Game machine

By integrating operation and effect execution means for preview effects, the gaming machine offers enhanced player engagement through dynamic presentation modes, addressing the lack of engaging presentation in conventional gaming machines.

JP2025152112APending Publication Date: 2025-10-09SANSEI R&D KK
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Patent Information

Application Number
JP2024053856
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-28
Publication Date
2025-10-09

AI Technical Summary

Technical Problem

Conventional gaming machines lack engaging presentation methods to enhance player enjoyment.

Method used

Incorporation of an operation means and effect execution means that allow for multiple types of preview effects, including first and second preview effects, which can change the execution probability when a specific operation is performed.

Benefits of technology

Enhances the enjoyment of the gaming experience by providing dynamic and interactive presentation modes.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine that contributes to, through presentations, an improvement of game amusement.SOLUTION: A normal button 40 operable by players is provided on a front door 23. A presentation control microcomputer 121 can shift, by an operation of the normal button 40, a presentation mode from a read-ahead mode to a notification mode or from the notification mode to the read-ahead mode, and perform a rotating beacon lamp notice and an icon change notice. If a shift is made from the read-ahead mode to the notification mode, execution probabilities of both the rotating beacon lamp notice and the icon change notice are changed.SELECTED DRAWING: Figure 17
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Description

[Technical Field]

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

[0002] In conventional gaming machines, a determination is made based on the establishment of a start condition, and a special game (jackpot game) is played based on the result of the determination. For example, a determination is made when a gaming ball enters a start hole (enters a ball), and a round game is played as a special game, which involves the opening of a large prize hole. By having a gaming ball enter the large prize hole, a large number of prize balls can be obtained. The result of the determination is shown to the player by the pattern display means, which displays a varying pattern and then stops the pattern.

[0003] In addition, in gaming machines, effects are performed using reserved symbols that indicate the right to receive judgment. For example, in the gaming machine of the following Patent Document 1, reserved change effects are performed that change the display mode of reserved symbols displayed on the LCD. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-131646 Summary of the Invention [Problem to be solved by the invention]

[0005] There is room for improvement in the presentation. By implementing improved presentation, it is expected that the game will become more interesting.

[0006] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]

[0007] The gaming machine disclosed in this specification is characterized in that it comprises an operation means that can be operated by a player and an effect execution means that executes effects, and that the effect execution means is capable of executing multiple types of preview effects including a first preview effect and a second preview effect, and that when a specific operation is performed on the operation means, it is possible to change the execution probability of both the first preview effect and the second preview effect. [Effects of the Invention]

[0008] 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]

[0009] [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 first specific example of a read-ahead determination table. [Figure 16] 10 is a specific example of a pattern determination table. [Figure 17] FIG. 10 is an explanatory diagram showing an example of transition of a presentation mode. [Figure 18] FIG. 10 is an explanatory diagram showing a specific example of a custom effect. [Figure 19] FIG. 10 is an explanatory diagram showing a specific example of a mode change effect. [Figure 20] This is an explanatory diagram showing a first specific example of the presentation flow for special chart change presentation. [Figure 21] FIG. 10 is an explanatory diagram showing a first specific example of a performance control unit. [Figure 22] (A-1), (A-2), and (A-3) are icon change notice performance selection tables, and (B-1), (B-2), and (B-3) are patrol lamp (registered trademark) notice selection tables. [Figure 23] FIG. 10 is an explanatory diagram showing a specific example of an icon change notice. [Figure 24] This is an explanatory diagram showing a specific example of a patrol lamp warning. [Figure 25] 10 is an explanatory diagram showing a specific example of a display unit in notification B mode. FIG. [Figure 26] This is an explanatory diagram showing how only the icon change notice is made out of the icon change notice and the patrol lamp notice. [Figure 27] This is an explanatory diagram showing how only the patrol light notice is made out of the icon change notice and the patrol light notice. [Figure 28] An explanatory diagram showing how both icon change notice and police light notice are made. [Figure 29] FIG. 2 is an explanatory diagram showing a specific example of a main control unit. [Figure 30] 10 is a second specific example of a read-ahead determination table. [Figure 31]10 is an explanatory diagram showing a hold icon and a specific example of the icon. [Figure 32] FIG. 10 is an explanatory diagram showing a second specific example of a performance control unit. [Figure 33] (A) is a pending icon change notice selection table, and (B) is the icon change notice selection table. [Figure 34] An explanatory diagram showing a specific example of a hold icon change notice. [Figure 35] An explanatory diagram showing a second specific example of the presentation flow for special chart change presentation. [Figure 36] FIG. 10 is an explanatory diagram showing a specific example of a sub-icon. [Figure 37] FIG. 10 is an explanatory diagram showing a first specific example of the icon change notice. [Figure 38] FIG. 10 is an explanatory diagram showing a second specific example of the icon change notice. [Figure 39] FIG. 10 is a perspective view of a pachinko gaming machine according to a fourth embodiment of the present invention. [Figure 40] FIG. [Figure 41] 1A is a front view illustrating the standby state of the movable plate body, FIG. 1B is a front view illustrating the moving state of the movable plate body, and FIG. 1C is a front view illustrating the rotating state of the movable plate body. [Figure 42] FIG. [Figure 43] FIG. 10 is a rear view of a pachinko gaming machine according to a fourth embodiment of the present invention. [Figure 44] A block diagram showing the electrical configuration of the game control board. [Figure 45] FIG. 10 is a block diagram showing the electrical configuration of the performance control board. [Figure 46] (A) is a table showing general map-related judgment information, and (B) is a table showing special map-related judgment information. [Figure 47] (A) is an example of the configuration of a hit determination table, (B) is an example of the configuration of a normal game fluctuation pattern determination table, and (C) is an example of the configuration of an auxiliary game control table. [Figure 48](A) is an example of the configuration of a jackpot determination table, (B) is an example of the configuration of a jackpot symbol type determination table, and (C) is an example of the configuration of a reach determination table. [Figure 49] This is an example of the configuration of the Special Chart 1 fluctuation pattern determination table. [Figure 50] This is an example of the configuration of the special chart 2 fluctuation pattern determination table. [Figure 51] 10 is a configuration example of a first prefetch determination table. [Figure 52] 10 is a configuration example of a second prefetch determination table. [Figure 53] (A) is an example of the configuration of a jackpot game control table, and (B) is an example of the configuration of a game status setting table. [Figure 54] FIG. 10A is a diagram showing an example of a demo video, and FIG. 10B is a diagram showing an example of a setting screen. [Figure 55] (A) is a diagram showing an example of the first normal background image, (B) is a diagram showing an example of the second normal background image, (C) is a diagram showing an example of the third normal background image, (D) is a diagram showing an example of a special bonus background image, and (E) is a diagram showing an example of a time-saving background image. [Figure 56] (A) is a diagram showing an example of a big win opening presentation, (B) is a diagram showing an example of a round presentation, and (C) is a diagram showing an example of a big win ending presentation. [Figure 57] (A) is a diagram showing an example of a performance pattern, and (B) is a diagram showing an example of a performance pattern display area. [Figure 58] This is a diagram showing an example of a special chart change effect when there is no reach and it is a miss. [Figure 59] This is a diagram showing an example of the special chart change performance from the start to the reach. [Figure 60] FIG. 10 is a diagram illustrating an example of N reach. [Figure 61] FIG. 10 is a diagram illustrating an example of an L reach. [Figure 62] This is a diagram showing an example of L reach, and is a continuation of Figure 61. [Figure 63] FIG. 10 is a diagram showing an example of an SP reach. [Figure 64] This is a diagram showing an example of an SP reach, and is a continuation of Figure 63. [Figure 65] This is a diagram showing an example of an SP reach, and is a continuation of Figure 64. [Figure 66] FIG. 10 is a diagram showing an example of a movable object effect. [Figure 67] FIG. 10 is a diagram showing an example of an operation presentation. [Figure 68] FIG. 10 is a diagram showing an example of a hold effect. [Figure 69] FIG. 10 is a diagram showing an example of a hold change notice. [Figure 70] FIG. 10 is a diagram showing an example of a hold change notice. [Figure 71] 10 is a flowchart of a game control main process. [Figure 72] 10 is a flowchart of the game control side timer interrupt processing. [Figure 73] 10 is a flowchart of a sensor detection process. [Figure 74] FIG. 74 is a flowchart of the sensor detection process, and is a continuation of FIG. 73. [Figure 75] 10 is a flowchart of a normal operation process. [Figure 76] 10 is a flowchart of a special action process. [Figure 77] 10 is a flowchart of a special symbol waiting process. [Figure 78] This is a flowchart of the Special Figure 1 fluctuation pattern determination process. [Figure 79] 10 is a flowchart of special symbol variation processing. [Figure 80] 10 is a flowchart of a special symbol determination process. [Figure 81] 10 is a flowchart of a main process for performance control. [Figure 82] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 83] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 84] 10 is a flowchart of a received command analysis process. [Figure 85]FIG. 85 is a flowchart of the received command analysis process, and is a continuation of FIG. 84. [Figure 86] This is an explanatory diagram showing the first first mission performance and the first explanation performance being executed during a certain winning streak. [Figure 87] This is an explanatory diagram showing the first first mission performance and the first explanation performance being executed during a certain winning streak. [Figure 88] This is an explanatory diagram showing the second first mission performance and the first explanation performance being executed during a certain winning streak. [Figure 89] 10 is a diagram illustrating an example of a configuration of a mission performance type determination table. [Figure 90] An explanatory diagram showing the state in which the expansion effect is being executed. [Figure 91] This is an explanatory diagram showing how the expansion effect ends and develops into a special N reach. [Figure 92] (A) is an example of the configuration of an N-reach type determination table, and (B) is an example of the configuration of a special N-reach type determination table. DETAILED DESCRIPTION OF THE INVENTION

[0010] 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.

[0011] <Basic embodiment> First, second, and third embodiments of the gaming machine of the present invention will be described later, but first, a basic embodiment that forms the basis of the first, second, and third embodiments 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, and 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.

[0012] 1. Structure of the gaming machine First, the structure of the pachinko gaming machine PY1 will be described with reference to Fig. 1. Fig. 1 is a front view of the pachinko gaming machine PY1.

[0013] The pachinko gaming machine PY1 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.

[0014] 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.

[0015] 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.

[0016] The front door 23 also includes a normal button 40 that can be operated by the player and a special button 41 that can be operated by the 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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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 performs a variable display of the special symbol depending on the result of the jackpot determination. The manner in which the special symbol is variable displayed (also called "variable display time") differs depending on the type of variation pattern, which will be described later.

[0030] 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.

[0031] 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).

[0032] 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).

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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).

[0038] 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.

[0039] 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.

[0040] 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).

[0041] 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.

[0042] 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.

[0043] 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).

[0044] 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").

[0045] 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.

[0046] 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).

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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."

[0051] 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."

[0052] 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.

[0053] 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".

[0054] 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."

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] "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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 7. Auxiliary 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.

[0067] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the 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.

[0068] 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.

[0069] 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.

[0070] 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").

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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."

[0075] 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."

[0076] In addition, in the jackpot presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an ending image G1111 suggesting the presentation mode to be set after the jackpot presentation mode, a total prize ball number image G1121 suggesting the total number of prize balls paid out, and the like, as shown in Fig. 5 (C-3) at the end of the jackpot game. The display of these images is referred to as "ending presentation."

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 8-2-1.Normal fluctuations 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.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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 the main character and an enemy character are battling, and functions as an effect that suggests the possibility of a jackpot game.

[0085] 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 the main character and an enemy character image G201 representing the 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 pattern 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 the victory in the battle to suggest 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.

[0086] 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.

[0087] 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 the main character and a strong enemy character image G202 representing the 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 the victory in the battle to suggest a loss, and also stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner to suggest a reach loss. Note that the effect content of the SPSP reach can be changed as appropriate.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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".

[0095] 8-4. Preview performance The pachinko gaming 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 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.

[0102] 9. Internal Configuration 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.

[0103] 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.

[0104] 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.

[0105] 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.

[0106] 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.

[0107] 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.

[0108] 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.

[0109] "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.

[0110] 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.

[0111] 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.

[0112] "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."

[0113] 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.

[0114] 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.

[0115] 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.

[0116] 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.

[0117] 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.

[0118] 9-3-1. Winning Command The winning commands are generated in connection 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.

[0119] 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.

[0120] 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.

[0121] 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.

[0122] 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.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] 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 processing programs for the processes performed by the CPU in various performances, tables for selecting preview performances, etc., performance data generated in response to the execution of a performance, etc.

[0127] 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 using the processing programs, tables, effect data, etc. stored in the effect storage unit 121b.

[0128] First Embodiment The first embodiment will be described below with reference to Figures 17 to 24. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.

[0129] 17 to 19, we will first explain the presentation modes that can be set by the presentation control microcomputer 121. The presentation control microcomputer 121 can set the following presentation modes in addition to the "time-saving presentation mode" and the "probability variable presentation mode."

[0130] MA.Normal mode "Normal mode" is a presentation mode that can be set in the "low probability low base game state," and is a presentation mode in which the "icon change announcement" and "patrol lamp announcement" described below are executed with a predetermined first probability of appearance.

[0131] MB.Hold Mode The "hold mode" is a presentation mode that can be set in the "low probability low base game state", and is a presentation mode in which the "icon change notice" and the "patrol lamp notice" are executed with a predetermined second appearance probability.

[0132] MC.Announcement Mode The "announcement mode" is a presentation mode that can be set in the "low probability low base game state," and is a presentation mode in which the "icon change announcement" and the "patrol lamp announcement" are executed with a third predetermined appearance probability.

[0133] MD. Hold Chance Mode The "hold chance mode" is a presentation mode that can be set in the "low probability low base game state," and is a presentation mode in which the probability of the "icon change announcement" being executed when a miss occurs is reduced (a presentation mode in which the likelihood of a jackpot being won with the "icon change announcement" is increased).

[0134] MD-1. Chance A Mode "Chance A Mode" is a type of "Reserved Chance Mode" in which the probability of the "Icon Change Notice" being executed when you lose is lower than in "Normal Mode." "Chance A Mode" functions as a presentation mode in which the "Icon Change Notice" has a higher chance of winning than in "Normal Mode."

[0135] MD-2. Chance B Mode "Chance B Mode" is a type of "Reserved Chance Mode", and is a presentation mode in which the probability of the "Icon Change Notice" being executed when you lose is lower than in "Normal Mode" and "Chance A Mode". "Chance B Mode" functions as a presentation mode in which the "Icon Change Notice" has a higher chance of winning than in "Normal Mode" and "Chance A Mode".

[0136] ME. Instant Announcement Mode The "one-shot announcement mode" is a presentation mode that can be set in the "low probability low base game state," and is a presentation mode that increases the probability of the "patrol lamp announcement" being displayed when a jackpot is won.

[0137] ME-1. Announcement A mode "Announcement A Mode" is a type of "One-Shot Announcement Mode" and is a presentation mode in which the probability of the "Patrol Lamp Announcement" being displayed when a jackpot is won is higher than in "Normal Mode." "Announcement A Mode" functions as a presentation mode in which the "Patrol Lamp Announcement" is more likely to be displayed than in "Normal Mode."

[0138] ME-2. Announcement B mode "Announcement B Mode" is a type of "One-Shot Announcement Mode" and is a presentation mode in which the probability of the "Patrol Lamp Announcement" being executed when a jackpot is won is higher than in "Normal Mode" and "Announcement A Mode." "Announcement B Mode" functions as a presentation mode in which the "Patrol Lamp Announcement" is more likely to be executed than in "Normal Mode" and "Announcement A Mode."

[0139] Fig. 17 is a diagram showing an example of transition of the presentation mode. As shown in Fig. 17, "normal mode", "hold mode", and "notification mode" are set by the player operating the normal button 40 in "custom presentation" that is performed when the special symbol is displayed in a stopped state (so-called waiting for customers). The "custom presentation" will be described in detail later.

[0140] In addition, the "reserved chance mode" and the "one-shot announcement mode" are set when the "normal mode" is set and the special symbol is variably displayed (so-called during play) by the player operating the normal button 40 in the "mode change effect." The "mode change effect" will be described in detail later.

[0141] 18(A) to 18(G) are diagrams showing how a "custom effect" is performed. A "custom effect" is an effect that is performed during the stopped display of a special symbol (when the variable display of a special symbol is not being performed) in a "low probability low base game state," and functions as an effect that allows a player to change the execution probability of an "icon change notice" and a "patrol lamp notice." A "custom effect" is performed when the normal button 40 is operated only once during the stopped display of a special symbol.

[0142] When the special symbol variable effect ends in response to the stopped display of the special symbol, the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed as shown in Fig. 18(A). After that, if no new special symbol variable display is performed (if there is no special symbol reserved), the stopped and displayed effect symbols EZ1, EZ2, and EZ3 continue to be displayed on the display unit 50a. At this time, if the player operates the normal button 40 only once, a "custom effect" will be performed.

[0143] In the "custom effect," as shown in Fig. 18(B), the stopped effect symbols EZ1, EZ2, and EZ3 are erased, and an effect mode image G500 indicating the types of effect modes that can be set is displayed in the center of the display unit 50a. The effect mode image G500 consists of a normal mode image G500a indicating the aforementioned "normal mode," a hold mode image G500b indicating the "hold mode," an announcement mode image G500c indicating the "announcement mode," and a finger image G500d representing a finger. When the display of the effect mode image G500 begins, the finger image G500d is displayed in a position pointing to the normal mode image G500a.

[0144] Then, when the player operates the normal button 40 only once while the finger image G500d is pointing at the normal mode image G500a, the finger image G500d pointing at the normal mode image G500a moves to a position pointing at the hold mode image G500b, as shown in Fig. 18(C), and when the player operates the normal button 40 only once while the finger image G500d is pointing at the hold mode image G500b, the finger image G500d pointing at the hold mode image G500b moves to a position pointing at the announcement mode image G500c, as shown in Fig. 18(D). The position pointed by the finger image G500d changes in the following order each time the player operates the normal button 40 until the "custom effect" ends: normal mode image G500a → hold mode image G500b → announcement mode image G500c → normal mode image G500a...

[0145] Then, when the variable display of a new special chart starts, the "custom effect" ends, and at this time, if the finger image G500d is displayed in a position pointing to the normal mode image G500a, the "normal mode" is set, if the finger image G500d is displayed in a position pointing to the hold mode image G500b, the "hold mode" is set, and if the finger image G500d is displayed in a position pointing to the announcement mode image G500c, the "announcement mode" is set. The effect mode image G500 is erased when the "custom effect" ends.

[0146] After the "custom effect" is finished, a setting image G600 corresponding to the set effect mode is displayed in the effect mode display area 50f in the lower right of the display unit 50a. When the "normal mode" is set, a normal setting image G600a is displayed in the effect mode display area 50f as shown in Fig. 18(E), when the "hold mode" is set, a hold setting image G600b is displayed in the effect mode display area 50f as shown in Fig. 18(F), and when the "announcement mode" is set, an announcement setting image G600c is displayed in the effect mode display area 50f as shown in Fig. 18(G).

[0147] The performance control microcomputer 121 can execute the "icon change notice" and the "patrol lamp notice" with different execution probabilities depending on which performance mode is set: "normal mode," "hold mode," or "announcement mode." The execution probabilities of the "icon change notice" and the "patrol lamp notice" will be described later.

[0148] Figures 19(A) to 19(E) are diagrams showing how the "mode change effect" is performed. The "mode change effect" is an effect that is performed during the variable display of the special symbol in the "low probability low base game state," and functions as an effect that allows the player to change the effect mode at will. The "mode change effect" is performed during the "normal change" of the special symbol change effect according to the variable display of the special symbol.

[0149] When the "normal change" of the special chart change effect begins in accordance with the variable display of the special chart, the "mode change effect" is performed along with the start of the variable display of the effect patterns EZ1, EZ2, and EZ3.

[0150] In the "mode change effect," as shown in Fig. 19(A), a setting image G600 corresponding to the type of effect mode currently set is displayed in the effect mode display area 50f. Fig. 19(A) illustrates a case where a normal setting image G600a is displayed in the effect mode display area 50f.

[0151] 19B, when the player operates the normal button 40 only once during the "normal variation" of the special symbol variation effect, the type of setting image G600 displayed in the effect mode display area 50f changes. In addition to the normal setting image G600a, the hold setting image G600b, and the announcement setting image G600c described above, the types of setting images G600 include a hold chance A setting image G600d indicating that the "chance A mode" as the "hold chance mode" is set, a hold chance B setting image G600e indicating that the "chance B mode" as the "hold chance mode" is set, a one-shot announcement A setting image G600f indicating that the "announcement A mode" as the "one-shot announcement mode" is set, and a one-shot announcement B setting image G600g indicating that the "announcement B mode" as the "one-shot announcement mode" is set. For example, when the normal setting image G600a is displayed, if the normal button 40 is operated only once, the normal setting image G600a is switched to the reserved chance A setting image G600d, and when the reserved chance A setting image G600d is displayed, if the normal button 40 is operated only once, the reserved chance A setting image G600d is switched to the reserved chance B setting image G600e, and when the reserved chance B setting image G600e is displayed, if the normal button 40 is operated only once, the reserved chance B setting image G600e is switched to the reserved chance B setting image G600e. When the normal button 40 is operated only once, the reserved chance B setting image G600e is switched to the one-shot announcement A setting image G600f, and when the one-shot announcement A setting image G600f is displayed, the one-shot announcement A setting image G600f is switched to the one-shot announcement B setting image G600g, and when the one-shot announcement B setting image G600g is displayed, the one-shot announcement B setting image G600g is switched to the normal setting image G600a.Figure 19(B) illustrates an example of switching from the normal setting image G600a to the reserved chance A setting image G600d, Figure 19(C) illustrates an example of switching from the reserved chance A setting image G600d to the reserved chance B setting image G600e, Figure 19(D) illustrates an example of switching from the reserved chance B setting image G600e to the one-shot announcement A setting image G600f, and Figure 19(E) illustrates an example of switching from the one-shot announcement A setting image G600f to the one-shot announcement B setting image G600g.

[0152] In the first embodiment, the "mode change effect" is performed only during the "normal change" of the special chart change effect, and by operating the normal button 40, it is possible to transition between "normal mode", "chance A mode", "chance B mode", "announcement A mode", and "announcement B mode", but it may also be possible to transition between "normal mode", "chance A mode", "chance B mode", "announcement A mode", and "announcement B mode" while the special chart is stopped or during other effects of the special chart change effect (for example, "SP reach").

[0153] When the hold setting image G600b and the announcement setting image G600c are displayed, the setting image G600 will not change even if the normal button 40 is operated, and when either the "hold mode" or the "announcement mode" is set, it is not possible to transition to another presentation mode.

[0154] 20 to 28, we will explain the special symbol variation presentation that the presentation control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The presentation control microcomputer 121 can execute the following presentation in the special symbol variation presentation according to the variation pattern of the variable display of the special symbol in the "low probability low base game state".

[0155] HA.Normal fluctuation "Normal variation" is a performance that may occur in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 change. Since "normal variation" is the first to occur in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.

[0156] HB. Reach "Reach" is an effect that can occur after a "normal variation," in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. "Reach" can occur when the result of the jackpot determination is "jackpot win," so it functions as an effect that suggests that a jackpot game may occur. In addition, "Reach" can subsequently develop into reach effects such as "N reach," "SP reach," and "SPSP reach," so it also functions as an effect that suggests that a reach effect may occur.

[0157] HC.N Reach "N Reach" is an effect that can be performed after a "Reach" is established, and is a reach effect in which the speed at which the middle performance pattern EZ2 changes gradually slows down. "N Reach" can be performed when the result of the jackpot judgment is "jackpot win", so it functions as an effect that suggests the possibility of a jackpot game.

[0158] HD.SP Reach "SP Reach" is an effect that can occur after "N Reach", and is a reach effect in which the main character and enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that a jackpot game is likely to occur. Also, since a jackpot game is more likely to occur when "N Reach" develops into "SP Reach" than when it does not develop from "N Reach" to "SP Reach", "SP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "N Reach".

[0159] HE.SPSP Reach "SPSP Reach" is an effect that can occur after "SP Reach", and is a reach effect in which the main character battles a formidable enemy character. "SPSP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that a jackpot game is likely to occur. Also, since a jackpot game is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach" to "SPSP Reach", "SPSP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "SP Reach".

[0160] HF. Icon change notice The "icon change notice" is an effect that may be performed during "normal variation," and is a notice effect in which the display mode of the icon TA changes. The "icon change notice" may be performed when the result of the jackpot determination is "jackpot win," and therefore functions as an effect that suggests the possibility of a jackpot game being played.

[0161] HG. Patrol Lamp Notice The "Patrol Lamp Notice" is an effect that may be performed in the "N Reach" and is a notice effect in which the patrol lamp image G700, which represents the patrol lamp, is displayed as being lit. The "Patrol Lamp Notice" may be performed only if the result of the jackpot determination is a "jackpot win," and therefore functions as an effect that suggests that a jackpot game will be played.

[0162] Next, the main special chart variation effect that is executed according to the variation pattern selected by the variation pattern determination table 103a1 will be explained using Figure 20. The performance control microcomputer 121 displays a performance image on the display unit 50a in each performance that constitutes the performance flow, and can execute a light-emitting effect using the frame lamp 53 and the board lamp 54 and a sound effect using the speaker 52 according to the display of the performance image.

[0163] As shown in Figure 20(A), in the special chart change performances where the change pattern is "SPSP jackpot change" or "SPSP miss change," a performance flow consisting of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed. Note that in these special chart change performances, an "icon change notice" may be performed in "normal change," and a "patrol lamp notice" may be performed in "N reach."

[0164] Also, as shown in Figure 20(B), in the special chart change presentation where the change pattern is "SP jackpot change" or "SP miss change", a presentation flow consisting of "normal change" → "reach" → "N reach" → "SP reach" is executed. Note that in these special chart change presentations, "icon change notice" may be performed in "normal change", and "patrol lamp notice" may be performed in "N reach".

[0165] Also, as shown in Figure 20(C), in the special chart change performance where the change pattern is "N Miss Change", the performance flow consisting of "Normal Change" → "Reach" → "N Reach" is executed. In these special chart change performances, "icon change notice" may be performed in "normal change".

[0166] Also, as shown in Figure 20 (D), in the special chart change presentation where the change pattern is "normal miss change", a presentation flow consisting of only "normal change" is executed.

[0167] Next, the main effects executed in the special chart change performance will be specifically explained. In the special chart change performance described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.

[0168] First, the "icon change notice" will be specifically explained. The performance control microcomputer 121 can execute the "icon change notice" in the "normal change" in the special chart change performance in which the change pattern is "SPSP jackpot change", "SPSP miss change", "SP jackpot change", "SP miss change", or "N miss change".

[0169] As shown in Fig. 21, the effect storage unit 121b of the effect control microcomputer 121 stores an icon change notice selection table 123a1. Using the icon change notice selection table 123a1, the effect control microcomputer 121 can select whether or not to execute an "icon change notice," and, if executing an "icon change notice," the type of change pattern. There are three types of change patterns: change pattern A to change pattern C. In the "icon change notice" of change pattern A, the display color of the icon TA changes to blue; in the "icon change notice" of change pattern B, the display color of the icon TA changes to green; and in the "icon change notice" of change pattern C, the display color of the icon TA changes to red.

[0170] 22(A-1), (A-2), and (A-3) are diagrams showing the contents of the icon change notice selection table 123a1. In a "low-probability, low-base game state," the presentation control microcomputer 121 references the type of presentation mode currently in use and the type of selected change pattern to select whether to execute an "icon change notice" and, if so, the type of change pattern. The icon change notice selection table 123a1 shown in FIG. 22(A-1) is used when "normal mode," "announcement mode," "announcement A mode" as the "one-shot announcement mode," or "announcement B mode" as the "one-shot announcement mode" is set. The icon change notice selection table 123a1 shown in FIG. 22(A-2) is used when "chance A mode" as the "reserved mode" or "reserved chance mode" is set. The icon change notice selection table 123a1 shown in FIG. 22(A-3) is used when "chance B mode" as the "reserved chance mode" is set.

[0171] Specifically, when "Normal Mode," "Announcement Mode," "Announcement A Mode" as "One-Shot Announcement Mode," or "Announcement B Mode" as "One-Shot Announcement Mode" is set, and the fluctuation pattern is "SPSP Jackpot Fluctuation" (THP001) or "SP Jackpot Fluctuation" (THP002), the execution of "Icon Change Announcement" for change pattern A is selected at a rate of 5%, "Icon Change Announcement" for change pattern B is selected at a rate of 20%, "Icon Change Announcement" for change pattern C is selected at a rate of 35%, and "Icon Change Announcement" is not selected at a rate of 40%.

[0172] Furthermore, when "Normal Mode," "Announcement Mode," "Announcement A Mode" as "One-Shot Announcement Mode," or "Announcement B Mode" as "One-Shot Announcement Mode" is set, and the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the execution of "Icon Change Announcement" for change pattern A is selected at a rate of 5%, "Icon Change Announcement" for change pattern B at a rate of 20%, "Icon Change Announcement" for change pattern C at a rate of 20%, and "Icon Change Announcement" not being executed at a rate of 55%.

[0173] Furthermore, when "Normal Mode," "Announcement Mode," "Announcement A Mode" as "One-Shot Announcement Mode," or "Announcement B Mode" as "One-Shot Announcement Mode" is set, and the fluctuation pattern is "N Miss Fluctuation" (THP013), the execution of "Icon Change Announcement" for change pattern A is selected 15% of the time, and the non-execution of "Icon Change Announcement" is selected 85%, and the execution of "Icon Change Announcement" for change pattern B and change pattern C is not selected.

[0174] In addition, when "Chance A mode" is set as "hold mode" or "hold chance mode" and the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the execution of "icon change notice" of change pattern A is selected at a rate of 5%, the execution of "icon change notice" of change pattern B at a rate of 20%, the execution of "icon change notice" of change pattern C at a rate of 35%, and the non-execution of "icon change notice" at a rate of 40%.

[0175] In addition, when "Chance A mode" is set as "hold mode" or "hold chance mode" and the fluctuation pattern is "SPSP miss fluctuation" (THP011) or "SP miss fluctuation" (THP012), the execution of "icon change notice" for change pattern A is selected at a rate of 5%, the execution of "icon change notice" for change pattern B at a rate of 10%, the execution of "icon change notice" for change pattern C at a rate of 10%, and the non-execution of "icon change notice" at a rate of 75%.

[0176] Furthermore, when "Chance A mode" is set as "hold mode" or "hold chance mode" and the fluctuation pattern is "normal miss fluctuation" (THP013), the execution of "icon change notice" of change pattern A is selected 5% of the time, and "icon change notice" is not selected 95% of the time, and the execution of "icon change notice" of change pattern B and change pattern C is not selected.

[0177] Furthermore, when "Chance B mode" is set as the "reserved chance mode" and the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the execution of "icon change notice" for change pattern A is selected at a rate of 5%, the execution of "icon change notice" for change pattern B at a rate of 20%, the execution of "icon change notice" for change pattern C at a rate of 35%, and the non-execution of "icon change notice" at a rate of 40%.

[0178] Furthermore, when "Chance B mode" is set as the "reserved chance mode" and the fluctuation pattern is "SPSP miss fluctuation" (THP011) or "SP miss fluctuation" (THP012), the execution of "icon change notice" for change pattern A is selected 5%, the execution of "icon change notice" for change pattern B is selected 5%, the execution of "icon change notice" for change pattern C is selected 5%, and the non-execution of "icon change notice" is selected 85% of the time.

[0179] In addition, when "Chance B mode" is set as the "reserved chance mode" and the change pattern is "N miss change" (THP013), non-execution of "icon change notice" is selected 100%, and execution of "icon change notice" for change pattern A, change pattern B, and change pattern C is not selected.

[0180] In other words, the "icon change notice" is set to be more likely to be selected when the result of the jackpot determination is a "jackpot win" than when the result is a "miss," and it can be said that the "icon change notice" belongs to the category of effects that suggest that there is a high possibility of a jackpot game being played.

[0181] The selection ratios indicated by the icon change notice selection table 123a1 shown in FIGS. 22(A-1), (A-2), and (A-3) can be changed as appropriate.

[0182] When the performance control microcomputer 121 executes the "icon change notice," it executes the "icon change notice" in the change pattern selected by the icon change notice selection table 123a1 during the "normal change" in the special chart change performance.

[0183] Figures 23(A) to 23(E) are diagrams showing how the "icon change notice" is made. When the "normal change" of the special chart change effect starts, as shown in Figure 23(A), the white icon TA is displayed in the icon display area 50e, and the effect patterns EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a. The icon TA displayed in the icon display area 50e is the same icon as the reserved icon HA that was displayed in the reserved icon display area 50d. After that, when a predetermined time (for example, 2 seconds) has passed, the "icon change notice" is made.

[0184] In the "icon change notice," as shown in Fig. 23(B), a main character image G200 representing the main character is displayed to the right of the icon TA. When change pattern A is selected by the icon change notice selection table 123a1, the white icon TA changes to blue as shown in Fig. 23(C), when change pattern B is selected, the white icon TA changes to green as shown in Fig. 23(D), and when change pattern C is selected, the white icon TA changes to red as shown in Fig. 23(E). The main character image G200 is erased when the color of the icon TA changes.

[0185] Next, the "patrol lamp notice" will be specifically described. The performance control microcomputer 121 can execute the "patrol lamp notice" in the "normal reach" in the special chart change performance in which the change pattern is "SPSP jackpot change" or "SP jackpot change".

[0186] As shown in Fig. 21, a patrol lamp notice selection table 123a2 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether or not to execute the "patrol lamp notice" using the patrol lamp notice selection table 123a2.

[0187] 22(B-1), (B-2), and (B-3) are diagrams showing the contents of the patrol lamp notice selection table 123a2. In the "low probability, low base game state," the effect control microcomputer 121 refers to the type of current effect mode and the type of selected variable pattern to select whether or not to execute the "patrol lamp notice." The patrol lamp notice selection table 123a2 shown in FIG. 22(B-1) is used when the "normal mode," "hold mode," "chance A mode" as the "hold chance mode," or "chance B mode" as the "hold chance mode" is set. The patrol lamp notice selection table 123a2 shown in FIG. 22(B-2) is used when the "announcement A mode" as the "announcement mode" or the "one-shot announcement mode" is set. The patrol lamp notice selection table 123a2 shown in FIG. 22(B-3) is used when the "announcement B mode" as the "one-shot announcement mode" is set.

[0188] Specifically, when "normal mode," "hold mode," "chance A mode" as "hold chance mode," or "chance B mode" as "hold chance mode" is set, and the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the execution of "patrol lamp notice" is selected 5% of the time, and non-execution of "patrol lamp notice" is selected 95% of the time.

[0189] In addition, when "Announcement A mode" is set as "Announcement mode" or "One-shot announcement mode" and the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the execution of "Patrol lamp announcement" is selected 50% of the time, and the non-execution of "Patrol lamp announcement" is selected 50% of the time.

[0190] In addition, when "Announcement B mode" is set as the "One-shot announcement mode" and the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the execution of "Patrol Lamp Announcement" is selected 100% of the time, and non-execution of "Patrol Lamp Announcement" is not selected.

[0191] In other words, the "patrol lamp notice" is set to be selected only when the variation pattern is selected when the result of the jackpot determination is "jackpot win," and it can be said that the "patrol lamp notice" belongs to the effects that suggest that there is a high possibility of a jackpot game being played, or that a jackpot game will be played.

[0192] In the first embodiment, the "patrol lamp notice" is executed even when the "normal mode," "hold mode," or "hold chance mode" is set, but the "patrol lamp notice" may be executed only when the "announcement mode" or "one-shot announcement mode" is set.

[0193] The selection ratios indicated by the patrol lamp advance notice selection table 123a2 shown in Figs. 22(B-1), (B-2), and (B-3) can be changed as appropriate.

[0194] When the performance control microcomputer 121 executes the "patrol lamp notice," it executes the "patrol lamp notice" during the "normal reach" in the special chart change performance.

[0195] Figures 24(A) and 24(B) are diagrams showing how the "Patrol Lamp Notice" is performed. When a "Reach" is established after the "Normal Change" of the special chart change performance, as shown in Figure 24(A), the speed of change of the middle performance symbol EZ2 gradually slows down and the "N Reach" begins. After that, when a predetermined time (for example, 2 seconds) has passed, the "Patrol Lamp Notice" is performed.

[0196] In the "Patrol Lamp Notice", as shown in Fig. 24(B), a patrol lamp image G700 representing a patrol lamp is displayed at the top of the display unit 50a, and the patrol lamp is displayed as if it were lit. The patrol lamp image G700 continues to be displayed until the special chart variation effect ends.

[0197] <Considerations on the First Embodiment> The pachinko gaming machine PY1 described in the first embodiment will be considered below.

[0198] First, let us consider the execution probability of the "icon change notice" and the "patrol light notice" in the "custom effect." In the "custom effect," one of the "normal mode," "hold mode," and "announcement mode" can be set by operating the normal button 40. For example, it is possible to set the "announcement mode" in the "custom effect" while the "hold mode" is set, or to set the "hold mode" in the "custom effect" while the "announcement mode" is set (see FIG. 17). When the "hold mode" is set, the icon change notice is executed using the icon change notice effect selection table 123a1 shown in FIG. 22(A-2), and the patrol light notice is executed using the patrol light notice selection table 123a2 shown in FIG. 22(B-1). On the other hand, when the "announcement mode" is set, the icon change notice is executed using the icon change notice effect selection table 123a1 shown in FIG. 22(A-1), and the patrol light notice is executed using the patrol light notice selection table 123a2 shown in FIG. 22(B-2).

[0199] The icon change notice performance selection table 123a1 shown in Fig. 22(A-2) and the icon change notice performance selection table 123a1 shown in Fig. 22(A-1) are set to have different execution probabilities for the "icon change notice," and the patrol lamp notice selection table 123a2 shown in Fig. 22(B-1) and the patrol lamp notice selection table 123a2 shown in Fig. 22(B-2) are set to have different execution probabilities for the "patrol lamp notice." In other words, by switching the performance mode between the "hold mode" and the "announcement mode" using the "custom performance," it can be said that it is possible to change the execution probabilities for both the "icon change notice" and the "patrol lamp notice" at the same time.

[0200] Next, we will consider the probability of executing "icon change notice" and "patrol lamp notice" in "mode change effect." In "mode change effect," only when "normal mode" is set in "custom effect," it is possible to set either the "hold chance mode" or the "one-shot announcement mode" by operating the normal button 40 (see Figure 17). When "normal mode" is set, when executing "icon change notice," the icon change notice effect selection table 123a1 shown in Figure 22 (A-1) is used, and when executing "patrol lamp notice," the patrol lamp notice selection table 123a2 shown in Figure 22 (B-1) is used. When the "normal mode" is switched to the "hold chance mode", the icon change notice performance selection table 123a1 shown in Figure 22 (A-2) (A-3) is used when executing the "icon change notice", and the patrol lamp notice selection table 123a2 shown in Figure 22 (B-1) is used when executing the "patrol lamp notice", while when the "normal mode" is switched to the "one-shot notice mode", the icon change notice performance selection table 123a1 shown in Figure 22 (A-1) is used when executing the "icon change notice", and the patrol lamp notice selection table 123a2 shown in Figure 22 (B-2) (B-3) is used when executing the "patrol lamp notice".

[0201] The icon change notice performance selection table 123a1 shown in Fig. 22(A-1) and the icon change notice performance selection table 123a1 shown in Fig. 22(A-2)(A-3) are set to have different execution probabilities for the "icon change notice," and the patrol lamp notice selection table 123a2 shown in Fig. 22(B-1) and the patrol lamp notice selection table 123a2 shown in Fig. 22(B-2)(B-3) are set to have different execution probabilities for the "patrol lamp change notice." In other words, when "normal mode" is set in "custom performance," it can be said that it is possible to change the execution probability of only one of the "icon change notice" and the "patrol lamp notice" by switching from "normal mode" to "hold chance mode" or "one-shot notice mode" using the "mode change performance."

[0202] <Effects of the first embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.

[0203] (1) In the "Custom Effects," when the normal button 40 is operated to switch from "Hold Mode" to "Announcement Mode" or from "Announcement Mode" to "Hold Mode," the probability of both the "Icon Change Notice" and the "Patrol Lamp Notice" being executed changes. Therefore, the "Custom Effects" can change the probability of multiple notice effects being executed all at once, which can increase the excitement of the game.

[0204] (2) When "normal mode" is set by "custom effect," if "mode change effect" switches from "normal mode" to "hold chance mode" or from "normal mode" to "one-shot announcement mode," only the probability of execution of one of the "icon change announcement" and "patrol lamp announcement" changes. Therefore, by using the "mode change effect," it is possible to individually change the probability of execution of only one announcement effect, which can increase the excitement of the game.

[0205] (3) In the "mode change effect," it is possible to set an "announcement B mode" in which the "patrol lamp announcement" is executed with a higher probability of execution than the "announcement mode" that can be set in the "custom effect." Therefore, by using the "mode change effect," it is possible to make the "patrol lamp announcement" execution probability higher than the "announcement mode," thereby increasing the interest in the game.

[0206] (4) In the “mode change effect,” it is possible to set a “Chance B mode” in which the “icon change notice” is executed with a lower probability than the “hold mode” that can be set in the “custom effect.” Therefore, by using the “mode change effect,” it is possible to lower the probability of the “icon change notice” being executed than the “hold mode,” thereby increasing the interest in the game.

[0207] Second Embodiment The second embodiment will be described below with reference to Figures 25 to 28. 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.

[0208] In the first embodiment described above, the "patrol lamp notice" is executed even when any of the "normal mode," "hold mode," "announcement mode," "hold chance mode," and "one-shot announcement mode" is set, but in the second embodiment, the "patrol lamp notice" is executed only when the "announcement B mode" as the "one-shot announcement mode" is set. Therefore, when the "patrol lamp notice" is executed, only the patrol lamp notice selection table 123a2 shown in Figure 22 (B-3) is used.

[0209] In the first embodiment described above, the patrol car image G700 is displayed at the top of the display unit 50a when the "patrol lamp notice" is executed, but in the second embodiment, only when the "notification B mode" as the "instant notice mode" is set, the unlit patrol car image G700 is always displayed at the top of the display unit 50a, as shown in Fig. 25(A), and when another presentation mode is set, the patrol car image G700 is not displayed, as shown in Fig. 25(B). Therefore, in the "notification B mode," only the content of the setting image G600 and the display of the patrol car image G700 are different from those in the other presentation modes, and other than that, the same images are displayed on the display unit 50a.

[0210] 26 to 28, the "icon change notice" and the "patrol lamp notice" in the special chart change effect when the "Announcement B mode" as the "One-shot announcement mode" is set and the change pattern is "SPSP jackpot change" (THP001) or "SP jackpot change" (THP002) will be explained. As explained in the first embodiment above, the "icon change notice" is a notice effect that can be executed when any of the "normal mode", "hold mode", "announcement mode", "hold chance mode" and "one-shot announcement mode" is set.

[0211] Figures 26(A) to 26(E) are diagrams showing how only the "icon change notice" is made out of the "icon change notice" and the "patrol lamp notice." When the "normal change" of the special chart change effect starts, as shown in Figure 26(A), the icon TA is displayed in white in the icon display area 50e, and the effect patterns EZ1, EZ2, and EZ3 are displayed in a variable manner on the display unit 50a. Thereafter, as shown in Figure 26(B), the "icon change notice" is made, and the color of the icon TA changes. Figure 26(B) shows the case where the icon TA has changed to red.

[0212] Then, when a "reach" is established, an "N reach" begins, as shown in FIG. 26(C). In an "N reach," as shown in FIG. 26(D), a "patrol lamp notice" is not performed, and the patrol image G700 remains unlit. After that, via an "SP reach" or "SP reach" and an "SPSP reach," as shown in FIG. 26(E), the effect symbols EZ1, EZ2, and EZ3 stop and display in a manner indicating a jackpot (here, a "5·5·5" repeat), and the special symbol variation effect ends. Therefore, even if a "patrol lamp notice" is not performed in an "N reach," a jackpot game can be expected due to the "icon change notice" performed in the "normal variation."

[0213] Figures 27(A) to 27(E) are diagrams showing the case where only the "patrol lamp notice" is made out of the "icon change notice" and the "patrol lamp notice." When the "normal change" of the special chart change effect starts, as shown in Figure 27(A), the icon TA in white is displayed in the icon display area 50e, and the effect patterns EZ1, EZ2, and EZ3 are displayed in a changing manner on the display unit 50a. In the "normal change," as shown in Figure 27(B), the "icon change notice" is not made, and the color of the icon TA does not change.

[0214] When a "reach" is established, an "N reach" begins, as shown in FIG. 27(C). Then, as shown in FIG. 27(D), a "patrol lamp notice" is made, and the patrol image G700 switches from an off state to an on state. After that, via an "SP reach" or "SP reach" and an "SPSP reach," the effect symbols EZ1, EZ2, and EZ3 stop and display in a manner indicating a jackpot (here, a "5·5·5" repeat), as shown in FIG. 27(E), and the special symbol variation effect ends. Therefore, even if an "icon change notice" is not made in the "normal variation," a jackpot game can be expected to occur due to the "patrol lamp notice" made in the "N reach."

[0215] Figures 28(A) to 28(E) are diagrams showing how both the "icon change notice" and the "patrol lamp notice" are made. When the "normal change" of the special chart change effect starts, as shown in Figure 28(A), the icon TA is displayed in white in the icon display area 50e, and the effect patterns EZ1, EZ2, and EZ3 are displayed in a variable manner on the display unit 50a. Thereafter, as shown in Figure 28(B), the "icon change notice" is made, and the color of the icon TA changes. Figure 28(B) shows the case where the icon TA has changed to red.

[0216] When a "reach" is established, an "N reach" begins, as shown in FIG. 28(C). After that, as shown in FIG. 28(D), a "patrol lamp notice" is made, and the patrol image G700 switches from an off state to an on state. After that, via an "SP reach" or "SP reach" and an "SPSP reach," the effect symbols EZ1, EZ2, and EZ3 stop and display in a manner indicating a jackpot (here, a "5·5·5" repeat), as shown in FIG. 28(E), and the special symbol variation effect ends. Therefore, a jackpot game can be expected to occur due to the "icon change notice" performed in the "normal variation" and the "patrol lamp notice" performed in the "N reach."

[0217] <Considerations on the Second Embodiment> The pachinko gaming machine PY1 described in the second embodiment will be considered below.

[0218] First, let us consider the effect modes that can be set in the pachinko gaming machine PY1. The effect modes that can be set in the pachinko gaming machine PY1 are a "time-saving effect mode," a "probability variable effect mode," a "normal mode," a "hold mode," an "announcement mode," a "hold chance mode," and a "one-shot announcement mode" (see FIG. 17). The "time-saving effect mode" and the "probability variable effect mode" can be set when a jackpot game is played, while the "normal mode," "hold mode," "announcement mode," "hold chance mode," and "one-shot announcement mode" can be set by operating the normal button 40 in the "custom effect" or "mode change effect" even when a jackpot game is not played. In other words, the "normal mode," "hold mode," "announcement mode," "hold chance mode," and "one-shot announcement mode" can be said to be effect modes that can be changed at the player's discretion.

[0219] <Effects of the second embodiment> The effects of the pachinko gaming machine PY1 explained in the second embodiment will be described below.

[0220] (5) When the "Notification B Mode" is set by the "Mode Change Effect," a patrol image G700 representing a patrol lamp is displayed at the top of the display unit 50a, and the patrol image G700 is displayed so that it lights up only when the result of the jackpot determination is "jackpot win." Therefore, the patrol image G700 can clearly inform the player that a jackpot game is about to take place, thereby increasing the player's interest in the game.

[0221] (6) Only when the "Notification B mode" is set by the "mode change effect", is the patrol image G700 representing a patrol lamp displayed at the top of the display unit 50a. Therefore, by displaying the patrol image G700, the "Notification B mode" can be positioned as a special effect mode, thereby increasing the interest in the game.

[0222] (7) Regardless of the presentation mode that can be set by the player at will, namely, “normal mode,” “hold mode,” “announcement mode,” “hold chance mode,” and “one-shot announcement mode,” an “icon change announcement” may be made to indicate that a jackpot game may occur. Therefore, regardless of which presentation mode is set, the “icon change announcement” can suggest that a jackpot game will occur, thereby increasing the excitement of the game.

[0223] Third Embodiment The third embodiment will be described below with reference to Figures 29 to 38. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the third embodiment.

[0224] First, the look-ahead patterns that can be selected by the game control microcomputer 101 will be described with reference to Figure 30. The game memory unit 101c of the game control microcomputer 101 stores a look-ahead A determination table 103b2, as shown in Figure 29. The game control microcomputer 101 can select a look-ahead pattern using the look-ahead A determination table 103b2.

[0225] Figure 30 is a diagram showing the contents of the look-ahead A determination table 103b2. The game control microcomputer 101 selects the type of look-ahead pattern based on the look-ahead determination result (including the result of the advance determination of the fluctuation pattern), regardless of the current game state and the type of starting port. As shown in Figure 30, there are six types of look-ahead patterns: "SHP001A1", "SHP001A2", "SHP002A1", "SHP002A2", "SHP002A3", and "SHP003A".

[0226] Specifically, when the result of the look-ahead judgment is "look-ahead winning," if the result of the fluctuation pattern advance judgment is "THP001," the look-ahead pattern of "SHP001A1" is selected, and if it is "THP002," the look-ahead pattern of "SHP001A2" is selected. Note that "SHP001A1" is called the "SPSP jackpot look-ahead pattern," and "SHP001A2" is called the "SP jackpot look-ahead pattern."

[0227] Also, if the result of the look-ahead judgment is "look-ahead non-winning," if the result of the variable pattern advance judgment is "THP011," the look-ahead pattern of "SHP002A1" is selected; if it is "THP012," the look-ahead pattern of "SHP002A2" is selected; if it is "THP013," the look-ahead pattern of "SHP002A3" is selected; if it is "THP021" or "THP022," the look-ahead pattern of "SHP003A" is selected. Note that "SHP002A1" is called the "SPSP reach miss look-ahead pattern," "SHP002A2" is called the "SP reach miss look-ahead pattern," "SHP002A3" is called the "N reach miss look-ahead pattern," and "SHP003A" is called the "normal miss look-ahead pattern."

[0228] In the third embodiment, the pre-reading A determination table 103b2 shown in FIG. 30 is used, but the pre-reading A determination table 103b2 and the pre-reading determination table 103b1 shown in FIG. 15 may be used in combination.

[0229] Next, the hold icon HA and the icon TA that can be displayed by the performance control microcomputer 121 in the hold performance will be explained using Fig. 31. As described above, the performance control microcomputer 121 can display the hold icon HA in the hold icon display area 50d in response to the storage of the special chart 1 hold in the hold performance (see Fig. 10). The performance control microcomputer 121 can display the hold icon HA by referring to the look-ahead pattern selected by the look-ahead A determination table 103b2. There are six display modes of the hold icon HA, icon A to icon F.

[0230] 31, icon A, icon B, icon C, and icon D are all made up of spherical images, icon E is made up of an image representing a treasure chest, and icon F is made up of an image representing an hourglass. Icon A displays a spherical image in white, icon B displays a spherical image in blue, icon C displays a spherical image in green, and icon D displays a spherical image in red.

[0231] The performance control microcontroller 121 normally displays the hold icon HA of icon A in the hold icon display area 50d, and when executing the "hold icon change notice" described below, changes the display mode of the hold icon HA and displays it in the hold icon display area 50d.

[0232] 32 to 34, we will explain the look-ahead effects that the effect control microcomputer 121 can execute in accordance with the look-ahead pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following look-ahead effects in the reserved effects.

[0233] SA. Hold icon change notice The "reserved icon change notice" is an effect that may be performed when the reserved icon HA is displayed, and is a notice effect in which the display mode of the reserved icon HA changes. The "reserved icon change notice" is more likely to be performed when the result of the pre-reading judgment is "pre-reading win" than when the result is "pre-reading non-win," and therefore functions as an effect that suggests that there is a high possibility of a jackpot game being played.

[0234] Next, the "reserved icon change notice" will be specifically explained. The performance control microcomputer 121 can execute the "reserved icon change notice" for the reserved icon HA of the special chart 1 reserved whose pre-reading pattern is "SPSP jackpot pre-reading pattern", "SPSP reach miss pre-reading pattern", "SP jackpot pre-reading pattern", or "SP reach miss pre-reading pattern".

[0235] The effect memory unit 121b of the effect control microcomputer 121 stores a hold icon change notice selection table 123a3, as shown in Fig. 32. Using the hold icon change notice selection table 123a3, the effect control microcomputer 121 can select whether or not to execute a "hold icon change notice," and if so, the type of change pattern for the hold icon HA. There are five types of change patterns: change pattern A to change pattern E.

[0236] Change pattern A is a change pattern in which the hold icon HA changes to icon B, change pattern B is a change pattern in which the hold icon HA changes to icon C, change pattern C is a change pattern in which the hold icon HA changes to icon D, change pattern D is a change pattern in which the hold icon HA changes to icon E, and change pattern E is a change pattern in which the hold icon HA changes to icon F.

[0237] 33(A) is a diagram showing the contents of the reserved icon change notice selection table 123a3. The performance control microcomputer 121 refers to the type of pre-reading pattern and selects whether to execute the "reserved icon change notice" and, if so, the type of change pattern of the reserved icon HA.

[0238] Specifically, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1), the following selections are made: 5% for the "reserved icon change notice" of change pattern A, 10% for the "reserved icon change notice" of change pattern B, 20% for the "reserved icon change notice" of change pattern C, 15% for the "reserved icon change notice" of change pattern D, 15% for the "reserved icon change notice" of change pattern E, and 35% for not executing the "reserved icon change notice."

[0239] Also, when the predictive pattern is the "SPSP Reach Miss Predictive Pattern" (SHP002A1), the following selections are made: Change Pattern A "Pending Icon Change Notice" will be executed 10% of the time, Change Pattern B "Pending Icon Change Notice" will be executed 10% of the time, Change Pattern C "Pending Icon Change Notice" will be executed 5% of the time, Change Pattern D "Pending Icon Change Notice" will be executed 10% of the time, Change Pattern E "Pending Icon Change Notice" will be executed 10% of the time, and "Pending Icon Change Notice" will not be executed 55% of the time.

[0240] In addition, when the prediction pattern is "SP jackpot prediction pattern" (SHP001A2), the execution of "Pending icon change notice" in change pattern A is 5%, the execution of "Pending icon change notice" in change pattern B is 10%, the execution of "Pending icon change notice" in change pattern C is 10%, the execution of "Pending icon change notice" in change pattern D is 15%, the execution of "Pending icon change notice" in change pattern E is 15%, and the non-execution of "Pending icon change notice" is 45%. % of the time.

[0241] Also, when the predictive pattern is the "SP reach miss predictive pattern" (SHP002A2), the "Pending icon change notice" of change pattern A will be executed 10% of the time, the "Pending icon change notice" of change pattern B will be executed 5% of the time, the "Pending icon change notice" of change pattern C will be executed 5% of the time, the "Pending icon change notice" of change pattern D will be executed 5% of the time, the "Pending icon change notice" of change pattern E will be executed 5% of the time, and the "Pending icon change notice" will not be executed 70% of the time.

[0242] In other words, when a predictive pattern that has been judged to be a "predictive win" is selected, the "reserved icon change notice" of change pattern C is set to be more likely to be selected than the "reserved icon change notice" of change pattern A or change pattern B, and the "reserved icon change notice" of change pattern C functions as an effect that suggests that there is a higher possibility of a jackpot game than the "reserved icon change notice" of change pattern A or change pattern B.

[0243] In addition, when a predictive pattern that has been judged to be a "predictive win" is selected, the system is set so that the execution of the "reserved icon change notice" of change pattern D or change pattern E is more likely to be selected than the execution of the "reserved icon change notice" of change pattern A or change pattern B, and the "reserved icon change notice" of change pattern D or change pattern E functions as an effect that suggests that there is a higher possibility of a jackpot game than the "reserved icon change notice" of change pattern A or change pattern B.

[0244] The selection ratio indicated by the pending icon change notice selection table 123a3 shown in FIG. 33(A) can be changed as appropriate.

[0245] When the performance control microcomputer 121 executes the "hold icon change notice," it executes the "hold icon change notice" in the hold performance with the change pattern selected by the hold icon change notice selection table 123a3.

[0246] Figures 34(A) to 34(E) are diagrams showing how the "reserve icon change notice" is performed. Here, an example is shown in which the reserve icon HA corresponding to the number of reserved special chart 1 of "3" is displayed in the reserve icon display area 50d. When a game ball enters the first start hole 11 during the variable display of the special chart and the number of reserved special chart 1 becomes "3", the "reserve icon change notice" is performed.

[0247] In the "hold icon change notice" of change pattern A, as shown in Fig. 34(A), a blue icon B is displayed in the third display area 50d3, in the "hold icon change notice" of change pattern B, as shown in Fig. 34(B), a green icon C is displayed in the third display area 50d3, and in the "hold icon change notice" of change pattern C, as shown in Fig. 34(C), a red icon D is displayed in the third display area 50d3. At this time, an effect image G800a indicating that the display mode of the hold icon HA has changed is displayed near the third display area 50d3, and a first sound effect (for example, a "beep") indicating that the display mode of the hold icon HA has changed is output from the speaker 52.

[0248] On the other hand, in the "reserved icon change notice" of change pattern D, as shown in FIG. 34(D), an icon E representing a treasure chest is displayed in the third display area 50d3, and in the "reserved icon change notice" of change pattern E, as shown in FIG. 34(E), an icon F representing an hourglass is displayed in the third display area 50d3. At this time, an effect image G800b indicating that the display mode of the reserved icon HA has changed is displayed near the third display area 50d3, and a second sound effect (for example, a "bang") indicating that the display mode of the reserved icon HA has changed is output from the speaker 52. When the "reserved icon change notice" of change pattern D or change pattern E has been made, a "respective icon change notice" may be made later, but the details of the "respective icon change notice" will be described later.

[0249] In this way, in the "Hold Icon Change Notice", the type of effect image and the type of sound effect are different when icons B, C, and D are displayed and when icons E and F are displayed. Note that if non-execution of the "Hold Icon Change Notice" is selected by the hold icon change notice selection table 123a3, icon A is displayed.

[0250] The reserved icon HA displayed in the reserved icon display area 50d is displayed as the icon TA in the icon display area 50e even after a jackpot determination is made for the special chart 1 reserved corresponding to this reserved icon HA, regardless of whether or not there is a ``reserved icon change notice.''

[0251] 35 to 38, we will explain the special symbol variation presentation that the presentation control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The presentation control microcomputer 121 can execute the following presentation in the special symbol variation presentation according to the variation pattern of the variable display of the special symbol in the "low probability low base game state".

[0252] HA.Normal fluctuation "Normal variation" is a performance that may occur in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 change. Since "normal variation" is the first to occur in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.

[0253] HB. Reach "Reach" is an effect that can occur after a "normal variation," in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. "Reach" can occur when the result of the jackpot determination is "jackpot win," so it functions as an effect that suggests that a jackpot game may occur. In addition, "Reach" can subsequently develop into reach effects such as "N reach," "SP reach," and "SPSP reach," so it also functions as an effect that suggests that a reach effect may occur.

[0254] HC.N Reach "N Reach" is an effect that can be performed after a "Reach" is established, and is a reach effect in which the speed at which the middle performance pattern EZ2 changes gradually slows down. "N Reach" can be performed when the result of the jackpot judgment is "jackpot win", so it functions as an effect that suggests the possibility of a jackpot game.

[0255] HD.SP Reach "SP Reach" is an effect that can occur after "N Reach", and is a reach effect in which the main character and enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that a jackpot game is likely to occur. Also, since a jackpot game is more likely to occur when "N Reach" develops into "SP Reach" than when it does not develop from "N Reach" to "SP Reach", "SP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "N Reach".

[0256] HE.SPSP Reach "SPSP Reach" is an effect that can occur after "SP Reach", and is a reach effect in which the main character battles a formidable enemy character. "SPSP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that a jackpot game is likely to occur. Also, since a jackpot game is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach" to "SPSP Reach", "SPSP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "SP Reach".

[0257] HH. Icon change notice The "icon change notice" is a presentation that may be performed when the pending icon HA is displayed as the icon TA, and is a notice presentation in which the display mode of the icon TA changes when the normal button 40 is operated.

[0258] HH-1.Treasure Chest Opening Notice The "treasure chest opening notice" is a type of "icon change notice" and is an effect that may occur when icon E representing a treasure chest is displayed as icon TA, and is an effect that notifies the player that the treasure chest will be opened by operating normal button 40. The "treasure chest opening notice" functions as an effect that suggests the possibility of a jackpot game, as an image corresponding to the result of the jackpot determination may appear from the treasure chest.

[0259] HH-2.Time Notice The "time notice" is a type of "icon change notice" and is an effect that may occur when the icon F representing an hourglass is displayed as the icon TA, and is a notice effect in which time is displayed on the hourglass by operating the normal button 40. The "time notice" functions as an effect that suggests the possibility of a jackpot game, as an image corresponding to the result of the jackpot determination may appear on the hourglass.

[0260] Next, the main special chart variation effect that is executed according to the variation pattern selected by the variation pattern determination table 103a1 will be explained using Figure 35. The performance control microcomputer 121 displays a performance image on the display unit 50a in each performance that constitutes the performance flow, and can execute a light-emitting effect using the frame lamp 53 and the board lamp 54 and a sound effect using the speaker 52 according to the display of the performance image.

[0261] As shown in Figure 35(A), in the special chart change performance where the change pattern is "SPSP jackpot change" or "SPSP miss change", the performance flow is executed which consists of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach". In these special chart change performances, "the icon change notice" may be performed in "normal change".

[0262] Also, as shown in Figure 35(B), in the special chart change performance where the change pattern is "SP big win change" or "SP miss change", the performance flow consisting of "normal change" → "reach" → "N reach" → "SP reach" is executed. In these special chart change performances, "the icon change notice" may be performed in "normal change".

[0263] Also, as shown in Figure 35 (C), in the special chart change presentation where the change pattern is "N miss change", a presentation flow consisting of "normal change" → "reach" → "N reach" is executed.

[0264] Also, as shown in Figure 35 (D), in the special chart change presentation where the change pattern is "normal miss change", a presentation flow consisting only of "normal change" is executed.

[0265] Next, the main effects executed in the special chart change performance will be specifically explained. In the special chart change performance described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.

[0266] First, the "icon change notice" will be specifically explained. The performance control microcomputer 121 can execute the "icon change notice" in the "normal change" in the special chart change performance in which the change pattern is "SPSP jackpot change", "SPSP miss change", "SP jackpot change", or "SP miss change".

[0267] The effect storage unit 121b of the effect control microcomputer 121 stores the icon change notice selection table 123a4, as shown in Fig. 32. Using the icon change notice selection table 123a4, the effect control microcomputer 121 can select whether or not to execute the "icon change notice," and if the "icon change notice" is executed, the type of change pattern of the icon TA. There are four types of change patterns: change pattern F to change pattern I.

[0268] Change pattern F is a change pattern in which sub-icon A is added to the icon TA, change pattern G is a change pattern in which sub-icon B is added to the icon TA, change pattern H is a change pattern in which sub-icon C is added to the icon TA, and change pattern I is a change pattern in which sub-icon D is added to the icon TA. Details of sub-icons A to D will be described later.

[0269] 33(B) is a diagram showing the contents of the icon change notice selection table 123a4. The performance control microcomputer 121 refers to the type of change pattern, the type of the icon TA, and the operation of the normal button 40 to select whether or not to execute the "icon change notice," and if so, the type of change pattern of the icon TA.

[0270] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) and the type of the icon TA is icon E, regardless of the operation of the normal button 40, the execution of "the icon change notice" of change pattern F is selected 30% of the time, the execution of "the icon change notice" of change pattern G is selected 70% of the time, and the execution of "the icon change notice" of change pattern H and change pattern I is not selected.

[0271] Furthermore, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001), the type of the icon TA is icon F, and the normal button 40 is operated, the execution of "the icon change notice" of change pattern H is selected 30% of the time, the execution of "the icon change notice" of change pattern I is selected 70% of the time, and the execution of "the icon change notice" of change pattern F and change pattern G is not selected.

[0272] In addition, when the change pattern is "SPSP jackpot change" (THP001), the type of the icon TA is icon F, and the normal button 40 is not operated, non-execution of "the icon change notice" is selected 100%, and execution of "the icon change notice" of change pattern F to change pattern I is not selected.

[0273] Furthermore, when the change pattern is "SPSP Miss Change" (THP011) and the type of the icon TA is icon E, regardless of the operation of the normal button 40, the execution of "the icon change notice" of change pattern F is selected at a rate of 70%, the execution of "the icon change notice" of change pattern G is selected at a rate of 30%, and the execution of "the icon change notice" of change pattern H and change pattern I is not selected.

[0274] Furthermore, when the change pattern is "SPSP Miss Change" (THP011), the type of the icon TA is icon F, and the normal button 40 is operated, the execution of "the icon change notice" of change pattern H is selected 70% of the time, the execution of "the icon change notice" of change pattern I is selected 30% of the time, and the execution of "the icon change notice" of change pattern F and change pattern G is not selected.

[0275] Furthermore, when the change pattern is "SPSP Miss Change" (THP011), the type of the icon TA is icon F, and the normal button 40 is not operated, non-execution of "the icon change notice" is selected 100%, and execution of "the icon change notice" of change pattern F to change pattern I is not selected.

[0276] Furthermore, when the fluctuation pattern is "SP jackpot fluctuation" (THP002) and the type of the icon TA is icon E, regardless of the operation of the normal button 40, the execution of "the icon change notice" of change pattern F is selected 40% of the time, the execution of "the icon change notice" of change pattern G is selected 60% of the time, and the execution of "the icon change notice" of change pattern H and change pattern I is not selected.

[0277] In addition, when the change pattern is "SP jackpot change" (THP002), the type of the icon TA is icon F, and normal button 40 is operated, the execution of "the icon change notice" of change pattern H is selected 40% of the time, the execution of "the icon change notice" of change pattern I is selected 60% of the time, and the execution of "the icon change notice" of change pattern F and change pattern G is not selected.

[0278] In addition, when the change pattern is "SP jackpot change" (THP002), the type of the icon TA is icon F, and the normal button 40 is not operated, non-execution of "the icon change notice" is selected 100%, and execution of "the icon change notice" of change pattern F to change pattern I is not selected.

[0279] Furthermore, when the change pattern is "SP Miss Change" (THP012) and the type of the icon TA is icon E, regardless of the operation of the normal button 40, the execution of "the icon change notice" of change pattern F is selected 80% of the time, and the execution of "the icon change notice" of change pattern G is selected 20% of the time, and the execution of "the icon change notice" of change pattern H and change pattern I is not selected.

[0280] Furthermore, when the change pattern is "SP Miss Change" (THP012), the type of the icon TA is icon F, and the normal button 40 is operated, the execution of "the icon change notice" of change pattern H is selected 80%, the execution of "the icon change notice" of change pattern I is selected 20%, and the execution of "the icon change notice" of change pattern F and change pattern G is not selected.

[0281] Furthermore, when the change pattern is "SP Miss Change" (THP012), the type of the icon TA is icon F, and the normal button 40 is not operated, non-execution of "the icon change notice" is selected 100%, and execution of "the icon change notice" of change pattern F to change pattern I is not selected.

[0282] In other words, when the variation pattern to be selected when the jackpot determination results in a "jackpot win" is selected, the execution of the "icon change notice" of change pattern G or change pattern I is set to be more likely to be selected than the execution of the "icon change notice" of change pattern F or change pattern H, and the "icon change notice" of change pattern G or change pattern I functions as an effect that suggests that there is a higher possibility of a jackpot game being played than the "icon change notice" of change pattern F or change pattern H.

[0283] In addition, the system is set so that the execution of the "icon change notice" of change pattern G or change pattern I is more likely to be selected when a change pattern including "SPSP reach" is selected than when a change pattern not including "SPSP reach" is selected, and the "icon change notice" of change pattern G or change pattern I functions as a presentation that suggests that it is likely to develop into "SPSP reach."

[0284] The selection ratio indicated by the icon change notice selection table 123a4 shown in FIG. 33(B) can be changed as appropriate.

[0285] When the performance control microcomputer 121 executes the "relevant icon change notice," it executes the "relevant icon change notice" in the change pattern selected by the relevant icon change notice selection table 123a4 in the pending performance.

[0286] Here, the sub-icons used in the "icon change notice" will be explained. FIG. 36 is a diagram showing a specific example of a sub-icon. As mentioned above, there are four types of sub-icons, sub-icon A to sub-icon D. As shown in FIG. 36, sub-icon A consists of a text image of "chance," sub-icon B consists of a text image of "super hot," sub-icon C consists of a number image representing the time "30:00," and sub-icon D consists of a number image representing the time "50:00." Sub-icons A and B function as icons suggesting the possibility of a jackpot game being played based on the content of the text, and sub-icons C and D function as icons suggesting the possibility of a jackpot game being played based on the size of the numbers.

[0287] 37(A) to 37(C) are diagrams showing how the "icon change notice" of change pattern F and change pattern G is performed. When the "normal change" starts in response to the start of the special symbol change presentation, a valid operation period (e.g., 3 seconds) during which operation of the normal button 40 is valid is set. As shown in FIG. 37(A), an icon E representing a treasure chest is displayed as the icon TA in the icon display area 50e, and a button image G900 resembling the normal button 40 is displayed in the lower right corner of the icon E. The button image G900 is an image indicating that the valid operation period for the normal button 40 is in progress. The button image G900 continues to be displayed until the normal button 40 is operated or until the valid operation period ends, and functions as an image prompting the player to operate the normal button 40. When the normal button 40 is operated within the valid operation period, or when the valid operation period ends without the normal button 40 being operated, the "icon change notice" of change pattern F or change pattern G is performed.

[0288] In the "relevant icon change notice" of change pattern F, as shown in Figure 37(B), the treasure chest is opened and sub-icon A appears from inside the treasure chest. On the other hand, in the "relevant icon change notice" of change pattern G, as shown in Figure 37(C), the treasure chest is opened and sub-icon B appears from inside the treasure chest. As mentioned above, the "relevant icon change notice" of change pattern G is more likely to result in a jackpot game than the "relevant icon change notice" of change pattern F, so the player can predict the likelihood of a jackpot game based on the word "Chance" of sub-icon A or the word "Hot" of sub-icon B that appear from the treasure chest.

[0289] Then, after a predetermined time (for example, 3 seconds) has elapsed, icon F and sub-icon A or sub-icon B are erased, and the "icon change notice" ends.

[0290] 38(A) to 38(C) are diagrams showing how the "relevant icon change notice" of change pattern H and change pattern I is performed. When the "normal change" starts in response to the start of the special chart change presentation, a valid operation period (e.g., 3 seconds) during which operation of the normal button 40 is valid is set, and as shown in FIG. 38(A), an icon F representing an hourglass is displayed in the icon display area 50e as the relevant icon TA. At this time, unlike the case of the icon E representing a treasure chest, the button image G900 imitating the normal button 40 is not displayed, and the validity of operation of the normal button 40 is not notified (it functions as a so-called back button). Then, when the normal button 40 is operated within the valid operation period, the "relevant icon change notice" of change pattern H or change pattern I is performed. Note that if the normal button 40 is not operated within the valid operation period, the "relevant icon change notice" is not performed.

[0291] In the "relevant icon change notice" of change pattern H, sub-icon C appears, indicating the remaining time in the hourglass, as shown in Figure 38(B). On the other hand, in the "relevant icon change notice" of change pattern I, sub-icon D appears, indicating the remaining time in the hourglass, as shown in Figure 38(C). As mentioned above, since the "relevant icon change notice" of change pattern I is more likely to result in a jackpot game than the "relevant icon change notice" of change pattern H, the player can predict the likelihood of a jackpot game based on the number "30:00" of sub-icon C or the number "50:00" of sub-icon B, which indicate the remaining time in the hourglass.

[0292] Then, after a predetermined time (for example, 3 seconds) has elapsed, icon F and sub-icon C or sub-icon D are erased, and the "icon change notice" ends. In this way, when icon F is displayed as the icon TA, it is suggested that a jackpot game will occur only if the player operates the normal button 40.

[0293] <Considerations on the Third Embodiment> The pachinko gaming machine PY1 described in the third embodiment will be considered below. First, the reserved icon HA and the icon TA will be considered.

[0294] When the special chart 1 reservation is stored, a reservation icon HA corresponding to this special chart 1 reservation is displayed in the reservation icon display area 50d. Then, when the special chart 1 reservation is consumed, a jackpot determination is performed, and the reservation icon HA is displayed as the icon TA in the icon display area 50e even after the jackpot determination is performed (see FIG. 10). In other words, the reservation icon HA and the icon TA can be said to be icons that may result in a jackpot game.

[0295] Next, the types of sub-icons that can be added by the "icon change notice" will be considered.

[0296] Icons that are the target of the "relevant icon change announcement" include icon E, which represents a treasure chest, and icon F, which represents an hourglass. In the "relevant icon change announcement" for icon E, depending on whether normal button 40 is operated, sub-icon A, which has the word "chance," or sub-icon B, which has the word "hot," is added to icon E (see FIG. 37). On the other hand, in the "relevant icon change announcement" for icon F, depending on whether normal button 40 is operated, sub-icon C, which has the number "30:00," or sub-icon D, which has the number "50:00" is added to icon F (see FIG. 38). In other words, it can be said that icon F changes to an icon that includes numbers, and icon E changes to an icon that includes letters (in other words, it does not change to an icon that includes numbers).

[0297] <Effects of the third embodiment> The effects of the pachinko gaming machine PY1 explained in the third embodiment will be described below.

[0298] (8) The "Pending Icon Change Notice" displays a pending icon HA of the icon F representing an hourglass, and when this pending icon HA is displayed as the icon TA, the "Same Icon Change Notice" adds a sub-icon C or sub-icon D representing time to the icon F representing the hourglass. By adding numbers representing time to the hourglass, the icons have a sense of unity, which can increase the enjoyment of the game.

[0299] (9) When the icon TA of the icon F representing an hourglass is displayed, the sub-icon C or sub-icon D representing time is added by the “icon change notice.” On the other hand, when the icon TA of the icon E representing a treasure chest is displayed, the sub-icon C or sub-icon D representing time is not added by the “icon change notice.” Therefore, the icon F representing the hourglass can be positioned as a special icon, which can increase the interest in the game.

[0300] (10) When the icon TA of the icon E representing a treasure chest is displayed, a sub-icon A or sub-icon B consisting of letters is added by the “icon change notice.” Therefore, even when the icon E representing a treasure chest is displayed, the player can expect the addition of a sub-icon, which can increase the interest in the game.

[0301] (11) The "Pending Icon Change Notice" displays the pending icon HA of icon E or icon F, and when this pending icon HA is displayed as the icon TA, the player can operate the normal button 40 to perform a "Pending Icon Change Notice" in which a sub-icon is added to icon E or icon F, making the player think that he or she has changed the display mode of the icon TA, thereby increasing the excitement of the game.

[0302] (12) When the icon TA of icon E is displayed, a button image G900 is displayed that prompts the player to operate the normal button 40 during the valid operation period of the “icon change notice.” On the other hand, when the icon TA of icon F is displayed, a button image G900 is displayed that prompts the player to operate the normal button 40 during the valid operation period of the “icon change notice.” Therefore, only players who are aware of this can change the display mode of icon F, which can increase the enjoyment of the game.

[0303] (13) When the icon TA of the icon F representing an hourglass is displayed, the “icon change notice” adds a sub-icon C or sub-icon D consisting of numbers, while when the icon TA of the icon E representing a treasure chest is displayed, the “icon change notice” adds a sub-icon A or sub-icon B consisting of letters, so that the display variations of the icon TA after the change can be diversified, and the interest in the game can be increased.

[0304] <Modifications of the Basic, First, Second, and Third Embodiments> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the basic embodiment, first embodiment, second embodiment, and third embodiment. Of course, the configurations of the modified examples may be appropriately combined. Furthermore, technical features in the above embodiments and the modified examples below may be appropriately deleted unless they are described as essential in this specification.

[0305] In the first embodiment, the "icon change notice" and the "patrol lamp notice" are executed based on a change pattern, but they may also be executed based on a look-ahead pattern. In this case, either the "icon change notice" or the "patrol lamp notice" can indicate that a reserve for a jackpot game is stored, which can increase the excitement of the game. In addition, when the "icon change notice" is executed based on a look-ahead pattern, it is preferable that the display mode of the reserve icon HA is changed in the "icon change notice."

[0306] In addition, in the first embodiment, the "icon change notice" and the "patrol lamp notice" are executed based on the change pattern, but they may also be executed based on the stopped pattern of the special symbol. For example, either the "icon change notice" or the "patrol lamp notice" may be executed only when the stopped pattern of the special symbol is the "jackpot Wα symbol." In this case, either the "icon change notice" or the "patrol lamp notice" can suggest that a "high probability high base game state" will occur after a jackpot game, which can increase the interest of the game.

[0307] In addition, in the first embodiment, the "icon change notice" and the "patrol lamp notice" are executed in the "low probability low base game state," but they may be executed in other game states. For example, either the "icon change notice" or the "patrol lamp notice" may be executed in the "high probability high base game state."

[0308] In addition, in the first embodiment, the "custom effect" and the "mode change effect" are executed in the "low probability low base game state," but they may be executed in other game states. For example, either the "custom effect" or the "mode change effect" may be executed in the "high probability high base game state."

[0309] In addition, in the first embodiment, the switching of the presentation mode in the "custom presentation" and "mode change presentation" is performed on the condition that the player operates the normal button 40, but the switching of the presentation mode may be performed on other conditions. For example, the switching of the presentation mode may be performed on the condition that the player operates the special button 41.

[0310] In addition, in the first embodiment, the probability of executing the "icon change notice" and "patrol lamp notice" is changed by switching the presentation mode, but the probability of executing other notice presentations may also be changed.

[0311] In addition, in the first embodiment, the presentation modes that the player can change at will include "normal mode," "hold mode," "announcement mode," "hold chance mode," and "one-shot announcement mode," but it is also possible to allow the player to change only some of these presentation modes.

[0312] In the first embodiment, the presentation modes that can be changed by the player include "normal mode," "hold mode," "announcement mode," "hold chance mode," and "one-shot announcement mode," but a new presentation mode other than these presentation modes may be provided. For example, a vibration notification presentation in which the normal button 40 vibrates may be provided, and the execution probability of the vibration notification presentation may be changed by switching to the newly provided presentation mode.

[0313] In addition, in the first embodiment, the "icon change notice" is executed as a notice effect common to the "normal mode," "hold mode," "announcement mode," "hold chance mode," and "one-shot notice mode," but other notice effects may be used as common notice effects. For example, a vibration notice effect in which the normal button 40 vibrates may be provided, and the vibration notice effect may be executed in any of the "normal mode," "hold mode," "announcement mode," "hold chance mode," and "one-shot notice mode."

[0314] In the second embodiment, the patrol car image G700 is always displayed in the "notification B mode" as the "one-shot notification mode," but other images may be displayed instead of or in addition to the patrol car image G700. In this case, it is preferable to use the other images to perform a notice equivalent to the "patrol lamp notice."

[0315] In the second embodiment, the patrol image G700 is displayed only in the "announcement B mode" as the "one-shot announcement mode," but it may also be displayed temporarily in other presentation modes. For example, when the patrol image G700 is displayed in the "announcement B mode" as the "one-shot announcement mode," if the mode is switched to the "normal mode" by the "mode change presentation," the patrol image G700 may be displayed for a predetermined period (for example, the period until all the stored special chart 1 reservations are consumed).

[0316] In addition, in the third embodiment, the "icon change notice" is executed based on a variation pattern, but it may also be executed based on a look-ahead pattern. In this case, the "icon change notice" can suggest that a reserve for a jackpot game is stored, which can increase the interest in the game. In addition, when the "icon change notice" is executed based on a look-ahead pattern, it is preferable that the display mode of the reserve icon HA before being displayed as the icon TA is changed.

[0317] In addition, in the third embodiment, the "icon change notice" is executed based on the variation pattern, but it may also be executed based on the stopped symbol of the special symbol. For example, the "icon change notice" may be executed only when the stopped symbol of the special symbol is the "jackpot Wα symbol." In this case, the "icon change notice" can suggest that a "high probability high base game state" will occur after a jackpot game, which can increase the interest of the game.

[0318] In addition, in the third embodiment, the "icon change notice" for change pattern H and change pattern I adds sub-icons C and D consisting of numbers representing time to icon F representing an hourglass, but sub-icons consisting of numbers other than time may also be added. For example, a sub-icon consisting of numbers including a value indicating the so-called jackpot reliability may be added, or an icon representing a uniform may be displayed instead of icon F representing an hourglass, and the "icon change notice" may add a sub-icon consisting of numbers representing the uniform number to the icon representing the uniform.

[0319] In the third embodiment, the "icon change notice" for change pattern F and change pattern G is configured by adding sub-icons A and B consisting of letters to icon E representing a treasure chest, but any sub-icon other than letters may be added as long as it is not a sub-icon consisting of numbers. For example, an image representing a jewel may be added to the treasure chest.

[0320] Furthermore, in the third embodiment, the "icon change notice" is made by the player operating the normal button 40, but it may also be made by the player operating the special button 41.

[0321] In the third embodiment, in the "icon change notice" of change pattern F and change pattern G, the button image G900 is displayed during the valid operation period of the normal button 40, but other methods may be used as long as the player can recognize that the valid operation period is in progress. For example, the button image G900 may not be displayed, and a lamp in the normal button 40 may be illuminated.

[0322] Furthermore, in the third embodiment, in the "icon change notice", the button image G900 is displayed during the valid operation period of the normal button 40 only when the icon TA of the icon E representing a treasure chest is displayed, but even when the icon TA of the icon F representing an hourglass is displayed, the button image G900 may be displayed during the valid operation period of the normal button 40.

[0323] In addition, in the third embodiment, in the "icon change notice" for change pattern H and change pattern I, sub-icons C and D consisting of numbers are added to icon F, while in the "icon change notice" for change pattern F and change pattern G, sub-icons A and B consisting of letters are added to icon E. However, in the "icon change notice" for change pattern H and change pattern I, sub-icons A and B consisting of letters are added to icon F, while in the "icon change notice" for change pattern F and change pattern G, sub-icons C and D consisting of numbers may be added to icon E.

[0324] 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.

[0325] 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.

[0326] In addition, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are displayed variably 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 displayed variably on a display device other than the image display device 50 in parallel with the effect symbols EZ1, EZ2, and EZ3. For example, a dedicated LED for displaying other symbols variably may be installed on the gaming board 1, and the dedicated LED may be made to flash during the variable display of the effect symbols EZ1, EZ2, and EZ3.

[0327] 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.

[0328] 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.

[0329] The gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines, mahjong ball gaming machines, and smart pachinko machines (managed gaming machines).

[0330] <Inventions Disclosed in the First, Second, and Third Embodiments> The preceding paragraphs in this "Mode for Carrying Out the Invention" have disclosed the following Inventions A to D. In the explanation of Inventions A to D, 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 A4 below, Invention B is a general term for Inventions B1 to B3 below, Invention C is a general term for Inventions C1 to C3 below, and Invention D is a general term for Inventions D1 to D4 below.

[0331] The gaming machine according to invention A1 is An operating means (normal button 40) that can be operated by a player; A performance execution means (performance control microcomputer 121) for executing the performance, The performance execution means It is possible to execute multiple types of preview effects, including the first preview effect (patrol lamp preview) and the second preview effect (icon change preview), When a specific operation (an operation to change from "hold mode" to "announcement mode", an operation to change from "announcement mode" to "hold mode") is performed on the operation means, it is possible to change the execution probability of both the first preview performance and the second preview performance. It is characterized by:

[0332] The gaming machine according to invention A2 is A gaming machine according to invention A1, The performance execution means When the specific operation is not performed on the operation means, it is possible to change the execution probability of only one of the first preview performance and the second preview performance. It is characterized by:

[0333] The gaming machine according to invention A3 is A gaming machine according to invention A2, The performance execution means When the specific operation is not performed on the operation means, it is possible to change the execution probability of the first preview performance to a higher probability than the execution probability of the first preview performance that can be changed when the specific operation is performed on the operation means. It is characterized by:

[0334] The gaming machine according to invention A4 is A gaming machine according to invention A2, The performance execution means When the specific operation is not performed on the operation means, it is possible to change the execution probability of the second preview performance to a lower probability than the execution probability of the second preview performance that can be changed when the specific operation is performed on the operation means. It is characterized by:

[0335] The gaming machine according to Invention B1 is: A determination means for determining whether or not to set a special gaming state (jackpot gaming state) advantageous to a player; and a performance execution means (performance control microcomputer 121) for executing a performance using a performance means including a display means (image display device 50) capable of displaying a predetermined display. The performance execution means It is possible to set the mode to any one of a plurality of presentation modes including a specific presentation mode (announcement B mode), and in the specific presentation mode, it is possible to display a specific display (patrol image G700) on the display means to suggest that the special game state will be entered, In the specific presentation mode, when it is determined that the special game state is to be entered by the determination, it is possible to change the display mode of the specific display. It is characterized by:

[0336] The gaming machine according to Invention B2 is: A gaming machine according to Invention B1, The plurality of presentation modes are presentation modes that can be changed at will by a player, The performance execution means In a presentation mode other than the specific presentation mode (normal mode, pre-reading mode, announcement mode, announcement A mode as one-shot announcement mode), the specific display is not displayed on the display means. It is characterized by:

[0337] The gaming machine according to Invention B3 is: A gaming machine according to Invention B1 or Invention B2, The performance execution means In any of the plurality of presentation modes, the same preview presentation (icon change preview) can be executed as a preview presentation suggesting that there is a possibility of entering the special game state. It is characterized by:

[0338] The gaming machine according to invention C1 is A game control means (a game control microcomputer 101) that can set a special game state (a big win game state, a high probability state, a time-saving state) advantageous to a player; and a performance execution means (performance control microcomputer 121) for executing a performance using a performance means including a predetermined display means (image display device 50), The performance execution means An icon (the icon TA, the reserved icon HA) indicating that there is a possibility of the special game state being entered can be displayed on the display means; When the icon is displayed, the icon may be changed to a specific display mode (icon F with sub-icon C, icon F with sub-icon D) including a predetermined number (30:00, 50:00). It is characterized by:

[0339] The gaming machine according to invention C2 is A gaming machine according to invention C1, The icons include a first icon (icon F) and a second icon (icon E), The performance execution means When the first icon is displayed, the first icon may be changed to the specific display mode, When the second icon is displayed, the second icon is not changed to the specific display mode. It is characterized by:

[0340] The gaming machine according to invention C3 is A gaming machine according to invention C2, The performance execution means When the second icon is displayed, the second icon may be changed to a non-specific display mode that does not include the predetermined number (icon E with sub-icon A, icon E with sub-icon B). It is characterized by:

[0341] The gaming machine according to invention D1 is A game control means (a game control microcomputer 101) that can set a special game state (a big win game state, a high probability state, a time-saving state) advantageous to a player; An operating means (normal button 40) that can be operated by a player; and a performance execution means (performance control microcomputer 121) for executing a performance using a performance means including a predetermined display means (image display device 50), The performance execution means An icon (the icon TA, the reserved icon HA) indicating that there is a possibility of the special game state being entered can be displayed on the display means; When the icon is displayed, the icon may be changed to a specific display mode (icon E to icon B, icon F to icon D) that suggests a high possibility of entering the special game state, depending on the operation of the operation means. It is characterized by:

[0342] The gaming machine according to invention D2 is A gaming machine according to invention D1, The icons include a first icon (icon E) and a second icon (icon F), The performance execution means When the first icon is displayed, an operation suggestion effect (a button image G900) is executed to prompt the user to operate the operation means while the first icon is displayed. When the second icon is displayed, the operation suggestion effect is not executed while the second icon is displayed. It is characterized by:

[0343] The gaming machine according to invention D3 is A gaming machine according to invention D2, The specific display modes include a first display mode including predetermined characters (chance, super hot) and a second display mode including predetermined numbers (30:00, 50:00), The performance execution means When the first icon is displayed, the first icon may be changed to the first display mode in response to an operation of the operation means, When the second icon is displayed, the second icon may be changed to the second display mode in response to an operation of the operation means. A gaming machine characterized by:

[0344] The gaming machine according to invention D4 is A gaming machine according to invention D2, The specific display modes include a first display mode including predetermined characters (chance, super hot) and a second display mode including predetermined numbers (30:00, 50:00), The performance execution means When the first icon is displayed, the first icon may be changed to the second display mode in response to an operation of the operation means, When the second icon is displayed, the second icon may be changed to the first display mode in response to an operation of the operation means. It is characterized by:

[0345] <Fourth embodiment> Next, a fourth embodiment of the present invention, which is the premise for the characteristic features of the gaming machine of the present invention, will be specifically described with reference to the drawings. In each of the referenced drawings, the same parts are given the same reference numerals, and duplicated explanations of the same parts will be omitted as a general rule. In the following, for the sake of simplicity, symbols or signs referring to information, signals, physical quantities, components, etc. may be used, and the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs may be omitted or abbreviated.

[0346] 1. Mechanical structure of the gaming machine A pachinko gaming machine PY4, which is a fourth embodiment of the gaming machine of the present invention, will be described below. First, the mechanical configuration of the pachinko gaming machine PY4 will be described using Figures 39 to 42. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY4 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY4. In addition, "forward" will be described as the direction from the pachinko gaming machine PY4 approaching the player facing the pachinko gaming machine PY4, and "rearward" will be described as the direction from the player facing the pachinko gaming machine PY4 approaching the pachinko gaming machine PY4.

[0347] 39, the pachinko game machine PY4 includes a game board unit YU including a game board 1, and a game machine frame 2 that houses the game board unit YU inside. The game machine frame 2 includes a frame-shaped outer frame 21 that is fixed to a game arcade, an inner frame 22 that is attached to the outer frame 21 and to which the game board unit YU is attached, and a front door 23 that is rotatably supported by the inner frame 22.

[0348] The outer frame 21, the inner frame 22, and the front door 23 have substantially the same outer peripheral shape when viewed from the front. The inner frame 22 is attached to the front surface of the outer frame 21.

[0349] The front door 23 can be opened and closed relative to the inner frame 22. The front door 23 includes a frame-shaped front frame 23m with a large, substantially vertically elongated rectangular opening formed in the center, and a transparent plate 23t fitted into the opening. When the front door 23 is closed, the game board 1 included in the game board unit YU faces the transparent plate 23t. The transparent plate 23t is made of a transparent synthetic resin plate and is formed in a substantially vertically elongated rectangular shape. Therefore, when the pachinko gaming machine PY4 is installed in a gaming parlor, a player standing in front of the pachinko gaming machine PY4 can view the game area 6 formed on the front of the game board 1 through the transparent plate 23t. Note that a transparent glass plate may be used as the transparent plate 23t instead of a transparent synthetic resin plate. It is sufficient that the game area 6 can be viewed through the transparent plate 23t from the front of the pachinko gaming machine PY4.

[0350] A handle 72k that can be rotated to launch the gaming ball is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is rotated (rotation angle) corresponds to the magnitude of the force (launch strength) applied to the gaming ball to launch it. Therefore, the gaming ball is launched with a launch strength that corresponds to the rotation of the handle 72k.

[0351] In addition, an upper tray 34 that protrudes significantly forward and a lower tray 35 that is disposed directly below the upper tray 34 are provided at the lower front of the front frame 23m. A first effect button 40k that can be pressed downward is provided at the center of the front side of the upper tray 34. The operating portion of the first effect button 40k that protrudes visibly from the top surface of the upper tray 34 is formed in a hemispherical shape. Furthermore, a supply ball storage hole 34A is formed on the rear side of the top surface of the upper tray 34 to store game balls that are supplied to the handle 72k. In addition, a surplus ball storage hole 35A is provided on the top surface of the lower tray 35 to store surplus game balls that cannot be accommodated in the supply ball storage hole 34A.

[0352] Furthermore, the upper decorative body 31, right decorative body 32, and left decorative body 33 are provided on the upper, right, and left sides of the transparent plate 23t on the front of the front frame 23m, protruding forward. A pair of speakers 52 capable of outputting sound—specifically, a speaker 52L on the left side and a speaker 52R on the right side—are installed side by side facing downward and spaced a predetermined distance apart in the left-right direction on the bottom surface of the upper decorative body 31. A second performance button 41k that can be pressed downward is also provided on the bottom of the right decorative body 32. The operating portion of the second performance button 41k is shaped like a rod. Furthermore, an illuminating frame lamp 53 is provided from the right decorative body 32 to the front right portion of the upper tray 34, and from the left decorative body 33 to the front left portion of the upper tray 34.

[0353] The positions and number of components and devices provided in the gaming machine frame 2 can be changed as appropriate within the scope that does not interfere with the game.

[0354] Next, the game board unit YU will be explained using Figure 40 in addition to Figure 39. The game board unit YU has a game board 1 and a board presentation unit EU attached to the back of the game board 1. First, the game board 1 will be explained. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is roughly circular when viewed from the front is formed in approximately the center of the game board 1.

[0355] A generally ring-shaped center decorative body 61 is formed to protrude forward along the opening 1A on the front surface of the game board 1. In addition, on the outside of the center decorative body 61, a generally ring-shaped outer rail 62 is formed to largely surround the center decorative body 61, and a curved inner rail 63 is formed between the left side portion of the outer rail 62 and the center decorative body 61 and is generally parallel to the outer rail 62 and the center decorative body 61.

[0356] On the front side of the gaming board 1, the area surrounded by the center decorative body 61, the outer rail 62, the inner rail 63, etc. forms the gaming area 6. In other words, the front side of the gaming board 1 is divided into the gaming area 6 and other areas by the center decorative body 61, the outer rail 62, and the inner rail 63. In addition, the area surrounded by the outer rail 62 and the inner rail 63 forms the launch area 7 through which the launched gaming ball can pass on its way to the gaming area 6.

[0357] The play area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY4. Numerous game nails (not shown) protrude from the play area 6. The game nails form paths that appropriately guide game balls that enter the play area 6 and flow down the play area 6 to the general prize opening 10, the first start opening 11, the second start opening 12, the gate 13, and the big prize opening 14.

[0358] A general winning device 10D is provided at a predetermined position in the game area 6. The general winning device 10D has a general winning port 10 formed so that game balls can enter. When a game ball enters the general winning port 10, a predetermined number of game balls (for example, three) are paid out as prize balls. The game balls that enter the general winning port 10 are discharged directly to the outside of the game area 6.

[0359] In addition, a first start winning device 11D is provided directly below the center of the center decorative body 61 in the game area 6. The first start winning device 11D has a first start opening 11 formed to allow game balls to enter. The first start winning device 11D has a non-operational structure that does not operate. Therefore, the ease with which game balls can enter the first start opening 11 remains constant (unchanging). When a game ball enters the first start opening 11, a predetermined number of game balls (for example, four) are paid out as prize balls. Note that game balls that enter the first start opening 11 are simply ejected outside the game area 6.

[0360] In addition, a warp section 61w is formed from the left side to the lower end of the center decorative body 61, allowing game balls to pass through inside. The entrance to the warp section 61w is formed on the left side of the center decorative body 61. Game balls that enter the warp section 61w pass through the inside of the warp section 61w and exit through the exit. Near the exit of the warp section 61w, on the upper surface of the lower end of the center decorative body 61, is provided a stage 61s on which game balls can roll. A downward guide section 61y that guides game balls downward is provided at the tip of the stage 61s. A first starting port 11 is provided directly below this downward guide section 61y.

[0361] A second start winning device (so-called "electric chute") 12D is provided directly below the first start opening 11 in the game area 6. The electric chute 12D has a second start opening 12 that can be changed between a closed state, in which game balls cannot enter, and an open state, in which game balls can enter. The second start opening 12 is switched between a closed state and an open state by an electric chute opening / closing member 12k provided on the electric chute 12D. In other words, the second start opening 12 opens and closes by operating the electric chute opening / closing member 12k.

[0362] The electric chute opening / closing member 12k is a roughly L-shaped member when viewed from the front, and normally closes the second starting hole 12. The electric chute opening / closing member 12k can protrude forward from a retracted state in which the front tip surface is flush with the playing area 6. When the electric chute opening / closing member 12k protrudes forward, the electric chute opening / closing member 12k protrudes vertically into the playing area 6, opening the second starting hole 12 to allow the ball to enter. Specifically, the vertical portion erected at the left end of the horizontal portion of the electric chute opening / closing member 12k receives the game ball, and the game ball is guided from the horizontal portion to the second starting hole 12.

[0363] In this way, game balls can enter the second start opening 12 only when the electric chute opening / closing member 12k is in the open state. When game balls enter the second start opening 12, a predetermined number of game balls (for example, two) are paid out as prize balls. Game balls that enter the second start opening 12 are discharged directly to the outside of the game area 6.

[0364] A gate 13 is also provided on the right side of the center decorative body 61. The gate 13 is configured to allow game balls to pass through. Even if a game ball passes through the gate 13, no prize balls are paid out. Note that game balls that pass through the gate 13 simply flow down the game area 6.

[0365] A special prize device 14D is provided in the gaming area 6 to the right of the first start prize device 11D and downstream of the gate 13. The special prize device 14D is formed with a special prize opening 14 that can be changed between a closed state, which prevents game balls from entering, and an open state, which allows the game balls to enter. The special prize opening 14 is switched between the closed state and the open state by an AT opening / closing member 14k provided on the special prize device 14D. In other words, the special prize opening 14 is opened and closed by the operation of the AT opening / closing member 14k.

[0366] The AT opening / closing member 14k is a movable member consisting of a flat plate that is roughly horizontally rectangular when viewed from the front, and normally closes the large prize opening 14. A horizontal rotation axis is provided at the lower end of the AT opening / closing member 14k. The AT opening / closing member 14k can rotate approximately 90 degrees around the rotation axis so that the upper end tilts forward. When the AT opening / closing member 14k rotates, it protrudes vertically into the game area 6, opening the large prize opening 14 to allow balls to enter.

[0367] In this way, only when the AT opening / closing member 14k is in the open state can gaming balls enter the large prize opening 14. When a gaming ball enters the large prize opening 14, a predetermined number of gaming balls (one in the fourth embodiment) are paid out as prize balls. The gaming ball that enters the large prize opening 14 is discharged directly to the outside of the gaming area 6.

[0368] In addition, below the big prize device 14D in the game area 6, a guide path 64 is provided that protrudes forward from the game area 6 (the front surface of the game board 1) with its upper surface formed diagonally downward to the left, and that guides game balls to the second start hole 12. Note that game balls rolling on the upper surface of the guide path 64 can flow down toward the second start hole 12, but basically cannot enter the first start hole 11.

[0369] In addition, the entry of game balls into the first starting gate 11, the second starting gate 12, the big prize gate 14, and the general prize gate 10, and the passage of game balls through gate 13 are collectively referred to as "winning" at the first starting gate 11, the second starting gate 12, the big prize gate 14, the general prize gate 10, and gate 13.

[0370] The game area 6 into which game balls can flow can be divided into a left game area 6A on the left side of the center in the left-right direction, and a right game area 6B on the right side. The operation of the handle 72k to launch the game ball so that it flows down the left game area 6A is called a "left hit." On the other hand, the operation of the handle 72k to launch the game ball so that it flows down the right game area 6B is called a "right hit."

[0371] In the game area 6, the flow path through which the game ball can flow when shot from the left is called the first flow path R1, and the flow path through which the game ball can flow when shot from the right is called the second flow path R2. The first flow path R1 and the second flow path R2 are also configured with a large number of game nails (not shown).

[0372] A first start opening 11 and two general prize openings 10 are provided on the first flow path R1. Therefore, a player can aim to win a prize in the first start opening 11 or the general prize opening 10 by hitting the ball from the left so that the game ball flows down the first flow path R1. On the other hand, a second start opening 12, a gate 13, and a special prize opening 14 are provided on the second flow path R2. Therefore, a player can aim to win a prize in the gate 13, the second start opening 12, or the special prize opening 14 by hitting the ball from the right so that the game ball flows down the second flow path R2.

[0373] At the bottom of the game area 6, two outlets 19 are provided for discharging game balls that have been shot into the game area 6 but have not entered any of the winning slots to the outside of the game area 6. The number of winning balls that enter each winning slot can be set as appropriate.

[0374] Next, we will explain the board performance unit EU attached to the back of the game board 1. The board performance unit EU is a unit made up of multiple devices that mainly perform performance. An image display device 50 and a board moving device 55 are attached to the board performance unit EU.

[0375] The image display device 50 is configured with a 20-inch 3D liquid crystal display and is provided with a display unit 50a capable of displaying 3D images. The image display device 50 is disposed a few centimeters behind the game board 1.

[0376] The board moving device 55 includes a movable board body 55k. The board moving body 55k has a horizontally elongated, plate-shaped lifting member 55k2 that is maintained in a horizontal position, and a substantially elliptical rotating member 55k1 that is provided at the center of the lifting member 55k2 in the left-right direction. The board moving body 55k is disposed between the game board 1 and the image display device 50. In the standby state where the board moving body 55k is disposed in the initial position, the lower end portion of the board moving body 55k, specifically the lower end portion of the rotating member 55k1, is located slightly below the upper end of the opening 1A of the game board 1. In other words, in the standby state, the board moving body 55k is disposed so that only a portion of the lower end of the rotating member 55k1 is visible to the player, and the majority of it is invisible (see FIG. 41(A)).

[0377] The movable plate body 55k can be lowered as a whole from the initial position to a predetermined operating position, and then raised from the operating position to return to the initial position (see FIG. 41(B)). The predetermined operating position is a position where the movable plate body 55k is located approximately in the center of the opening 1A when viewed from the front. Here, the predetermined working position can be set appropriately, and may be a position where the movable plate body 55k is located above or below the approximately center of the opening 1A when viewed from the front.

[0378] The rotating member 55k1 can rotate clockwise and counterclockwise as viewed from the front about a rotation axis formed at its center in the front-rear direction (see FIG. 41(C)). The rotating member 55k1 can rotate when the movable plate body 55k moves from the standby position to the operating position, when it is held at the operating position, and when it moves from the operating position to the standby position.

[0379] The positions and number of components and devices provided on the game board unit YU can be changed as appropriate within the scope that does not interfere with the game.

[0380] Next, we will explain the indicators 8 that are located to the right of the center of the play area 6 formed on the front of the game board 1 in the vertical direction (in the area other than the play area 6). As shown in Figure 4, the indicators 8 include a special symbol 1 indicator 81a that variably displays the first special symbol (hereinafter referred to as "special symbol 1"), a special symbol 2 indicator 81b that variably displays the second special symbol (hereinafter referred to as "special symbol 2"), and a regular symbol indicator 82 that variably displays the regular symbol (hereinafter referred to as "regular symbol"). In addition, the indicators 8 include a special symbol 1 reserve indicator 83a that displays the number of reserved special symbols 1, which will be described later, and a special symbol 2 reserve indicator 83b that displays the number of reserved special symbols 2, which will be described later.

[0381] The variable display of special chart 1 is executed when a special chart 1 lottery is held, triggered by the entry of a gaming ball into the first starting hole 11. The variable display of special chart 2 is executed when a special chart 2 lottery is held, triggered by the entry of a gaming ball into the second starting hole 12. The special chart 1 lottery and the special chart 2 lottery will be described later. In the following explanation, special chart 1 and special chart 2 will be collectively referred to as "special charts," and the special chart 1 lottery and special chart 2 lottery will be collectively referred to as "special chart lottery." Furthermore, the special chart 1 display 81a and the special chart 2 display 81b will be collectively referred to as "special chart display 81." Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b will be collectively referred to as "special chart reserve display 83."

[0382] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed variably and then displayed statically. The statically displayed special symbol (static special symbol) is identification information that indicates the result of the special symbol lottery derived as a display result of the variable display. If the statically displayed special symbol is a predetermined specific special symbol, a jackpot game is played, which involves the opening of the jackpot slot 14.

[0383] The special symbol 1 display 81a and the special symbol 2 display 81b each consist of eight LEDs arranged horizontally. The lighting patterns of the special symbol 1 display 81a and the special symbol 2 display 81b represent the special symbol corresponding to the result of the special symbol lottery, i.e., the result of the special symbol lottery. For example, if the result of the special symbol lottery is a jackpot, the first, second, fifth, and sixth LEDs from the left will light up, as in "□□■■□□■■" (□: lit, ■: unlit). This lighting pattern is the jackpot symbol and represents a jackpot. If the result of the special symbol lottery is a loss, only the rightmost LED will light up, as in "■■■■■■■□." This lighting pattern is the loss symbol and represents a loss. The lighting pattern of the LEDs corresponding to the result of the special symbol lottery is not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to represent a loss symbol.

[0384] Furthermore, in the variable display of the special symbol, the special symbol is displayed for a predetermined variable time before being displayed in a static state. The manner in which the special symbol is displayed in a dynamic state is, for example, a manner in which each LED lights up so that light flows repeatedly from left to right. The manner in which the dynamic display is displayed is not particularly limited, and may be set appropriately, such as all LEDs flashing simultaneously, unless each LED is displayed in a static state (a lit display in a specific state).

[0385] Incidentally, in the pachinko game machine PY4, even if a game ball enters the first start port 11 or the second start port 12, there are cases where the special chart lottery and the variable display of the special chart are not immediately performed. Specifically, this occurs when a game ball enters the first start port 11 or the second start port 12 while the variable display of the special chart is being executed or while a jackpot game is being executed. In this case, the special chart lottery and the variable display of the special chart are put on hold based on that winning. This put on hold special chart lottery and variable display of the special chart are called "special chart hold."

[0386] The special chart reserves include a "special chart 1 reserve" that represents the special chart 1 lottery and the variable display of special chart 1 reserved based on winning at the first starting gate 11, and a "special chart 2 reserve" that represents the special chart 2 lottery and the variable display of special chart 2 reserved based on winning at the second starting gate 12. The number of special chart 1 reserves, that is, the number of reserved special chart 1 lotteries and variable displays of special chart 1, is displayed by the special chart 1 reserve display 83a. Meanwhile, the number of special chart 2 reserves, that is, the number of reserved special chart 2 lotteries and variable displays of special chart 2, is displayed by the special chart 2 reserve display 83b.

[0387] It is possible to set an upper limit on the number of special drawing 1 reservations and the number of special drawing 2 reservations, or not to set an upper limit on the number of special drawing 1 reservations and the number of special drawing 2 reservations. Also, when setting an upper limit on the number of special drawing 1 reservations and the number of special drawing 2 reservations, the number of special drawing 1 reservations and the number of special drawing 2 reservations may be the same or different. In the fourth embodiment, it is assumed that the upper limit on the number of special drawing 1 reservations and the number of special drawing 2 reservations is set to "4".

[0388] Each of the special chart 1 reserve indicator 83a and the special chart 2 reserve indicator 83b is composed of four LEDs, and the number of special chart 1 reserves and special chart 2 reserves is displayed by lighting up the LEDs equal to the number of special chart 1 reserves and special chart 2 reserves. Note that, hereinafter, the number of special chart 1 reserves will be referred to as the "special chart 1 reserve number (U1)," and the number of special chart 2 reserves will be referred to as the "special chart 2 reserve number (U2)." Furthermore, the "special chart 1 reserve number" and the "special chart 2 reserve number" will be collectively referred to as the "special chart reserve number." Furthermore, the "special chart 1 reserve indicator 83a" and the "special chart 2 reserve indicator 83b" will be collectively referred to as the "special chart reserve indicator 83."

[0389] Furthermore, the variable display of the normal map is executed when a normal map lottery is held triggered by the game ball entering the gate 13. The variable display of the normal map then notifies the result of the normal map lottery. In the variable display of the normal map, the normal map is displayed statically after being displayed variably. The statically displayed normal map (static normal map) is identification information that represents the result of the normal map lottery derived as a display result of the variable display. If the statically displayed normal map is a specific normal map that has been determined in advance, an auxiliary game is played, which involves the opening of the second starting port 12.

[0390] The normal map display 82 is composed of, for example, two LEDs. The lighting mode of the normal map display 82 represents the normal map corresponding to the result of the normal map lottery, i.e., the result of the normal map lottery. If the result of the normal map lottery is a win, both LEDs will ultimately light up as in "□□" (□: lit, ■: unlit). This lighting mode is the winning symbol and represents a win. If the result of the normal map lottery is a loss, only the right LED will ultimately light up as in "■□". This lighting mode is the losing symbol and represents a loss. The lighting mode of the LEDs corresponding to the result of the normal map lottery is not limited and can be set as appropriate. For example, a mode in which all LEDs are turned off may be adopted as a losing symbol.

[0391] In addition, before the normal map is displayed as stopped, the normal map is displayed as changing for a predetermined time. In the fourth embodiment, the normal map is displayed as changing by both LEDs lighting up alternately. The normal map display is not particularly limited, and may be set appropriately, such as all LEDs flashing at once, unless each LED is displayed as stopped (lighting up in a specific manner).

[0392] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY4 will be described with reference to Figures 43 to 45. As shown in Figure 43, on the back side of the pachinko gaming machine PY4, there are attached a game control board 100 that controls games (progress of games) that can earn gaming profits, a performance control board 120 that controls performance in accordance with the control of games by the game control board 100, an image control board 140 that controls images, a payout control board 170 that controls the payout of game balls, and a power supply board 190 that supplies power to the boards 100, 120, 140, and 170.

[0393] A power switch 191 is connected to the power supply board 190. Turning the power switch 191 on or off switches on or off the power supply to the entire pachinko gaming machine PY4. That is, turning the power switch 191 on or off starts or stops the power supply to the game control board 100, the performance control board 120, the image control board 140, and the payout control board 170. The power supply board 190 also has a RAM clear switch 192 that can be pressed. The RAM clear switch 192 is used to clear (hereinafter referred to as "RAM clear") the game information stored in the game RAM 104 of the game control microcomputer 101 (described later) when the power is turned on. The RAM clear switch 192 is provided on the power supply board 190, which is located on the back side of the pachinko gaming machine PY4. Therefore, the RAM clear switch 192 cannot be operated by anyone other than an employee of the gaming parlor who can open or close the front door 23. In other words, the RAM clear switch 192 can be said to be an operating means that cannot be operated by a player. When the RAM clear switch 192 is operated in a specific manner (for example, pressing the RAM clear switch 192 for a predetermined time (for example, 5 seconds), or pressing the RAM clear switch 192 a predetermined number of times (for example, 5 times)), a detection signal indicating that the RAM clear switch 192 is ON is input to the game control microcomputer 101. Note that in this embodiment, the RAM clear switch 192 is provided on the power supply board 190, but the location of the RAM clear switch 192 can be changed as appropriate, and for example, it may be provided on the game control board 100 or a dedicated board. Furthermore, the manner of operation of the RAM clear switch 192 for clearing the RAM is not particularly limited and may be changed as appropriate.

[0394] As shown in Figure 44, the game control board 100 is equipped with a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 that controls the progress of the game on the pachinko game machine PY4 according to a program. Therefore, the game control board 100 can be positioned as a game control unit that controls the game. Games that can earn game profits and are controlled by the game control board 100 include special symbol lottery, variable display of special symbols, jackpot games, game state settings (described later), regular symbol lottery, variable display of regular symbols, and auxiliary games.

[0395] The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 that is used as work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.

[0396] The game ROM 103 stores programs for performing the game control main processing and game control timer interrupt processing, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a game state setting table, a win determination table, an auxiliary game control table, and the like, which will be described later. The game ROM 103 may be externally attached.

[0397] The gaming RAM 104 also includes a special symbol reservation memory unit 105. The special symbol reservation memory unit 105 will now be described. As mentioned above, when a gaming ball wins the first starting hole 11 or the second starting hole 12, a special symbol reservation can occur. However, when a special symbol reservation is possible, i.e., when the number of reserved special symbols has not reached the upper limit, determination information consisting of various random numbers for conducting a special symbol lottery, etc., is acquired based on the winning. This determination information is then temporarily stored as a special symbol reservation in the special symbol reservation memory unit 105. Hereinafter, the determination information acquired when a gaming ball wins the first starting hole 11 will be referred to as "special symbol 1-related determination information," and the determination information acquired when a gaming ball wins the second starting hole 12 will be referred to as "special symbol 2-related determination information." Furthermore, the special symbol 1-related determination information and the special symbol 2-related determination information will be collectively referred to as "special symbol-related determination information."

[0398] Then, the special drawing 1 related determination information is stored as special drawing 1 reservation in the special drawing 1 reservation storage unit 105a in the special drawing reservation storage unit 105. On the other hand, the special drawing 2 related determination information is stored as special drawing 2 reservation in the special drawing 2 reservation storage unit 105b in the special drawing reservation storage unit 105. The number of special drawing 1 related determination information that can be stored in the special drawing 1 reservation storage unit 105a, i.e., the upper limit value of the special drawing 1 reservation number, is set to "4". Also, the number of special drawing 2 related determination information that can be stored in the special drawing 2 reservation storage unit 105b, i.e., the upper limit value of the special drawing 2 reservation number, is set to "4".

[0399] In addition, various sensors and solenoids are connected to the game control board 100 via a predetermined relay board (not shown). Therefore, signals output from the various sensors are input to the game control board 100. In addition, the game control board 100 outputs signals to various actuators.

[0400] The various sensors connected to the game control board 100 include a general prize opening sensor 10a, a first start opening sensor 11a, a second start opening sensor 12a, a gate sensor 13a, and a special prize opening sensor 14a.

[0401] The general prize opening sensor 10a detects game balls that have entered the general prize opening 10. The first start opening sensor 11a detects game balls that have entered the first start opening 11. The second start opening sensor 12a detects game balls that have entered the second start opening 12. The gate sensor 13a detects game balls that have passed through the gate 13. The special prize opening sensor 14a detects game balls that have entered the special prize opening 14.

[0402] The various actuators connected to the game control board 100 include an electric chute solenoid 12s and an automatic transmission solenoid 14s. The electric chute solenoid 12s drives an electric chute opening / closing member 12k of the electric chute 12D. The automatic transmission solenoid 14s drives an automatic transmission opening / closing member 14k of the special prize device 14D.

[0403] The type and number of sensors connected to the game control board 100 can be changed as appropriate as long as it does not interfere with the game. Also, the type and number of actuators connected to the game control board 100 can be changed as appropriate as long as it does not interfere with the game.

[0404] Furthermore, displays 8 (special symbol display 81, ordinary symbol display 82, and special symbol reserved display 83) are connected to the game control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.

[0405] The game control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU and a payout device 73, as well as to a launching device 72. The card unit CU is installed adjacent to the pachinko game machine PY4 and is a device that enables ball lending based on information such as an inserted prepaid card.

[0406] The payout control board 170 drives the payout motor 73m of the payout device 73 to pay out prize balls and loan balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The paid-out prize balls and loan balls are detected by a payout sensor 73a for counting.

[0407] The launcher 72 is a device that launches gaming balls. The handle 72k constitutes an operation unit or input unit that accepts operations to cause the launcher 72 to launch gaming balls, and is included in the launcher 72. The handle 72k is provided with a touch switch 72a that can detect contact with the handle 72k by a person such as a player. When the player operates the handle 72k, the touch switch 72a detects the player's contact with the handle 72k and outputs a detection signal (contact detection signal) to the payout control board 170 via the launch control circuit 175. That is, when the handle 72k is being touched, the touch switch 72a outputs a contact detection signal to the payout control board 170 (turns ON), and when the handle 72k is not being touched, it does not output a contact detection signal to the payout control board 170 (turns OFF). Furthermore, a launch volume knob 72b that can detect the rotation angle (operation amount) of the handle 72k is connected to the handle 72k.

[0408] The payout control board 170 can control the launcher 72 and allows the launcher 72 to launch game balls when the contact detection signal from the touch switch 72a is ON, in other words, when the handle 72k is in contact with the player. Therefore, when the contact detection signal is OFF, in other words, when the handle 72k is not in contact with the player, the launcher 72 cannot launch game balls. When the launcher 72 is permitted to launch game balls, it drives the launch motor 72m to launch game balls with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko gaming machine PY4, when the handle 72k is maintained in a rotational state, one game ball is launched approximately every 0.6 seconds.

[0409] Furthermore, the game control board 100 transmits various commands containing information related to the game to the presentation control board 120 according to the progress of the game. Based on the various commands sent from the game control board 100, the presentation control board 120 can grasp the progress of the game (the control content of the game) by the game control board 100.

[0410] The connection between the game control board 100 and the performance control board 120 is a one-way communication connection that only allows signals to be sent from the game control board 100 to the performance control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) (not shown) is interposed between the game control board 100 and the performance control board 120 as a communication direction restriction means.

[0411] As shown in Fig. 45, a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PY4 according to a program is mounted on the performance control board 120. The performance control board 120 can be positioned as a performance control unit that controls the performance together with an image control board 140, a sound control circuit 161, and a sub-drive board 162, which will be described later. However, it is sufficient that the performance control unit is equipped with at least the performance control board 120 and is capable of controlling game performances, customer waiting performances, and operation promotion performances using performance devices (image display device 50, speaker 52, frame lamp 53, movable board body 55k, etc.).

[0412] The effects that are controlled by the effect control board 120 include game effects (special chart change effects, hold effects, jackpot game effects, etc.), customer waiting effects, and operation promotion effects that encourage operation during the period when operation of the first effect button 40k or the second effect button 41k is valid (operation valid period).

[0413] The presentation control microcomputer 121 includes a presentation ROM 123 that stores programs for controlling presentations as the game progresses using the game control board 100, a presentation RAM 124 that is used as a work memory, and a presentation CPU 122 that executes the programs stored in the presentation ROM 123.

[0414] The performance ROM 123 stores programs for performing the performance control main process, reception interrupt process, 1 ms timer interrupt process, 10 ms timer interrupt process, etc. The performance ROM 123 may be external.

[0415] The performance RAM 124 is provided with a start winning command holding memory unit 125 that stores the start winning command described later, a pattern designation command memory unit 126 that stores the pattern designation command described later, and a special pattern change start command memory unit 127 that stores the special pattern change start command described later.

[0416] Furthermore, an image control board 140 is connected to the performance control board 120. The performance control microcomputer 121 of the performance control board 120 causes the image control board 140 to control the display of the image display device 50 based on commands received from the game control board 100, that is, in accordance with the progress of the game by the game control board 100. The connection between the performance control board 120 and the image control board 140 is a two-way communication connection that allows signals to be sent both from the performance control board 120 to the image control board 140 and from the image control board 140 to the performance control board 120.

[0417] Image control board 140 includes image ROM 142 storing programs for image control, image RAM 143 used as work memory, and image CPU 141 that executes the programs stored in image ROM 142. Image control board 140 also includes CGROM (Character Generator Read Only Memory) 145 that stores data for images to be displayed on image display device 50, VRAM (Video Random Access Memory) 146 used for expanding image data stored in CGROM 145, and VDP (Video Display Processor) 144. All or part of these electronic components may be configured on a single chip.

[0418] CGROM 145 stores, for example, image data (still image data and video data, specifically image data of characters, items, designs, figures, letters, numbers, symbols, etc. (including performance designs), background images, etc.) for displaying images to be displayed on image display device 50.

[0419] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 in accordance with a display list created by the image CPU 141 based on instructions from the performance control microcomputer 121. The VDP 144 then appropriately combines the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.

[0420] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.

[0421] In addition, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the audio control circuit 161 based on commands received from the game control board 100, i.e., in accordance with the progress of the game by the game control board 100.

[0422] Audio data such as the sound output from speaker 52 is stored in performance ROM 123 of performance control board 120. Note that audio control circuit 161 may be configured as a board and a CPU may be mounted on it. In this case, audio control may be performed by the CPU. Furthermore, in this case, a ROM may be mounted on the board and audio data may be stored in the ROM. Also, speaker 52 may be connected to image control board 140 and audio control may be performed by image CPU 141 of image control board 140. Furthermore, in this case, audio data may be stored in image ROM 142 of image control board 140.

[0423] In addition, various sensors serving as input units and various actuators serving as drive sources are connected to the performance control board 120 via a predetermined relay board (not shown). Signals output by the various sensors are input to the performance control board 120. In addition, the performance control board 120 outputs signals to the various actuators.

[0424] The various switches connected to the performance control board 120 include a first performance button sensor 40a and a second performance button sensor 41a. The first performance button sensor 40a detects that the first performance button 40k has been pressed. The second performance button sensor 41a detects that the second performance button 41k has been pressed. When the first performance button sensor 40a and the second performance button sensor 41a detect that they have been operated, they output a signal to the performance control board 120 according to the detection content.

[0425] The type and number of switches connected to the performance control board 120 can be changed as appropriate as long as it does not interfere with the game. Also, the type and number of actuators connected to the performance control board 120 can be changed as appropriate as long as it does not interfere with the game.

[0426] The various actuators connected to the performance control board 120 include a rotating member motor 55m1 and a lifting member motor 55m2. The rotating member motor 55m1 drives the rotating member 55k1 to rotate it. The lifting member motor 55m2 raises or lowers the lifting member 55k2. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation modes of the rotating member 55k1 and the lifting member 55k2, and controls the operation of the rotating member 55k1 and the lifting member 55k2 via the sub-drive board 162.

[0427] In the following description, the operations of the "rotating member 55k1 and the lifting member 55k2" may be collectively referred to as the "operation of the movable plate body 55k." Rotating the rotating member 55k1 or lowering or raising the lifting member 55k2 may also be referred to as "rotating, lowering, or raising the movable plate body 55k."

[0428] Furthermore, the performance control microcomputer 121 controls the lighting of the frame lamps 53 and the like via the sub-drive board 162 based on commands received from the game control board 100. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines on / off status, light emission color, etc., also called lamp data) that determines the light emission mode of the frame lamps 53, and controls the light emission of the frame lamps 53 according to the light emission pattern data. Note that data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.

[0429] The sub-drive board 162 may be configured as a board and have a CPU mounted thereon. In this case, the CPU may be made to execute lighting control of the frame lamp 53 and the like, and operation control of the movable board body 55k. Furthermore, in this case, a ROM may be mounted on the board, and data relating to light emission patterns and operation patterns may be stored in the ROM.

[0430] 3. Main games played on gaming machines Next, the main games played on the pachinko gaming machine PY4 will be described with reference to FIGS.

[0431] 3-1. Games related to regular maps First, we will explain the game related to the regular map. The pachinko gaming machine PY44 can execute a regular map lottery when a launched game ball passes through the gate 13. When the regular map lottery is executed, the regular map display 82 displays a variable regular map (a variable display followed by a static display). Here, the statically displayed regular map includes winning patterns and losing patterns. Note that the losing patterns on the regular map are also called "losing regular maps" to distinguish them from the losing patterns on the special maps described below.

[0432] When a winning symbol is displayed, an auxiliary game is executed and the game related to the passage of the gate 13 ends. On the other hand, when a losing symbol is displayed, an auxiliary game is not executed and the game related to the passage of the gate 13 ends. In the following, when a game ball passes through the gate 13 when a variable display of a normal symbol or an auxiliary game is not being performed, this is referred to as "the establishment of the normal symbol variation start condition."

[0433] The pachinko gaming machine PY4 can perform a series of games, such as variable display of normal symbols and auxiliary games, based on the normal symbol variation start condition being met, acquiring normal symbol-related judgment information, and conducting a normal symbol lottery. The acquired normal symbol-related judgment information includes a normal symbol random number, as shown in Figure 8(A). The normal symbol random number is a random number (judgment information) used to judge whether a symbol has won. Each random number has an appropriate range.

[0434] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a hit has occurred (whether or not an auxiliary game is executed) using a hit determination table such as that shown in FIG. 47(A). The hit determination table can be associated with a game state, which will be described later. When associated with a game state, the hit determination table includes a hit determination table used in a non-time-shortened state (a hit determination table for non-time-shortened), and a hit determination table used in a time-shortened state (a hit determination table for time-shortened).

[0435] In each hit determination table, the determination value of the normal symbol random number (normal symbol random number determination value) is appropriately allocated to the hit or miss result of the hit determination. Therefore, the pachinko gaming machine PY4 compares the acquired normal symbol random number with the hit determination table to determine whether it is a hit or a miss. If the result of the hit determination is a hit, a winning symbol is displayed as a stopped symbol on the variable display of the normal symbol. On the other hand, if the result of the hit determination is a miss, a missing normal symbol is displayed as a stopped symbol on the variable display of the normal symbol. The probability of winning can be changed as appropriate.

[0436] 3-1-2. Normal map change pattern determination and normal map variable display The general map fluctuation pattern determination is a determination to determine the general map fluctuation pattern using a general map fluctuation pattern determination table such as that shown in Figure 47(B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general map fluctuation time.

[0437] The normal map fluctuation pattern determination table can be associated with the game state (non-time-saving state / time-saving state). When associated with the game state (non-time-saving state / time-saving state), the normal map fluctuation pattern determination table includes a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in the non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in the time-saving state.

[0438] Each normal map fluctuation pattern determination table stores one normal map fluctuation pattern, which is the result of the normal map fluctuation pattern determination, for each stopped normal map. In other words, the pachinko gaming machine PY4 can vary the normal map fluctuation time between the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing normal map (a losing normal map) is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 30 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 30 seconds is determined for the variable display of the normal map. Also, in the time-saving state, when a losing normal map is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 5 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 5 seconds is determined for the variable display of the normal map. These normal map fluctuation times can be changed as needed.

[0439] Then, the variable display of the normal map for the normal map fluctuation time corresponding to the normal map fluctuation pattern determined by the normal map fluctuation pattern determination is performed on the normal map display 82. In this way, the hit determination and the normal map fluctuation pattern determination are performed, and the variable display of the normal map is performed on the normal map display 82.

[0440] 3-1-3. Supplementary games The auxiliary game is executed when the winning symbol is displayed (derived) as a result of the regular lottery in the variable display of the regular symbol.

[0441] The elements that make up the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D opens and the opening time for each opening. The pachinko gaming machine PY4 controls the auxiliary game using an auxiliary game control table. The auxiliary game control table stores the auxiliary game components. For example, as shown in FIG. 47(C), it is possible to associate a game state (non-time-shortened state / time-shortened state) with the auxiliary game control table. In other words, it is possible to associate the auxiliary game components with the game state (non-time-shortened state / time-shortened state). Note that the specific content of each element, such as the number of times the chute 12D opens and the opening time, can be changed as appropriate.

[0442] The pachinko gaming machine PY4 can vary the opening time of the electric chute 12D between auxiliary games in the non-time-shortened state and auxiliary games in the time-shortened state. For example, in auxiliary games in the non-time-shortened state, the electric chute 12D opens for a first opening time, such as 0.2 seconds, during which it is difficult to get a game ball to land on the electric chute 12D. On the other hand, in auxiliary games in the time-shortened state, the electric chute 12D opens for a second opening time, such as two openings of 2.5 seconds separated by a 1.0-second interval (closing), which is longer than the first opening time and makes it easier to get a game ball to land on the electric chute 12D.

[0443] In the following, auxiliary games in the non-time-saving state are also referred to as "short-open auxiliary games." On the other hand, auxiliary games in the time-saving state are also referred to as "long-open auxiliary games." The opening time of each auxiliary game is the total time for that auxiliary game, and it may be configured to open multiple times during one auxiliary game, for example, by opening once, closing for an interval, and then opening again.

[0444] 3-2. Games related to special charts Next, we will explain the game related to the special symbols. When the launched game ball enters the first starting hole 11, the pachinko game machine PY4 can execute the special symbol 1 lottery. When the special symbol 1 lottery is executed, the special symbol 1 display 81a displays the special symbol 1 in a variable manner (displays a variable display followed by a static display) to notify the result of the special symbol 1 lottery. Here, the statically displayed special symbol 1 includes a jackpot symbol and a losing symbol. In other words, the results of the special symbol 1 lottery include a jackpot and a losing symbol.

[0445] When a jackpot symbol is displayed, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. When a losing symbol is displayed, the jackpot game is not executed, and the game based on the winning is terminated.

[0446] Similarly, the pachinko game machine PY4 can execute a special drawing lottery when a launched game ball enters the second starting hole 12. When the special drawing lottery is executed, the special drawing lottery display 81b displays the special drawing lottery lottery lottery (displays a variable display followed by a static display) to notify the result of the special drawing lottery lottery. Here, the static display of the special drawing lottery lottery lottery lottery lottery includes a jackpot symbol and a losing symbol. In other words, the results of the special drawing lottery lottery lottery are a jackpot symbol and a losing symbol.

[0447] When a jackpot symbol is displayed, a jackpot game is executed, a new game state is set, and the game based on that winning is ended. Furthermore, when a losing symbol is displayed, the jackpot game is not executed, and the game based on that winning is ended.

[0448] In the following, the entry of a game ball into the first start hole 11 is referred to as the "fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as the "fulfillment of the second start condition." Furthermore, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as the "fulfillment of the start condition." Furthermore, the losing special symbols are also referred to as "losing special symbols" to distinguish them from the losing regular symbols mentioned above.

[0449] When the start condition is met, the pachinko gaming machine PY4 acquires special symbol-related determination information and performs a special symbol lottery, and then performs a series of games, such as variable display of special symbols and jackpot games. To perform variable display of special symbols, various determinations are made regarding the special symbol-related determination information. The acquired special symbol-related determination information includes special symbol random numbers, jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers, as shown in Figure 8(B).

[0450] Special symbol random numbers are random numbers (determination information) used to determine a jackpot. Jackpot symbol type random numbers are random numbers (determination information) used to determine the type of jackpot symbol. Reach random numbers are random numbers (determination information) used to determine a reach. Special symbol variation pattern random numbers are random numbers (determination information) used to determine the variation pattern of special symbols. Each random number has an appropriate range. Next, we will explain each determination made using special symbol related determination information.

[0451] 3-2-1.Jackpot Judgment Jackpot determination is the determination of whether or not a jackpot has occurred (whether or not a jackpot game is executed), in other words, whether or not a jackpot has occurred, using a jackpot determination table. The jackpot determination table can be provided in association with a game state, which will be described later, as shown in FIG. 48(A), for example. Specifically, there are two types of jackpot determination tables: a jackpot determination table used in a normal probability state, which will be described later (hereinafter referred to as the "normal probability jackpot determination table"), and a jackpot determination table used in a high probability state, which will be described later (hereinafter referred to as the "high probability jackpot determination table").

[0452] In each jackpot determination table associated with a gaming state, a determination value of the special symbol random number (special symbol random number determination value) is assigned to the jackpot and loss results of the jackpot determination. The pachinko gaming machine PY4 checks the acquired special symbol random number against the jackpot determination table associated with the gaming state to determine whether it is a jackpot or a loss. As shown in Figure 48(A), the high-probability jackpot determination table has more special symbol random number determination values ​​that determine a jackpot than the normal-probability jackpot determination table.

[0453] In addition, the method of allocating special pattern random number determination values ​​to the jackpot probability and the results of various jackpot determinations can be changed as appropriate.

[0454] 3-2-2.Jackpot symbol type determination The jackpot symbol type determination is to determine the type of jackpot symbol (jackpot symbol type) using a jackpot symbol type determination table such as that shown in Figure 48(B) when the result of the jackpot determination is a jackpot. It is possible to associate the type of jackpot symbol with the content of the jackpot, in other words, the components of the jackpot (contents advantageous to the player) that are made up of the game benefits given to the player.

[0455] The jackpot symbol type determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed, in other words, the type of start port (first start port 11 / second start port 12) from which the winning that caused the jackpot symbol type determination (that caused the jackpot symbol type determination) occurred. That is, the jackpot symbol type determination table includes a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.

[0456] A plurality of types of jackpot symbols can be set. In each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number determination value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko gaming machine PY4 checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of jackpot symbol. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number determination value is appropriately assigned to each type of jackpot symbol.

[0457] The types of jackpot symbols for Special Chart 1 and Special Chart 2 can be set as appropriate. For example, as shown in the jackpot symbol type determination table in FIG. 48(B), three types of jackpot symbols for Special Chart 1, namely, jackpot symbol A, jackpot symbol B, and jackpot symbol C, can be set, and three types of jackpot symbols for Special Chart 2, namely, jackpot symbol D, jackpot symbol E, and jackpot symbol F, can be set. As shown in the jackpot symbol type determination table in FIG. 48(B), the first jackpot symbol type determination table and the second jackpot symbol type determination table allocate the jackpot symbol type random number determination values ​​to the various jackpot symbols. The allocation rate for the jackpot symbol types can be changed as appropriate. The types of jackpot symbols can be increased or decreased as appropriate.

[0458] 3-2-3.Reach Judgment For example, when the result of the jackpot determination is a miss, a reach determination table such as that shown in Figure 48(C) is used to determine whether or not a reach will occur in the special chart variation presentation described below.

[0459] The reach determination table can be associated with a game state (non-time-shortening state / time-shortening state). When associated with a game state, for example, the reach determination table includes a reach determination table used in the non-time-shortening state (non-time-shortening reach determination table) and a reach determination table used in the time-shortening state (time-shortening reach determination table).

[0460] In each reach determination table, the reach random number determination value (reach random number determination value) is assigned to the reach determination result of "reach (reach occurs)" or "not reach (reach does not occur)." Therefore, the pachinko gaming machine PY4 checks the acquired reach random number against the reach determination table to determine whether or not there is a reach (whether or not a reach occurs).

[0461] As shown in Figure 48(C), it is possible to make the number of reach random number determination values ​​that are determined to be "reachable (resulting in a reach)" different between the reach determination table for non-time-saving and the reach determination table for time-saving. Note that, hereinafter, the result of reach determination that is performed on the assumption that the result of the jackpot determination is a "miss" and is "reachable (resulting in a reach)" is sometimes referred to as a "reachable miss," and "no reachable (reach not occurring)" is sometimes referred to as a "no reachable miss." Furthermore, a "no reachable miss" is sometimes referred to as a "complete miss," and a "reachable miss" is sometimes referred to as a "reachable miss."

[0462] 3-2-4. Special chart change pattern determination The special symbol fluctuation pattern determination is the determination of the fluctuation pattern of the variable display of the special symbol (special symbol fluctuation pattern) using a special symbol fluctuation pattern determination table (special symbol fluctuation pattern determination table) such as those shown in Figures 49 to 50, regardless of whether the result of the jackpot determination is a jackpot or a miss.

[0463] The special chart variation pattern is identification information for identifying predetermined items such as the special chart variation time, the so-called "length," and the presentation flow (presentation content) of the special chart variation presentation described below. Note that the special chart variation pattern can also include identification information regarding the results of the jackpot determination and the reach determination, in addition to the special chart variation time and the presentation flow (presentation content) of the special chart variation presentation. Note that the type and number of special chart variation patterns can be changed as appropriate.

[0464] The special symbol variation pattern determination table can be associated with the type of special symbol (special symbol 1 / special symbol 2) that performs the variable display to be determined, in other words, the type of start port (first start port 11 / second start port 12) from which the winning that resulted from the special symbol variation pattern determination was made. That is, the special symbol variation pattern determination table includes a special symbol variation pattern determination table (special symbol 1 variation pattern determination table: Figure 49) that is used when performing the variable display of special symbol 1, and a special symbol variation pattern determination table (special symbol 2 variation pattern determination table: Figure 50) that is used when performing the variable display of special symbol 2.

[0465] Each special chart fluctuation pattern determination table can be associated with a game state (non-time-saving state / time-saving state). Specifically, the special chart 1 fluctuation pattern determination table includes a special chart 1 fluctuation pattern determination table used in the non-time-saving state (non-time-saving special chart 1 fluctuation pattern determination table) and a special chart 1 fluctuation pattern determination table used in the time-saving state (time-saving special chart 1 fluctuation pattern determination table). Similarly, the special chart 2 fluctuation pattern determination table includes a special chart 2 fluctuation pattern determination table used in the non-time-saving state (non-time-saving special chart 2 fluctuation pattern determination table) and a special chart 2 fluctuation pattern determination table used in the time-saving state (time-saving special chart 2 fluctuation pattern determination table).

[0466] In addition, each special chart variation pattern determination table associated with a game state (non-time-saving state / time-saving state) can also be associated with a jackpot determination result and a reach determination result. That is, the non-time-saving special chart 1 variation pattern determination table and the time-saving special chart 1 variation pattern determination table each have a jackpot, a reach-and-miss, and a reach-and-miss. Similarly, the non-time-saving special chart 2 variation pattern determination table and the time-saving special chart 2 variation pattern determination table each have a jackpot, a reach-and-miss, and a reach-and-miss.

[0467] Furthermore, the special chart 1 variation pattern determination table for each no-reach miss associated with the game state can also be associated with the special chart 1 reserved number. For example, there is a special chart 1 variation pattern determination table for no-reach miss used when the special chart 1 reserved number (U1) is 0 to 2, and a special chart 1 variation pattern determination table for no-reach miss used when the special chart 1 reserved number (U1) is 3 to 4. Similarly, the special chart 2 variation pattern determination table for each no-reach miss associated with the game state can also be associated with the special chart 2 reserved number. Specifically, there is a special chart 2 variation pattern determination table for no-reach miss used when the special chart 2 reserved number (U2) is 0 to 2, and a special chart 2 variation pattern determination table for no-reach miss used when the special chart 2 reserved number (U2) is 3 to 4.

[0468] Then, the special symbol variation display for the special symbol variation time according to the special symbol variation pattern determined by each special symbol variation pattern determination is performed by the special symbol display device 81. After the special symbol variation display, if the jackpot symbol is stopped and displayed as the display result of the special symbol variable display (the result of the special symbol lottery), the next special symbol variable display is not immediately performed, and the jackpot game is subsequently executed.

[0469] In addition, it is possible to associate each special chart variation pattern with a special chart variation performance flow as shown in the third column from the right in the table of Figures 49 to 50. Here, we will explain the typical performances that constitute the performance flow of the special chart variation performance associated with the special chart variation pattern.

[0470] The effects that make up the performance flow of special chart change effects (performance flow constituent effects) include normal changes, reaches, normal reaches (N reaches), long reaches (L reaches), special reaches (SP reaches), mission effects, and battle effects.

[0471] Normal fluctuation is a performance in which the statically displayed performance pattern starts to fluctuate, and each of the performance patterns fluctuates so quickly that it is difficult to recognize them, suggesting that the variable display of the special pattern has begun. The special pattern fluctuation performance related to the no-reach miss fluctuation (the part from the start of the performance pattern fluctuation to the stop of the fluctuation), and the part until the reach is established (confirmed) in the special pattern fluctuation performance in which the reach occurs may be composed of normal fluctuation.

[0472] N Reach is an effect in which, immediately after a reach is established (confirmed) after normal fluctuations, the effect symbols that make up the reach temporarily stop and remain in that position for a predetermined period of time (for example, 10 seconds), while the remaining effect symbol slows down and fluctuates at a slower rate than normal fluctuations. The expected probability of a jackpot suggested by an N Reach is higher than normal fluctuations, but lower than the L Reach and SP Reach described below. If the special chart fluctuation effect ends with an N Reach, the remaining effect symbol that fluctuates at that slower rate will stop. In the case of a miss, the remaining effect symbol will stop at a different effect symbol from the effect symbols that make up the reach. If the special chart fluctuation effect does not end with an N Reach, the remaining effect symbol will fluctuate at high speed again, and the reach will be maintained and develop (switch) from N Reach to L Reach to SP Reach.

[0473] L Reach can be performed both when a jackpot is reached and when a miss occurs. It is an effect that indicates whether or not a jackpot game state will be reached, and suggests the possibility of a jackpot game state. Furthermore, L Reach is an effect that can be performed after, for example, an N Reach, and is performed for a longer period of time than an N Reach, suggesting a higher likelihood of a jackpot than an N Reach. Even with an L Reach, the established Reach is maintained, but the effect symbols that make up the Reach are reduced in size and moved to predetermined positions that do not interfere with the background image compared to an N Reach (for example, the left effect symbol EZ1 described below is located at the top left of the display unit 50a, and the right effect symbol EZ3 is located at the top right of the display unit 50a), and the background image switches to one dedicated to L Reach (a video dedicated to L Reach is played). Note that during an L Reach, 2DCG animated images are mainly displayed on the display unit 50a. The effect content of an L Reach is a video of a scene in which the main character confesses his love to a girl.

[0474] SP Reach can be performed both when a jackpot is reached and when a miss occurs. It is an effect that indicates whether or not a jackpot game state will be reached, suggesting the possibility of a jackpot game state. Furthermore, SP Reach is an effect that can be performed after, for example, an N Reach, and lasts longer than an L Reach, suggesting a higher likelihood of a jackpot than an L Reach. Even with an SP Reach, the established Reach is maintained, but the effect symbols that make up the Reach are reduced in size and moved to predetermined positions that do not interfere with the background image compared to an N Reach (for example, the left effect symbol EZ1 described below is located at the top left of the display unit 50a, and the right effect symbol EZ3 is located at the top right of the display unit 50a), and the background image switches to one dedicated to the SP Reach (a video dedicated to the SP Reach is displayed). During an SP Reach, 3DCG images are primarily displayed on the display unit 50a. The effect content of the SP Reach is a video of a match between the team to which the main character belongs and the team to which the main character's rival belongs.

[0475] The mission effect is an effect that can be executed immediately after the start of the special chart variation effect, for example, in the time-saving mode, and is an effect that suggests a higher probability of winning than in normal variation. In the mission effect, a reach does not occur, but since it is an effect that suggests a higher probability of winning than in normal variation, it is classified as a reach effect. In the mission effect, the background image is switched to one dedicated to the mission effect (video dedicated to the mission effect is played). In the mission effect, a 3DCG image is mainly displayed on the display unit 50a. And, as the content of the mission effect, a video of a scene in which the main character attempts a predetermined mission is displayed.

[0476] The battle effect is an effect that can be executed after a reach in the time-saving state, for example, and is an effect that suggests a higher probability of winning than normal fluctuations. Even in the battle effect, the reached state is maintained, but the effect symbols that make up the reach are reduced in size and moved to a predetermined position (for example, the left effect symbol EZ1 is at the top left of the display unit 50a, and the right effect symbol EZ3 is at the top right of the display unit 50a), and then the background image dedicated to the battle effect is switched to (a video dedicated to the battle effect is played). In addition, in the battle effect, 3DCG images are mainly displayed on the display unit 50a.

[0477] Note that the "state in which the reach is maintained" in the N reach, L reach, SP reach, and battle effects does not only include a state in which the effect symbols constituting the reach in the N reach, L reach, SP reach, and battle effects are visible on the display unit 50a, but also includes a state in which the effect symbols constituting the reach are difficult or impossible to see on the display unit 50a for a predetermined period of time, for example, in relation to a dedicated background image. Furthermore, the content of the normal variation, N reach, L reach, SP reach, and battle effects can be changed as appropriate. Furthermore, the effects constituting the special chart variation effects are not limited to these, and can be added or removed as appropriate.

[0478] Also, as shown in the second column from the right in the tables of Figures 49 to 50, it is possible to give names to special chart variation patterns by relating them to the jackpot determination result and the performance content of the special chart variation performance, etc. Also, the special chart variation pattern related to the jackpot is sometimes collectively referred to as a "jackpot variation," and the special chart variation pattern related to a loss is sometimes collectively referred to as a "loss variation."

[0479] Furthermore, a special chart variation pattern in which an SP reach occurs regardless of the jackpot determination result is sometimes collectively referred to as an "SP reach variation," a special chart variation pattern in which an L reach occurs is sometimes collectively referred to as an "L reach variation," and a special chart variation pattern in which the special chart variation effect ends with an N reach is sometimes collectively referred to as an "N reach variation." Also, a special chart variation pattern in which a mission effect occurs regardless of the jackpot determination result is sometimes collectively referred to as a "battle reach variation," and a special chart variation pattern in which a mission effect occurs is sometimes collectively referred to as a "mission variation." Furthermore, a miss variation with a reach is sometimes collectively referred to as a "miss variation with reach," and a miss variation without a reach is sometimes collectively referred to as a "normal miss variation."

[0480] 3-2-5. Prediction Before determining whether a jackpot has been determined, the pachinko gaming machine PY4 can perform a look-ahead determination using, for example, a look-ahead determination table such as those shown in FIGS. 51 and 52 based on the acquired special symbol-related determination information. The look-ahead determination table can be associated with the type of start gate (first start gate 11 / second start gate 12) associated with the start winning, in other words, the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed depending on the start winning. That is, the look-ahead determination table includes a first look-ahead determination table (FIG. 51) for when the first start gate 11 is won and special symbol 1 is variably displayed, and a second look-ahead determination table (FIG. 52) for when the second start gate 12 is won and special symbol 2 is variably displayed. Note that a look-ahead determination based on the first look-ahead determination table is also referred to as a "first look-ahead determination," and a look-ahead determination based on the second look-ahead determination table is also referred to as a "second look-ahead determination."

[0481] The look-ahead determination table can also be associated with the game states (normal game state / high probability high base game state / low probability high base game state) described later. That is, the look-ahead determination table includes a look-ahead determination table used in the normal game state (a look-ahead determination table for the normal game state), a look-ahead determination table used in the high probability high base game state (a look-ahead determination table for the high probability high base game state), and a look-ahead determination table used in the low probability high base game state (a look-ahead determination table for the low probability high base game state).

[0482] In other words, the look-ahead judgment tables include a first look-ahead judgment table used in a normal game state, a first look-ahead judgment table used in a high-probability high-base game state, a first look-ahead judgment table used in a low-probability high-base game state, a second look-ahead judgment table used in a normal game state, a second look-ahead judgment table used in a high-probability high-base game state, and a second look-ahead judgment table used in a low-probability high-base game state.

[0483] 51 to 52, a special chart variation pattern relating to the variable display of the special chart performed by winning at the start gates 11 and 12 is identified. That is, before the variable display of the special chart based on the winning is performed, the special chart variation pattern relating to the variable display of the special chart is identified as a pre-reading judgment result. In the process of identifying the special chart variation pattern, the type of start gate that won, whether it was a jackpot or not (jackpot / miss), and the type of jackpot symbol are also identified as pre-reading judgment results.

[0484] The result of the look-ahead determination, which includes information about the special symbol variation pattern, is associated with the start winning command. As will be described later, the start winning command is transmitted to the performance control board 120 as a look-ahead determination result upon its generation. It should be noted that the type of information to be specified as the look-ahead determination result can be changed as appropriate. For example, information about the type of jackpot symbol can be generated as a separate command without being included in the start winning command.

[0485] As described above, the special symbol display device 81 performs variable display of the special symbol by performing jackpot determination, jackpot symbol type determination, reach determination, and special symbol variation pattern determination. When a losing symbol is displayed as a static display result (the result of the special symbol lottery) in the variable display of the special symbol, if a special symbol is reserved, the next special symbol will be displayed as a static display. If no special symbol is reserved, the system enters a non-play state (the so-called "waiting for customers state") in which games such as variable display of special symbols and jackpot games are not being played. On the other hand, when a jackpot symbol is displayed as a static display result (the result of the special symbol lottery) in the variable display of the special symbol, the next special symbol will not be displayed as a static display, and the jackpot game will continue. Note that a loss determination in the jackpot determination and the static display of a losing symbol in the variable display of the special symbol are sometimes referred to as "missing / becoming a miss." In addition, the determination of a jackpot in the jackpot determination and the display of the jackpot symbol in the special variable display are sometimes referred to as "winning a jackpot / becoming a jackpot." Next, a jackpot game will be described.

[0486] 3-3. Jackpot games The jackpot game includes multiple rounds of play accompanied by the opening and closing of the jackpot opening 14, an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of play, and an ending (also referred to as ED) from the end of the final round of play until the end of the jackpot game. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play or the start of the ending.

[0487] It is possible not to provide OP or ED. In the following, a predetermined number of rounds (predetermined order) of rounds will simply be referred to as a "round." For example, the first (first) round of play will be referred to as "1st round (1R)," and the tenth round of play will be referred to as "10th round (10R)."

[0488] The pachinko gaming machine PY4 controls the jackpot game using a jackpot game control table. The jackpot game control table can be set for each type of jackpot symbol. In other words, it is possible to associate a jackpot game with a type of jackpot symbol. One type or multiple types of jackpot games can be set.

[0489] The jackpot game control table stores elements that make up a jackpot game (jackpot game elements). The jackpot game elements include the number of rounds of play, the number of times the jackpot opening port 14 is opened in each round of play, the type and opening time of the jackpot opening (opening pattern), the time until the next opening (closing time), the opening time (opening time), and the ending time (ending time).

[0490] The pachinko gaming machine PY4 can control the jackpot game using a jackpot game control table such as that shown in Figure 53(A). That is, it is possible to set the types of jackpot games and the jackpot game components for each jackpot game as shown in Figure 53(A). Here, the jackpot games set in Figure 53(A) will be described.

[0491] In the jackpot game associated with jackpot symbol A (hereinafter also referred to as the "first jackpot game"), ten rounds of play are played. In each of the rounds from 1R to 10R, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the first jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round of play until the end of the first jackpot game.

[0492] In the jackpot game associated with jackpot symbol B (hereinafter also referred to as the "second jackpot game"), five rounds of play are played. In each of the rounds from Round 1 to Round 5, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the second jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round of play until the end of the second jackpot game.

[0493] In the jackpot game associated with jackpot symbol C (hereinafter also referred to as the "third jackpot game"), five rounds of play are played. In each of the rounds from Round 1 to Round 5, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the third jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round of play until the end of the third jackpot game.

[0494] In the jackpot game associated with jackpot symbol D (hereinafter also referred to as the "fourth jackpot game"), ten rounds of play are played. In each of the first rounds through the tenth round, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the fourth jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the final round of play until the end of the fourth jackpot game.

[0495] In the jackpot game associated with jackpot symbol E (hereinafter also referred to as the "fifth jackpot game"), six rounds of play are played. In each of the rounds from R1 to R6, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the fifth jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round of play until the end of the fifth jackpot game.

[0496] In the jackpot game associated with the jackpot symbol F (hereinafter also referred to as the "sixth jackpot game"), six rounds of play are played. In each of the rounds from 1R to 6R, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the sixth jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the final round of play until the end of the fifth jackpot game.

[0497] In each round of play, when a predetermined number of game balls (for example, 10 balls) are detected by the big prize opening sensor 14a, the big prize opening 14 is closed and the round of play ends even before the maximum opening time of the big prize opening 14 has elapsed. In addition, the types and specific contents of the big prize game components can be changed as appropriate.

[0498] 53(A), the type of jackpot game to be executed is determined by the type of jackpot symbol, but the jackpot game may be executed in a different way. For example, a device capable of allocating to two winning slots may be provided in the game area 6, and when one winning slot is won, only a jackpot game consisting of a predetermined number of rounds is executed, while when the other winning slot is won, either a jackpot game consisting of more than the predetermined number of rounds or a jackpot game consisting of fewer than the predetermined number of rounds is executed with a predetermined probability by lottery or the like.

[0499] 3-4. Game status Next, the game states that can be controlled by the pachinko game machine PY4 will be explained. The pachinko game machine PY4 has a jackpot game state in which a jackpot game is being executed, and a non-jackpot game state in which a jackpot game is not being executed. The non-jackpot game states include a normal game state, which is a basic game state, and a specific game state that is more advantageous to the player than the normal game state. The factors that make a specific game state "advantageous to the player" include the jackpot probability and the ease of opening the second start hole 12. In other words, the jackpot probability and the ease of opening the second start hole 12 can be associated with the specific game state.

[0500] Being advantageous to the player in terms of the jackpot probability means that the jackpot probability is higher than in the normal game state, making it easier to win a jackpot. Also, being advantageous to the player in terms of the ease of opening the second start opening 12 means that the second start opening 12 is easier to open than in the normal game state, making the opening time of the second start opening 12 longer per unit time.

[0501] Three types of specific game states can be set: a first specific game state in which both the jackpot probability and the opening time per unit time of the second start port 12 are advantageous to the player; a second specific game state in which only the jackpot probability is advantageous to the player; and a third specific game state in which only the opening time per unit time of the second start port 12 is advantageous to the player. Note that it is also possible to install only some of the three specific game states in the pachinko game machine PY4, rather than installing all of these three types of specific game states.

[0502] Here, as a partial gaming state focusing on the jackpot probability, a state in which the jackpot probability is higher than in the normal gaming state and is advantageous to the player in terms of the jackpot probability is called a "high probability state." In contrast, a state in which the jackpot probability is the normal probability in the normal gaming state and is not advantageous to the player in terms of the jackpot probability is called a "normal probability state."

[0503] Furthermore, as a partial gaming state focusing on the opening time of the second start opening 12 per unit time, a state in which the opening time of the second start opening 12 per unit time is longer than in the normal gaming state and the ease of opening the second start opening 12 is advantageous to the player is called a "time-shortened state." In contrast to this, a state in which the opening time of the second start opening 12 per unit time is the opening time in the normal gaming state and the ease of opening the second start opening 12 is not advantageous to the player is called a "non-time-shortened state."

[0504] Here, the non-time-shortening state and the time-shortening state will be explained in detail. As mentioned above, in the time-shortening state, the electric chute 12D is open for a longer period of time per unit time than in the non-time-shortening state. In other words, in the time-shortening state, it is easier to win a prize in the second starting hole 12 than in the non-time-shortening state. Here, a specific method for making it easier to win a prize in the second starting hole 12 in the time-shortening state than in the non-time-shortening state will be explained.

[0505] For example, by making the time-saving state a state in which the normal map variation time is more likely to be shorter than the non-time-saving state, it is possible to make it easier to win at the second starting slot 12 in the time-saving state. For example, as mentioned above, regardless of the result of the win determination, in the time-saving state, a normal map variation time (5.0 seconds) shorter than the normal map variation time (30.0 seconds) determined in the non-time-saving state is determined. As a result, the number of normal map lottery draws per unit time is greater in the time-saving state. In this case, regardless of the difference between the non-time-saving state and the time-saving state, if the probability of winning in the win determination and the opening time of the electric chute 12D in one auxiliary game are the same, the opening time of the electric chute 12D per unit time will be longer because the number of normal map lottery draws per unit time is greater.

[0506] Furthermore, by setting the time-shortened state to a state in which the electric chute 12D is more likely to be open for a longer period of time during one auxiliary game compared to the non-time-shortened state, it is possible to make it easier to win in the second starting hole 12 in the time-shortened state. For example, as mentioned above, in the non-time-shortened state, the electric chute 12D is open for 0.2 seconds during one auxiliary game, whereas in the time-shortened state, the electric chute 12D is open for a total of 5.0 seconds during one auxiliary game. In this case, regardless of the difference between the non-time-shortened state and the time-shortened state, if the probability of winning in the win determination and the normal game fluctuation time are the same, the number of auxiliary games played per unit time will be the same, and therefore the opening time of the electric chute 12D per unit time will be longer due to the longer opening time of the electric chute 12D during one auxiliary game.

[0507] Furthermore, by making the time-shortened state a state in which a hit is more likely to be determined in a hit determination than the non-time-shortened state, it is possible to make it easier to win in the second starting slot 12 in the time-shortened state. For example, as described above, in the non-time-shortened state, the hit determination probability is 6600 / 65536, whereas in the time-shortened state, the hit determination probability is 59936 / 65536. In this case, regardless of the difference between the non-time-shortened state and the time-shortened state, if the opening time of the electric chute 12D and the normal chart fluctuation time are the same in one auxiliary game, the higher the probability of a hit determination in the hit determination, the more hit determinations there are per unit time, and therefore the opening time of the electric chute 12D per unit time becomes longer.

[0508] Thus, the three conditions—that it is easier to win a jackpot in the time-saving mode than in the non-time-saving mode, that the normal game fluctuation time is likely to be shorter, and that the open time of the electric chute 12D during one supplementary game is likely to be longer—are met. In the time-saving mode, the open time of the electric chute 12D per unit time is longer than in the non-time-saving mode, making it easier to win a jackpot in the second starting slot 12. As a result, the so-called "base," which is the ratio of the number of winning balls to the number of shot balls, is higher. Therefore, in the time-saving mode with a high base, players can aim for a jackpot without significantly reducing their game balls compared to the normal game mode. In other words, the time-saving mode is more advantageous for players than the non-time-saving mode.

[0509] In the time-shortened state, it is acceptable for only some of the three conditions to be met in order to increase the opening time per unit time of second start opening 12. Ultimately, in the time-shortened state, the opening time per unit time of electric chute 12D is longer than in the non-time-shortened state, so that it is easier to win at second start opening 12.

[0510] In addition, in the time-saving state, it is possi...

Claims

1. an operating means operable by a player; a performance execution means for executing a performance, The performance execution means It is possible to execute a plurality of types of preview effects, including a first preview effect and a second preview effect, When a specific operation is performed on the operation means, it is possible to change the execution probabilities of both the first preview performance and the second preview performance. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, The performance execution means When the specific operation is not performed on the operation means, it is possible to change the execution probability of only one of the first preview performance and the second preview performance. A gaming machine characterized by:

3. 3. The gaming machine according to claim 2, The performance execution means When the specific operation is not performed on the operation means, it is possible to change the execution probability of the first preview performance to a higher probability than the execution probability of the first preview performance that can be changed when the specific operation is performed on the operation means. A gaming machine characterized by:

4. 3. The gaming machine according to claim 2, The performance execution means When the specific operation is not performed on the operation means, it is possible to change the execution probability of the second preview performance to a value lower than the execution probability of the second preview performance that can be changed when the specific operation is performed on the operation means. A gaming machine characterized by:

Citation Information

Patent Citations

  • Pinball game machine

    JP2017131646A