based on a pre-reading judgment as a notice effect. The pre-reading effect is, for example, an effect in which the reserved icon HA changes, and functions as an effect to indicate the result of the jackpot judgment in advance.

[0099] The pachinko gaming machine PY1 performs a look-ahead effect in response to storing a special chart 1 reserve or a special chart 2 reserve. Here, an example of a look-ahead effect for the special chart 1 reserve is shown. When a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 stores the special chart 1 reserve, and based on the result of the look-ahead determination for the special chart 1 reserve, displays a "☆" icon image as the reserve icon HA in the reserve icon display area 50d, as shown in FIG. 10(C), instead of the usual "◯" icon image. Note that the look-ahead effect content can be changed as appropriate.

[0100] 9. Internal structure Next, the internal configuration of the pachinko gaming machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of the parts related to the control of the pachinko gaming machine PY1. As shown in Fig. 13, the pachinko gaming machine PY1 comprises a main control unit 100 that controls the game, and a performance control unit 120 that executes performances. The main control unit 100 and the performance control unit 120 are electrically connected, and the performance control unit 120 executes performances mainly in accordance with instructions from the main control unit 100.

[0101] 9-1.Main control unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 includes, for example, a CPU (Central Processing Unit) and mainly controls various games (special game, regular game, game status, prize ball payout, etc.). The game control microcomputer 101 also includes a game input unit 101a, a game output unit 101b, and a game memory unit 101c. The game input unit 101a inputs game ball winning information from the winning devices (first start gate 11, second start gate 12, gate 13, first large prize gate 14, second large prize gate 15, regular prize gate 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands generated in response to game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game memory unit 101c is composed of, for example, a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores a table for selecting game content, game data generated in response to game control (special chart 1 reserve, special chart 2 reserve, normal chart reserve, etc.), etc.

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

[0103] 9-2.Table The game control microcomputer 101 can make various selections when controlling a game. When making a selection, a table stored in the game action memory unit 101c is referenced. The game action memory unit 101c stores the following tables.

[0104] 9-2-1. Fluctuation pattern determination 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 that is referenced when selecting the type of variation pattern. When performing variable display of the first special symbol or the second special symbol based on the result of the jackpot determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 to select the type of variation pattern.

[0105] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game status, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of reserved special symbols, etc. The reach determination determines whether or not the aforementioned reach effect (N reach, SP reach, SPSP reach) is to be performed during the variable display of the special symbol. If the reach effect is to be performed, it is determined that there is a reach, and if there is not, it is determined that there is no reach. The game control microcomputer 101 can select one of seven variation patterns: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs variable display of the first or second special symbol in a variable display mode (variable display time) according to the selected variation pattern. The type of variation pattern can be changed as appropriate.

[0106] Here, the role of each variation pattern will be explained. As mentioned above, during the variable display of the special chart, the special chart variation performance is performed. In the special chart variation performance, a performance flow consisting of one or more performances is executed, and each variation pattern is associated with the variable display time of the special chart and the performance flow executed in the special chart variation performance. For example, as shown in Figure 14, "THP001" and "THP011" have a variable display time of 120,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" have a variable display time of 100,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" has a variable display time of 20,000 ms and is associated with a presentation flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" have a variable display time of 13,000 ms or 2,000 ms and are associated with a presentation flow consisting of only "normal variation". In this way, the time of the special chart variation presentation and the presentation executed in the special chart variation presentation are varied depending on the type of variation pattern selected by the game control microcomputer 101.

[0107] "THP001" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SPSP reach," so "THP001" is referred to as an "SPSP jackpot fluctuation." Also, "THP002" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SP reach," so "THP002" is referred to as an "SP jackpot fluctuation." Also, "THP011" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SPSP reach," so "THP011" is referred to as an "SPSP miss fluctuation." Also, "THP012" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SP reach," so "THP012" is referred to as an "SP miss fluctuation." Furthermore, "THP013" is selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "N reach," so "THP013" is referred to as an "N miss variation." Furthermore, "THP021" and "THP022" are selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "normal variation," so "THP021" and "THP022" are referred to as "normal miss variation." The selection ratio of the variation pattern can be set appropriately, taking into consideration the playability of the pachinko gaming machine PY1.

[0108] 9-2-2. Look-ahead decision table The game memory unit 101c stores a look-ahead determination table 103b1 shown in FIG. 15. The look-ahead determination table 103b1 is a table that is referenced when selecting the type of look-ahead pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the look-ahead determination table 103b1 and selects the type of look-ahead pattern. The diagram shown in FIG. 15 is the look-ahead determination table 103b1.

[0109] As shown in Figure 15, the game control microcomputer 101 selects the type of look-ahead pattern based on the game status, the type of starting hole, the result of look-ahead determination, etc. The game control microcomputer 101 can select one of three look-ahead patterns, "SHP001" to "SHP003," as the look-ahead pattern. The type of look-ahead pattern can be changed as appropriate.

[0110] "SHP001" is selected when the result of the pre-reading judgment is a pre-reading win, so "SHP001" is called a "jackpot pre-reading pattern." Also, "SHP002" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called a "reach miss pre-reading pattern." Also, "SHP003" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called a "normal miss pre-reading pattern."

[0111] 9-2-3.Pattern Judgment Table The game memory unit 101c stores a symbol determination table 103c1 shown in Fig. 16. The symbol determination table 103c1 is a table that is referenced when selecting the type of symbols to be stopped for the first special symbol and the second special symbol. When a jackpot determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the type of symbols to be stopped for the first special symbol and the second special symbol. The diagram shown in Fig. 16 is the symbol determination table 103c1.

[0112] As shown in Figure 16, the game control microcomputer 101 selects the type of stopping symbol for the first special symbol and the second special symbol based on the type of starting slot, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stopping symbols: "jackpot Wα symbol," "jackpot Xα symbol," "jackpot Yα symbol," "jackpot Zα symbol," "small jackpot symbol," "miss A symbol," and "miss B symbol." The game control microcomputer 101 displays the first or second special symbol in a manner corresponding to the selected stopping symbol. The type of stopping symbol can be changed as appropriate.

[0113] Here, we will explain the role of each stopping symbol. As mentioned above, after the special symbol stops and is displayed, there are times when a jackpot game is played, when a small jackpot game is played, when a time-saving state is entered, and when nothing is played and a loss occurs. There are four types of jackpot games ("jackpot game Wα," "jackpot game Xα," "jackpot game Yα," "jackpot game Zα"), one type of small jackpot game, and two types of losses (the aforementioned specific loss and simple loss), and each stopping symbol is associated with a type of jackpot game, a type of small jackpot game, and a type of loss. 16, for example, a "jackpot Wα symbol" corresponds to a "jackpot game Wα," a "jackpot Xα symbol" corresponds to a "jackpot game Xα," a "jackpot Yα symbol" corresponds to a "jackpot game Yα," a "jackpot Zα symbol" corresponds to a "jackpot game Zα," a "small win symbol" corresponds to a small win game, a "miss A symbol" corresponds to a simple miss in which nothing is done, and a "miss B symbol" corresponds to a time-shortened state. In this way, the type of jackpot game, the type of small win game, and the type of miss (whether or not the time-shortened state is entered) to be executed are varied depending on the type of stopped symbol selected by the game control microcomputer 101.

[0114] The "jackpot Wα symbol" and "jackpot Yα symbol" are selected when a jackpot game that results in a high probability state is played afterwards, and therefore the "jackpot Wα symbol" and "jackpot Yα symbol" are sometimes referred to as "probability variable symbols." The "jackpot Xα symbol" and "jackpot Zα symbol" are selected when a jackpot game that results in a normal probability state is played afterwards, and therefore the "jackpot Xα symbol" and "jackpot Zα symbol" are sometimes referred to as "normal symbols." The "miss A symbol" is selected when a simple miss occurs without any further action, and therefore the "miss A symbol" is sometimes referred to as "normal miss symbol." The "miss B symbol" is selected when a specific miss occurs afterwards, and therefore the "miss B symbol" is sometimes referred to as "miss time-saving symbol." The selection ratio of the stop symbols can be appropriately set in consideration of the gameplay characteristics of the pachinko gaming machine PY1.

[0115] 9-3. Commands The game control microcomputer 101 can output the performance commands generated in response to the control of the game to the performance control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.

[0116] 9-3-1. Winning Command The winning commands are generated in association with the game ball's entry into various winning devices (first start opening 11, second start opening 12, gate 13, first large prize opening 14, second large prize opening 15, general prize opening 10, etc.). The winning commands include a first start opening command generated when the game ball enters first start opening 11, a second start opening command generated when the game ball enters second start opening 12, a gate command generated when the game ball passes through gate 13, a first large prize opening command generated when the game ball enters first large prize opening 14, a first large prize opening command generated when the game ball enters second large prize opening 15, a general prize opening command generated when the game ball enters general prize opening 10, etc.

[0117] 9-3-2. Special command The special symbol command is generated in relation to the operation of the first special symbol and the second special symbol. The special symbol command includes a special symbol change pattern command generated by determining the change pattern of the special symbol, a special symbol stop symbol command generated by determining the stop symbol of the special symbol, a special symbol start command generated by starting the variable display of the special symbol, and a special symbol confirmation command generated by the stop display of the special symbol.

[0118] 9-3-3. General Map Commands The general map commands are generated in relation to the general map's operation. General map commands include the general map start command, which is generated by starting the general map's variable display, and the general map confirmation command, which is generated by stopping the general map's display.

[0119] 9-3-4. Pending Commands Reserve commands are generated in relation to the increase or decrease in the number of reserved special chart 1 reserves, special chart 2 reserves, and regular chart reserves. Reserve commands include a special chart 1 reserve increase command generated by an increase in the number of reserved special chart 1, a special chart 1 reserve decrease command generated by a decrease in the number of reserved special chart 1, a special chart 2 reserve increase command generated by an increase in the number of reserved special chart 2, a special chart 2 reserve decrease command generated by a decrease in the number of reserved special chart 2, a regular chart reserve increase command generated by an increase in the number of reserved regular charts, and a regular chart reserve decrease command generated by a decrease in the number of reserved regular charts.

[0120] 9-3-5. Jackpot game command The jackpot game command is generated in association with the action of the jackpot game. The jackpot game command includes an OP command generated by the start of an OP, a round command generated by the start of each round game, and an ED command generated by the start of an ED.

[0121] 9-3-6. Small Win Game Command The small win game command is generated in association with the operation of the small win game. Examples of the small win game command include a pre-release IT command generated by the start of the pre-release IT, and a post-release IT command generated by the start of the post-release IT.

[0122] 9-3-7. Auxiliary game commands The auxiliary game command is generated in association with the operation of the auxiliary game, and includes an auxiliary game start command generated upon the start of the auxiliary game.

[0123] 9-3-8. Game status 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 in a normal probability state, a high probability command generated when the game state is in a high probability state, a non-time-saving command generated when the game state is in a non-time-saving state, a time-saving command generated when the game state is in a time-saving state, and a jackpot command generated when the game state is in a jackpot game state.

[0124] 9-4. Production control unit The performance control unit 120 includes a performance control microcomputer 121. The performance control microcomputer 121 includes, for example, a CPU, and mainly executes various performances (performance modes, special chart change performances, hold performances, preview performances, etc.). The performance control microcomputer 121 also includes a performance input unit 121a and a performance memory unit 121b. The performance input unit 121a inputs performance commands output from the main control unit 100, operation information for the normal buttons 40, operation information for the special buttons 41, etc. The performance memory unit 121b is configured with, for example, ROM and RAM, and stores tables for selecting preview performances, etc., performance data generated in response to the execution of performances, etc.

[0125] Various effects are executed mainly based on the effect commands and operation information input by the effect input unit 121a. The effect control microcomputer 121 executes various effects by referring to the tables and effect data stored in the effect storage unit 121b.

[0126] First Embodiment The first embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.

[0127] 1. Fluctuation pattern determination table First, the variation patterns that can be determined by the game control microcomputer 101 of the configuration of the pachinko game machine PY1 of this embodiment will be further explained based on Figures 14 and 17. The game memory unit 101c of this embodiment stores a variation pattern determination table shown in Figure 14.

[0128] The game control microcomputer 101 determines the variation pattern of the special symbol based on the result of the jackpot determination and the result of the reach determination. Specifically, when the game state is in the non-time-reduction state and the result of the jackpot determination of the first special symbol is "jackpot win," there are two variation patterns, "THP001" and "THP002" described above.

[0129] The fluctuation pattern "THP001" is a fluctuation pattern that involves the execution of a special chart fluctuation performance in which, after a normal fluctuation, a reach, an N reach, and an SP reach are performed, followed by an SPSP reach in a successful manner. This fluctuation pattern "THP001" is also called an "SPSP jackpot fluctuation."

[0130] The fluctuation pattern "THP002" is a fluctuation pattern that involves the execution of a special chart fluctuation performance in which, after normal fluctuation, a reach and an N reach are performed, followed by an SP reach in a successful mode. This fluctuation pattern "THP002" is also called "SP jackpot fluctuation."

[0131] On the other hand, when the game state is not time-saving and the result of the jackpot judgment on the first special chart is "miss" and the result of the reach judgment is "reach", there are three types of fluctuation patterns: "THP011", "THP012" and "THP013" as mentioned above.

[0132] The variation pattern "THP011" is a variation pattern that involves the execution of a special chart variation effect in which, after a normal variation, a reach, an N reach, and an SP reach are performed, followed by an SPSP reach in a failed state. This variation pattern "THP011" is also called an "SPSP miss variation."

[0133] The fluctuation pattern "THP012" is a fluctuation pattern that involves the execution of a special chart fluctuation performance in which, after a normal fluctuation, a reach and an N reach are performed, followed by an SP reach in a failed state. This fluctuation pattern "THP012" is also called "SP miss fluctuation."

[0134] The variation pattern "THP013" is a variation pattern that accompanies the execution of a special chart variation effect in which an N reach is performed in a failed state after a normal variation and a reach. This variation pattern "THP013" is also called an "N miss variation."

[0135] In addition, when the game state is not time-saving and the result of the jackpot judgment on the first special chart is "miss" and the result of the reach judgment is "no reach", there are two types of fluctuation patterns: "THP021" and "THP022" as mentioned above.

[0136] Both the fluctuation pattern "THP021" and the fluctuation pattern "THP022" are fluctuation patterns that accompany the execution of a special chart fluctuation effect in which the three performance symbols EZ1, EZ2, and EZ3 stop and display in a manner suggesting a miss (a spread pattern) after a normal fluctuation. Note that if the number of reserved special charts at the start of the variable display of the special chart is "0," "1," or "2," the fluctuation pattern "THP021" is selected, and if the number of reserved special charts at the start of the variable display of the special chart is "3" or "4," the fluctuation pattern "THP022" is selected. These fluctuation patterns "THP021" and "THP022" are also called "normal miss fluctuations."

[0137] In addition, when the game state is not in the time-saving state and the result of the jackpot determination of the second special chart is "jackpot win", there is one type of fluctuation pattern, "THP001" mentioned above.

[0138] On the other hand, when the game state is not in the time-saving state and the result of the jackpot judgment of the second special chart is "miss", there are two types of fluctuation patterns, "THP021" and "THP022" as mentioned above.

[0139] In addition, when the game state is in the time-saving state and the result of the jackpot determination of the second special chart is "jackpot win", there is one type of fluctuation pattern, "THP001" mentioned above.

[0140] On the other hand, when the game state is in the time-saving state, the result of the jackpot judgment of the second special chart is "miss", and the result of the reach judgment is "reach", there is one type of fluctuation pattern, "THP011" mentioned above.

[0141] In addition, when the game state is in the time-saving state, the result of the jackpot judgment of the second special chart is "miss" and the result of the reach judgment is "no reach", there are two types of fluctuation patterns, the above "THP021" and "THP022". Note that, unlike when the game state is not in the time-saving state, if the number of reserved special charts at the start of the variable display of the special chart is "0", the fluctuation pattern "THP021" is selected, and if the number of reserved special charts at the start of the variable display of the special chart is "1", "2", "3", or "4", the fluctuation pattern "THP022" is selected.

[0142] In addition, when the game state is in the time-saving state and the result of the jackpot determination of the first special chart is "jackpot win", there is one type of fluctuation pattern, "THP001" mentioned above.

[0143] On the other hand, when the game state is in the time-saving state and the result of the jackpot judgment of the first special chart is "miss," there are two types of fluctuation patterns: "THP021" and "THP022." Note that, unlike when the game state is not in the time-saving state, if the number of reserved special charts at the start of the variable display of the special chart is "0," the fluctuation pattern "THP021" is selected, and if the number of reserved special charts at the start of the variable display of the special chart is "1," "2," "3," or "4," the fluctuation pattern "THP022" is selected.

[0144] Figure 17 shows the allocation rate (execution probability) of the variation pattern in the variation pattern determination table shown in Figure 14. In this embodiment, when the result of the jackpot determination of the first special symbol in the non-time-shortening state is "jackpot win", the game control microcomputer 101 selects a variation pattern at the allocation rate shown in Figure 17(A). Also, when the result of the jackpot determination of the first special symbol in the non-time-shortening state is "miss" and the result of the reach determination is "reach", the game control microcomputer 101 selects a variation pattern at the allocation rate shown in Figure 17(B).

[0145] According to FIG. 17(A), the allocation rate for the variation pattern "THP001" is 90%, which is greater than the allocation rate for the variation pattern "THP002" (10%). Therefore, in most cases where the result of the jackpot determination for the first special symbol in the non-time-saving state is a jackpot win, the game progresses to an SPSP reach via an SP reach. Therefore, if the game progresses to an SPSP reach, it is possible to make the player aware that there is a high possibility that a "jackpot game" will be executed after the SP reach. On the other hand, when the result of the jackpot determination for the first special symbol in the non-time-saving state is a "jackpot win," after the SP reach is executed, the effect symbols EZ1, EZ2, and EZ3 may occasionally be displayed in a stop pattern suggesting a jackpot. Therefore, if the effect symbols EZ1, EZ2, and EZ3 are displayed in a stop pattern suggesting a jackpot after the SP reach is executed, it is possible to surprise a player who is expecting an SPSP reach to be executed after the SP reach is executed, giving the player surprise and delight.

[0146] Also, according to FIG. 17(B), the value of the allocation rate of the variation pattern "THP013" (70%) is greater than the total value of the allocation rates of the variation patterns "THP011" and "THP012" (30%). As mentioned above, if the result of the jackpot determination of the first special chart is "jackpot win" in the non-time-saving state, an SPSP reach will not be executed after an SP reach. Therefore, when an SPSP reach is executed, it is possible to make the player aware that a jackpot game may be executed afterwards.

[0147] 2. Various performances Next, various effects in this embodiment will be explained with reference to Figs. 18 to 24. The effect control microcomputer 121 in this embodiment can set one type of "effect mode" from among multiple types in a predetermined game state. It can also execute a "customer waiting effect" that allows the player to set (select) the effect mode. If an SPSP reach is executed after the execution of an SP reach in the currently executing special chart variation effect, it can execute an "development effect" before the execution of the SPSP reach. It can also execute a "cut-in effect" during the execution of the special chart variation effect. Furthermore, it is possible to automatically switch the currently set effect mode (i.e., without the player's operation) during the special chart variation effect ("automatic mode switching" can be executed).

[0148] 2-1.Performance mode First, the presentation mode in this embodiment will be described. In the pachinko gaming machine PY1 according to this embodiment, when the gaming state is set to a low-probability, low-base gaming state (normal gaming state), the player can set (select) the presentation mode. In other words, in this case, the player can customize the presentation mode. Note that when the gaming state is set to anything other than a low-probability, low-base gaming state (such as a high-probability, high-base gaming state, low-probability, high-base gaming state, or jackpot gaming state), the player cannot set (select) the presentation mode. In other words, in this embodiment, the player can set (select) the presentation mode only when the gaming state is set to a low-probability, low-base gaming state.

[0149] In this embodiment, there are two types of presentation modes that a player can set (select): a "first presentation mode" and a "second presentation mode." Both the first presentation mode and the second presentation mode are presentation modes in which a cut-in presentation, which will be described later, can be executed while they are set. However, while the first presentation mode is a presentation mode in which a development presentation, which will be described later, can be executed while they are set, the second presentation mode is a presentation mode in which a development presentation is not executed while they are set. Therefore, if the presentation mode in a low-probability, low-base game state is the first presentation mode, both the development presentation and the cut-in presentation may be executed, but if it is the second presentation mode, the development presentation will not be executed, but the cut-in presentation may be executed.

[0150] Furthermore, in this embodiment, as will be described later, when the variation pattern "THP001" or "THP002" is selected during the setting of the second presentation mode, a cut-in effect is always performed during the execution of the special chart variation effect corresponding to that variation pattern. Therefore, when a cut-in effect is performed in the special chart variation effect in the second presentation mode, the player can expect that a jackpot game will be played after the special chart variation effect.

[0151] In this embodiment, when the power switch (not shown) is operated to turn on the power of the pachinko gaming machine PY1, the "first presentation mode" is always set as the presentation mode.

[0152] 2-2. Customer waiting performance Next, the customer waiting effect in this embodiment will be described with reference to Figures 5 and 18. The customer waiting effect is an effect that is performed while the above-mentioned customer waiting effect mode is set. In this embodiment, while this customer waiting effect is being executed, the player can customize the game mode to the above-mentioned first effect mode or second effect mode.

[0153] Specifically, when the player presses (presses) the normal button 40 once while the customer waiting effect shown in Fig. 5(A-1) is being executed (i.e., while the customer waiting demo video G100 is being displayed on the display unit 50a), the menu screen G101 shown in Fig. 5(A-2) is displayed on the display unit 50a. Note that, when the player presses the normal button 40 again while this menu screen G101 is being displayed, the display switches to the customer waiting demo video G100 shown in Fig. 5(A-1).

[0154] On the menu screen G101, "Volume Setting," "Light Intensity Setting," and "Effect Setting" shown in FIG. 5(A-2) are displayed on the display unit 50a. Each time the player presses the normal button 40, "Volume Setting," "Light Intensity Setting," or "Effect Setting" becomes selectable. When the special button 41 is pressed while "Effect Setting" is selected, an effect setting screen G101X including a title image G120 indicating the character string "Effect Setting (Effect Mode)," a button image G121 indicating "First Effect Mode (Press the normal button)," and a button image G122 indicating "Second Effect Mode (Press the special button)," as shown in FIG. 18(A), is displayed on the display unit 50a. The effect setting screen G101X indicates that when the player presses the normal button 40, the effect mode is set to "First Effect Mode," and when the player presses the special button 41, the effect mode is set to "Second Effect Mode."

[0155] If the player presses the normal button 40 while the effect setting screen G101X is displayed, the effect mode is set to the "first effect mode" after the pressing operation, and the effect setting screen G101X disappears from the display unit 50a. Then, as shown in FIG. 18(B-1), the customer waiting demo video G100 is displayed again on the display unit 50a. At this time, a first mode display image G123A showing the string "first effect mode" within a roughly rectangular frame is displayed in the lower left corner of the display unit 50a. The display of this first mode display image G123A allows the player to understand that the effect mode is set to the "first effect mode." Note that, in this embodiment, the first mode display image G123A can be displayed on the display unit 50a even when the normal background image G102 is displayed on the display unit 50a.

[0156] On the other hand, if the player presses the special button 41 while the effect setting screen G101X shown in FIG. 18(A) is displayed, the effect mode is set to the "second effect mode" after the special button 41 is pressed, and the effect setting screen G101X disappears from the display unit 50a. Then, as shown in FIG. 18(B-2), the customer waiting demo video G100 is displayed again on the display unit 50a. At this time, a second mode display image G123B showing the string "second effect mode" within a roughly rectangular frame is displayed in the lower left corner of the display unit 50a. The display of this second mode display image G123B allows the player to understand that the effect mode is set to the "second effect mode." Note that, in this embodiment, the second mode display image G123B can be displayed on the display unit 50a even when the normal background image G102 is displayed on the display unit 50a.

[0157] In this embodiment, the first mode display image G123A and the second mode display image G123B described above are collectively referred to as the game mode display image G123.

[0158] 2-3. Special chart change performance Next, the special chart variable effect of this embodiment will be explained. In this embodiment, the execution of the special chart variable effect starts after the start of the variable display of the special chart (first special chart, second special chart). Specifically, the execution of the special chart variable effect starts at the first execution timing 0.25 seconds after the start of the variable display of the special chart.

[0159] 2-4. Development Next, the development effect of this embodiment will be described based on Figures 2, 11 and 19. This development effect can be executed at the timing when the SP reach develops into the SPSP reach during the execution of the special chart variation effect. In other words, it is an effect that can be executed after the execution of the SP reach and before the execution of the SPSP reach.

[0160] The advanced effect of this embodiment is a composite effect that includes a movable body effect using the on-board movable body 55k and an image effect that displays the effect image G4 shown in FIG. 11(A), as shown in FIG. 2 and FIG. 11(A). Specifically, the movable body effect of the advanced effect is an effect in which the on-board movable body 55k moves from a standby position (the position of the on-board movable body 55k shown by the solid line in FIG. 2) to an operating position (the position of the on-board movable body 55k shown by the two-dot chain line in FIG. 2). The image effect of the advanced effect is an effect in which, when the on-board movable body 55k moves to the operating position, an effect image G4 showing a red flash appears on part of the outer periphery of the on-board movable body 55k. By executing such advanced effects, it is possible to attract the player's attention to the display unit 50a and subsequently to the subsequent SPSP reach.

[0161] In this embodiment, depending on the presentation mode that is set, the development presentation may or may not be executed. Specifically, when the first presentation mode is set, if the variation pattern is "THP001" or "THP011", the development presentation can be executed. On the other hand, when the second presentation mode is set, the development presentation will not be executed even if the variation pattern is "THP001" or "THP011".

[0162] 19 shows the allocation rate (execution probability) for whether or not to execute the development effect. In this embodiment, after the start of the variable display of the special symbol in the non-time-saving state and at the first decision timing before the start of the execution of the special symbol variable effect (specifically, the timing 0.10 seconds after the start of the variable display of the special symbol), the execution of the development effect is determined by referring to the type of variation pattern selected, the set presentation mode, and the allocation rate shown in FIG. 19. Specifically, when "THP001" is selected as the variation pattern in the non-time-saving state, the presentation control microcomputer 121 selects "execution" or "non-execution" of the development effect at the allocation rate shown in FIG. 19(A). Also, when "THP011" is selected as the variation pattern in the non-time-saving state, the presentation control microcomputer 121 selects "execution" or "non-execution" of the development effect at the allocation rate shown in FIG. 19(B). In addition, when the fluctuation pattern is neither "THP001" nor "THP011" in the non-time-saving state (other than "THP001" or "THP011"), the performance control microcomputer 121 selects "non-execution" of the development performance regardless of the performance mode, as shown in Figure 19 (C).

[0163] According to FIG. 19(A), when the variation pattern is "THP001" (i.e., when the result of the jackpot determination is "jackpot win" and the variation pattern is that the SPSP reach is executed), if the currently set presentation mode is the first presentation mode, the value of the allocation rate for "execution" of the advanced presentation is "60%", which is larger than the value of the allocation rate for "non-execution" ("40%). On the other hand, according to FIG. 19(B), when the variation pattern is "THP011" (i.e., when the result of the jackpot determination is "miss" and the variation pattern is that the SPSP reach is executed), if the currently set presentation mode is the first presentation mode, the value of the allocation rate for "execution" of the advanced presentation is "10%", which is smaller than the value of the allocation rate for "non-execution" ("90%). Therefore, if the advanced presentation is performed after the execution of the SP reach during the setting of the first presentation mode and before the execution of the SPSP reach, it is possible to make the player expect the execution of a "jackpot game" afterwards.

[0164] 19(A) and 19(B), if the currently set presentation mode is the second presentation mode, whether the variable pattern is "THP001" or "THP011", the allocation rate for "non-execution" of the development presentation is "100%" (i.e., the allocation rate for "execution" of the development presentation is "0%"). Therefore, since the development presentation is not performed after the execution of SP Reach while the second presentation mode is set and before the execution of SPSP Reach, the player can set the presentation mode to the second presentation mode so that the development presentation is not performed during play.

[0165] As described above, it is possible to make the significance of the execution of the advanced effects different between the first and second presentation modes. In other words, while the first presentation mode is set, the execution of the advanced effects can make the player expect a jackpot, while while the second presentation mode is set, it is possible to manually stop the execution of the advanced effects.

[0166] 2-5. Cut-in effects Next, the cut-in effect of this embodiment will be described based on Figures 20, 21, and 22. This cut-in effect can be executed at the second execution timing (specifically, 5 seconds after the start of the special chart change effect) which is in the middle of the normal change of the special chart change effect.

[0167] The cut-in effect of this embodiment is an image effect in which a character image G131 and a speech bubble image G132 are displayed on the display unit 50a, as shown in FIG. 20(B). Specifically, the character image G131 appearing in the lower right of the display unit 50a is an image based on a person's head, and the speech bubble image G132 appearing to the left of the character image G131 is an image showing the character string "Chance!" inside. As will be described later, when a cut-in effect is executed, it is easier to execute a jackpot game afterwards than when it is not executed. Therefore, it is possible to make the player anticipate whether or not a cut-in effect will be executed during the special chart variation effect.

[0168] In this embodiment, unlike the development effect, the cut-in effect can be executed regardless of the set effect mode. That is, even if the first effect mode or the second effect mode is set, if the variation pattern is "THP001", "THP002", "THP011", or "THP012", the cut-in effect may or may not be executed.

[0169] Specifically, when a cut-in effect is executed while the first effect mode is set, the three effect patterns EZ1, EZ2, and EZ3 that are being variably displayed disappear from the display unit 50a as shown in Fig. 20(A), and the character image G131 of the cut-in effect and the balloon image G132 appear (Fig. 20(B)). Then, after the cut-in effect execution period (specifically, 1.0 second) has elapsed and the execution of the cut-in effect has ended, the three effect patterns EZ1, EZ2, and EZ3 that are being variably displayed reappear on the display unit 50a (Fig. 20(C)).

[0170] Also, when a cut-in effect is executed while the second effect mode is set, just as when the first effect mode is set, the three effect patterns EZ1, EZ2, and EZ3 that are being displayed in a changing manner disappear from the display unit 50a as shown in Figure 21(A), and the character image G131 of the cut-in effect and the speech bubble image G132 appear (Figure 21(B)), and when the execution of the cut-in effect is completed, the three effect patterns EZ1, EZ2, and EZ3 that are being displayed in a changing manner reappear on the display unit 50a (Figure 21(C)).

[0171] FIG. 22 shows the allocation rate (execution probability) for whether or not to execute a cut-in effect. In this embodiment, after the start of variable display of the special symbol in the non-time-saving state and at the second determination timing before the start of execution of the special symbol variable effect (specifically, the timing 0.15 seconds after the start of variable display of the special symbol), whether or not to execute a cut-in effect is determined by referring to the type of variation pattern selected, the set presentation mode, and the allocation rate shown in FIG. 22. Specifically, when "THP001" or "THP002" is selected as the variation pattern in the non-time-saving state, the presentation control microcomputer 121 selects "execution" or "non-execution" of the cut-in effect at the allocation rate shown in FIG. 22(A). Also, when "THP011" or "THP012" is selected as the variation pattern in the non-time-saving state, the presentation control microcomputer 121 selects "execution" or "non-execution" of the cut-in effect at the allocation rate shown in FIG. 22(B). In addition, when the time-saving state is not active and the fluctuation pattern is neither "THP001", "THP002", "THP011", nor "THP012" (other than "THP001", "THP002", "THP011", "THP012"), the performance control microcomputer 121 selects "non-execution" for the cut-in performance regardless of the performance mode, as shown in Figure 22 (C).

[0172] According to Fig. 22(A), if the fluctuation pattern is "THP001" or "THP002" (i.e., the result of the jackpot determination is "jackpot win" and the fluctuation pattern is executed until SP reach or SPSP reach), if the currently set presentation mode is the first presentation mode, the value of the allocation rate for "execution" of the cut-in presentation is "60%", which is larger than the value of the allocation rate for "non-execution" ("40%). On the other hand, according to Fig. 22(B), if the fluctuation pattern is "THP011" or "THP012" (i.e., the result of the jackpot determination is "miss" and the fluctuation pattern is executed until SP reach or SPSP reach), if the currently set presentation mode is the first presentation mode, the value of the allocation rate for "execution" of the cut-in presentation is "30%", which is smaller than the value of the allocation rate for "non-execution" ("70%). Therefore, when a cut-in effect is performed during the normal fluctuation of the special chart fluctuation effect while the first effect mode is set, it is possible to make the player expect to play a "jackpot game" after the special chart fluctuation effect.

[0173] Also, according to FIG. 22(A), when the fluctuation pattern is "THP001" or "THP002", if the currently set presentation mode is the second presentation mode, the value of the allocation rate for "execution" of the cut-in presentation is "100%". In other words, if an SP reach in a successful mode or an SPSP reach in a successful mode is executed while the second presentation mode is set, the cut-in presentation is always executed. In contrast, according to FIG. 22(B), when the fluctuation pattern is "THP011" or "THP012", if the currently set presentation mode is the second presentation mode, the value of the allocation rate for "execution" of the cut-in presentation is "5%," which is smaller than the value of the allocation rate for "non-execution" ("95%). In other words, if an SP reach in a failed mode or an SPSP reach in a failed mode is executed while the second presentation mode is set, the cut-in presentation is extremely unlikely to be executed. Thus, when a cut-in effect is performed during the normal fluctuation of the special chart fluctuation effect while the second effect mode is set, it is possible to make the player highly anticipate the execution of a "jackpot game" after the special chart fluctuation effect.

[0174] As described above, it is possible to make the significance of the cut-in effect different between the first and second presentation modes. In other words, when the second presentation mode is set, the execution of the cut-in effect can make the player expect a jackpot more than when the first presentation mode is set.

[0175] 2-6.Automatic mode switching Next, the automatic mode switching of this embodiment will be described with reference to Figures 23 and 24. In this pachinko game machine PT1, when the currently set presentation mode is the first presentation mode, the first presentation mode may be automatically switched to the second presentation mode (automatic mode switching may be performed). In this embodiment, when the currently set presentation mode is not the first presentation mode but the second presentation mode, automatic mode switching is not performed.

[0176] When automatic mode switching is performed, the mode display image G123 displayed on the display unit 50a switches from the first mode display image G123A to the second mode display image G123B in accordance with the automatic mode switching. Therefore, a player who notices that the mode display image G123 on the display unit 50a has inadvertently changed to the second mode display image G123B can recognize that automatic mode switching has occurred.

[0177] In this embodiment, automatic mode switching can be performed at the third execution timing (specifically, 0.06 seconds after the start of the variable display of the special chart) during the variable display of the special chart and before the execution of the special chart variation performance. This third execution timing is before the first execution timing of the development performance described above and the second execution timing of the cut-in performance described above.

[0178] A case where automatic mode switching is performed will be explained using Figure 23. As described above, when the first performance mode is set at the start of the variable display of the special symbol (before the execution of the special symbol variable performance starts) (i.e., when the first mode display image G123A is displayed on the display unit 50a as shown in Figure 23(A)), automatic mode switching can be performed. When automatic mode switching is performed, at the third execution timing during the variable display of the special symbol, the first performance mode is changed to the second performance mode, and the second mode display image G123B shown in Figure 23(B) is switched and displayed on the display unit 50a. Then, after the display is switched to the second mode display image G123B, the execution of the special symbol variable performance starts, and the variable display of the three performance symbols EZ1, EZ2, and EZ3 starts as shown in Figure 23(C).

[0179] The performance control microcomputer 121 of this embodiment can determine (select) whether to execute automatic mode switching by lottery. This performance control microcomputer 121 determines whether to execute automatic mode switching by referring to the type of variation pattern selected, the set performance mode, and the allocation rate (execution probability) for whether to execute automatic mode switching shown in Figure 24.

[0180] Specifically, for example, when "THP001" or "THP002" is selected as the variation pattern in the non-time-shortening state, the performance control microcomputer 121 selects "execute" or "not execute" for the automatic mode switching in the special chart variation performance that is started at the allocation rate shown in Fig. 24(A). Also, when "THP011" or "THP012" is selected as the variation pattern in the non-time-shortening state, the performance control microcomputer 121 selects "execute" or "not execute" for the automatic mode switching in the special chart variation performance that is started at the allocation rate shown in Fig. 24(B). In addition, when the time-saving state is not in effect and the fluctuation pattern is neither "THP001", "THP002", "THP011", nor "THP012" (other than "THP001", "THP002", "THP011", "THP012"), the performance control microcomputer 121 selects "non-execution" for automatic mode switching in the special chart fluctuation performance that is started, regardless of the performance mode, as shown in Figure 24 (C).

[0181] According to Fig. 24(A), when the fluctuation pattern is "THP001" or "THP002" (i.e., when the result of the jackpot determination is "jackpot win" and the fluctuation pattern is executed until SP reach or SPSP reach), if the currently set presentation mode is the first presentation mode, the value of the allocation rate for "execution" of the automatic mode switching is "60%", which is larger than the value of the allocation rate for "non-execution" ("40%). On the other hand, according to Fig. 24(B), when the fluctuation pattern is "THP011" or "THP012" (i.e., when the result of the jackpot determination is "miss" and the fluctuation pattern is executed until SP reach or SPSP reach), if the currently set presentation mode is the first presentation mode, the value of the allocation rate for "execution" of the automatic mode switching is "30%", which is smaller than the value of the allocation rate for "non-execution" ("70%). Therefore, if the mode is automatically switched during the variable display of the special chart that started in the first presentation mode, it is possible to make the player expect to play a "jackpot game" after the variable display of the special chart.

[0182] Furthermore, in this embodiment, as described above, with regard to the execution of the cut-in effect, it is possible to make the player expect a jackpot by executing the cut-in effect while the second presentation mode is set, rather than while the first presentation mode is set. Therefore, when the presentation mode is automatically switched from the first presentation mode to the second presentation mode and a cut-in effect is performed, it can be said that this cut-in effect is an effect that has a higher chance of predicting a jackpot for a player who originally set the presentation mode to the first presentation mode than what was expected (i.e., a cut-in effect executed while the presentation mode remains set to the first presentation mode). Therefore, the automatic mode switch from the first presentation mode to the second presentation mode can give the player an unexpected thrill.

[0183] In this embodiment, the microcomputer 121 for effect control determines the third decision timing after the start of the variable display of the special symbol in the non-time-shortening state and before the start of the execution of the special symbol variable effect (specifically, the timing 0.05 seconds after the start of the variable display of the special symbol). This third decision timing is before the third execution timing of the above-mentioned automatic mode switching. Therefore, when the microcomputer 121 for effect control determines to execute the automatic mode switching, it is possible to execute the automatic mode switching during the variable display of the same special symbol.

[0184] In addition, in this embodiment, if there is an automatic mode switch during the variable display of the special chart, the presentation mode returns from the second presentation mode to the first presentation mode during the stopped display of the special chart after the variable display of the special chart. Therefore, if the customer waiting presentation in the customer waiting presentation mode starts without the variable display of the next special chart starting after the variable display of the special chart that has undergone an automatic mode change, the presentation mode will have returned to the first presentation mode before the start of the customer waiting presentation. Therefore, the presentation mode at the start of the customer waiting presentation is the first presentation mode.

[0185] Also, if a jackpot game is executed after the variable display of the special chart that has undergone an automatic mode change, the presentation mode will have returned to the first presentation mode before the jackpot game is executed. Therefore, for example, if the presentation mode has not been customized by the player in the customer waiting presentation before the jackpot game is executed or in the customer waiting presentation before the jackpot game is executed and before the non-time-saving state is set, the presentation mode will be set to the first presentation mode in the non-time-saving state after the jackpot game is executed.

[0186] In addition, if the variable display of the next special symbol starts after the variable display of the special symbol that has had an automatic mode change, the presentation mode will be returned to the first presentation mode before the start of the next variable display. Therefore, for example, if the presentation mode has not been customized by the player in the customer waiting presentation before the start of the next variable display, the presentation mode will be set to the first presentation mode at the start of the next variable display.

[0187] <Effects of the first embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.

[0188] (1) In the pachinko game machine PY1 of this embodiment, when the variable pattern "THP001", "THP002", "THP011" or "THP012" is selected in the normal game state (non-time-saving state) set to the first presentation mode, an automatic mode change is made (i.e., the first presentation mode is automatically switched to the second presentation mode without the player pressing the normal button 40 or the special button 41), and a cut-in presentation is performed during the second presentation mode. Therefore, the player can recognize that a cut-in presentation is being performed in the automatically switched second presentation mode.

[0189] (2) In addition, when an automatic mode change and a cut-in effect are performed during one variable display of a special symbol in the first display mode, the subsequent game state is more likely to be set to a jackpot game state than when a cut-in effect is performed in the first display mode without an automatic mode change. Therefore, when both an automatic mode change and a cut-in effect are performed during one variable display of a special symbol, the player can have high hopes of winning a jackpot.

[0190] (3) Furthermore, if the game state setting is switched to the jackpot game state after the automatic mode change is made in the normal game state (non-time-saving state), the presentation mode when the normal game state starts after the jackpot game state setting ends can be set to the first presentation mode. Therefore, the pachinko game machine PY1 can be made such that the player does not have to go to the trouble of switching the presentation mode back to the first presentation mode after the jackpot game state.

[0191] (4) Furthermore, even if the special button 41 is pressed during normal gameplay (non-time-saving mode) in the first presentation mode, the setting can be switched from the first presentation mode to the second presentation mode, so that the pachinko game machine PY1 can be designed so that the presentation mode can be switched by the player's operation.

[0192] Second Embodiment The second embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment and the first embodiment described above is also applied to the second embodiment.

[0193] The pachinko game machine PY1 according to the second embodiment differs from the first embodiment in that when a cut-in effect is executed in the special chart variation effect, the sound accompanying the cut-in effect may be changed.

[0194] Various effects in the second embodiment will be described with reference to Figures 25 to 28. The effect control microcomputer 121 in the second embodiment, like the first embodiment, can execute a "cut-in effect" during the execution of a special symbol variation effect. However, it differs from the first embodiment in that when a cut-in effect is executed during the execution of a special symbol variation effect, the sound accompanying the cut-in effect may be changed. Also, like the first embodiment, one "effect mode" can be set from among multiple types in a given game state. Also, a "customer waiting effect" can be executed, which allows the player to set (select) the effect mode. Furthermore, if an SPSP reach is executed after the execution of an SP reach in the currently executed special symbol variation effect, an "advanced effect" can be executed before the execution of the SPSP reach. Also, the currently set effect mode can be automatically switched (i.e., without player operation) during the special symbol variation effect ("automatic mode switching" can be executed).

[0195] First, the customer waiting effect in the second embodiment will be explained using Figures 5, 18, and 25. The customer waiting effect is an effect that is performed while the customer waiting effect mode is set. In this embodiment, the player can customize the volume of the sounds that accompany various effects while the customer waiting effect is being executed.

[0196] Specifically, when the player presses the normal button 40 once while the customer waiting effect shown in Fig. 5(A-1) is being executed (i.e., while the customer waiting demo video G100 is being displayed on the display unit 50a), the menu screen G101 shown in Fig. 5(A-2) is displayed on the display unit 50a. Note that when the player presses the normal button 40 again while this menu screen G101 is being displayed, the display switches to the customer waiting demo video G100 shown in Fig. 5(A-1).

[0197] On the menu screen G101, the "Volume Setting," "Light Intensity Setting," and "Effect Setting" shown in Fig. 5(A-2) are displayed on the display unit 50a. Each time the player presses the normal button 40, the player can select "Volume Setting," "Light Intensity Setting," or "Effect Setting." When the special button 41 is pressed while "Volume setting" is selected, a volume setting screen G201X is displayed on the display unit 50a, as shown in FIG. 25, which includes a title image G210 showing the character string "Volume setting", a first volume image G211 in the shape of an equilateral triangle with two vertices on the top and one vertex on the bottom in the vertical direction of the display unit 50a, a trapezoidal second volume image G212 arranged above the first volume image G211, a trapezoidal third volume image G213 arranged further above the second volume image G212, a trapezoidal fourth volume image G214 arranged further above the third volume image G213, a trapezoidal fifth volume image G215 arranged further above the fourth volume image G214, and an instruction image G216 showing the character string "Confirm (press normal button)".

[0198] The first volume image G211, the second volume image G212, the third volume image G213, the fourth volume image G214 and the fifth volume image G215 on the volume setting screen G201X indicate the volume of the audio ("set volume") associated with various effects in the display manner of each image.

[0199] When the display mode of the first volume image G211 is "black" and the display modes of the other images G212, G213, G214, and G215 are all "colorless," the set volume of the audio associated with the various effects is volume "1." When the display mode of the first volume image G211 and the second volume image G212 are all "black" and the display mode of the other images G213, G214, and G215 are all "colorless," the set volume of the audio associated with the various effects is volume "2." When the display mode of the first volume image G211, the second volume image G212, and the third volume image G213 are all "black" and the display mode of the other images G214 and G215 are all "colorless," the set volume of the audio associated with the various effects is volume "3." Furthermore, when the display manner of the first volume image G211, the second volume image G212, the third volume image G213, and the fourth volume image G214 is all "black" and the display manner of the fifth volume image G215 is "colorless," the set volume of the sounds associated with the various effects is volume "4." Furthermore, when the display manner of the first volume image G211, the second volume image G212, the third volume image G213, the fourth volume image G214, and the fifth volume image G215 is all "black," the set volume of the sounds associated with the various effects is volume "5." The set volume is volume "2" higher than volume "1," volume "3" higher than volume "2," volume "4" higher than volume "3," and volume "5" is the loudest. That is, in the second embodiment, the set volume is set to five levels, with volume "1" being the minimum volume and volume "5" being the maximum volume.

[0200] In the second embodiment, the set volume can be set (adjusted) using a cross key (not shown) arranged on the upper tray 34. Specifically, when the player presses the "up button" on the cross key once while the volume setting screen G201X is displayed, the set volume can be increased. On the other hand, when the player presses the "down button" on the cross key once, the set volume can be decreased. For example, when the player presses the "up button" on the cross key once while the volume setting screen G201X shown in FIG. 25 is displayed, the set volume switches from volume "3" to volume "4." Conversely, when the player presses the "down button" on the cross key once while the volume setting screen G201X shown in FIG. 25 is displayed, the set volume switches from volume "3" to volume "2."

[0201] For example, while the volume setting screen G201X is displayed, indicating that the set volume is volume "5" (maximum volume), even if the player presses the "up button" on the directional pad once, the set volume will not be switched from maximum volume. Also, while the volume setting screen G201X is displayed, indicating that the set volume is volume "1" (minimum volume), even if the player presses the "down button" on the directional pad once, the set volume will not be switched from minimum volume.

[0202] The instruction image G216 is an image for instructing the player to press the normal button 40 when determining the volume setting. If the player presses the normal button 40 while the volume setting screen G201X is displayed, the set volume is set to the volume displayed on the display unit 50a immediately before the pressing, and the volume setting screen G201X disappears from the display unit 50a. Then, the customer waiting demo video G100 shown in FIG. 18(B-1) or 18(B-2) is displayed again on the display unit 50a. If the current presentation mode is the first presentation mode, a first mode display image G123A showing the string "First Presentation Mode" in a roughly rectangular frame is displayed in the lower left corner of the display unit 50a (FIG. 18(B-1)). If the current presentation mode is the second presentation mode, a second mode display image G123B showing the string "Second Presentation Mode" in a roughly rectangular frame is displayed in the lower left corner of the display unit 50a (FIG. 18(B-2)).

[0203] Next, the special chart variable effect of the second embodiment will be explained. In the second embodiment, as in the first embodiment, the execution of the special chart variable effect starts after the start of the variable display of the special chart (first special chart, second special chart). Specifically, the execution of the special chart variable effect starts at the first execution timing 0.25 seconds after the start of the variable display of the special chart.

[0204] Next, the cut-in effect of the second embodiment will be described based on Fig. 26. As in the first embodiment, this cut-in effect can be executed at the second execution timing (specifically, 5 seconds after the start of the special chart change effect) which is in the middle of the normal change of the special chart change effect.

[0205] Also, the cut-in effect of the second embodiment is, like the first embodiment, an image effect in which a character image G131 and a speech bubble image G132 are displayed on the display unit 50a, as shown in Fig. 26(B), for example. However, unlike the first embodiment, the second embodiment differs from the first embodiment in that, during the execution of the cut-in effect, a "chance" sound V1, which is a character voice, is output from the speaker 52, as shown in Fig. 26(A). Specifically, the output of the "chance" sound V1 begins when the execution of the cut-in effect begins.

[0206] In the second embodiment, if the cut-in effect is executed at the second execution timing, the jackpot game is more likely to be executed afterwards than if it is not executed. Therefore, it is possible to make the player anticipate whether the cut-in effect will be executed during the special chart variation effect.

[0207] In addition, in the second embodiment, when a cut-in effect is executed, if the "chance" sound V1 is "automatically changed in volume" than if the "automatic volume change" is not performed, a jackpot game is more likely to be executed afterwards, as will be described later. Therefore, during the special chart variation effect, it is possible to draw the player's attention to whether a cut-in effect will be executed with the "automatic volume change."

[0208] Also, in the second embodiment, as in the first embodiment, a cut-in effect can be executed regardless of the set presentation mode. That is, whether the first presentation mode or the second presentation mode is set, if the variation pattern is "THP001," "THP002," "THP011," or "THP012," the cut-in effect may or may not be executed.

[0209] Specifically, when a cut-in effect is executed while the first effect mode is set, the three effect patterns EZ1, EZ2, and EZ3 (FIG. 20(A)) that are being variably displayed disappear from the display unit 50a, and the cut-in effect character image G131 and the balloon image G132 appear (FIG. 20(B)). Then, after the cut-in effect execution period (specifically, 1.0 second) has elapsed and the execution of the cut-in effect has ended, the three effect patterns EZ1, EZ2, and EZ3 that are being variably displayed reappear on the display unit 50a (FIG. 20(C)).

[0210] Also, when a cut-in effect is executed while the second effect mode is set, just as when the first effect mode is set, the three effect patterns EZ1, EZ2, EZ3 (Figure 21(A)) that are being displayed in a changing manner disappear from the display unit 50a and the character image G131 and speech bubble image G132 of the cut-in effect appear (Figure 21(B)), and when the execution of the cut-in effect is completed, the three effect patterns EZ1, EZ2, EZ3 that are being displayed in a changing manner reappear on the display unit 50a (Figure 21(C)).

[0211] However, in the second embodiment, unlike the first embodiment, the actual volume ("output volume") of the sound that accompanies the execution of a cut-in effect sometimes automatically switches (changes) from the set volume that was set before the execution of the cut-in effect, and sometimes does not switch (change) from the set volume. In other words, the output volume of the sound that accompanies the execution of a cut-in effect sometimes undergoes an "automatic volume change" from the set volume, and sometimes does not undergo an "automatic volume change."

[0212] 27 shows the relationship between the set volume at the time of execution of the cut-in performance and the output volume actually output from the speaker 52 when the output sound of the "chance" sound V1 is automatically changed from the set volume when the cut-in performance is executed in the second embodiment. Specifically, when "automatic volume change" is performed in the cut-in performance to be executed, if the set volume set when the cut-in performance is executed is volume "1," the output volume of the "chance" sound V1 output from the speaker 52 when the cut-in performance is executed with the automatic volume change is volume "2" instead of volume "1," as shown in FIG. 27(A). Also, when "automatic volume change" is performed in the cut-in performance to be executed, if the set volume at the time of execution is volume "2," the output volume of the "chance" sound V1 in the cut-in performance with the automatic volume change is volume "3" instead of volume "2," as shown in FIG. 27(B). Furthermore, when an "automatic volume change" is performed in a cut-in effect that is executed, if the set volume at the time of execution is volume "3," then the output volume of the "chance" sound V1 in the cut-in effect with automatic volume change will be volume "4" instead of volume "3," as shown in FIG. 27(C). Furthermore, when an "automatic volume change" is performed in a cut-in effect that is executed, if the set volume at the time of execution is volume "4," then the output volume of the "chance" sound V1 in the cut-in effect with automatic volume change will be volume "5" instead of volume "4," as shown in FIG. 27(D). Furthermore, when an "automatic volume change" is performed in a cut-in effect that is executed, if the set volume at the time of execution is volume "5," then the output volume of the "chance" sound V1 in the cut-in effect with automatic volume change will be volume "3" instead of volume "5," as shown in FIG. 27(E).

[0213] That is, when "automatic volume change" is performed in a cut-in effect, if the set volume at the time of execution is between volume "1" and volume "4," the output volume of the sound of the cut-in effect with automatic volume change will be louder than the set volume. On the other hand, when "automatic volume change" is performed in a cut-in effect, if the set volume at the time of execution is between volume "1" and volume "4," the output volume of the sound of the cut-in effect with automatic volume change will be quieter than the set volume. Therefore, when "automatic volume change" is performed in a cut-in effect, it is possible to give a strange feeling to a player who thinks that the sound of the cut-in effect will be executed at the set volume. Moreover, when "automatic volume change" is performed in a cut-in effect, if the set volume at the time of execution of the cut-in effect is between volume "1" and volume "4," the output volume of the sound of the cut-in effect will be louder than the set volume, which gives a strange feeling to a player and makes it easier for the player to notice that the cut-in effect is being executed.

[0214] 28 shows the allocation rate (execution probability) for whether or not to perform "automatic volume change" in the execution of a cut-in effect. In this embodiment, if the execution of a cut-in effect is determined at the second decision timing (specifically, 0.15 seconds after the start of the variable display of the special symbol) after the start of the variable display of the special symbol in the non-time-saving state and before the start of the execution of the special symbol variable effect, the microcomputer 121 continues to determine whether or not to perform "automatic volume change" in the cut-in effect to be executed, by referring to the type of variation pattern selected and the allocation rate shown in FIG. 28. Specifically, if "THP001" or "THP002" is selected as the variation pattern in the non-time-saving state and the microcomputer 121 determines to "execute" the cut-in effect by referring to the allocation rate shown in FIG. 22(A), the microcomputer 121 then selects "execute" or "not execute" the "automatic volume change" in the cut-in effect by referring to the allocation rate shown in FIG. 28(A). In addition, when "THP011" or "THP012" is selected as the fluctuation pattern in the non-time-saving state, and the cut-in effect is determined to be "executed" by referring to the allocation rate shown in Figure 22(B), the "execution" or "non-execution" of the "automatic volume change" in the cut-in effect is then selected by referring to the allocation rate shown in Figure 28(B).

[0215] According to Figure 28(A), when a cut-in effect is performed with the fluctuation pattern "THP001" or "THP002" (i.e., the result of the jackpot determination is "jackpot win" and the fluctuation pattern is executed until SP reach or SPSP reach), the value of the allocation rate for "execution" of "automatic volume change" in that cut-in effect is "60%," which is larger than the value of the allocation rate for "non-execution" ("40%). On the other hand, according to Figure 28(B), when a cut-in effect is performed with the fluctuation pattern "THP011" or "THP012" (i.e., the result of the jackpot determination is "miss" and the fluctuation pattern is executed until SP reach or SPSP reach), the value of the allocation rate for "execution" of "automatic volume change" in that cut-in effect is "30%," which is smaller than the value of the allocation rate for "non-execution" ("70%). Therefore, if a cut-in effect is performed with an "automatic volume change" during the normal fluctuation of the special chart fluctuation effect, it is possible to make the player expect to play a "jackpot game" after the special chart fluctuation effect.

[0216] Moreover, as described above in the first embodiment, it is possible to make the significance of the cut-in effect different between the first presentation mode and the second presentation mode. In other words, when the second presentation mode is set, the execution of the cut-in effect can make the player more excited about a jackpot than when the first presentation mode is set. Therefore, when the cut-in effect executed when the second presentation mode is set is accompanied by an "automatic volume change," the player can be highly excited about the execution of a "jackpot game" after the special chart variation effect.

[0217] Also, in the second embodiment, if the output volume of the "chance" sound V1 is different from the set volume during the execution of a cut-in effect accompanied by an "automatic volume change" during a special chart change effect, the automatic volume change is disabled after the execution of the special chart change effect. In other words, in the special chart change effect following a special chart change effect in which a cut-in effect accompanied by an "automatic volume change" was performed, the volume (output volume) of the sounds associated with various effects, including the cut-in effect, can be executed at the set volume. In other words, after the special chart change effect following a special chart change effect in which a cut-in effect accompanied by an "automatic volume change" was performed, the volume (output volume) of the sounds associated with various effects, including the cut-in effect, can return to the set volume. Therefore, only in cut-in effects accompanied by an automatic volume change, it is possible to execute the output sound of the "chance" sound V1 at a volume different from the set volume.

[0218] <Effects of the second embodiment> The effects of the pachinko gaming machine PY1 explained in the second embodiment will be described below.

[0219] (1) In the pachinko gaming machine PY1 of the second embodiment, in a cut-in effect, the "chance" sound V1 is sometimes output from the speaker 52 at the set volume (for example, volume "3"), and sometimes the "chance" sound V1 is output after being changed from the set volume (for example, volume "3") to another volume (for example, volume "4") by "automatic volume change." In other words, the output sound of the "chance" sound V1 is sometimes output at the set volume, and sometimes at a volume different from the set volume by "automatic volume change." Therefore, the pachinko gaming machine PY1 can be configured to have variations in the output sound of the "chance" sound V1 output when a cut-in effect is executed.

[0220] (2) Also, in a cut-in performance, if the output sound of the “Chance” sound V1 is changed to a volume (e.g., volume “4”) from the set volume (e.g., volume “3”) by “automatic volume change,” the set volume returns to the volume “3” before it was set to volume “4” after the special chart change performance that includes the cut-in performance ends, so that it is possible to execute the output sound of the “Chance” sound V1 at volume “4” only during the cut-in performance in that case.

[0221] <Modifications of the Basic Embodiment, First Embodiment, and Second Embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the basic embodiment, the first embodiment, and the second embodiment. Of course, the configurations of the modified examples may be appropriately combined. Furthermore, technical features in the above embodiments and the following modified examples may be appropriately deleted unless they are described as essential in this specification.

[0222] In the first and second embodiments, the special button 41 is defined as the "operation means" according to the present invention. However, a button other than the special button 41, such as the normal button 40 or a cross key, may also be defined as the "operation means." Furthermore, something other than a button that can be operated by a player, such as the handle 72k, may also be defined as the "operation means." Furthermore, something that can be operated by someone other than the player may also be defined as the "operation means."

[0223] In the first and second embodiments, the pressing operation (pressing operation) of the special button 41 (operating means) was defined as the "predetermined operation" according to the present invention. However, for example, the pressing operation (pressing operation) when the operating means is the normal button 40 may also be defined as the "predetermined operation." Furthermore, for example, the pressing operation (pressing operation) when the operating means is a cross key may also be defined as the "predetermined operation." Furthermore, for example, the launch operation or the stop-shot operation when the operating means is the handle 72k may also be defined as the "predetermined operation."

[0224] Furthermore, in the first and second embodiments, the first presentation mode and the second presentation mode are respectively referred to as the "first mode" and "second mode" according to the present invention. However, a presentation mode other than the first presentation mode may also be referred to as the "first mode." Furthermore, a presentation mode other than the second presentation mode may also be referred to as the "second mode." Furthermore, the two presentation modes, the first presentation mode and the second presentation mode, are referred to as the "multiple modes" according to the present invention, but three or more presentation modes, including the first presentation mode, the second presentation mode, and another presentation mode, may also be referred to as the "multiple modes." Furthermore, a mode other than the presentation mode may also be referred to as the "first mode" or the "second mode."

[0225] In the first and second embodiments, the normal gaming state (low probability low base gaming state) is defined as the "first gaming state" according to the present invention. However, a gaming state other than the normal gaming state, such as a low probability high base gaming state, a high probability high base gaming state, a high probability low base gaming state, a jackpot gaming state, or a small jackpot gaming state, may also be defined as the "first gaming state." Furthermore, the jackpot gaming state is defined as the "second gaming state" according to the present invention. However, a gaming state other than the jackpot gaming state, such as a low probability low base gaming state, a low probability high base gaming state, a high probability high base gaming state, a high probability low base gaming state, or a small jackpot gaming state, and a gaming state other than the first gaming state, may also be defined as the "second gaming state."

[0226] In the first and second embodiments, the cut-in effect was defined as the "suggestive effect" according to the present invention. However, the "suggestive effect" may be any effect other than the cut-in effect that suggests the possibility of being set to the second game state, such as an image effect other than the cut-in effect, a movable body effect using a movable body, a sound output effect output from a speaker, or a light emission effect using a light-emitting body (lamp).

[0227] In the first and second embodiments, the second execution timing of the cut-in effect (suggestion effect) was set to 5 seconds after the start of the special chart variation effect. However, it may be set to, for example, a timing other than 5 seconds after the start of the special chart variation effect while the special chart variation effect is being executed. In such cases, examples include timing during normal variation in the special chart variation effect, during a reach, during an N reach, during an SP reach, an SPSP reach, or after an SPSP reach. Another example is timing during the variable display of the special chart and before the execution of the special chart variation effect.

[0228] Furthermore, in the first and second embodiments, the cut-in effect (suggestion effect) is an effect that can be executed during the variable display of the special chart, but the suggestion effect may also be a so-called "pre-reading effect."

[0229] In the first and second embodiments, the special chart variable effect is started after the variable display of the special chart starts. Specifically, the special chart variable effect is started at the first execution timing 0.25 seconds after the variable display of the special chart starts. However, the first execution timing may be set to a timing other than 0.25 seconds after the variable display of the special chart starts, for example, by starting the special chart variable effect together with the start of the variable display of the special chart.

[0230] In the first and second embodiments, the three effect symbols EZ1, EZ2, and EZ3 that are being variably displayed disappear from the display unit 50a, and the character image G131 and the balloon image G132 of the cut-in effect appear, and when the execution of the cut-in effect is completed, the three effect symbols EZ1, EZ2, and EZ3 that are being variably displayed reappear on the display unit 50a. However, the three effect symbols EZ1, EZ2, and EZ3 that are being variably displayed may not disappear from the display unit 50a, and the character image G131 and the balloon image G132 of the cut-in effect may appear.

[0231] Furthermore, in the first and second embodiments, when the fluctuation pattern is "THP001" or "THP002" (that is, when the result of the jackpot determination is "jackpot win" and the fluctuation pattern is executed until SP reach or SPSP reach), if the currently set presentation mode (mode) is the first presentation mode (first mode), the value of the allocation rate for "execution" of the cut-in presentation (suggestive presentation) is configured to be larger than the value of the allocation rate for "non-execution". However, in such a case, if the currently set mode is the first mode, the value of the allocation rate for "execution" of the suggestive presentation may be configured to be smaller than the value of the allocation rate for "non-execution", or the value of the allocation rate for "execution" of the suggestive presentation may be configured to be the same as the value of the allocation rate for "non-execution".

[0232] Furthermore, in the first and second embodiments, when the fluctuation pattern is "THP011" or "THP012" (i.e., when the result of the jackpot determination is "miss" and the fluctuation pattern is executed until SP reach or SPSP reach), if the currently set presentation mode (mode) is the first presentation mode (first mode), the value of the allocation rate for "execution" of the cut-in presentation (suggestion presentation) is configured to be smaller than the value of the allocation rate for "non-execution". However, in such a case, if the currently set mode is the first mode, the value of the allocation rate for "execution" of the suggestion presentation may be configured to be larger than the value of the allocation rate for "non-execution", or the value of the allocation rate for "execution" of the suggestion presentation may be configured to be the same as the value of the allocation rate for "non-execution".

[0233] Furthermore, in the first and second embodiments, when the fluctuation pattern is "THP001" or "THP002" (i.e., when the result of the jackpot determination is "jackpot win" and the fluctuation pattern is executed until SP reach or SPSP reach), if the currently set presentation mode (mode) is the second presentation mode (second mode), the value of the allocation rate for "execution" of the cut-in presentation (suggestive presentation) is set to "100%." ​​However, in such a case, if the currently set mode is the second mode, the value of the allocation rate for "execution" of the suggestive presentation may be larger than the value of the allocation rate for "non-execution," or conversely, may be smaller, or the value of the allocation rate for "execution" of the suggestive presentation and the value of the allocation rate for "non-execution" may be the same. Note that when the fluctuation pattern is "THP001" or "THP002," if the currently set presentation mode is the second mode, it is more preferable to make the value of the allocation rate for "execution" of the suggestive presentation larger than the value of the allocation rate in the first presentation mode (first mode). This makes it possible to make the significance of the execution of the suggestive effect different between the first mode and the second mode (specifically, to make the player expect that the execution of the suggestive effect in the second mode will set the game in a jackpot game state (second game state)).

[0234] Furthermore, in the first and second embodiments, when the fluctuation pattern is "THP011" or "THP012" (i.e., when the result of the jackpot determination is "miss" and the fluctuation pattern is executed until SP reach or SPSP reach), if the currently set presentation mode (mode) is the second presentation mode (second mode), the allocation rate value for "execution" of the cut-in presentation (suggestive presentation) is configured to be smaller than the allocation rate value for "non-execution". However, in such a case, if the currently set mode is the second mode, the allocation rate value for "execution" of the suggestive presentation may be configured to be larger than the allocation rate value for "non-execution", or the allocation rate value for "execution" of the suggestive presentation and the allocation rate value for "non-execution" may be configured to be the same. Note that when the fluctuation pattern is "THP011" or "THP012", if the currently set mode is the second mode, it is more preferable to make the allocation rate value for "execution" of the suggestive presentation smaller than the allocation rate value in the first presentation mode (first mode). This makes it possible to make the significance of the execution of the suggestive effect different between the first mode and the second mode (specifically, to make the player expect that the execution of the suggestive effect in the second mode will set the game in a jackpot game state (second game state)).

[0235] In the first and second embodiments, the "predetermined condition" according to the present invention is that "THP001," "THP002," "THP011," or "THP012" is selected as the variation pattern and then the lottery for automatic mode switching is won. However, for example, the "predetermined condition" according to the present invention may be that "THP001," "THP002," "THP011," or "THP012" is selected as the variation pattern. In other words, a configuration may be adopted in which automatic mode switching is always possible when "THP001," "THP002," "THP011," or "THP012" is selected as the variation pattern in the first gaming state while the first mode is set. Furthermore, for example, winning the lottery for automatic mode switching, regardless of the variation pattern, may be the "predetermined condition" according to the present invention.

[0236] In the first and second embodiments, the "predetermined condition" according to the present invention is that one of the four variation patterns "THP001," "THP002," "THP011," and "THP012" is selected and then the lottery for automatic mode switching is won. However, the "predetermined condition" may be that one of the variation patterns other than four is selected and then the lottery for automatic mode switching is won, or that one of the variation patterns of two or three is selected and then the lottery for automatic mode switching is won, or that one of the variation patterns of five or more is selected and then the lottery for automatic mode switching is won.

[0237] In the first and second embodiments, after automatic mode switching, a cut-in effect (suggestive effect) is started in the second effect mode (second mode), and the suggestive effect is executed while the second mode is set. However, for example, the suggestive effect may be started before automatic mode switching, and then automatic mode switching may be executed, and the suggestive effect may be executed while the second mode set by the automatic mode switching is set.

[0238] In the first and second embodiments, the case where a cut-in effect (a suggestive effect) is executed in the second effect mode (second mode) after automatic mode switching is defined as the "first case" according to the present invention. However, the case where automatic mode switching is executed after the execution of a suggestive effect has started first before automatic mode switching may also be defined as the "first case."

[0239] Furthermore, in the first and second embodiments, the first case in which a cut-in effect (suggestive effect) and automatic mode switching are performed is configured so that the subsequent game state is more likely to be set to a jackpot game state (second game state) than the second case in which a suggestive effect is performed while the first effect mode (first mode) is set but automatic mode switching is not performed. However, conversely, the first case may be configured so that the subsequent game state is less likely to be set to the second game state than the second case. Alternatively, the first and second cases may be configured to be set to the second game state to the same extent.

[0240] In the first and second embodiments, the "predetermined condition" according to the present invention is that one type of variable pattern is selected when the special chart is variably displayed. However, the "predetermined condition" may be that a predetermined read-ahead pattern is selected before the variable pattern is selected when the special chart is variably displayed.

[0241] Specifically, for example, when the ball enters the start gate (first start gate 11, second start gate 12) in the non-time-saving state, the type of look-ahead pattern selected, the set presentation mode, and the allocation rate (execution probability) shown in Figure 29 are referenced to determine whether or not to execute a cut-in effect. In more detail, when "SHP001" or "SHP002" is selected as the look-ahead pattern in the non-time-saving state, the presentation control microcomputer 121 selects whether to "execute" or "not execute" the cut-in effect using the allocation rate shown in Figure 29(A). Also, when "SHP011" or "SHP012" is selected as the look-ahead pattern in the non-time-saving state, the presentation control microcomputer 121 selects whether to "execute" or "not execute" the cut-in effect using the allocation rate shown in Figure 29(B). In addition, when the time-saving state is not active and the look-ahead pattern is neither "SHP001", "SHP002", "SHP011", nor "SHP012" (other than "SHP001", "SHP002", "SHP011", "SHP012"), the performance control microcomputer 121 may be configured to select "non-execution" for the cut-in performance regardless of the performance mode, as shown in Figure 29(C).

[0242] According to FIG. 29(A), if the look-ahead pattern is "SHP001" or "SHP002" (i.e., if the result of the jackpot determination in the variable display of the special chart is "jackpot win" and the look-ahead pattern is executed until SP reach or SPSP reach), if the currently set presentation mode is the first presentation mode, the value of the allocation rate for "execution" of the cut-in presentation is "60%", which is larger than the value of the allocation rate for "non-execution" ("40%). On the other hand, according to FIG. 29(B), if the look-ahead pattern is "SHP011" or "SHP012" (i.e., if the result of the jackpot determination in the variable display of the special chart is "miss" and the look-ahead pattern is executed until SP reach or SPSP reach), if the currently set presentation mode is the first presentation mode, the value of the allocation rate for "execution" of the cut-in presentation is "30%", which is smaller than the value of the allocation rate for "non-execution" ("70%). Therefore, when a cut-in effect is performed during the normal fluctuation of the special chart fluctuation effect while the first effect mode is set, it is possible to make the player expect to play a "jackpot game" after the special chart fluctuation effect.

[0243] Also, according to FIG. 29(A), when the look-ahead pattern is "SHP001" or "SHP002," if the currently set presentation mode is the second presentation mode, the value of the allocation rate for "execution" of the cut-in presentation is "100%." ​​In other words, when the second presentation mode is set, if an SP reach in a successful mode or an SPSP reach in a successful mode is executed in the variable display of the special symbol, the cut-in presentation is always executed. In contrast, according to FIG. 29(B), when the look-ahead pattern is "SHP011" or "SHP012," if the currently set presentation mode is the second presentation mode, the value of the allocation rate for "execution" of the cut-in presentation is "5%," which is smaller than the value of the allocation rate for "non-execution" ("95%). In other words, when the second presentation mode is set, if an SP reach in a failed mode or an SPSP reach in a failed mode is executed in the variable display of the special symbol, the cut-in presentation is extremely unlikely to be executed. Thus, when a cut-in effect is performed during the normal fluctuation of the special chart fluctuation effect while the second effect mode is set, it is possible to make the player highly anticipate the execution of a "jackpot game" after the special chart fluctuation effect.

[0244] As described above, it is possible to make the significance of the cut-in effect different between the first and second presentation modes. In other words, when the second presentation mode is set, the execution of the cut-in effect can make the player expect a jackpot more than when the first presentation mode is set.

[0245] In addition, in the case of the above-mentioned configuration, automatic mode switching may be possible before the start of variable display of the special drawing.

[0246] In the first and second embodiments, the automatic mode change is not performed when the currently set presentation mode is the second presentation mode (second mode) rather than the first presentation mode (first mode). However, the automatic mode change may be performed even when the currently set mode is the second mode.

[0247] Furthermore, in the first and second embodiments, when an automatic mode change is performed, the display of the mode display image G123 on the display unit 50a is always switched from the first mode display image G123A to the second mode display image G123B in accordance with the automatic mode change. However, a configuration is also possible in which, when an automatic mode change is performed and the presentation mode (mode) is switched from the first presentation mode (first mode) to the second presentation mode (second mode) in terms of control, the display of the mode display image G123 on the display unit 50a does not always switch from the first mode display image G123A to the second mode display image G123B. In other words, a configuration is also possible in which, when an automatic mode change is performed and the mode is switched from the first mode to the second mode in terms of control, the display of the mode display image G123 does not switch immediately, but may switch with a time lag.

[0248] In the first and second embodiments, when an automatic mode change is performed, the display of the mode display image G123 on the display unit 50a is switched from the first mode display image G123A to the second mode display image G123B. However, when an automatic mode change is performed, the display of the mode display image G123 on the display unit 50a is switched in response to the automatic mode change, and other effects may also be executed. Examples of other effects in such a configuration include audio effects, display effects, movable object effects, light emission effects, and vibration effects.

[0249] In the first and second embodiments, the performance control microcomputer 121 determines whether to "execute" or "not execute" the automatic mode change at a third decision timing (specifically, 0.05 seconds after the start of the variable display of the special symbol) after the start of the variable display of the special symbol in the non-time-shortened state and before the start of the execution of the special symbol variable performance. However, this third decision timing is not limited to the timing 0.05 seconds after the start of the variable display of the special symbol. It may also be before or after the first decision timing, or before or after the second decision timing.

[0250] In the first and second embodiments, the effect control microcomputer 121 determines whether to "execute" or "not execute" the cut-in effect (suggestion effect) at a second decision timing (specifically, 0.15 seconds after the start of the variable display of the special symbol) after the start of the variable display of the special symbol in the non-time-shortening state and before the start of the execution of the special symbol variable effect. However, this second decision timing is not limited to the timing 0.15 seconds after the start of the variable display of the special symbol. It may also be before or after the first decision timing, or before or after the third decision timing.

[0251] In the first and second embodiments, the effect control microcomputer 121 determines whether to "execute" or "not execute" the development effect at the first decision timing (specifically, 0.10 seconds after the start of the variable display of the special symbol) after the start of the variable display of the special symbol in the non-time-shortening state and before the start of the execution of the special symbol variable effect. However, this first decision timing is not limited to the timing 0.10 seconds after the start of the variable display of the special symbol. It may also be before or after the second decision timing, or before or after the third decision timing.

[0252] Furthermore, in the first and second embodiments, when the game state setting is switched from the first game state to the jackpot game state (second game state) after automatic mode switching is performed in the normal game state (first game state), the presentation mode (mode) when a game state other than the second game state is started after the second game state setting is completed can be set to the first presentation mode (first mode). However, when the game state setting is switched from the first game state to the second game state after automatic mode switching is performed in the first game state, the mode when a game state other than the second game state is started after the second game state setting is completed can also be set to the second mode. With such a configuration, it is possible to continue the mode (second mode) when the second game state is started after the second game state setting is completed.

[0253] Furthermore, in the second embodiment, a cut-in effect is defined as a "specific effect" according to the present invention. However, an effect other than a cut-in effect, such as an image effect other than a cut-in effect, a movable body effect using a movable body, or a light-emitting effect using a light-emitting body (lamp), may also be defined as a "specific effect." For example, when an image effect other than a cut-in effect is a "specific effect," a "specific effect mode" according to the present invention may include a mode in which a predetermined image is displayed. For example, when a movable body effect is a "specific effect," a "specific effect mode" according to the present invention may include a motion mode of a predetermined movable body. For example, when a light-emitting effect is a "specific effect," a "specific effect mode" according to the present invention may include a light-emitting mode using a light-emitting body (lamp).

[0254] In addition, in the second embodiment, one effect (cut-in effect) is defined as the "specific effect" according to the present invention. However, multiple effects including a cut-in effect and other effects may be defined as the "specific effect." Furthermore, multiple effects other than the cut-in effect may be defined as the "specific effect."

[0255] In addition, in the second embodiment, an automatic volume change is made possible with one variable display of a special chart. However, an automatic volume change may also be made possible over multiple variable displays of a special chart. Also, an automatic volume change is made possible for a cut-in effect (specific effect) that can be executed with the variable display of the special chart. However, an automatic volume change may also be made possible for a specific effect, which is a so-called "predictive effect."

[0256] In the second embodiment, the "chance" sound V1, which is a character voice, is defined as the "specific sound" according to the present invention. However, for example, a sound other than "chance" (character voice) may be defined as the "specific sound." Furthermore, for example, a sound or voice other than a character voice, such as a sound effect, or at least a part or melody of a song, may be defined as the "specific sound."

[0257] In the second embodiment, the automatic volume change may cause the volume to be changed to a special volume different from the set volume during a cut-in effect (specific effect), and the "chance" sound V1 (specific sound) may be output. However, the volume may be changed to a special volume during a specific effect without the automatic volume change (for example, at the player's discretion), and the specific sound may be output.

[0258] In the second embodiment, the settable volume (volume setting) is five levels, but it may be two or more levels and four or less levels, or six or more levels. Furthermore, all volume settings are changed in the automatic volume change. However, it may be configured so that some volume settings are changed in the automatic volume change and the remaining volume settings are not changed (see FIG. 30). Furthermore, it is configured so that the number of volume settings that are increased in the automatic volume change is greater than the number of volume settings that are decreased. However, it may be configured so that the number of volume settings that are increased in the automatic volume change is less than the number of volume settings that are decreased (see FIG. 31).

[0259] In the second embodiment, when the output volume (output volume) is changed and the "chance" sound V1 (specific sound) is output at a special volume during a cut-in effect (specific effect), the volume after the specific effect ends is restored to the volume before it was set to the special volume. However, when the specific sound is output after being changed to a special volume during a specific effect, the volume after the specific effect ends may be set to the special volume.

[0260] Furthermore, in the second embodiment, in a cut-in effect (specific effect), if the output volume (output volume) is changed and a "chance" sound V1 (specific sound) is output at a special volume, the volume after the specific effect ends is configured to return to the volume before it was set to the special volume. However, in a specific effect, if a specific sound is output after being changed to a special volume, the volume after the specific effect ends may sometimes return to the volume before it was set to the special volume, and sometimes not.

[0261] Furthermore, in the second embodiment, in a cut-in effect (specific effect), if the output volume (output volume) is changed and a "chance" sound V1 (specific sound) is output at a special volume, the volume after the specific effect ends is returned to the volume before it was set to the special volume without any notification to the player. However, if a specific sound is output at a special volume during a specific effect, after the execution of the specific effect ends, the volume after the specific effect ends may be returned to the volume before it was set to the special volume, and a notification image G301 including the string "Returning to set volume" may be displayed on the display unit 50a, as shown in FIG.

[0262] In the first and second embodiments, the two speakers 52 are defined as "speakers" according to the present invention. However, one speaker or three or more speakers may be defined as "speakers."

[0263] In the first and second embodiments, the display unit 50a is a 3D liquid crystal display. However, the display unit may be, for example, a 2D liquid crystal display, a dot display, a 7-segment display, or an LED lamp.

[0264] In the first and second embodiments, the gaming machine is provided with one "display unit." However, the gaming machine may be provided with, for example, a plurality of display units.

[0265] Furthermore, the cut-in effect execution periods in the first and second embodiments are merely examples, and may be values ​​other than those mentioned above.

[0266] 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.

[0267] In addition, in the basic embodiment, only the effect patterns EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a in parallel with the variable display of the special pattern, but other patterns may be displayed variably on the display unit 50a in parallel with the effect patterns EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other patterns smaller than the size of the effect patterns EZ1, EZ2, and EZ3.

[0268] In addition, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols, but other symbols may be variably displayed in parallel with the effect symbols EZ1, EZ2, and EZ3 on a display device other than the image display device 50. For example, a dedicated LED for variably displaying other symbols may be installed on the gaming board 1, and the dedicated LED may be made to flash during the variably display of the effect symbols EZ1, EZ2, and EZ3.

[0269] In addition, in the basic embodiment, the first special chart and the second special chart are not variably displayed at the same time, but only one of them is variably displayed, but the first special chart and the second special chart may be variably displayed at the same time.

[0270] In the basic embodiment, the game progress and the presentation are controlled by separate control units, but the game progress and the presentation may be controlled by a single control unit. For example, both the game progress and the presentation may be controlled by only the main control unit 100.

[0271] The gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines and mahjong ball gaming machines.

[0272] <Invention disclosed in the first embodiment> The preceding paragraphs of this "Mode for Carrying Out the Invention" disclose the following Inventions A and B. In the explanation of Inventions A and B, the names and expressions of the corresponding components in the above-mentioned modes for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as means constituting each invention are not limited to these additions. Note that Invention A is a general term for Inventions A1 to A5 below, and Invention B is a general term for Inventions B1 to B3 below.

[0273] The gaming machine according to invention A1 is Operation means (special button 41); A mode setting means (performance control microcomputer 121) capable of setting one mode from a plurality of modes (performance modes) including a first mode (first performance mode) and a second mode (second performance mode); A game state setting means (a game control microcomputer 101 capable of executing a game state setting process) capable of setting one game state from a plurality of game states including a first game state (normal game state) and a second game state (jackpot game state); A determination means (a game control microcomputer 101 capable of executing a jackpot determination process) for determining whether or not the first gaming state is set to the second gaming state; A performance execution means (performance control unit 120) capable of executing a predetermined performance, The performance execution means A suggestion effect (cut-in effect) that suggests that the second gaming state may be set can be executed, The mode setting means In the first gaming state while the first mode is set, if a predetermined condition (when the variable pattern "THP001", "THP002", "THP011" or "THP012" is selected, and the switching lottery is won) is established without a predetermined operation being performed on the operating means, an automatic mode switching can be executed to switch the setting from the first mode to the second mode, When the automatic mode switching is performed, the gaming machine (pachinko gaming machine PY1) is characterized in that the suggestive performance is executed during the setting of the second mode after the automatic mode switching.

[0274] According to a gaming machine of this configuration, the mode is automatically switched from the first mode being set to the second mode, and the player can recognize that a suggestive effect is being executed in the second mode.

[0275] The gaming machine according to invention A2 is The gaming machine according to invention A1, There are a first case in which the suggestive performance and the automatic mode switching are performed, and a second case in which the suggestive performance is performed while the first mode is being set, but the automatic mode switching is not performed. This is a gaming machine characterized in that the subsequent gaming state is more likely to be set to the second gaming state in the first case than in the second case.

[0276] With a gaming machine of this configuration, when a suggestive effect and automatic mode switching are performed, the subsequent gaming state is more likely to be set to the second gaming state than when a suggestive effect is performed while the first mode is set but automatic mode switching is not performed, so the player can expect to be set to the second gaming state when both a suggestive effect and automatic mode switching are performed.

[0277] The gaming machine according to invention A3 is The gaming machine according to Invention A2, The mode setting means This gaming machine is characterized in that when the automatic mode switching is performed in the first gaming state and the gaming state setting is switched from the first gaming state to the second gaming state, the mode when setting of a gaming state other than the second gaming state begins after setting of the second gaming state is completed can be set to the first mode.

[0278] With a gaming machine of this configuration, if the gaming state setting is switched from the first gaming state to the second gaming state after automatic mode switching is performed in the first gaming state, the mode when setting of a gaming state other than the second gaming state begins after setting of the second gaming state is completed can be set to the first mode, so it is possible to create a gaming machine in which the player does not have to go to the trouble of returning the mode to the first mode after the second gaming state.

[0279] The gaming machine according to invention A4 is The gaming machine according to Invention A2, The mode setting means This gaming machine is characterized in that when the setting is switched from the first gaming state to the second gaming state after the automatic mode switching is performed in the first gaming state, the mode can be set to the second mode when setting of a gaming state other than the second gaming state begins after setting of the second gaming state is completed.

[0280] According to a gaming machine of this configuration, if the setting is switched from the first gaming state to the second gaming state after automatic mode switching is performed in the first gaming state, the mode when setting of a gaming state other than the second gaming state begins after setting of the second gaming state is completed can be set to the second mode, so that after setting of the second gaming state is completed, the mode (second mode) when the second gaming state is entered can be continued.

[0281] The gaming machine according to invention A5 is The gaming machine according to Invention A1, Invention A2, Invention A3 or Invention A4, The mode setting means This gaming machine is characterized in that even when the specified operation is performed on the operating means in the first gaming state while the first mode is set, the setting can be switched from the first mode to the second mode.

[0282] According to a gaming machine of this configuration, it is possible to make the gaming machine capable of switching modes by a predetermined operation by the player.

[0283] The gaming machine according to Invention B1 is: A performance execution means (performance control unit 120) capable of executing a predetermined performance is provided, The performance execution means It is possible to execute a specific effect (cut-in effect) in a specific effect mode, In the specific performance, a specific sound ("chance" sound V1) can be output from the speaker (52), This is a gaming machine (pachinko gaming machine PY1) characterized in that, in the specific performance, the specific sound is output at the set volume (for example, volume "3") at one time, and the specific sound is output at a special volume (for example, volume "4") different from the set volume at other times.

[0284] In a gaming machine with this configuration, during a special effect, the specific sound is sometimes output from the speaker at the set volume, and sometimes the specific sound is output at a special volume, so that the gaming machine can vary the volume of the specific sound output when a special effect is executed.

[0285] The gaming machine according to Invention B2 is: The gaming machine according to Invention B1, This gaming machine is characterized in that, when the specific sound is output after being changed to the special volume during the specific performance, the volume after the specific performance ends can return to the volume before being set to the special volume.

[0286] According to a gaming machine of this configuration, when a specific sound is output after being changed to a special volume during a specific effect, the volume after the specific effect ends can return to the volume before it was set to the special volume, so that in that case, only the specific effect can be executed at the special volume.

[0287] The gaming machine according to Invention B3 is: The gaming machine according to Invention B1, This gaming machine is characterized in that, when the specific sound is output at a volume changed to the special volume during the specific performance, the volume after the specific performance ends is set to the special volume.

[0288] According to a gaming machine of this configuration, when a specific sound is output at a special volume changed to a special volume during a specific effect, the volume after the specific effect ends is set to the special volume, so that any subsequent specific effects can also be executed at the special volume. [Explanation of symbols]

[0289] 40...Normal button 41...Special button (operation means) 52...Speaker 100...Main control unit 101...Game control microcomputer 120...Performance control unit (performance execution means) 121...Performance control microcomputer (mode setting means) V1... "Chance" sound (specific sound)

Claims

1. A performance execution means is provided for executing a predetermined performance, The performance execution means It is possible to execute a specific effect in a specific effect mode, A specific sound can be output from a speaker in the specific performance, In the specific performance, the specific sound is outputted at a set volume, and at a special volume different from the set volume before being outputted.

2. 2. The gaming machine according to claim 1, In the specific performance, when the specific sound is output after being changed to the special volume, the volume after the specific performance ends can be returned to the volume before being set to the special volume.

3. 2. The gaming machine according to claim 1, In the specific performance, when the specific sound is output after being changed to the special volume, the volume after the specific performance ends is set to the special volume.

Citation Information

Patent Citations

  • Game machine

    JP2023087970A