Gaming machine

The gaming machine improves player engagement by switching between game states and using vibration effects based on ball entry rates, enhancing the overall gaming experience.

JP2026026206APending Publication Date: 2026-02-16SANSEI R&D KK
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Patent Information

Application Number
JP2025205261
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-26
Publication Date
2026-02-16

AI Technical Summary

Technical Problem

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

Method used

The gaming machine incorporates a game control system that switches between first and second game states, featuring a performance execution mechanism with vibration means to provide specific vibration effects based on the number of game balls entered within a predetermined time.

Benefits of technology

This enhances the gaming experience by increasing player engagement and enjoyment through varied and dynamic game presentations.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve game amusement.SOLUTION: The front frame 23 is provided with a normal button 40 which can be vibrated by a vibration motor. A first big winning port 14 is installed on a game board 1. A game control microcomputer 101 executes a jackpot game W10 and a jackpot game X10 in which a round game of opening a first large winning hole 14 is executed ten times, and executes a jackpot game X4 in which the round game of opening the first large winning hole 14 is executed four times. A microcomputer 121 for performance control executes a round end reporting performance in which a normal button 40 vibrates when ten game balls enter within the specified opening time of a first big winning port 14 in a big winning game W10 and a big winning game X10.SELECTED DRAWING: Figure 78
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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 opening (ball entry), and a round game involving the opening of a large prize opening is played as a special game. By having a gaming ball enter the large prize opening, a large number of prize balls can be obtained. The result of the determination is indicated to the player by the pattern display means, which displays a varying pattern and then stops the pattern, and the stopped pattern is displayed. In addition, in gaming machines, when an over-winning event occurs in the large prize opening, exceeding the specified upper limit, an over-winning effect may be performed. For example, in the gaming machine disclosed in Patent Document 1 below, an over-winning effect is performed in which different sounds are output from a speaker depending on the number of over-winning events. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-114065 Summary of the Invention [Problem to be solved by the invention]

[0004] There is room for improvement in the presentation. By implementing improved presentation, it is expected that the game will become more interesting. [Means for solving the problem]

[0005] The gaming machine of the present invention comprises: a game control means capable of switching to a first game state or a second game state; An entrance through which game balls can be inserted; and a performance execution means capable of executing a predetermined performance using a performance means including a vibration means capable of vibrating. The performance execution means When a predetermined number of game balls enter the ball entrance within a predetermined time in the first game state, a specific vibration effect may be executed in which the vibration means vibrates in a specific vibration mode, When the predetermined number of game balls enter the ball entrance within the predetermined time in the second game state, the specific vibration effect is not executed. It is characterized by: [Effects of the Invention]

[0006] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram according to a basic embodiment, and is a front view of a gaming machine. [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] This is an explanatory diagram showing a first 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 first specific example of an 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 first block diagram of a portion relating to control of the gaming machine. [Figure 14] 10 is a specific example of a fluctuation pattern determination table. [Figure 15] 10 is a specific example of a look-ahead determination table. [Figure 16] 10 is a specific example of a pattern determination table. [Figure 17] An explanatory diagram showing a specific example of a starting port unit in the first embodiment. [Figure 18] FIG. 2 is an explanatory diagram showing a specific example of a main control unit according to the first embodiment. [Figure 19] 10 is a specific example of a symbol A determination table according to the first embodiment. [Figure 20] 10 is a specific example of a fluctuation pattern A determination table according to the first embodiment. [Figure 21] 10 is a specific example of a look-ahead A determination table according to the first embodiment. [Figure 22] An explanatory diagram showing a specific example of a hold icon displayed in the hold presentation related to the first embodiment. [Figure 23] 1 is an explanatory diagram showing a specific example of a performance control unit according to the first embodiment. FIG. [Figure 24] Selection tables according to the first embodiment, (A) is a reserved icon change notice selection table, (B) is a winning vibration notice selection table, and (C) is a fluctuation start notice selection table. [Figure 25] An explanatory diagram showing a specific example of a hold icon change notice in the first embodiment. [Figure 26] An explanatory diagram showing a specific example of a winning vibration notification in the first embodiment. [Figure 27] An explanatory diagram showing a specific example of an irregular notification effect in the first embodiment. [Figure 28] An explanatory diagram showing a specific example of the presentation flow of the special chart change presentation in the first embodiment. [Figure 29] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation presentation related to the first embodiment. [Figure 30] An explanatory diagram showing a specific example of a start vibration notice as a fluctuation start notice in the first embodiment. [Figure 31] An explanatory diagram showing a specific example of a gimmick notice as a notice at the start of fluctuation in the first embodiment. [Figure 32] An explanatory diagram showing a specific example of a starting port unit in the second embodiment. [Figure 33] FIG. 10 is an explanatory diagram showing a specific example of a main control unit according to the second embodiment. [Figure 34] 10 is a specific example of a symbol A determination table according to the second embodiment. [Figure 35] 10 is a specific example of a fluctuation pattern A determination table according to the second embodiment. [Figure 36] 10 is a specific example of a look-ahead A determination table according to the second embodiment. [Figure 37] An explanatory diagram showing a specific example of a hold icon displayed in the hold presentation related to the second embodiment. [Figure 38] FIG. 10 is an explanatory diagram showing a specific example of a performance control unit according to the second embodiment. [Figure 39] Selection tables according to the second embodiment, (A) is a reserved icon change notice selection table, (B) is a winning vibration notice selection table, and (C) is a fluctuation start notice selection table. [Figure 40] An explanatory diagram showing a specific example of a hold icon change notice in the second embodiment. [Figure 41] An explanatory diagram showing a specific example of a winning vibration notification in the second embodiment. [Figure 42] FIG. 10 is an explanatory diagram showing a specific example of a chance notification effect according to the second embodiment. [Figure 43] An explanatory diagram showing a specific example of the presentation flow of the special chart change presentation in the second embodiment. [Figure 44] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation presentation related to the second embodiment. [Figure 45] An explanatory diagram showing a specific example of a start vibration notice as a fluctuation start notice in the second embodiment. [Figure 46] An explanatory diagram showing a specific example of a gimmick notice as a notice at the start of fluctuation in the second embodiment. [Figure 47] An explanatory diagram showing a specific example of a starting port unit related to the third embodiment. [Figure 48] FIG. 10 is an explanatory diagram showing a specific example of a main control unit according to the third embodiment. [Figure 49] 13 is a specific example of a symbol A determination table according to the third embodiment. [Figure 50] 10 is a specific example of a fluctuation pattern A determination table according to the third embodiment. [Figure 51] 13 is a specific example of a look-ahead A determination table according to the third embodiment. [Figure 52] An explanatory diagram showing a specific example of a hold icon displayed in the hold presentation related to the third embodiment. [Figure 53] FIG. 11 is an explanatory diagram showing a specific example of a performance control unit according to the third embodiment. [Figure 54] Selection tables according to the third embodiment, (A) is a reserved icon change notice selection table, (B) is a winning vibration notice selection table, and (C) is a fluctuation start notice selection table. [Figure 55] An explanatory diagram showing a specific example of a hold icon change notice in the third embodiment. [Figure 56] An explanatory diagram showing a specific example of a winning vibration notification in the third embodiment. [Figure 57] An explanatory diagram showing a specific example of an irregular notification effect in the third embodiment. [Figure 58] An explanatory diagram showing a specific example of the presentation flow of the special chart change presentation related to the third embodiment. [Figure 59] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation presentation related to the third embodiment. [Figure 60] An explanatory diagram showing a specific example of a start vibration notice as a fluctuation start notice in the third embodiment. [Figure 61] An explanatory diagram showing a specific example of a gimmick notice as a notice at the start of fluctuation in the third embodiment. [Figure 62] FIG. 10 is an explanatory diagram showing a specific example of a main control unit according to the fourth embodiment. [Figure 63] 13 is a specific example of a symbol A determination table according to the fourth embodiment. [Figure 64] FIG. 10 is an explanatory diagram showing a specific example of the first count effect according to the fourth embodiment. [Figure 65] FIG. 10 is an explanatory diagram showing a specific example of the second count effect according to the fourth embodiment. [Figure 66] FIG. 10 is an explanatory diagram showing a specific example of a performance control unit according to the fourth embodiment. [Figure 67] 4 is a selection table according to the fourth embodiment, (A) is a probability change promotion vibration notice selection table, (B) is an ending promotion notice selection table. [Figure 68] An explanatory diagram showing a specific example of a vibration notification of a guaranteed promotion in the fourth embodiment. [Figure 69] FIG. 10 is an explanatory diagram showing a specific example of a round end notification effect according to the fourth embodiment. [Figure 70] FIG. 10 is an explanatory diagram showing a specific example of an ending promotion notice in the fourth embodiment. [Figure 71] FIG. 13 is an explanatory diagram showing a specific example of a main control unit according to the fifth embodiment. [Figure 72] 13 is a specific example of a symbol A determination table according to the fifth embodiment. [Figure 73] FIG. 13 is an explanatory diagram showing a specific example of the first count effect according to the fifth embodiment. [Figure 74] FIG. 13 is an explanatory diagram showing a specific example of the second count effect according to the fifth embodiment. [Figure 75] FIG. 13 is an explanatory diagram showing a specific example of a performance control unit according to the fifth embodiment. [Figure 76] 5 is a selection table according to the fifth embodiment, (A) is a probability change promotion vibration notice selection table, (B) is an ending promotion notice selection table. [Figure 77]An explanatory diagram showing a specific example of a vibration notification of a guaranteed promotion in the fifth embodiment. [Figure 78] FIG. 13 is an explanatory diagram showing a specific example of a round end notification effect according to the fifth embodiment. [Figure 79] An explanatory diagram showing a specific example of an ending promotion notice in the fifth embodiment. [Figure 80] FIG. 13 is an explanatory diagram showing a specific example of a main control unit according to the sixth embodiment. [Figure 81] 13 is a specific example of a symbol A determination table according to the sixth embodiment. [Figure 82] FIG. 13 is an explanatory diagram showing a specific example of the first count effect according to the sixth embodiment. [Figure 83] FIG. 13 is an explanatory diagram showing a specific example of the second count effect according to the sixth embodiment. [Figure 84] FIG. 13 is an explanatory diagram showing a specific example of a performance control unit according to the sixth embodiment. [Figure 85] 6 is a selection table relating to the sixth embodiment, (A) is a probability change promotion vibration notice selection table, (B) is an ending promotion notice selection table. [Figure 86] An explanatory diagram showing a specific example of a vibration notification of a guaranteed promotion in the sixth embodiment. [Figure 87] FIG. 13 is an explanatory diagram showing a specific example of a round end notification effect according to the sixth embodiment. [Figure 88] An explanatory diagram showing a specific example of an ending promotion notice in the sixth embodiment. [Figure 89] FIG. 13 is a block diagram showing the electrical configuration of the game control board side of the gaming machine according to the seventh embodiment. [Figure 90] 2 is a block diagram showing the electrical configuration of the performance control board side of the gaming machine. FIG. [Figure 91] 2 is a diagram showing the circuit configuration of the impact sensor and impact sensor input section provided in the gaming machine. FIG. [Figure 92] 10 is a table illustrating an abnormality notification related to the impact sensor. [Figure 93]10A is a diagram showing the display unit when an impact error occurs, and FIG. 10B is a diagram showing the display unit when a problem occurs in the wiring related to the impact sensor. [Figure 94] 13 is a jackpot game control table for the gaming machine of the seventh embodiment. [Figure 95] This is a special chart 1 fluctuation pattern determination table for the non-time-saving state of the gaming machine of the seventh embodiment. [Figure 96] This is a special chart 1 pre-reading judgment table for the non-time-saving state of the gaming machine of the seventh embodiment. [Figure 97] This is a lottery table for executing pseudo-abnormal winning effects. [Figure 98] This is a diagram of the display section showing when a hold icon is displayed in response to a start winning and when a pseudo-abnormal winning effect is executed. [Figure 99] This is a diagram of the display section showing an example of a presentation when a pseudo-abnormal winning presentation is executed, and shows an example of a presentation up to the end of the special chart change based on the target hold that triggered the pseudo-abnormal winning presentation. [Figure 100] This is a diagram of the display section showing when a variable effect based on a starting winning is started, and when a pseudo-abnormal non-variable effect is executed without starting. [Figure 101] A diagram of the display unit showing an example of a presentation when a pseudo-abnormal non-variable presentation is executed. [Figure 102] 10 is a diagram of the display section showing an example of an attacker winning presentation in response to a winning entry into the big winning slot during a big win game state. FIG. [Figure 103] This is a diagram of the display section showing when an attacker winning effect is executed in response to a win in the big winning slot during a big win game state, and when a pseudo-abnormal hold consecutive effect is executed. [Figure 104] This is a timing chart showing the timing of execution of the attacker winning effect and the pseudo-abnormal hold consecutive effect. [Figure 105] 10 is a table explaining the light emission modes of lamps (frame lamps, board lamps). [Figure 106] 10 is a flowchart of a main control process. [Figure 107] 10 is a flowchart of a power-on process. [Figure 108] 10 is a flowchart of a process when power is restored. [Figure 109] 10 is a flowchart of a main-side timer interrupt process. [Figure 110] 10 is a flowchart of an abnormality detection process. [Figure 111] 10 is a flowchart of a power interruption monitoring process. [Figure 112] 10 is a flowchart of a sub-control main process. [Figure 113] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 114] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 115] 10 is a flowchart of a received command analysis process. [Figure 116] 10 is a flowchart of an abnormality process. [Figure 117] FIG. 13 is a diagram showing an example of a presentation during a jackpot gaming state in a modified example of the seventh embodiment. [Figure 118] FIG. 13 is a diagram showing an example of a presentation during a jackpot gaming state in another modified example of the seventh embodiment. [Figure 119] This is a diagram relating to the eighth embodiment, and is a front view of the second large prize opening. [Figure 120] This is a special chart determination table. [Figure 121] This is a time chart showing the flow of a small win game. [Figure 122] (A) is a normal symbol winning determination table, (B) is a normal symbol change pattern determination table, and (C) is an electric chute opening pattern (operation mode) determination table. [Figure 123] (A) is a special chart fluctuation pattern determination table in a non-time-saving state, (B) is a special chart fluctuation pattern determination table in time-saving state 1, and (C) is a special chart fluctuation pattern determination table in time-saving state 2. [Figure 124] 10 is a flowchart of a main control process. [Figure 125]10 is a flowchart of a main-side timer interrupt process. [Figure 126] 10 is a flowchart of a special action process. [Figure 127] 10 is a flowchart of a special symbol determination process. [Figure 128] 10 is a flowchart of a game status management process. [Figure 129] 10 is a flowchart of special electric device processing 1. [Figure 130] 10 is a flowchart of a closing condition confirmation process. [Figure 131] 10 is a flowchart of a game status setting process. [Figure 132] 10 is a flowchart of special electric device processing 2. [Figure 133] 10 is a flowchart of special electric device processing 2. [Figure 134] 10 is a flowchart of a sub-control main process. [Figure 135] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 136] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 137] 10 is a flowchart of a received command analysis process. [Figure 138] FIG. 13 is an explanatory diagram showing the game flow of the gaming machine according to the eighth embodiment. [Figure 139] (A) is a diagram showing the display section in the normal presentation mode, (B) is a diagram showing the display section in the lower RUSH presentation mode, and (C) is a diagram showing the display section in the upper RUSH presentation mode. [Figure 140] This is a diagram showing a specific example of the presentation from the SP reach to after the jackpot game when the jackpot pattern C (2R jackpot) is won. [Figure 141] This is a special drawing determination table related to the ninth embodiment. [Figure 142]This is a special chart fluctuation pattern table for the 9th embodiment, where (A) is a special chart fluctuation pattern determination table in a non-time-saving state, (B) is a special chart fluctuation pattern determination table in time-saving state 1, and (C) is a special chart fluctuation pattern determination table in time-saving state 2. [Figure 143] 13 is a flowchart of a closing condition confirmation process according to the ninth embodiment. [Figure 144] FIG. 13 is an explanatory diagram showing the game flow of the gaming machine according to the ninth embodiment. [Figure 145] FIG. 10 is a diagram showing a specific example of the presentation during a jackpot game state based on jackpot symbol D (all-you-can-eat BONUS). DETAILED DESCRIPTION OF THE INVENTION

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

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

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

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

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

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

[0014] The front door 23 also includes a normal button 40 that can be operated by 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.

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

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

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

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

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

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

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

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

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

[0024] The gaming board 1 also includes an image display device 50 (an example of a predetermined display means) capable of displaying predetermined effects, a board lamp 54 (an example of a light-emitting means) capable of emitting light in a predetermined light color, a right-hit lamp 54a capable of emitting light in a predetermined light 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, as 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, as a plurality of LEDs. The right-hit lamp 54a is installed to the right of the display unit 50a and is configured, for example, as a single LED. The word "right hit" is written near the right-hit lamp 54a. 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 movement.

[0025] The gaming board 1 also has indicators 8 for notifying the player of the status of the pachinko gaming machine PY1. The indicators 8 are installed in the lower left corner 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 (such as the variable display (variable display) and stop display of special symbols (special patterns), the variable display (variable display) and stop display of regular symbols (normal symbols), the number of reserved special symbols 1, the number of reserved special symbols 2, the number of reserved regular symbols, the current gaming status, and the right-hand play status, as will be described later) by a combination of lighting, flashing, and extinguishing of the multiple LEDs. The special symbols and regular symbols are examples of identification symbols.

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

[0027] 3-1. Special game When a gaming ball enters the first starting hole 11 or the second starting hole 12, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko gaming machine PY1 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.

[0028] The right to receive the jackpot determination is, for example, a random number, and the pachinko gaming 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. Note that a jackpot game or a small jackpot game can be referred to as a special game.

[0029] When the pachinko gaming machine PY1 determines that a jackpot has been won by a gaming ball entering the first starting hole 11, it performs a variable display of a first special symbol (also referred to as special symbol 1). The variable display of the first special symbol is, for example, a display in which two LEDs in the upper left of the display device 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the first special symbol in a manner that indicates the result of the jackpot determination. The static display of the first special symbol can be in a manner that indicates a jackpot win (for example, two LEDs in the upper left are lit), a manner that indicates a small jackpot win (for example, only one LED in the upper left is lit), or a manner that indicates a loss (for example, only the other LED in the upper left is lit).

[0030] On the other hand, when the pachinko gaming machine PY1 determines that a jackpot has been won by the game ball entering the second starting hole 12, it performs a variable display of a second special symbol (also referred to as special symbol 2). The variable display of the second special symbol is, for example, a display in which two LEDs at the lower left of the display devices 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the second special symbol in a manner that indicates the result of the jackpot determination. The static display of the second special symbol can be in a manner that indicates a jackpot win (for example, two LEDs at the lower left are lit), a manner that indicates a small jackpot win (for example, only one LED at the lower left is lit), or a manner that indicates a loss (for example, only the other LED at the lower left is lit).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0051] In addition, in the non-time-saving state, the player plays by firing the game ball toward the left part of the game area 6 to aim at the first starting hole 11 installed in the center of the game area 6, so the "low probability low base game state" and the "high probability low base game state" can also be called left-hitting states. In addition, in the time-saving state, the player plays by firing the game ball toward the right part of the game area 6 to aim at the second starting hole 12 installed in the right part of the game area 6, so the "low probability high base game state" and the "high probability high base game state" can also be called right-hitting states.

[0052] 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".

[0053] 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."

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] "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.

[0060] 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.

[0061] In addition, the jackpot game state can also be called a right-hit state, since the player plays by firing the game ball toward the right part of the game area 6, aiming at the first large prize slot 14 or the second large prize slot 15 located on the right part of the game area 6.

[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. Supplementary Games Next, the auxiliary game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko gaming machine PY1 is capable of performing an auxiliary game, which is a game different from the jackpot game and the small jackpot game. Unlike the jackpot game and the small jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is performed in the non-time-shortening 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-shortening 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 big win presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an ending image G111 suggesting the presentation mode to be set after the big win presentation mode, a total prize ball number image G112 suggesting the total number of prize balls paid out, and the like, as shown in Fig. 5 (C-3). 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 variation 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 a main character and an enemy character are battling, and functions as an effect that suggests that a jackpot game is likely to occur.

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

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

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

[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 pre-reading effect in response to storing a special chart 1 reserve or a special chart 2 reserve. Here, an example of a pre-reading effect for the special chart 1 reserve is shown. When a game ball enters the first starting hole 11, the pachinko gaming machine PY1 stores the special chart 1 reserve. Based on the result of the pre-reading determination for the special chart 1 reserve, as shown in FIG. 10(C), the reserve icon display area 50d displays a "☆" icon image as the reserve icon HA, instead of the usual "○" icon image, as shown in FIG. 10(C). The "☆" icon image (special mode icon image) suggests a higher likelihood of winning than the "○" icon image (normal mode icon image). The effect of displaying a special mode icon image is also referred to as a reserve change effect. The pre-reading 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 issued 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 issued in response to game control (special figure 1 reserve, special figure 2 reserve, normal figure reserve, etc.), and the like.

[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 issued 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 issue the following commands.

[0118] 9-3-1. Winning Command The winning commands are issued in connection with the winning of a gaming ball into various winning devices (first start opening 11, second start opening 12, gate 13, first major winning opening 14, second major winning opening 15, general winning opening 10, etc.). The winning commands include a first start opening command issued when a gaming ball wins into first start opening 11, a second start opening command issued when a gaming ball wins into second start opening 12, a gate command issued when a gaming ball passes through gate 13, a first major winning opening command issued when a gaming ball wins into first major winning opening 14, a second major winning opening command issued when a gaming ball wins into second major winning opening 15, a general winning opening command issued when a gaming ball wins into general winning opening 10, etc.

[0119] 9-3-2. Special command Special symbol commands are issued in relation to the operation of the first and second special symbols. Special symbol commands include a special symbol change pattern command issued when the change pattern of the special symbol is determined, a special symbol stop symbol command issued when the stop symbol of the special symbol is determined, a special symbol start command issued when the variable display of the special symbol starts, and a special symbol confirmation command issued when the stop display of the special symbol is determined.

[0120] 9-3-3. General Map Commands The general map commands are issued in relation to the general map operation. There are general map start commands issued by starting the general map variable display, and general map confirmation commands issued by stopping the general map display, etc.

[0121] 9-3-4. Pending Commands Reserve commands are issued in relation to increases or decreases 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 issued when the number of reserved special chart 1 increases, a special chart 1 reserve decrease command issued when the number of reserved special chart 1 decreases, a special chart 2 reserve increase command issued when the number of reserved special chart 2 increases, a special chart 2 reserve decrease command issued when the number of reserved special chart 2 decreases, a regular chart reserve increase command issued when the number of reserved regular charts increases, and a regular chart reserve decrease command issued when the number of reserved regular charts decreases.

[0122] 9-3-5. Jackpot game command The jackpot game command is issued in connection with the operation of the jackpot game. Examples of the jackpot game command include an OP command issued at the start of an OP, a round command issued at the start of each round of play, and an ED command issued at the start of an ED.

[0123] 9-3-6. Small Win Game Command The small win game command is issued in connection with the operation of the small win game. Examples of the small win game command include a pre-release IT command issued by the start of the pre-release IT, and a post-release IT command issued by the start of the post-release IT.

[0124] 9-3-7. Auxiliary game commands The auxiliary game command is issued in association with the operation of the auxiliary game, and includes an auxiliary game start command issued when the auxiliary game starts.

[0125] 9-3-8. Game status command Game state commands are issued in relation to the current game state. Examples of game state commands include a normal probability command issued when the game state is in a normal probability state, a high probability command issued when the game state is in a high probability state, a non-time-saving command issued when the game state is in a non-time-saving state, a time-saving command issued when the game state is in a time-saving state, a jackpot command issued when the game state is in a jackpot game state, a left-hand hit command issued when the game state is in a left-hand hit state, and a right-hand hit command issued when the game state is in a right-hand hit 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 issued 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] <Modifications to the basic embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the basic embodiment. Of course, the configurations of the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiment and the modified examples below may be deleted as appropriate unless they are described as essential in this specification.

[0129] 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.

[0130] 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.

[0131] 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.

[0132] 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.

[0133] 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.

[0134] Furthermore, the gaming machine described in the basic embodiment can also be applied to other pinball gaming machines such as arrange ball machines, mahjong ball gaming machines, smart pachinko machines (managed gaming machines), and the like.

[0135] First Embodiment The first embodiment will be described below. Unless otherwise stated, the pachinko gaming machine of the basic embodiment described above is also applied to the first embodiment.

[0136] First, the starting hole unit 11U provided on the gaming board 1 will be described using Figure 17. Figure 17(A) is a front view of the gaming board 1 on which the starting hole unit 11U is provided. As shown in Figure 17(A), the starting hole unit 11U is installed in the lower center of the gaming area 6 of the gaming board 1. By operating the handle 72k, the starting hole unit 11U can receive both gaming balls shot to the left side of the gaming area 6 (gaming balls shot by a so-called "left hit") and gaming balls shot to the right side of the gaming area 6 (gaming balls shot by a so-called "right hit").

[0137] 17(B) and (C) are front views showing the configuration of the start port unit 11U. As shown in FIG. 17(B) and (C), the start port unit 11U comprises an attachment base 11a for fixing to the surface of the game board 1 and a housing 11b in which a space through which game balls can flow down is formed, and a first start port sensor 11s constituting the first start port 11 and a second start port sensor 12s constituting the second start port 12 are provided below the housing 11b.

[0138] Furthermore, a start port distribution member 11c that can swing (rotate) left and right by a support shaft is provided inside the housing 11b, and game balls that flow in from an upper opening 11b1 formed at the top of the housing 11b are distributed by the start port distribution member 11c to the first start port 11 side or the second start port 12 side. The start port distribution member 11c maintains its posture by its own weight, and when game balls flow in from the upper opening 11b1, the game balls change the position of the center of gravity of the start port distribution member 11c, and the start port distribution member 11c is configured to be changeable between a first distribution position (see Figure 17(B)) that distributes game balls to the first start port 11 side and a second distribution position (see Figure 17(C)) that distributes game balls to the second start port 12 side. Therefore, every time game balls flow in from the upper opening 11b1, the game balls are distributed alternately and one by one in the order of the first start opening 11 side → the second start opening 12 side → the first start opening 11 side . . .

[0139] Between the first starting port 11 and the second starting port 12, a lower discharge port 11b2 is provided, through which game balls that have been sorted by the starting port sorting member 11c to either the first starting port 11 side or the second starting port 12 side but have not entered either the first starting port 11 or the second starting port 12 are discharged to the game area 6. Therefore, it is possible that game balls that flow in from the upper opening 11b1 will not enter either the first starting port 11 or the second starting port 12.

[0140] The right portion of the housing 11b is provided with a right opening 11b3 through which game balls can flow, and a right opening / closing member 11b4 that can be changed between an open position where game balls can flow into the right opening 11b3 and a closed position where game balls cannot flow in. The right opening / closing member 11b4 performs the same function as the opening / closing member 12k of the second starting hole 12 described above, and is configured to be operable by normal play. When the right opening / closing member 11b4 is in the open position, game balls can flow from the right opening 11b3 into the housing 11b and enter the second starting hole 12, but when the right opening / closing member 11b4 is in the closed position, game balls cannot flow from the right opening 11b3 into the housing 11b. Furthermore, the posture of the start port distribution member 11c does not change depending on the game balls that flow into the inside of the housing 11b from the right opening 11b3, and game balls that flow in from the right opening 11b3 always enter the second start port 12 and never enter the first start port 11.

[0141] Next, the stop symbols that can be selected by the game control microcomputer 101 will be explained using Fig. 19. A symbol A determination table 103c2 is stored in the game memory unit 101c of the game control microcomputer 101, as shown in Fig. 18. The game control microcomputer 101 can select the stop symbols of the first special symbol and the second special symbol using the symbol A determination table 103c2.

[0142] 19 is a diagram showing the contents of the symbol A determination table 103c2. The game control microcomputer 101 selects the type of symbol to be stopped based on the type of starting hole and the result of the jackpot determination. As shown in FIG. 19, there are four types of symbols to be stopped: "Jackpot W10 symbol," "Jackpot X4 symbol," "Jackpot X10 symbol," and "Miss A symbol."

[0143] Specifically, when the target starting port (the starting port into which the game ball entered) is the first starting port 11, if the result of the jackpot determination is a "jackpot win," the "jackpot W10 symbol" will be selected 80% of the time, and the "jackpot X4 symbol" will be selected 20% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 100% of the time.

[0144] In addition, if the target starting port (the starting port into which the game ball entered) is the second starting port 12, if the result of the jackpot determination is a "jackpot win," the "jackpot W10 symbol" will be selected 80% of the time, and the "jackpot X10 symbol" will be selected 20% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 100% of the time.

[0145] In the first embodiment, the probability that the result of the jackpot determination will be a "jackpot win" is set to "1 / 300" for both the first starting port 11 and the second starting port 12 when the probability is low, and is set to "1 / 70" for both the first starting port 11 and the second starting port 12 when the probability is high, but the probability of a "jackpot win" can be changed as appropriate.

[0146] In addition, in the first embodiment, the upper limit number of reserved special drawings 1 is set to "4", and the upper limit number of reserved special drawings 2 is set to "4", but it is possible to change each upper limit number as appropriate.

[0147] Next, we will explain the jackpot games that can be executed by the game control microcomputer 101. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopped symbol selected by the symbol A determination table 103c2. There are three types of jackpot games: "jackpot game W10", "jackpot game X10", and "jackpot game X4" (see Figure 19).

[0148] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c2, the "jackpot game W10" is executed. The "jackpot game W10" is a jackpot game in which 10 rounds of games in which the first large prize opening 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.

[0149] Furthermore, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c2, a "jackpot game X10" is executed. The "jackpot game X10" is a jackpot game in which 10 rounds of games in which the first large prize opening 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.

[0150] Furthermore, when the "jackpot X4 symbol" is selected by the symbol A determination table 103c2, the "jackpot game X4" is executed. The "jackpot game X4" is a jackpot game in which four rounds of play in which the second large prize opening 15 is opened are played, and each round of play continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enters the second large prize opening 15.

[0151] In the first embodiment, when a game ball enters the first large prize opening 14 or the second large prize opening 15 during each round of play of "jackpot game W10", "jackpot game X10", and "jackpot game W4", 15 prize balls are paid out for each entry, but the number of prize balls is not limited to 15. Note that the type of large prize opening, the number of rounds of play, the specified opening time of the large prize opening, and the specified number of large prize openings used in "jackpot game W10", "jackpot game X10", and "jackpot game W4" can be changed as appropriate.

[0152] Next, we will explain the game states that can be controlled by the game control microcomputer 101. The game control microcomputer 101 can control to different types of game states depending on the type of stopped symbol selected by the symbol A determination table 103c2. The types of game states include a "low probability low base game state" that is controlled in the initial state (when the power is turned on), a "high probability high base game state", and a "low probability high base game state" (see Figure 19).

[0153] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c2, the game is controlled to a "high probability high base game state" after the jackpot game state in which the "jackpot game W10" is executed. This "high probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "high probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.

[0154] Also, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c2, the game state is controlled to a "low probability high base game state" after the jackpot game state in which the "jackpot game X10" is executed. This "low probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "low probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.

[0155] Also, when the "jackpot X4 symbol" is selected by the symbol A determination table 103c2, the game state is controlled to a "low probability high base game state" after the jackpot game state in which the "jackpot game X4" is executed. This "low probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "low probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.

[0156] Therefore, it can be said that the "jackpot game W10" which is then controlled to the "high probability high base game state" is a jackpot game that is more advantageous to the player than the "jackpot game X10" and "jackpot game X4" which are then controlled to the "low probability high base game state". The upper limit number of times for the "high probability high base game state" and the upper limit number of times for the "low probability high base game state" can be changed as appropriate.

[0157] Next, the change patterns of the variable display of the special symbols that can be selected by the game control microcomputer 101 will be explained with reference to Fig. 20. The game memory unit 101c of the game control microcomputer 101 stores a change pattern A determination table 103a2 as shown in Fig. 18.

[0158] The game control microcomputer 101 can select a variable display pattern of the first special chart and a variable display pattern of the second special chart using the variable display pattern A determination table 103a2.

[0159] FIG. 20 is a diagram showing the contents of the fluctuation pattern A determination table 103a2. When using the fluctuation pattern A determination table 103a2, the game control microcomputer 101 selects the type of fluctuation pattern by referring to the current game state, the type of starting slot, the result of the jackpot determination, the result of the reach determination, and the number of reserved special symbols. As shown in FIG. 20, there are seven types of fluctuation patterns: "THP001A", "THP002A", "THP011A", "THP012A", "THP013A", "THP021A", and "THP022A". The game control microcomputer 101 selects the fluctuation pattern at the selection ratio shown in FIG. 20.

[0160] Specifically, when the current game state is not in the time-saving state, the type of start port is either the first start port 11 or the second start port 12, and the result of the jackpot determination is "jackpot win," "THP001A" is selected 70% of the time, and "THP002A" is selected 30% of the time, regardless of the result of the reach determination and the number of reserved special symbols. When "THP001A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP001A" is called "SPSP jackpot variation," and when "THP002A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP002A" is called "SP jackpot variation."

[0161] In addition, when the current game state is a non-time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot determination is "miss," and the result of the reach determination is "reach," regardless of the number of reserved special symbols, "THP011A" is selected at a rate of 10%, "THP012A" at a rate of 20%, and "THP013A" at a rate of 70%. When "THP011A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP011A" is called "SPSP miss variation," and when "THP012A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP012A" is called "SP miss variation," and when "THP013A" is selected, the variable display time of the special symbol is 20,000 ms, and "THP013A" is called "N miss variation."

[0162] In addition, when the current game state is a non-time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot judgment is "miss", and the result of the reach judgment is "no reach", if the number of special chart 1 reserves is "0 to 2", "THP021A" is selected 100% of the time, and if the number of special chart 1 reserves is "3 to 4", "THP022A" is selected 100% of the time. When "THP021A" is selected, the variable display time of the special chart is 13,000 ms, and when "THP022A" is selected, the variable display time of the special chart is 2,000 ms, and "THP021A" and "THP022A" are called "normal miss fluctuations".

[0163] In addition, if the current game state is a time-saving state, the type of start port is either the first start port 11 or the second start port 12, and the result of the jackpot determination is "jackpot win," "THP001A" will be selected 100% of the time, regardless of the result of the reach determination and the number of reserved special charts.

[0164] In addition, if the current game state is a time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot determination is "miss," and the result of the reach determination is "reach," then "THP011A" will be selected 100% of the time, regardless of the number of reserved special charts.

[0165] In addition, if the current game state is the time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot determination is "miss," and the result of the reach determination is "no reach," then "THP022A" will be selected 100% of the time, regardless of the number of reserved special charts.

[0166] In the first embodiment, the special chart variation pattern is selected in order from the special chart reserve that was stored first, and the special chart is displayed variably, but it is also possible to give priority to the special chart 2 reserve out of the special chart 1 reserve and special chart 2 reserve, and select the special chart variation pattern and display the special chart variably.

[0167] In addition, in the first embodiment, when selecting the fluctuation pattern of the special chart, the fluctuation pattern A determination table 103a2 shown in Figure 20 is used, but the fluctuation pattern A determination table 103a2 and the fluctuation pattern determination table 103a1 shown in Figure 14 may be used in combination.

[0168] Next, the look-ahead patterns that can be selected by the game control microcomputer 101 will be described with reference to Figure 21. A look-ahead A determination table 103b2 is stored in the game memory unit 101c of the game control microcomputer 101, as shown in Figure 18. The game control microcomputer 101 can select a look-ahead pattern using the look-ahead A determination table 103b2.

[0169] Figure 21 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 21, there are five types of look-ahead patterns: "SHP001A1", "SHP001A2", "SHP002A1", "SHP002A2", and "SHP003A1".

[0170] Specifically, when the result of the look-ahead judgment is "look-ahead winning," if the result of the fluctuation pattern advance judgment is "THP001A," the look-ahead pattern of "SHP001A1" is selected, and if it is "THP002A," 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."

[0171] Also, if the result of the look-ahead judgment is "no look-ahead win," if the result of the fluctuation pattern advance judgment is "THP011A," the look-ahead pattern of "SHP002A1" is selected, if it is "THP012A," the look-ahead pattern of "SHP002A2" is selected, and if it is "THP013A," "THP021A," or "THP022A," the look-ahead pattern of "SHP003A1" is selected. Note that "SHP002A1" is called the "SPSP reach miss look-ahead pattern," "SHP002A2" is called the "SP reach miss look-ahead pattern," and "SHP003A1" is called the "miss look-ahead pattern."

[0172] In the first embodiment, the pre-reading A determination table 103b2 shown in FIG. 21 is used, but the pre-reading A determination table 103b2 and the pre-reading determination table 103b1 shown in FIG. 16 may be used in combination.

[0173] Next, the hold icon HA that the performance control microcomputer 121 can display in the hold performance will be explained using Fig. 22. 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 special chart 1 hold or special chart 2 hold in the hold performance. 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 three display modes of the hold icon HA: icon A to icon C.

[0174] As shown in Figure 22(A), icons A, B, and C all consist of only a sun-shaped image. Icon A displays the sun-shaped image in yellow, icon B displays the sun-shaped image in blue, and icon C displays the sun-shaped image in red.

[0175] Here, the display position of the reserved icon HA when it is displayed in the reserved icon display area 50d will be described. The performance control microcomputer 121 can display the reserved icon HA in a different position depending on whether the game state is a non-time-saving state or a time-saving state.

[0176] When the game state is not in the time-saving state, as shown in Fig. 22(B), the reserve icon display area 50d is set at the bottom of the display unit 50a, and the reserve icon HA is displayed right-justified in the reserve icon display area 50d in the order in which the reserve occurred, regardless of whether it is a special chart 1 reserve or a special chart 2 reserve. When the time-saving state is not in the state, the reserve icon display area 50d is divided into eight areas, the first display area 50d1 to the eighth display area 50d8, and when both the special chart 1 reserve and the special chart 2 reserve are stored up to the upper limit number of "4", the reserve icon HA will be displayed in all of the first display area 50d1 to the eighth display area 50d8.

[0177] On the other hand, when the game state is in the time-saving state, as shown in Fig. 22(C), the reserve icon display area 50d is set to the right part of the display unit 50a, and the reserve icon HA is displayed bottom-justified in the reserve icon display area 50d in the order in which the special chart 2 reserve occurs, and the reserve icon HA indicating the special chart 1 reserve is not displayed. In the time-saving state, the reserve icon display area 50d is divided into four areas, the first display area 50d1 to the fourth display area 50d4, and when the special chart 2 reserve is stored up to the upper limit number "4", the reserve icon HA will be displayed in all of the first display area 50d1 to the fourth display area 50d4.

[0178] 23 to 27, we will explain the 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 effects in the reserved effect.

[0179] A. Pending icon change notice The "reserve icon change notice" is an effect that may occur when a special chart 1 reserve or special chart 2 reserve is stored, and is a notice effect in which the display mode of the reserve icon HA changes. The "reserve icon change notice" is more likely to occur when the result of the pre-reading judgment is "pre-reading win" than when the result is "pre-reading non-win," so it functions as an effect that suggests that there is a high possibility of a jackpot game being played.

[0180] B. Button vibration effect The "button vibration effect" is an effect that may occur when a special chart 1 reserve or a special chart 2 reserve is stored, and is a warning effect in which the normal button 40 vibrates. The "button vibration effect" may occur when the number of special chart 1 reserves increases, or when the number of special chart 2 reserves increases, so it functions as an effect that suggests an increase in the number of special chart 1 reserves or the number of special chart 2 reserves.

[0181] B-1. Winning vibration notice The "win vibration notice" is a type of "button vibration effect" and is a notice effect in which the normal button 40 vibrates for only the second time. The "win vibration notice" is more likely to occur when the result of the pre-reading judgment is "win pre-reading" than when the result is "non-win pre-reading," and therefore functions as an effect suggesting that there is a high possibility that a jackpot game will be played, or an effect suggesting that there is a high possibility that a reserve that is determined to be a "win pre-reading" has been stored in the jackpot judgment.

[0182] B-2. Irregular notification performance The "irregular notification effect" is a type of "button vibration effect" and is a notice effect in which the normal button 40 vibrates for only the first time. The "irregular notification effect" is performed when the special chart 1 reservation is stored, and then the special chart 2 reservation is not stored, and the special chart 1 reservation is stored again, so it functions as an effect suggesting a continuous increase in the special chart 1.

[0183] Next, the "reserved icon change notice" will be specifically described. The performance control microcomputer 121 can execute the "reserved icon change notice" for the reserved icon HA indicating the special chart 1 reserved or the special chart 2 reserved based on the pre-reading pattern.

[0184] The effect memory unit 121b of the effect control microcomputer 121 stores a hold icon change notice selection table 123a1, as shown in Fig. 23. The effect control microcomputer 121 can use the hold icon change notice selection table 123a1 to select whether or not to execute a "hold icon change notice" and the type of change pattern when the "hold icon change notice" is executed. There are three types of change patterns: change pattern A to change pattern C.

[0185] Change pattern A is a change pattern in which the display mode of the hold icon HA changes from icon A to icon B, change pattern B is a change pattern in which the display mode of the hold icon HA changes from icon A to icon C, and change pattern C is a change pattern in which the display mode of the hold icon HA changes from the beginning to icon C.

[0186] 24(A) is a diagram showing the contents of the reserved icon change notice selection table 123a1. The performance control microcomputer 121 refers to the type of pre-reading pattern and selects whether to execute the "reserved icon change notice" and the type of change pattern if the "reserved icon change notice" is executed.

[0187] Specifically, when the prediction pattern is the "SPSP jackpot prediction pattern" (SHP001A1) or the "SP jackpot prediction pattern" (SHP001A2), the "reserved icon change notification" of change pattern A will be executed 10% of the time, the "reserved icon change notification" of change pattern B will be executed 20% of the time, the "reserved icon change notification" of change pattern C will be executed 20% of the time, and the "reserved icon change notification" will not be executed 50% of the time.

[0188] In addition, when the prediction pattern is the "SPSP reach miss prediction pattern" (SHP002A1) or the "SP reach miss prediction pattern" (SHP002A2), the execution of the "Pending icon change notification" of change pattern A is selected 10%, the execution of the "Pending icon change notification" of change pattern B is selected 5%, the execution of the "Pending icon change notification" of change pattern C is selected 5%, and the non-execution of the "Pending icon change notification" is selected 80% of the time.

[0189] Also, when the look-ahead pattern is the "miss look-ahead pattern" (SHP003A1), non-execution of the "pending icon change notice" is selected 100%, and execution of the "pending icon change notice" of change pattern A to change pattern C is not selected.

[0190] 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 B and change pattern C is set to be more likely to be selected than the "reserved icon change notice" of change pattern A, and the "reserved icon change notice" of change pattern B and change pattern C (change to icon C) functions as a presentation that suggests that there is a higher possibility of a jackpot game than the "reserved icon change notice" of change pattern A (change to icon B).

[0191] The selection ratio indicated by the pending icon change notice selection table 123a1 shown in FIG. 24(A) can be changed as appropriate.

[0192] 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 123a1.

[0193] 25(A) to 25(D) are diagrams showing how the "reserved icon change notice" is performed. Here, in the non-time-saving state, when the number of reserved special chart 1 is "3" and the number of reserved special chart 2 is "2", a game ball enters the second start hole 12, and the reserved icon HA corresponding to the number of reserved special chart 2 is "3" is displayed in the reserved icon display area 50d.

[0194] When a game ball enters the second starting hole 12 during the variable display of the special chart and the number of reserved special charts 2 becomes "3", the reserved icon HA is displayed in the sixth display area 50d6. At this time, if either change pattern A or change pattern B is selected by the reserved icon change notice selection table 123a1, icon A with a yellow image in the shape of a sun is displayed in the sixth display area 50d6, as shown in FIG. 25(A). After that, when the variable display of the special chart ends and the variable display of the next special chart begins, a "reserved icon change notice" of change pattern A or change pattern B is performed.

[0195] In the "hold icon change notice" of change pattern A, as shown in FIG. 25(B), the display mode of the hold icon HA changes from icon A to icon B (changing from yellow to blue) when icon A moves to fifth display region 50d5, while in the "hold icon change notice" of change pattern B, as shown in FIG. 25(C), the display mode of the hold icon HA changes from icon A to icon C (changing from yellow to red) when icon A moves to fifth display region 50d5. At this time, an effect image G400a indicating that the display mode of the hold icon HA has changed is displayed near fifth display region 50d5, and a sound effect indicating that the display mode of the hold icon HA has changed is output from speaker 52. In other words, whether icon A changes to icon B or icon A changes to icon C, the shape of the image of the sun does not change, and only the display color of the image of the sun changes.

[0196] Also, when change pattern C is selected by the pending icon change notice selection table 123a1, as shown in Fig. 25(D), icon C with a red image in the shape of a sun is displayed in the sixth display area 50d6 from the beginning. After that, the display mode of icon C does not change until it is displayed as icon TA.

[0197] Furthermore, the reserved icon HA displayed in the reserved icon display area 50d will be displayed as the icon TA in the icon display area 50e even after a jackpot determination has been 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.''

[0198] Next, we will explain in detail about the "winning vibration notice" as a "button vibration effect." The effect control microcomputer 121 can execute the "winning vibration notice" for the reserved icon HA indicating the special chart 1 reserved or the special chart 2 reserved based on the pre-reading pattern.

[0199] As shown in Fig. 23, the effect storage unit 121b of the effect control microcomputer 121 stores a winning vibration notice selection table 123a2. Using the winning vibration notice selection table 123a2, the effect control microcomputer 121 can select whether or not to execute a "winning vibration notice" and the type of vibration pattern when the "winning vibration notice" is executed. There are two types of vibration patterns: vibration pattern A and vibration pattern B.

[0200] Vibration pattern A is a vibration pattern in which normal button 40 vibrates for only one second, and vibration pattern B is a vibration pattern in which normal button 40 vibrates for only two seconds.

[0201] 24(B) is a diagram showing the contents of the winning vibration notice selection table 123a2. The performance control microcomputer 121 refers to the type of look-ahead pattern and selects whether to execute the "winning vibration notice" and the type of vibration pattern when the "winning vibration notice" is executed.

[0202] Specifically, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1) or the "SP jackpot predictive pattern" (SHP001A2), the "vibration notification when winning" of vibration pattern A is selected 20% of the time, the "vibration notification when winning" of vibration pattern B is selected 30% of the time, and the "vibration notification when winning" is not selected 50% of the time.

[0203] In addition, when the predictive pattern is the "SPSP reach miss predictive pattern" (SHP002A1) or the "SP reach miss predictive pattern" (SHP002A2), the "win vibration notification" of vibration pattern A is selected 10% of the time, the "win vibration notification" of vibration pattern B is selected 5% of the time, and the "win vibration notification" is not selected 85% of the time.

[0204] Also, when the predictive pattern is the "miss predictive pattern" (SHP003A1), the "win vibration notification" is selected to not be executed 100% of the time, and the "win vibration notification" of vibration pattern A and vibration pattern B is not selected to be executed.

[0205] In other words, when a pre-reading pattern that has been judged to be a "pre-reading win" is selected, the execution of the "win vibration announcement" of vibration pattern B is set to be more likely to be selected than the execution of the "win vibration announcement" of vibration pattern A, and the "win vibration announcement" of vibration pattern B functions as an effect that suggests that there is a higher possibility of a jackpot game than the "win vibration announcement" of vibration pattern A.

[0206] The selection ratio indicated by the winning vibration notice selection table 123a2 shown in FIG. 24(B) can be changed as appropriate.

[0207] When the microcomputer 121 for effect control executes the "winning vibration notice", it executes the "winning vibration notice" in the reserved effect with the vibration pattern selected by the winning vibration notice selection table 123a2.

[0208] 26(A) to 26(C) are diagrams showing how the "winning vibration notice" is performed. Here, in the non-time-saving state, when the number of reserved special chart 1 is "3" and the number of reserved special chart 2 is "2", a game ball enters the second start hole 12, and the reserved icon HA corresponding to the number of reserved special chart 2 is "3" is displayed in the reserved icon display area 50d.

[0209] When the game ball enters the second starting hole 12 during the variable display of the special symbol and the number of reserved special symbols 2 becomes "3", the reserved icon HA is displayed in the sixth display area 50d6. At this time, if the vibration pattern A is selected by the winning vibration notice selection table 123a2, as shown in FIG. 26(A), the reserved icon HA (icon A here) is displayed in the sixth display area 50d6 and at the same time, the "winning vibration notice" of the vibration pattern A is performed.

[0210] In the "Winning Vibration Announcement" of vibration pattern A, as shown in FIG. 26(B), the normal button 40 vibrates for one second when the hold icon HA is displayed in the sixth display area 50d6. The vibration of the normal button 40 is transmitted to the player holding the handle 72k via the upper tray 34 of the front door 23 and the handle 72k. At this time, a lamp provided on the normal button 40 lights up in red, and a sound effect (e.g., "buzz") indicating that the normal button 40 is vibrating is output from the speaker 52.

[0211] On the other hand, when vibration pattern B is selected by the winning vibration notification selection table 123a2, the pending icon HA (here, icon A) is displayed in the sixth display area 50d6 and at the same time, the "winning vibration notification" of vibration pattern B is made.

[0212] In the "Winning Vibration Announcement" of vibration pattern B, as shown in FIG. 26(C), the normal button 40 and the special button 41 each vibrate for two seconds at the timing when the hold icon HA is displayed in the sixth display area 50d6. The vibrations of the normal button 40 and the special button 41 are transmitted to the player holding the handle 72k via the upper tray 34 of the front door 23 and the handle 72k. At this time, the lamps on the normal button 40 and the special button 41 each emit red light, and a sound effect (e.g., "bruu bruu") indicating that the normal button 40 and the special button 41 are vibrating is output from the speaker 52.

[0213] Next, we will explain in detail about the "irregular notification effect" as a "button vibration effect." The effect control microcomputer 121 can execute the "irregular notification effect" for the reserve icon HA indicating the special chart 1 reserve among the special chart 1 reserve and the special chart 2 reserve, regardless of the pre-reading pattern.

[0214] As shown in Fig. 23, the effect storage unit 121b of the effect control microcomputer 121 is provided with an irregular flag storage area 123a3. The effect control microcomputer 121 can select whether or not to execute an "irregular notification effect" using the information stored in the irregular flag storage area 123a3. The irregular flag storage area 123a3 stores either "0" or "1" as the irregular flag.

[0215] In the irregular flag storage area 123a3, in the initial state (when the power is turned on), "0" is stored as the irregular flag, and when a game ball enters the first starting hole 11 and special chart 1 reservation is stored, "0" is rewritten to "1." When "1" is stored as the irregular flag, the irregular flag is rewritten to "0" when either of the following conditions is met: a game ball enters the second starting hole 12 and special chart 2 reservation is stored, or a predetermined waiting time (for example, 8 seconds) has elapsed since the irregular flag was rewritten to "1."

[0216] The microcomputer 121 for effect control executes an "irregular notification effect" when a game ball enters the first starting hole 11 and special chart 1 reservation is stored in a state where "1" is stored as an irregular flag in the irregular flag storage area 123a3.

[0217] 27(A) to 27(C) are diagrams showing how the "irregular notification effect" is performed. Here, in the non-time-shortening state, when the number of reserved special chart 1 is "2" and the number of reserved special chart 2 is "1", a game ball (hereinafter referred to as "target game ball") enters the first start hole 11, and the reserved number of special chart 1 is "3", the reserved icon HA is displayed in the reserved icon display area 50d.

[0218] As shown in Fig. 27(A), when the number of reserved special charts 1 is "2" and the number of reserved special charts 2 is "1", the corresponding three reserved icons HA are displayed, and when the target game ball enters the first starting hole 12 during the variable display of the special chart, and the number of reserved special charts 1 becomes "3", the reserved icon HA (icon A here) is displayed in the fourth display area 50d4 as shown in Fig. 27(B). At this time, if the irregular flag stored in the irregular flag storage area 123a3 is "0", even if the reserved icon HA is displayed in the fourth display area 50d4, the "irregular notification effect" will not be performed. The irregular flag is "0" when another game ball that flowed in from the upper opening 11b1 of the start port unit 11U has entered the second start port 12 before the target game ball enters the first start port 11, or when another game ball that flowed in from the upper opening 11b1 of the start port unit 11U has entered the first start port 11 before the target game ball enters the first start port 11 but a predetermined waiting time has elapsed. As described above, the start port unit 11U distributes game balls that have flowed into the housing 11b alternately and one by one in the order of the first start port 11 side → the second start port 12 side → the first start port 11 side, etc., so that normally, in most cases, another game ball has entered the second start port 12 before the target game ball enters the first start port 11.

[0219] On the other hand, when the irregular flag stored in the irregular flag storage area 123a3 is "1", an "irregular notification effect" is performed when the hold icon HA is displayed in the fourth display area 50d4. The case where the irregular flag is "1" is when another game ball that flowed in from the upper opening 11b1 of the start port unit 11U before the target game ball entered the first start port 11 entered the first start port 11 instead of the second start port 12. Specifically, when the start port distribution member 11c is in the first distribution position, a game ball that flows in from the upper opening 11b1 is distributed to the first start port side and enters the first start port 11, and the start port distribution member 11c changes to the second distribution position due to the game ball.After that, when the start port distribution member 11c is in the second distribution position, a game ball that flows in from the upper opening 11b1 is distributed to the second start port 12 side but is discharged from the lower discharge port 11b2 without entering the second start port 12, and the start port distribution member 11c changes to the first distribution position due to the game ball.

[0220] In the "irregular notification effect," as shown in FIG. 27(C), the normal button 40 vibrates for 0.5 seconds when the hold icon HA (icon A in this case) is displayed in the fourth display area 50d4. The vibration of the normal button 40 is transmitted to the player holding the handle 72k via the upper tray 34 of the front door 23 and the handle 72k. At this time, the light emission mode of the lamp provided on the normal button 40 does not change, and no sound effect is output from the speaker 52. Therefore, the player can recognize that an "irregular notification effect" has been performed, rather than a "winning vibration notice," based on the vibration mode of the normal button 40 and the light emission mode of the lamp.

[0221] In the first embodiment, sound effects are not output from speaker 52 in the "irregular notification performance," but sound effects different from those output in the "winning vibration announcement" may also be output.

[0222] Furthermore, even if the game ball enters the first starting hole 11 while the irregular flag "1" is stored in the irregular flag memory area 123a3, if the execution of the "winning vibration notice" is selected by the winning vibration notice selection table 123a2, the "winning vibration notice" will be executed in priority over the "irregular notification effect."

[0223] In the first embodiment, the vibration time of the normal button 40 in the "irregular notification effect" is shorter than the vibration time of the normal button 40 in the "winning vibration notice", but the vibration time of the normal button 40 in the "irregular notification effect" may be longer than the vibration time of the normal button 40 in the "winning vibration notice", or the vibration time of the normal button 40 may be the same for the "irregular notification effect" and the "winning vibration notice".

[0224] Furthermore, in the first embodiment, the strength of the vibration of the normal button 40 in the "irregular notification performance" is the same as the strength of the vibration of the normal button 40 in the "winning vibration announcement", but the strength of the vibration of the normal button 40 in the "irregular notification performance" may be weaker than the strength of the vibration of the normal button 40 in the "winning vibration announcement".

[0225] Next, mainly using Figures 28 to 31, we will explain the special symbol variation effects that the effect control microcomputer 121 can execute in accordance with the variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects in the special symbol variation effects in the non-time-saving state or the time-saving state.

[0226] A. Normal fluctuations "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 begun.

[0227] B. Leach "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.

[0228] CN 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.

[0229] D.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 judgment is "win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game.

[0230] E.SPSP Reach "SPSP Reach" is an effect that can be performed 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 more 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".

[0231] F. Notice of start of fluctuation The "change start notice" is an effect that may occur during "normal change" and is a notice effect that occurs before the change display of the effect patterns EZ1, EZ2, and EZ3 begins. Since the "change start notice" may result in a "reach" being established afterwards, it functions as an effect that suggests the possibility of a "reach" being established.

[0232] F-1. Vibration warning at start The "start vibration notice" is a type of "variation start notice", and is a notice effect in which the normal button 40 vibrates only for the third time.

[0233] F-2. Gimmick Notice The "gimmick announcement" is a type of "change start announcement", and is an announcement effect in which the on-board movable body 55k appears on the display unit 50a.

[0234] Next, the main special chart variable effects that are executed in the non-time-saving state or the time-saving state will be explained using Figure 28. In each effect that constitutes the effect flow, the effect control microcomputer 121 displays an effect image on the display unit 50a, and can execute light-emitting effects using the frame lamp 53 and the board lamp 54 and sound effects using the speaker 52 according to the display of the effect image.

[0235] As shown in Figure 28(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, "notice at the start of change" may be performed in "normal change".

[0236] Also, as shown in Figure 28(B), in the special chart variation effects where the variation pattern is "SP jackpot variation" or "SP miss variation", the performance flow is executed, which consists of "normal variation" → "reach" → "N reach" → "SP reach". In these special chart variation effects, "variation start notice" may be performed in "normal variation".

[0237] Also, as shown in Figure 28(C), in the special chart variation performance where the variation pattern is "N Miss Variation", the performance flow consisting of "Normal Variation" → "Reach" → "N Reach" is executed. Note that in this special chart variation performance, "variation start notice" is not performed.

[0238] Also, as shown in Figure 28(D), in the special chart variation performance of the "normal miss variation", the performance flow consisting only of "normal variation" is executed. In this special chart variation performance, "variation start notice" is not performed.

[0239] 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.

[0240] First, the "normal variation" will be specifically explained. The performance control microcomputer 121 can execute the "normal variation" in the special chart variation performances whose variation patterns are "SPSP jackpot variation" (THP001A), "SPSP miss variation" (THP011A), "SP jackpot variation" (THP002A), "SP miss variation" (THP012A), "N miss variation" (THP013A), and "normal miss variation" (THP021A, THP022A).

[0241] 29(A) to 29(E) are diagrams showing how "normal variation" is performed. Here, we will show an example of a case where the current special chart variation performance starts from a state where the performance symbols EZ1, EZ2, and EZ3 were displayed stopped in a "1·2·3" pattern on the normal background image G102 in the previous special chart variation performance and the special chart variation performance ended. In addition to the performance symbols EZ1, EZ2, and EZ3, the display unit 50a also displays small symbols KZ1, KZ2, KZ3, and KZ4, which are displayed in a variable manner in synchronization with the variable display of the special chart.

[0242] Immediately before the special chart change performance starts, as shown in Figure 29 (A), the performance symbols EZ1, EZ2, EZ3, small symbols KZ1, KZ2, KZ3 (all "1·2·3") and small symbol KZ4 ("x") that were stopped and displayed in the previous special chart change performance are displayed on the normal background image G102, and the icon TA is not displayed in the icon display area 50e. Then, when the current special chart change performance starts, a "normal change" is performed.

[0243] In "normal variation," the icon TA is displayed in the icon display area 50e, and as shown in FIG. 29(B), the display of the effect symbols EZ1, EZ2, EZ3 and the small symbols KZ1, KZ2, KZ3, KZ4 begins immediately, or, as shown in FIG. 29(C), the effect symbols EZ1, EZ2, EZ3 simply fluctuate without fluctuating (scrolling), and only the small symbols KZ1, KZ2, KZ3, KZ4 fluctuate. In the latter case, details will be described later, but a "variation start notice" is given while the effect symbols EZ1, EZ2, EZ3 are fluctuating. The fluctuating effect symbols EZ1, EZ2, EZ3 are fluctuating after a predetermined time (e.g., 3 seconds) has elapsed.

[0244] When the fluctuation pattern is a "normal miss fluctuation" (THP021A, THP022A), the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a miss (here, a spread of "2·4·6") as shown in Figure 29(D). On the other hand, when the fluctuation pattern is an "SPSP jackpot fluctuation" (THP001A), "SPSP miss fluctuation" (THP011A), "SP jackpot fluctuation" (THP002A), "SP miss fluctuation" (THP012A), or "N miss fluctuation" (THP013A), the left effect symbol EZ1 and the right effect symbol EZ3 are displayed stopped in the same manner (here, a reach symbol of "5·↓·5") as shown in Figure 29(E), and a "reach" is established.

[0245] Next, the "variation start notice" will be specifically explained. The performance control microcomputer 121 can execute the "variation start notice" in the "normal variation" in the special chart variation performance in which the variation patterns are "SPSP jackpot variation" (THP001A), "SP jackpot variation" (THP002A), "SPSP miss variation" (THP011A), and "SP miss variation" (THP012A).

[0246] As shown in Fig. 23, a variation start notice selection table 123a4 is stored in the effect storage unit 121b of the effect control microcomputer 121. Using the variation start notice selection table 123a4, the effect control microcomputer 121 can select whether to execute a "variation start notice," and if so, whether to execute a "start vibration notice" or a "gimmick notice."

[0247] 24(C) is a diagram showing the contents of the fluctuation start notice selection table 123a4. The performance control microcomputer 121 refers to the type of fluctuation pattern and selects whether to execute the "fluctuation start notice" and, if so, whether to execute the "fluctuation start notice" or the "start vibration notice" or the "gimmick notice."

[0248] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001A) or "SP jackpot fluctuation" (THP002A), the "start vibration notice" will be executed 25%, the "gimmick notice" will be executed 25%, and the "notice at the start of fluctuation" will not be executed 50% of the time.

[0249] In addition, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011A) or "SP Miss Fluctuation" (THP012A), the "Start Vibration Notice" will be executed 5% of the time, the "Gimmick Notice" will be executed 5% of the time, and the "Notice at the Start of Fluctuation" will not be executed 90% of the time.

[0250] In addition, when the fluctuation pattern is "N Miss Fluctuation" (THP013A) or "Normal Miss Fluctuation" (THP021A, THP022A), "Notice at the Start of Fluctuation" is selected 100% of the time, and "Vibration Notice at the Start" and "Gimmick Notice" are not selected.

[0251] In other words, when a fluctuation pattern for when the jackpot judgment determines that a jackpot has been won is selected, the "variation start notice" is set to be more likely to be selected than when a fluctuation pattern for when the jackpot judgment determines that a jackpot has been lost is selected, and the "variation start notice" functions as a presentation that suggests that there is a high possibility that a jackpot game will be played.

[0252] The selection ratios indicated by the fluctuation start notice selection table 123a4 shown in FIG. 24(C) can be changed as appropriate.

[0253] When the performance control microcomputer 121 executes a "change start notice" in a special chart change performance, it executes the "change start notice" of the type selected by the change start notice selection table 123a4.

[0254] 30(A) to 30(C) are diagrams showing how a "start vibration notice" is made as a "variation start notice." Here, an example is shown of a case where the current special chart change performance starts from a state where the previous special chart change performance ended with the performance symbols EZ1, EZ2, and EZ3 displayed stopped in a "1·2·3" pattern on the normal background image G102. In addition to the performance symbols EZ1, EZ2, and EZ3, the display unit 50a also displays small symbols KZ1, KZ2, KZ3, and KZ4, which change in synchronization with the variable display of the special chart.

[0255] Immediately before the special chart change performance starts, as shown in Figure 30 (A), the performance symbols EZ1, EZ2, EZ3, small symbols KZ1, KZ2, KZ3 (all "1·2·3") and small symbol KZ4 ("x") that were stopped and displayed in the previous special chart change performance are displayed on the normal background image G102. Then, when the current special chart change performance starts and the icon TA is displayed in the icon display area 50e, a "start vibration notice" is performed.

[0256] In the "start vibration notice," as shown in Figure 30(B), the performance symbols EZ1, EZ2, and EZ3 shake, and the variable display of small symbols KZ1, KZ2, KZ3, and KZ4 begins, and at the same time, the normal button 40 vibrates for three seconds. The vibration of the normal button 40 is transmitted through the upper tray 34 of the front door 23 and the handle 72k to the player holding the handle 72k. At this time, the lamp provided on the normal button 40 lights up in red, and a sound effect (for example, "buzzing") indicating that the normal button 40 is vibrating is output from the speaker 52.

[0257] In the first embodiment, the vibration time of the normal button 40 during the "start vibration notice" is longer than the vibration time of the normal button 40 during the "winning vibration notice" and the "irregular notification effect", but the vibration time of the normal button 40 during the "start vibration notice" may be shorter than the vibration time of the normal button 40 during the "winning vibration notice" or the "irregular notification effect", or the vibration time of the normal button 40 may be the same for the "start vibration notice", the "irregular notification effect" and the "winning vibration notice".

[0258] In addition, in the first embodiment, the strength of the vibration of the normal button 40 in the "start vibration notice" is the same as the strength of the vibration of the normal button 40 in the "winning vibration notice" and the "irregular notification effect", but the strength of the vibration of the normal button 40 in the "start vibration notice" may be made stronger than the strength of the vibration of the normal button 40 in the "irregular notification effect" and the "winning vibration notice".

[0259] Then, after 3 seconds have passed since the normal button 40 started vibrating, the vibration of the normal button 40 will end, and as shown in Figure 30(C), the display of the swaying performance patterns EZ1, EZ2, and EZ3 will begin to change, and the "start vibration notice" will end.

[0260] 31(A) to 31(C) are diagrams showing how a "gimmick notice" is made as a "variation start notice." Here, too, in the previous special chart variation performance, the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a "1·2·3" pattern on the normal background image G102, and the special chart variation performance has ended, and the current special chart variation performance starts from this state. The display unit 50a also displays small symbols KZ1, KZ2, KZ3, and KZ4.

[0261] Immediately before the special chart change performance starts, as shown in Figure 31 (A), the performance symbols EZ1, EZ2, EZ3, small symbols KZ1, KZ2, KZ3 (all "1·2·3") and small symbol KZ4 ("x") that were stopped and displayed in the previous special chart change performance are displayed on the normal background image G102. Then, when the current special chart change performance starts and the icon TA is displayed in the icon display area 50e, a "gimmick announcement" is made.

[0262] In the "Gimmick Preview," as shown in Figure 31 (B), the performance symbols EZ1, EZ2, and EZ3 begin to shake and the variable display of small symbols KZ1, KZ2, KZ3, and KZ4 begins, and at the same time, the on-board movable body 55k appears on the display unit 50a.

[0263] Then, after a predetermined time (for example, 3 seconds) has elapsed since the appearance of the movable body 55k on the board, the movable body 55k on the board returns to its original position, and as shown in Figure 31 (C), the display of the swaying performance patterns EZ1, EZ2, and EZ3 begins to change, and the ``gimmick announcement'' ends.

[0264] <Considerations on the First Embodiment> The pachinko gaming machine PY1 described in the first embodiment will be considered below. First, the execution conditions for the "irregular notification effect" will be considered.

[0265] The "irregular notification effect" is performed when, after a gaming ball that has flowed in from the upper opening 11b1 has entered the first starting hole 11, the next gaming ball that has flowed in from the upper opening 11b1 enters the first starting hole 11 again without entering the second starting hole 12, while the irregular flag stored in the irregular flag storage area 123a3 is in the "1" state. In other words, the condition for the "irregular notification effect" to be performed is that multiple gaming balls enter the first starting hole 11 consecutively.

[0266] <Effects of the first embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.

[0267] (1) When multiple game balls that have entered the upper opening 11b1 of the start port unit 11U enter the first start port 11 consecutively and the special symbol 1 reserve is stored consecutively, an "irregular notification effect" in which the normal button 40 vibrates for only 0.5 seconds may be performed. The vibration of the normal button 40 due to the "irregular notification effect" can suggest that jackpot determinations related to the first special symbol will be made consecutively, thereby increasing the interest in the game. For example, when jackpot determinations related to the second special symbol are more advantageous than those related to the first special symbol (when the proportion of jackpot games with a large number of rounds is high (see Figure 19)), it can suggest that jackpot determinations unfavorable to the player will be made consecutively.

[0268] (2) When multiple game balls that have entered the upper opening 11b1 of the start port unit 11U enter the second start port 12 in succession and special chart 2 reserves are continuously stored, the "irregular notification effect" in which the normal button 40 vibrates for only 0.5 seconds is not performed, so the frequency with which the normal button 40 vibrates can be reduced, making the game more enjoyable. For example, in a game state in which game balls are likely to enter the second start port 12, such as a time-saving state, excessive vibration of the normal button 40 can be prevented.

[0269] <Modification of the first embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the first embodiment. Of course, the configurations related to the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiment and the following modified examples may be deleted as appropriate unless they are described as essential in this specification.

[0270] In the first embodiment, the "winning vibration notice" is performed when the gaming ball enters the first starting hole 11 or the second starting hole 12, but it may also be performed after a predetermined time has passed since the gaming ball entered the first starting hole 11 or the second starting hole 12. For example, the "winning vibration notice" may be performed when the variable display of the next special symbol starts. In this case, there is no need to prioritize the "winning vibration notice" over the "irregular notification effect," and it becomes possible to perform both the "irregular notification effect" and the "winning vibration notice."

[0271] In addition, in the first embodiment, the "variation start notice" is performed based on the result of the jackpot determination (variation pattern), but it may also be performed based on the type of stopped symbol of the special symbol. For example, the "variation start notice" may be performed when the stopped symbol of the special symbol is a "probability variable symbol." In this case, the "variation start notice" can suggest that a high probability state will be reached, which can increase the interest of the game.

[0272] In the first embodiment, the normal button 40 vibrates in the "win vibration notice" and "irregular notification effect," but other components may vibrate. For example, a vibration motor may be provided inside the handle 72k, and the handle 72k may vibrate in the "win vibration notice" and "irregular notification effect."

[0273] In the first embodiment, after the irregular flag is rewritten to "1", the irregular flag is rewritten to "0" after a predetermined waiting time of 8 seconds has elapsed, but multiple types of time may be set as the predetermined waiting time. For example, when a gaming ball enters the first starting hole 11, which will cause the irregular flag to be rewritten to "1", either 2 seconds or 8 seconds may be selected by lottery, and the irregular flag may be rewritten to "0" after the selected time has elapsed.

[0274] Furthermore, in the first embodiment, the posture of the start port distribution member 11c of the start port unit 11U is changed between a first distribution position that distributes game balls toward the first start port 11 side and a second distribution position that distributes game balls toward the second start port 12 side depending on the weight of the game balls, but it may also be changed between the first distribution position and the second distribution position regardless of the weight of the game balls. For example, the posture of the start port distribution member 11c may be configured to be changeable by an actuator such as a solenoid, and the start port distribution member 11c may be changed to the first distribution position or the second distribution position at a predetermined timing.

[0275] In addition, in the first embodiment, the "winning vibration notification" is executed with priority over the "irregular notification effect", but the "irregular notification effect" may also be executed with priority over the "winning vibration notification".

[0276] Furthermore, in the first embodiment, the "irregular notification effect" is performed for all players, but it may be configured not to perform the "irregular notification effect" for players who do not wish to have it. For example, if the normal button 40 is pressed continuously for a predetermined time (for example, 2 seconds) during a predetermined period of time during variable display or stationary display of the special symbol, the "irregular notification effect" may not be performed even if the execution conditions for the "irregular notification effect" are met. In this case, it is preferable that the player be able to freely select whether the "irregular notification effect" is performed or not.

[0277] Furthermore, in the first embodiment, an "irregular notification effect" is produced when two game balls successively enter the first starting hole 11, but an "irregular notification effect" may also be produced when three or more game balls successively enter the first starting hole 11.

[0278] Furthermore, in the first embodiment, the game balls flowing down the game area 6 are distributed to either the first start port 11 side or the second start port 12 side by the start port distribution member 11c of the start port unit 11U, but to allow the player to intervene technically, the game area 6 may be configured so that the game balls flowing down the game area 6 can be distributed to either the first start port 11 side or the second start port 12 side by the player operating the handle 72k for launching the game balls.

[0279] <Invention disclosed in the first embodiment> The preceding paragraphs of this "Mode for Carrying Out the Invention" disclose the following Invention AA. In the description of Invention AA, the names and expressions of the corresponding components in the above-mentioned mode for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as the means constituting each invention are not limited to these additions. Note that Invention AA is a collective term for the following Inventions AA1 to AA2.

[0280] Furthermore, for example, in the gaming machine described in Japanese Patent Application Laid-Open No. 2015-195889, effects may be produced in response to the operation of an operation button. For example, in the gaming machine of the above patent document, when the operation button is operated, a jackpot notice is executed, suggesting the possibility of a jackpot. In such gaming machines, there is room for improvement in the effects. Therefore, if the gaming machines according to the following inventions AA1 to AA2 are realized, it is expected that the enjoyment of the game will be enhanced.

[0281] The gaming machine according to invention AA1 is A gaming machine having a ball entrance (upper opening 11b1) through which a gaming ball can enter and a vibration means (normal button 40) capable of vibrating, When a plurality of game balls enter the ball entrance successively, the vibration means may vibrate in a predetermined vibration mode (0.5 seconds). It is characterized by:

[0282] The gaming machine according to invention AA2 is A gaming machine according to invention AA1, The ball entrance includes a first ball entrance (first starting opening 11) and a second ball entrance (second starting opening 12), When a plurality of game balls enter the first ball entrance successively, the vibration means may vibrate in the predetermined vibration mode, When a plurality of game balls enter the second ball entrance successively, the vibration means does not vibrate in the predetermined vibration mode. It is characterized by:

[0283] Second Embodiment The second embodiment will be described below. Unless otherwise stated, the pachinko gaming machine of the basic embodiment described above is also applied to the second embodiment.

[0284] First, the starting hole unit 11U provided on the gaming board 1 will be described using Figure 32. Figure 32(A) is a front view of the gaming board 1 on which the starting hole unit 11U is provided. As shown in Figure 32(A), the starting hole unit 11U is installed in the lower center of the gaming area 6 of the gaming board 1. By operating the handle 72k, the starting hole unit 11U can receive both gaming balls shot to the left side of the gaming area 6 (gaming balls shot by a so-called "left hit") and gaming balls shot to the right side of the gaming area 6 (gaming balls shot by a so-called "right hit").

[0285] 32(B) and (C) are front views showing the configuration of the start port unit 11U. As shown in FIG. 32(B) and (C), the start port unit 11U comprises an attachment base 11a for fixing to the surface of the game board 1 and a housing 11b in which a space through which game balls can flow down is formed, and a first start port sensor 11s constituting the first start port 11 and a second start port sensor 12s constituting the second start port 12 are provided below the housing 11b.

[0286] Furthermore, a start port distribution member 11c that can swing (rotate) left and right by a support shaft is provided inside the housing 11b, and game balls that flow in from an upper opening 11b1 formed at the top of the housing 11b are distributed by the start port distribution member 11c to the first start port 11 side or the second start port 12 side. The start port distribution member 11c maintains its posture by its own weight, and when game balls flow in from the upper opening 11b1, the game balls change the position of the center of gravity of the start port distribution member 11c, and the start port distribution member 11c is configured to be changeable between a first distribution position (see Figure 32(B)) that distributes game balls to the first start port 11 side and a second distribution position (see Figure 32(C)) that distributes game balls to the second start port 12 side. Therefore, every time game balls flow in from the upper opening 11b1, the game balls are distributed alternately and one by one in the order of the first start opening 11 side → the second start opening 12 side → the first start opening 11 side . . .

[0287] Between the first starting port 11 and the second starting port 12, a lower discharge port 11b2 is provided, through which game balls that have been sorted by the starting port sorting member 11c to either the first starting port 11 side or the second starting port 12 side but have not entered either the first starting port 11 or the second starting port 12 are discharged to the game area 6. Therefore, although it is possible that game balls that flow in from the upper opening 11b1 will not enter either the first starting port 11 or the second starting port 12, almost all game balls will enter either the first starting port 11 or the second starting port 12.

[0288] The right portion of the housing 11b is provided with a right opening 11b3 through which game balls can flow, and a right opening / closing member 11b4 that can be changed between an open position where game balls can flow into the right opening 11b3 and a closed position where game balls cannot flow in. The right opening / closing member 11b4 performs the same function as the opening / closing member 12k of the second starting hole 12 described above, and is configured to be operable by normal play. When the right opening / closing member 11b4 is in the open position, game balls can flow from the right opening 11b3 into the housing 11b and enter the second starting hole 12, but when the right opening / closing member 11b4 is in the closed position, game balls cannot flow from the right opening 11b3 into the housing 11b. Furthermore, the posture of the start port distribution member 11c does not change depending on the game balls that flow into the inside of the housing 11b from the right opening 11b3, and game balls that flow in from the right opening 11b3 always enter the second start port 12 and never enter the first start port 11.

[0289] Next, the stop symbols that can be selected by the game control microcomputer 101 will be explained using Fig. 34. A symbol A determination table 103c3 is stored in the game memory unit 101c of the game control microcomputer 101, as shown in Fig. 33. The game control microcomputer 101 can select the stop symbols of the first special symbol and the second special symbol using the symbol A determination table 103c3.

[0290] Fig. 34 is a diagram showing the contents of the symbol A determination table 103c3. The game control microcomputer 101 selects the type of symbol to be stopped based on the type of starting hole and the result of the jackpot determination. As shown in Fig. 34, there are four types of symbols to be stopped: "Jackpot W10 symbol", "Jackpot X4 symbol", "Jackpot X10 symbol", and "Miss A symbol".

[0291] Specifically, when the target starting port (the starting port into which the game ball entered) is the first starting port 11, if the result of the jackpot determination is a "jackpot win," the "jackpot W10 symbol" will be selected 80% of the time, and the "jackpot X10 symbol" will be selected 20% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 100% of the time.

[0292] In addition, if the target starting port (the starting port into which the game ball entered) is the second starting port 12, if the result of the jackpot determination is a "jackpot win," the "jackpot W4 symbol" will be selected 80% of the time, and the "jackpot X10 symbol" will be selected 20% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 100% of the time.

[0293] In the second embodiment, the probability that the result of the jackpot determination will be a "jackpot win" is set to "1 / 300" for both the first starting port 11 and the second starting port 12 when the probability is low, and is set to "1 / 70" for both the first starting port 11 and the second starting port 12 when the probability is high, but the probability of a "jackpot win" can be changed as appropriate.

[0294] In addition, in the second embodiment, the upper limit number of reserved special drawings 1 is set to "4", and the upper limit number of reserved special drawings 2 is set to "4", but it is possible to change each upper limit number as appropriate.

[0295] Next, we will explain the jackpot games that can be executed by the game control microcomputer 101. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopped symbol selected by the symbol A determination table 103c3. There are three types of jackpot games: "jackpot game W10", "jackpot game X10", and "jackpot game X4" (see Figure 34).

[0296] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c3, the "jackpot game W10" is executed. The "jackpot game W10" is a jackpot game in which 10 rounds of games in which the first large prize opening 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.

[0297] Furthermore, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c3, a "jackpot game X10" is executed. The "jackpot game X10" is a jackpot game in which 10 rounds of games in which the first large prize opening 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.

[0298] Furthermore, when the "jackpot W4 symbol" is selected by the symbol A determination table 103c3, the "jackpot game W4" is executed. The "jackpot game W4" is a jackpot game in which four rounds of play in which the second large prize opening 15 is opened are played, and each round of play continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enters the second large prize opening 15.

[0299] In the second embodiment, when a game ball enters the first large prize opening 14 or the second large prize opening 15 during each round of play of "jackpot game W10", "jackpot game X10", and "jackpot game W4", 15 prize balls are paid out for each entry, but the number of prize balls is not limited to 15. Note that the type of large prize opening, the number of rounds of play, the specified opening time of the large prize opening, and the specified number of large prize openings used in "jackpot game W10", "jackpot game X10", and "jackpot game W4" can be changed as appropriate.

[0300] Next, we will explain the game states that can be controlled by the game control microcomputer 101. The game control microcomputer 101 can control to different types of game states depending on the type of stopped symbol selected by the symbol A determination table 103c3. The types of game states include a "low probability low base game state" that is controlled in the initial state (when the power is turned on), a "high probability high base game state", and a "low probability high base game state" (see Figure 34).

[0301] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c3, the game is controlled to a "high probability high base game state" after the jackpot game state in which the "jackpot game W10" is executed. This "high probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "high probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.

[0302] Also, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c3, after the jackpot game state in which the "jackpot game X10" is executed, the game is controlled to a "low probability high base game state." This "low probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "low probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.

[0303] Also, when the "jackpot W4 symbol" is selected by the symbol A determination table 103c3, the game is controlled to a "low probability high base game state" after the jackpot game state in which the "jackpot game W4" is executed. This "low probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "low probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.

[0304] Therefore, it can be said that the "jackpot game W10" and "jackpot game W4", which are subsequently controlled to the "high probability high base game state", are jackpot games that are more advantageous to the player than the "jackpot game X10", which is subsequently controlled to the "low probability high base game state". The upper limit number of times in the "high probability high base game state" and the upper limit number of times in the "low probability high base game state" can be changed as appropriate.

[0305] Next, referring to Figure 35, we will explain the variable display variation patterns of the special symbols that can be selected by the game control microcomputer 101. As shown in Figure 33, the game memory unit 101c of the game control microcomputer 101 stores a variation pattern A determination table 103a3.

[0306] The game control microcomputer 101 can select a variable display pattern of the first special chart and a variable display pattern of the second special chart using the variable display pattern A determination table 103a3.

[0307] FIG. 35 is a diagram showing the contents of the fluctuation pattern A determination table 103a3. When using the fluctuation pattern A determination table 103a3, the game control microcomputer 101 selects the type of fluctuation pattern by referring to the current game state, the type of starting gate, the result of the jackpot determination, the result of the reach determination, and the number of reserved special symbols. As shown in FIG. 35, there are seven types of fluctuation patterns: "THP001A", "THP002A", "THP011A", "THP012A", "THP013A", "THP021A", and "THP022A". The game control microcomputer 101 selects the fluctuation pattern at the selection ratio shown in FIG. 35.

[0308] Specifically, when the current game state is not in the time-saving state, the type of start port is either the first start port 11 or the second start port 12, and the result of the jackpot determination is "jackpot win," "THP001A" is selected 70% of the time, and "THP002A" is selected 30% of the time, regardless of the result of the reach determination and the number of reserved special symbols. When "THP001A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP001A" is called "SPSP jackpot variation," and when "THP002A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP002A" is called "SP jackpot variation."

[0309] In addition, when the current game state is a non-time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot determination is "miss," and the result of the reach determination is "reach," regardless of the number of reserved special symbols, "THP011A" is selected at a rate of 10%, "THP012A" at a rate of 20%, and "THP013A" at a rate of 70%. When "THP011A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP011A" is called "SPSP miss variation," and when "THP012A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP012A" is called "SP miss variation," and when "THP013A" is selected, the variable display time of the special symbol is 20,000 ms, and "THP013A" is called "N miss variation."

[0310] In addition, when the current game state is a non-time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot judgment is "miss", and the result of the reach judgment is "no reach", if the number of special chart 1 reserves is "0 to 2", "THP021A" is selected 100% of the time, and if the number of special chart 1 reserves is "3 to 4", "THP022A" is selected 100% of the time. When "THP021A" is selected, the variable display time of the special chart is 13,000 ms, and when "THP022A" is selected, the variable display time of the special chart is 2,000 ms, and "THP021A" and "THP022A" are called "normal miss fluctuations".

[0311] In addition, if the current game state is a time-saving state, the type of start port is either the first start port 11 or the second start port 12, and the result of the jackpot determination is "jackpot win," "THP001A" will be selected 100% of the time, regardless of the result of the reach determination and the number of reserved special charts.

[0312] In addition, if the current game state is a time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot determination is "miss," and the result of the reach determination is "reach," then "THP011A" will be selected 100% of the time, regardless of the number of reserved special charts.

[0313] In addition, if the current game state is the time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot determination is "miss," and the result of the reach determination is "no reach," then "THP022A" will be selected 100% of the time, regardless of the number of reserved special charts.

[0314] In the second embodiment, the special chart variation pattern is selected in order from the special chart reserve that was stored first, and the special chart is displayed variably; however, it is also possible to give priority to the special chart 2 reserve out of the special chart 1 reserve and special chart 2 reserve, and select the special chart variation pattern and display the special chart variably.

[0315] In addition, in the second embodiment, when selecting the fluctuation pattern of the special chart, the fluctuation pattern A determination table 103a3 shown in Figure 35 is used, but the fluctuation pattern A determination table 103a3 and the fluctuation pattern determination table 103a1 shown in Figure 14 may be used in combination.

[0316] Next, the read-ahead patterns that can be selected by the game control microcomputer 101 will be described with reference to Figure 36. A read-ahead A determination table 103b3 is stored in the game memory unit 101c of the game control microcomputer 101, as shown in Figure 33. The game control microcomputer 101 can select a read-ahead pattern using the read-ahead A determination table 103b3.

[0317] Figure 36 is a diagram showing the contents of the look-ahead A determination table 103b3. 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 hole. As shown in Figure 36, there are five types of look-ahead patterns: "SHP001A1", "SHP001A2", "SHP002A1", "SHP002A2", and "SHP003A1".

[0318] Specifically, when the result of the look-ahead judgment is "look-ahead winning," if the result of the fluctuation pattern advance judgment is "THP001A," the look-ahead pattern of "SHP001A1" is selected, and if it is "THP002A," 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."

[0319] Also, if the result of the look-ahead judgment is "no look-ahead win," if the result of the fluctuation pattern advance judgment is "THP011A," the look-ahead pattern of "SHP002A1" is selected, if it is "THP012A," the look-ahead pattern of "SHP002A2" is selected, and if it is "THP013A," "THP021A," or "THP022A," the look-ahead pattern of "SHP003A1" is selected. Note that "SHP002A1" is called the "SPSP reach miss look-ahead pattern," "SHP002A2" is called the "SP reach miss look-ahead pattern," and "SHP003A1" is called the "miss look-ahead pattern."

[0320] In the second embodiment, the pre-reading A determination table 103b3 shown in FIG. 36 is used, but the pre-reading A determination table 103b3 and the pre-reading determination table 103b1 shown in FIG. 16 may be used in combination.

[0321] Next, the hold icon HA that the effect control microcomputer 121 can display in the hold effect will be explained using Fig. 37. As described above, the effect control microcomputer 121 can display the hold icon HA in the hold icon display area 50d in response to the storage of special chart 1 hold or special chart 2 hold in the hold effect. The effect control microcomputer 121 can display the hold icon HA by referring to the look-ahead pattern selected by the look-ahead A determination table 103b3. There are three display modes of the hold icon HA: icon A to icon C.

[0322] As shown in Figure 37(A), icons A, B, and C all consist of only a sun-shaped image. Icon A displays the sun-shaped image in yellow, icon B displays the sun-shaped image in blue, and icon C displays the sun-shaped image in red.

[0323] Here, the display position of the reserved icon HA when it is displayed in the reserved icon display area 50d will be described. The performance control microcomputer 121 can display the reserved icon HA in a different position depending on whether the game state is a non-time-saving state or a time-saving state.

[0324] When the game state is not in the time-saving state, as shown in Figure 37 (B), the reserve icon display area 50d is set at the bottom of the display unit 50a, and the reserve icon HA is displayed right-justified in the reserve icon display area 50d in the order in which the reserve occurred, regardless of whether it is a special chart 1 reserve or a special chart 2 reserve. When the time-saving state is not in the state, the reserve icon display area 50d is divided into eight areas, the first display area 50d1 to the eighth display area 50d8, and when both the special chart 1 reserve and the special chart 2 reserve are stored up to the upper limit number of "4", the reserve icon HA will be displayed in all of the first display area 50d1 to the eighth display area 50d8.

[0325] On the other hand, when the game state is in the time-saving state, as shown in Fig. 37(C), the reserve icon display area 50d is set to the right part of the display unit 50a, and the reserve icon HA is displayed bottom-justified in the reserve icon display area 50d in the order in which the special chart 2 reserve occurs, and the reserve icon HA indicating the special chart 1 reserve is not displayed. In the time-saving state, the reserve icon display area 50d is divided into four areas, the first display area 50d1 to the fourth display area 50d4, and when the special chart 2 reserve is stored up to the upper limit number "4", the reserve icon HA will be displayed in all of the first display area 50d1 to the fourth display area 50d4.

[0326] 38 to 42, we will now explain the 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 effects in the reserved effect.

[0327] A. Pending icon change notice The "reserve icon change notice" is an effect that may occur when a special chart 1 reserve or special chart 2 reserve is stored, and is a notice effect in which the display mode of the reserve icon HA changes. The "reserve icon change notice" is more likely to occur when the result of the pre-reading judgment is "pre-reading win" than when the result is "pre-reading non-win," so it functions as an effect that suggests that there is a high possibility of a jackpot game being played.

[0328] B. Button vibration effect The "button vibration effect" is an effect that may occur when a special chart 1 reserve or a special chart 2 reserve is stored, and is a warning effect in which the normal button 40 vibrates. The "button vibration effect" may occur when the number of special chart 1 reserves increases, or when the number of special chart 2 reserves increases, so it functions as an effect that suggests an increase in the number of special chart 1 reserves or the number of special chart 2 reserves.

[0329] B-1. Winning vibration notice The "win vibration notice" is a type of "button vibration effect" and is a notice effect in which the normal button 40 vibrates for only the second time. The "win vibration notice" is more likely to occur when the result of the pre-reading judgment is "win pre-reading" than when the result is "non-win pre-reading," and therefore functions as an effect suggesting that there is a high possibility that a jackpot game will be played, or an effect suggesting that there is a high possibility that a reserve that is determined to be a "win pre-reading" has been stored in the jackpot judgment.

[0330] B-2. Chance notification performance The "chance notification effect" is a type of "button vibration effect" and is a notice effect in which the normal button 40 vibrates for only the first time. The "chance notification effect" is performed when the special chart 1 reservation is stored again within a predetermined time after the special chart 1 reservation is stored, so it functions as an effect that suggests an increase in the special chart 1 reservation.

[0331] Next, the "reserved icon change notice" will be specifically described. The performance control microcomputer 121 can execute the "reserved icon change notice" for the reserved icon HA indicating the special chart 1 reserved or the special chart 2 reserved based on the pre-reading pattern.

[0332] As shown in Fig. 38, the effect memory unit 121b of the effect control microcomputer 121 stores a hold icon change notice selection table 123a5. Using the hold icon change notice selection table 123a5, the effect control microcomputer 121 can select whether or not to execute a "hold icon change notice" and the type of change pattern when the "hold icon change notice" is executed. There are three types of change patterns: change pattern A to change pattern C.

[0333] Change pattern A is a change pattern in which the display mode of the hold icon HA changes from icon A to icon B, change pattern B is a change pattern in which the display mode of the hold icon HA changes from icon A to icon C, and change pattern C is a change pattern in which the display mode of the hold icon HA changes from the beginning to icon C.

[0334] 39(A) is a diagram showing the contents of the reserved icon change notice selection table 123a5. The performance control microcomputer 121 refers to the type of pre-reading pattern and selects whether to execute the "reserved icon change notice" and the type of change pattern if the "reserved icon change notice" is executed.

[0335] Specifically, when the prediction pattern is the "SPSP jackpot prediction pattern" (SHP001A1) or the "SP jackpot prediction pattern" (SHP001A2), the "reserved icon change notification" of change pattern A will be executed 10% of the time, the "reserved icon change notification" of change pattern B will be executed 20% of the time, the "reserved icon change notification" of change pattern C will be executed 20% of the time, and the "reserved icon change notification" will not be executed 50% of the time.

[0336] In addition, when the prediction pattern is the "SPSP reach miss prediction pattern" (SHP002A1) or the "SP reach miss prediction pattern" (SHP002A2), the execution of the "Pending icon change notification" of change pattern A is selected 10%, the execution of the "Pending icon change notification" of change pattern B is selected 5%, the execution of the "Pending icon change notification" of change pattern C is selected 5%, and the non-execution of the "Pending icon change notification" is selected 80% of the time.

[0337] Also, when the look-ahead pattern is the "miss look-ahead pattern" (SHP003A1), non-execution of the "pending icon change notice" is selected 100%, and execution of the "pending icon change notice" of change pattern A to change pattern C is not selected.

[0338] 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 B and change pattern C is set to be more likely to be selected than the "reserved icon change notice" of change pattern A, and the "reserved icon change notice" of change pattern B and change pattern C (change to icon C) functions as a presentation that suggests that there is a higher possibility of a jackpot game than the "reserved icon change notice" of change pattern A (change to icon B).

[0339] The selection ratio indicated by the pending icon change notice selection table 123a5 shown in FIG. 39(A) can be changed as appropriate.

[0340] 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 123a5.

[0341] 40(A) to 40(D) ​​are diagrams showing how the "reserved icon change notice" is performed. Here, in the non-time-saving state, when the number of reserved special chart 1 is "3" and the number of reserved special chart 2 is "2", a game ball enters the second start hole 12, and the reserved icon HA corresponding to the number of reserved special chart 2 is "3" is displayed in the reserved icon display area 50d.

[0342] When a game ball enters the second starting hole 12 during the variable display of the special chart and the number of reserved special charts 2 becomes "3", the reserved icon HA is displayed in the sixth display area 50d6. At this time, if either change pattern A or change pattern B is selected by the reserved icon change notice selection table 123a5, icon A with a yellow image in the shape of a sun is displayed in the sixth display area 50d6, as shown in FIG. 40(A). After that, when the variable display of the special chart ends and the variable display of the next special chart begins, a "reserved icon change notice" of change pattern A or change pattern B is performed.

[0343] In the "hold icon change notice" of change pattern A, as shown in FIG. 40(B), the display mode of the hold icon HA changes from icon A to icon B (changing from yellow to blue) when icon A moves to fifth display region 50d5, while in the "hold icon change notice" of change pattern B, as shown in FIG. 40(C), the display mode of the hold icon HA changes from icon A to icon C (changing from yellow to red) when icon A moves to fifth display region 50d5. At this time, an effect image G400a indicating that the display mode of the hold icon HA has changed is displayed near fifth display region 50d5, and a sound effect indicating that the display mode of the hold icon HA has changed is output from speaker 52. In other words, whether icon A changes to icon B or icon A changes to icon C, the shape of the image of the sun does not change, and only the display color of the image of the sun changes.

[0344] When the change pattern C is selected by the pending icon change notice selection table 123a5, the icon C having a red image in the shape of a sun is displayed in the sixth display area 50d6 from the beginning, as shown in Fig. 40(D). After that, the display mode of the icon C does not change until it is displayed as the icon TA.

[0345] Furthermore, the reserved icon HA displayed in the reserved icon display area 50d will be displayed as the icon TA in the icon display area 50e even after a jackpot determination has been 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.''

[0346] Next, we will explain in detail about the "winning vibration notice" as a "button vibration effect." The effect control microcomputer 121 can execute the "winning vibration notice" for the reserved icon HA indicating the special chart 1 reserved or the special chart 2 reserved based on the pre-reading pattern.

[0347] As shown in Fig. 38, the effect storage unit 121b of the effect control microcomputer 121 stores a winning vibration notice selection table 123a6. Using the winning vibration notice selection table 123a6, the effect control microcomputer 121 can select whether or not to execute a "winning vibration notice" and the type of vibration pattern when the "winning vibration notice" is executed. There are two types of vibration patterns: vibration pattern A and vibration pattern B.

[0348] Vibration pattern A is a vibration pattern in which normal button 40 vibrates for only one second, and vibration pattern B is a vibration pattern in which normal button 40 vibrates for only two seconds.

[0349] 39(B) is a diagram showing the contents of the winning vibration notice selection table 123a6. The performance control microcomputer 121 refers to the type of look-ahead pattern and selects whether to execute the "winning vibration notice" and the type of vibration pattern when the "winning vibration notice" is executed.

[0350] Specifically, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1) or the "SP jackpot predictive pattern" (SHP001A2), the "vibration notification when winning" of vibration pattern A is selected 20% of the time, the "vibration notification when winning" of vibration pattern B is selected 30% of the time, and the "vibration notification when winning" is not selected 50% of the time.

[0351] In addition, when the predictive pattern is the "SPSP reach miss predictive pattern" (SHP002A1) or the "SP reach miss predictive pattern" (SHP002A2), the "win vibration notification" of vibration pattern A is selected 10% of the time, the "win vibration notification" of vibration pattern B is selected 5% of the time, and the "win vibration notification" is not selected 85% of the time.

[0352] Also, when the predictive pattern is the "miss predictive pattern" (SHP003A1), the "win vibration notification" is selected to not be executed 100% of the time, and the "win vibration notification" of vibration pattern A and vibration pattern B is not selected to be executed.

[0353] In other words, when a pre-reading pattern that has been judged to be a "pre-reading win" is selected, the execution of the "win vibration announcement" of vibration pattern B is set to be more likely to be selected than the execution of the "win vibration announcement" of vibration pattern A, and the "win vibration announcement" of vibration pattern B functions as an effect that suggests that there is a higher possibility of a jackpot game than the "win vibration announcement" of vibration pattern A.

[0354] The selection ratio indicated by the winning vibration notice selection table 123a6 shown in FIG. 39(B) can be changed as appropriate.

[0355] When the microcomputer 121 for effect control executes the "winning vibration notice", it executes the "winning vibration notice" in the reserved effect with the vibration pattern selected by the winning vibration notice selection table 123a6.

[0356] 41(A) to 41(C) are diagrams showing how the "winning vibration notice" is performed. Here, in the non-time-saving state, when the number of reserved special chart 1 is "3" and the number of reserved special chart 2 is "2", a game ball enters the second starting hole 12, and the reserved icon HA corresponding to the number of reserved special chart 2 is "3" is displayed in the reserved icon display area 50d.

[0357] When the game ball enters the second starting hole 12 during the variable display of the special symbol and the number of reserved special symbols 2 becomes "3", the reserved icon HA is displayed in the sixth display area 50d6. At this time, if the vibration pattern A is selected by the winning vibration notice selection table 123a6, as shown in FIG. 41(A), the reserved icon HA (icon A here) is displayed in the sixth display area 50d6 and at the same time, the "winning vibration notice" of the vibration pattern A is performed.

[0358] In the "Winning Vibration Announcement" of vibration pattern A, as shown in FIG. 41(B), the normal button 40 vibrates for one second when the hold icon HA is displayed in the sixth display area 50d6. The vibration of the normal button 40 is transmitted to the player holding the handle 72k via the upper tray 34 of the front door 23 and the handle 72k. At this time, the lamp on the normal button 40 lights up in red, and a sound effect (e.g., "buzz") indicating that the normal button 40 is vibrating is output from the speaker 52.

[0359] On the other hand, when vibration pattern B is selected by the winning vibration notification selection table 123a6, the pending icon HA (here, icon A) is displayed in the sixth display area 50d6 and at the same time, the "winning vibration notification" of vibration pattern B is made.

[0360] In the "Winning Vibration Announcement" of vibration pattern B, as shown in FIG. 41(C), the normal button 40 and the special button 41 each vibrate for two seconds at the timing when the hold icon HA is displayed in the sixth display area 50d6. The vibrations of the normal button 40 and the special button 41 are transmitted to the player holding the handle 72k via the upper tray 34 of the front door 23 and the handle 72k. At this time, the lamps on the normal button 40 and the special button 41 each emit red light, and a sound effect (e.g., "buzzing") indicating that the normal button 40 and the special button 41 are vibrating is output from the speaker 52.

[0361] Next, we will explain in detail about the "chance notification effect" as a "button vibration effect." The effect control microcomputer 121 can execute the "chance notification effect" for the reserved icon HA indicating the special chart 1 reserved among the special chart 1 reserved and the special chart 2 reserved, regardless of the pre-reading pattern.

[0362] As shown in Fig. 38, the effect storage unit 121b of the effect control microcomputer 121 is provided with a chance time measurement timer 123a7. The effect control microcomputer 121 can select whether or not to execute the "chance notification effect" using the time information of the chance time measurement timer 123a7. The chance time measurement timer 123a7 can measure 8000 ms.

[0363] In the initial state (when the power is turned on), the chance time measurement timer 123a7 is in an unmeasured state in which no time measurement is being performed, and when the game ball enters the first starting hole 11 and special chart 1 reservation is stored, time measurement begins, and when the measurement of 8000 ms is completed, it returns to the unmeasured state.

[0364] The microcomputer 121 for effect control executes a "chance notification effect" when the game ball enters the first start hole 11 again and the special chart 1 reservation is stored during the time measurement of the chance time measurement timer 123a7.

[0365] 42(A) to 42(C) are diagrams showing how the "chance notification effect" is performed. Here, in the non-time-saving state, when the number of reserved special chart 1 is "0" and the number of reserved special chart 2 is "0", a game ball enters the first start hole 11, and the reserved icon HA corresponding to the number of reserved special chart 1 is "1" is displayed in the reserved icon display area 50d, and then two game balls enter from the upper opening 11b1.

[0366] During the variable display of the special figure, the game ball that entered from the upper opening 11b1 is guided to the first starting opening 11 by the starting opening distribution member 11c, and when the game ball enters the first starting opening 11, the starting opening distribution member 11c changes to the second distribution position, the number of special figure 1 reservations becomes "1", the reservation icon HA is displayed in the first display area 50d1, and the chance time measurement timer 123a7 starts measuring time. After that, when the first game ball that entered from the upper opening 11b1 enters the second starting opening 12, the starting opening distribution member 11c changes to the first distribution position, the number of special figure 2 reservations becomes "1", and as shown in FIG. 42(A), the reservation icon HA (here, icon A) is displayed in the second display area 50d1. After that, when the second game ball (hereinafter referred to as the "target game ball") that entered through the upper opening 11b1 enters the first start hole 12, the start hole distribution member 11c changes to the second distribution position, the number of special figure 1 reserves becomes "2", and the reserve icon HA (icon A here) is displayed in the third display area 50d3. At this time, if the time measurement of 8000 ms has ended by the chance time measurement timer 123a7, as shown in FIG. 42(B), even if the reserve icon HA is displayed in the third display area 50d3, the "chance notification effect" will not be performed.

[0367] On the other hand, if the chance time measurement timer 123a7 has not finished measuring 8000 ms, when the hold icon HA is displayed in the third display area 50d3, a "chance notification effect" is performed. As described above, the start port unit 11U distributes the game balls that have flowed into the inside of the housing 11b alternately and one by one in the order of the first start port 11 side → the second start port 12 side → the first start port 11 side, etc., so in order for the "chance notification effect" to be performed, it is necessary to change the start port distribution member 11c to the first distribution position by the first game ball before the time measurement by the chance time measurement timer 123a7 has finished. Specifically, when the start port distribution member 11c is in the first distribution position, a game ball flowing in from the upper opening 11b1 is distributed to the first start port side and enters the first start port 11, and the start port distribution member 11c is changed to the second distribution position by the game ball, and then, when the start port distribution member 11c is in the second distribution position, a game ball flowing in from the upper opening 11b1 is distributed to the second start port 12 side and enters the second start port 12, and the start port distribution member 11c is changed to the first distribution position by the game ball.

[0368] In the "chance notification effect," as shown in FIG. 42(C), the normal button 40 vibrates for 0.5 seconds when the hold icon HA (icon A in this case) is displayed in the third display area 50d3. The vibration of the normal button 40 is transmitted to the player holding the handle 72k via the upper tray 34 of the front door 23 and the handle 72k. At this time, the light emission mode of the lamp provided on the normal button 40 does not change, and no sound effect is output from the speaker 52. Therefore, the player can recognize that a "chance notification effect" has occurred, rather than a "winning vibration notice," based on the vibration mode of the normal button 40 and the light emission mode of the lamp.

[0369] In the second embodiment, sound effects are not output from the speaker 52 in the "chance notification performance," but sound effects different from those output in the "winning vibration notice" may be output.

[0370] Furthermore, even if the game ball enters the first starting hole 11 again while the chance time measurement timer 123a7 is measuring time, if the execution of the "winning vibration notice" is selected by the winning vibration notice selection table 123a6, the "winning vibration notice" will be executed with priority over the "chance notification effect".

[0371] In the second embodiment, the vibration time of the normal button 40 in the "chance notification effect" is shorter than the vibration time of the normal button 40 in the "winning vibration notice", but the vibration time of the normal button 40 in the "chance notification effect" may be longer than the vibration time of the normal button 40 in the "winning vibration notice", or the vibration time of the normal button 40 may be the same for the "chance notification effect" and the "winning vibration notice".

[0372] In addition, in the second embodiment, the strength of the vibration of the normal button 40 in the "chance notification effect" is the same as the strength of the vibration of the normal button 40 in the "winning vibration announcement", but the strength of the vibration of the normal button 40 in the "chance notification effect" may be weaker than the strength of the vibration of the normal button 40 in the "winning vibration announcement".

[0373] Next, mainly using Figures 43 to 46, we will explain the special symbol variation effects that the effect control microcomputer 121 can execute in accordance with the variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects in the special symbol variation effects in the non-time-saving state or the time-saving state.

[0374] A. Normal fluctuations "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 begun.

[0375] B. Leach "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.

[0376] CN 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.

[0377] D.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 judgment is "win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game.

[0378] E.SPSP Reach "SPSP Reach" is an effect that can be performed 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 more 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".

[0379] F. Notice of start of fluctuation The "change start notice" is an effect that may occur during "normal change" and is a notice effect that occurs before the change display of the effect patterns EZ1, EZ2, and EZ3 begins. Since the "change start notice" may result in a "reach" being established afterwards, it functions as an effect that suggests the possibility of a "reach" being established.

[0380] F-1. Vibration warning at start The "start vibration notice" is a type of "variation start notice", and is a notice effect in which the normal button 40 vibrates only for the third time.

[0381] F-2. Gimmick Notice The "gimmick announcement" is a type of "change start announcement", and is an announcement effect in which the on-board movable body 55k appears on the display unit 50a.

[0382] Next, the main special chart variable effects that are executed in the non-time-saving state or the time-saving state will be explained using Figure 43. In each effect that constitutes the effect flow, the effect control microcomputer 121 displays an effect image on the display unit 50a, and can execute light-emitting effects using the frame lamp 53 and the board lamp 54 and sound effects using the speaker 52 according to the display of the effect image.

[0383] As shown in Figure 43(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, "notice at the start of change" may be performed in "normal change".

[0384] Also, as shown in Figure 43(B), in the special chart variation effects where the variation pattern is "SP jackpot variation" or "SP miss variation", the performance flow is executed, which consists of "normal variation" → "reach" → "N reach" → "SP reach". In these special chart variation effects, "variation start notice" may be performed in "normal variation".

[0385] Also, as shown in Figure 43(C), in the special chart variation performance in which the variation pattern is "N Miss Variation", the performance flow consisting of "Normal Variation" → "Reach" → "N Reach" is executed. In this special chart variation performance, "variation start notice" is not performed.

[0386] Also, as shown in Figure 43 (D), in the special chart variation performance of the "normal miss variation", a performance flow consisting only of "normal variation" is executed. In this special chart variation performance, "variation start notice" is not performed.

[0387] 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.

[0388] First, the "normal variation" will be specifically explained. The performance control microcomputer 121 can execute the "normal variation" in the special chart variation performances whose variation patterns are "SPSP jackpot variation" (THP001A), "SPSP miss variation" (THP011A), "SP jackpot variation" (THP002A), "SP miss variation" (THP012A), "N miss variation" (THP013A), and "normal miss variation" (THP021A, THP022A).

[0389] Figures 44(A) to 44(E) are diagrams showing how "normal variation" is performed. Here, we will show an example of a case where the current special chart variation performance starts from a state where the performance symbols EZ1, EZ2, and EZ3 were stopped and displayed in a "1·2·3" pattern on the normal background image G102 in the previous special chart variation performance and the special chart variation performance ended. In addition to the performance symbols EZ1, EZ2, and EZ3, the display unit 50a also displays small symbols KZ1, KZ2, KZ3, and KZ4, which are displayed in a variable manner in synchronization with the variable display of the special chart.

[0390] Immediately before the special chart change performance starts, as shown in Figure 44 (A), the performance symbols EZ1, EZ2, EZ3, small symbols KZ1, KZ2, KZ3 (all "1·2·3") and small symbol KZ4 ("x") that were stopped and displayed in the previous special chart change performance are displayed on the normal background image G102, and the icon TA is not displayed in the icon display area 50e. Then, when the current special chart change performance starts, a "normal change" is performed.

[0391] In "normal fluctuation," the icon TA is displayed in the icon display area 50e, and as shown in FIG. 44(B), the display of the effect symbols EZ1, EZ2, EZ3 and the small symbols KZ1, KZ2, KZ3, KZ4 begins immediately, or, as shown in FIG. 44(C), the effect symbols EZ1, EZ2, EZ3 simply fluctuate without fluctuating (scrolling), and only the small symbols KZ1, KZ2, KZ3, KZ4 fluctuate. In the latter case, details will be described later, but a "notice at the start of fluctuation" is given while the effect symbols EZ1, EZ2, EZ3 are fluctuating. The fluctuating effect symbols EZ1, EZ2, EZ3 are fluctuating after a predetermined time (for example, 3 seconds) has elapsed.

[0392] When the fluctuation pattern is a "normal miss fluctuation" (THP021A, THP022A), the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a miss (here, a spread of "2·4·6") as shown in Figure 44(D). On the other hand, when the fluctuation pattern is an "SPSP jackpot fluctuation" (THP001A), an "SPSP miss fluctuation" (THP011A), an "SP jackpot fluctuation" (THP002A), an "SP miss fluctuation" (THP012A), or an "N miss fluctuation" (THP013A), the left effect symbol EZ1 and the right effect symbol EZ3 are displayed stopped in the same manner (here, a reach symbol of "5·↓·5") as shown in Figure 44(E), and a "reach" is established.

[0393] Next, the "variation start notice" will be specifically explained. The performance control microcomputer 121 can execute the "variation start notice" in the "normal variation" in the special chart variation performance in which the variation patterns are "SPSP jackpot variation" (THP001A), "SP jackpot variation" (THP002A), "SPSP miss variation" (THP011A), and "SP miss variation" (THP012A).

[0394] As shown in Fig. 38, a variation start notice selection table 123a8 is stored in the effect storage unit 121b of the effect control microcomputer 121. Using the variation start notice selection table 123a8, the effect control microcomputer 121 can select whether to execute a "variation start notice," and if so, whether to execute a "start vibration notice" or a "gimmick notice."

[0395] 39(C) is a diagram showing the contents of the fluctuation start notice selection table 123a8. The performance control microcomputer 121 refers to the type of fluctuation pattern and selects whether to execute the "fluctuation start notice" and, if so, whether to execute the "fluctuation start notice" or the "start vibration notice" or the "gimmick notice".

[0396] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001A) or "SP jackpot fluctuation" (THP002A), the "start vibration notice" will be executed 25%, the "gimmick notice" will be executed 25%, and the "notice at the start of fluctuation" will not be executed 50% of the time.

[0397] In addition, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011A) or "SP Miss Fluctuation" (THP012A), the "Start Vibration Notice" will be executed 5% of the time, the "Gimmick Notice" will be executed 5% of the time, and the "Notice at the Start of Fluctuation" will not be executed 90% of the time.

[0398] In addition, when the fluctuation pattern is "N Miss Fluctuation" (THP013A) or "Normal Miss Fluctuation" (THP021A, THP022A), "Notice at the Start of Fluctuation" is selected 100% of the time, and "Vibration Notice at the Start" and "Gimmick Notice" are not selected.

[0399] In other words, when a fluctuation pattern for when the jackpot judgment determines that a jackpot has been won is selected, the "variation start notice" is set to be more likely to be selected than when a fluctuation pattern for when the jackpot judgment determines that a jackpot has been lost is selected, and the "variation start notice" functions as a presentation that suggests that there is a high possibility that a jackpot game will be played.

[0400] The selection ratio indicated by the fluctuation start notice selection table 123a8 shown in FIG. 39(C) can be changed as appropriate.

[0401] When the performance control microcomputer 121 executes a "change start notice" in a special chart change performance, it executes the "change start notice" of the type selected by the change start notice selection table 123a8.

[0402] 45(A) to 45(C) are diagrams showing how a "start vibration notice" is performed as a "variation start notice." Here, an example is shown of a case where the current special chart change performance starts from a state where the previous special chart change performance ended with the performance symbols EZ1, EZ2, and EZ3 displayed in a stopped pattern of "1·2·3" on the normal background image G102. In addition to the performance symbols EZ1, EZ2, and EZ3, the display unit 50a also displays small symbols KZ1, KZ2, KZ3, and KZ4, which change in synchronization with the variable display of the special chart.

[0403] Immediately before the special chart change performance starts, as shown in Figure 45 (A), the performance symbols EZ1, EZ2, EZ3, small symbols KZ1, KZ2, KZ3 (all "1·2·3") and small symbol KZ4 ("x") that were stopped and displayed in the previous special chart change performance are displayed on the normal background image G102. Then, when the current special chart change performance starts and the icon TA is displayed in the icon display area 50e, a "start vibration notice" is performed.

[0404] In the "start vibration notice," as shown in FIG. 45(B), the effect symbols EZ1, EZ2, and EZ3 shake, and the variable display of the small symbols KZ1, KZ2, KZ3, and KZ4 begins, and at the same time, the normal button 40 vibrates for three seconds. The vibration of the normal button 40 is transmitted to the player holding the handle 72k via the upper tray 34 of the front door 23 and the handle 72k. At this time, the lamp provided on the normal button 40 lights up in red, and a sound effect (for example, "buzzing") indicating that the normal button 40 is vibrating is output from the speaker 52.

[0405] In the second embodiment, the vibration time of the normal button 40 during the "start vibration notice" is longer than the vibration time of the normal button 40 during the "winning vibration notice" and the "chance notification effect", but the vibration time of the normal button 40 during the "start vibration notice" may be shorter than the vibration time of the normal button 40 during the "winning vibration notice" or the "chance notification effect", or the vibration time of the normal button 40 may be the same for the "start vibration notice", "chance notification effect" and "winning vibration notice".

[0406] In addition, in the second embodiment, the strength of the vibration of the normal button 40 in the "start vibration announcement" is the same as the strength of the vibration of the normal button 40 in the "winning vibration announcement" and "chance notification effect", but the strength of the vibration of the normal button 40 in the "start vibration announcement" may be made stronger than the strength of the vibration of the normal button 40 in the "chance notification effect" and "winning vibration announcement".

[0407] Then, after 3 seconds have passed since the normal button 40 started vibrating, the vibration of the normal button 40 will end, and as shown in Figure 45(C), the display of the swaying performance patterns EZ1, EZ2, and EZ3 will begin to change, and the "start vibration notice" will end.

[0408] 46(A) to 46(C) are diagrams showing how a "gimmick notice" is made as a "variation start notice." Here, too, in the previous special chart change performance, the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a "1·2·3" pattern on the normal background image G102, and the special chart change performance has ended, and the current special chart change performance starts from this state. The display unit 50a also displays small symbols KZ1, KZ2, KZ3, and KZ4.

[0409] Immediately before the special chart change performance starts, as shown in Figure 46 (A), the performance symbols EZ1, EZ2, EZ3, small symbols KZ1, KZ2, KZ3 (all "1·2·3") and small symbol KZ4 ("x") that were stopped and displayed in the previous special chart change performance are displayed on the normal background image G102. Then, when the current special chart change performance starts and the icon TA is displayed in the icon display area 50e, a "gimmick announcement" is made.

[0410] In the "Gimmick Preview," as shown in Figure 46(B), the performance symbols EZ1, EZ2, and EZ3 begin to shake and the variable display of small symbols KZ1, KZ2, KZ3, and KZ4 begins, and at the same time, the on-board movable body 55k appears on the display unit 50a.

[0411] Then, after a predetermined time (for example, 3 seconds) has elapsed since the appearance of the movable body 55k on the board, the movable body 55k on the board returns to its original position, and as shown in Figure 46 (C), the display of the swaying performance patterns EZ1, EZ2, and EZ3 begins to change, and the ``gimmick announcement'' ends.

[0412] <Considerations on the Second Embodiment> The pachinko gaming machine PY1 described in the second embodiment will be considered below. First, the execution conditions for the "chance notification effect" will be considered.

[0413] The "chance notification effect" is performed when, after a game ball flowing in from the upper opening 11b1 enters the first start hole 11, the next game ball flowing in from the upper opening 11b1 enters the second start hole 12 before the chance time measurement timer 123a7 finishes measuring 8000 ms, and the next game ball flowing in from the upper opening 11b1 enters the first start hole 11. In other words, the condition for the "chance notification effect" to be performed is that multiple game balls enter the first start hole 11 within a predetermined time.

[0414] <Effects of the second embodiment> The effects of the pachinko gaming machine PY1 explained in the second embodiment will be described below.

[0415] (1) If, within a predetermined time after a game ball that entered the upper opening 11b1 of the start port unit 11U enters the first start port 11 and the special symbol 1 reservation is stored, and if a game ball that entered the upper opening 11b1 of the start port unit 11U also enters the first start port 11 and the special symbol 1 reservation is stored, a "chance notification effect" in which the normal button 40 vibrates for only 0.5 seconds may be performed. The vibration of the normal button 40 due to the "chance notification effect" can suggest that multiple jackpot determinations related to the first special symbol will be made, thereby increasing the interest in the game. For example, if a jackpot determination related to the first special symbol is more advantageous than a jackpot determination related to the second special symbol (if the proportion of jackpot games with a large number of rounds is high (see Figure 34)), it can suggest that multiple jackpot determinations favorable to the player will be made.

[0416] (2) If a gaming ball that entered the upper opening 11b1 of the start port unit 11U enters the second start port 12 and a special symbol 2 reservation is stored, and then a gaming ball that entered the upper opening 11b1 of the start port unit 11U enters the second start port 12 and a special symbol 2 reservation is stored, the "chance notification effect" in which the normal button 40 vibrates for only 0.5 seconds is not performed, so the frequency with which the normal button 40 vibrates can be reduced, making the game more enjoyable. For example, in a gaming state in which a gaming ball is likely to enter the second start port 12, such as a time-saving state, excessive vibration of the normal button 40 can be prevented.

[0417] <Modification of the second embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the second embodiment. Of course, the configurations related to the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiment and the modified examples below may be deleted as appropriate unless they are described as essential in this specification.

[0418] In the second embodiment, the "winning vibration notice" is performed when the gaming ball enters the first starting hole 11 or the second starting hole 12, but it may also be performed after a predetermined time has passed since the gaming ball entered the first starting hole 11 or the second starting hole 12. For example, the "winning vibration notice" may be performed when the variable display of the next special symbol starts. In this case, there is no need to prioritize the "winning vibration notice" over the "chance notification effect," and it becomes possible to perform both the "chance notification effect" and the "winning vibration notice."

[0419] In addition, in the second embodiment, the "variation start notice" is performed based on the result of the jackpot determination (variation pattern), but it may also be performed based on the type of stopping pattern of the special symbol. For example, the "variation start notice" may be performed when the stopping pattern of the special symbol is a "probability variable symbol." In this case, the "variation start notice" can suggest that a high probability state will be reached, which can increase the interest of the game.

[0420] In the second embodiment, the normal button 40 vibrates in the "win vibration notice" and "chance notification effect," but other components may vibrate. For example, a vibration motor may be provided inside the handle 72k, and the handle 72k may vibrate in the "win vibration notice" and "chance notification effect."

[0421] In the second embodiment, the chance time timer 123a7 is set to measure a time of 8000 ms, but multiple types of time may be set as the measurement time. For example, when a game ball enters the first start hole 11, which will start measurement by the chance time timer 123a7, either 2000 ms or 8000 ms may be selected by lottery, and measurement by the chance time timer 123a7 may end when the selected time has elapsed.

[0422] Furthermore, in the second embodiment, the posture of the start port distribution member 11c of the start port unit 11U is changed between a first distribution position that distributes game balls toward the first start port 11 side and a second distribution position that distributes game balls toward the second start port 12 side depending on the weight of the game balls, but it may also be changed between the first distribution position and the second distribution position regardless of the weight of the game balls. For example, the posture of the start port distribution member 11c may be configured to be changeable by an actuator such as a solenoid, and the start port distribution member 11c may be changed to the first distribution position or the second distribution position at a predetermined timing.

[0423] In addition, in the second embodiment, the "winning vibration notification" is executed with priority over the "chance notification effect", but the "chance notification effect" may also be executed with priority over the "winning vibration notification".

[0424] Furthermore, in the second embodiment, the "chance notification effect" is performed for all players, but it may be configured not to perform the "chance notification effect" for players who do not wish to have it. For example, if the normal button 40 is pressed continuously for a predetermined time (for example, 2 seconds) during a predetermined period of time during variable display or static display of the special symbol, the "chance notification effect" may not be performed even if the execution conditions for the "chance notification effect" are met. In this case, it is preferable that the player be able to freely select whether or not the "chance notification effect" is performed.

[0425] In addition, in the second embodiment, a "chance notification effect" is produced when two game balls enter the first starting hole 11 within a predetermined time, but the "chance notification effect" may also be produced when three or more game balls enter the first starting hole 11 within a predetermined time.

[0426] Furthermore, in the second embodiment, game balls flowing down the game area 6 are distributed to either the first start port 11 side or the second start port 12 side by the start port distribution member 11c of the start port unit 11U, but to allow technical intervention by the player, the game area 6 may be configured so that game balls flowing down the game area 6 can be distributed to either the first start port 11 side or the second start port 12 side by the player operating the handle 72k for launching the game ball.

[0427] <Invention disclosed in the second embodiment> The preceding paragraphs of this "Mode for Carrying Out the Invention" disclose the following invention BB. In the description of invention BB, the names and expressions of the corresponding components in the above-mentioned mode for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as the means constituting each invention are not limited to these additions. Note that invention BB is a collective term for the following inventions BB1 to BB3.

[0428] Furthermore, for example, in the gaming machine described in Japanese Patent Application Laid-Open No. 2015-195889, effects may be produced in response to the operation of an operation button. For example, in the gaming machine described in the above patent document, when an operation button is operated, a jackpot notice is executed, suggesting the possibility of a jackpot. In such gaming machines, there is room for improvement in the effects. Therefore, if the gaming machines according to the following inventions BB1 to BB3 are realized, it is expected that the enjoyment of the game will be enhanced.

[0429] The gaming machine according to invention BB1 is a first ball entrance (first starting opening 11) and a second ball entrance (second starting opening 12) through which game balls can enter; and a performance execution means (performance control microcomputer 121) capable of executing a predetermined performance using a performance means including a vibration means (normal button 40) capable of vibrating. The performance execution means When a second game ball (target game ball) different from the first game ball (another game ball) enters the first ball entrance before a predetermined time (2 seconds, 8 seconds) has elapsed since the first game ball (another game ball) entered the first ball entrance, the vibration means can be vibrated in a predetermined vibration mode (0.5 seconds). It is characterized by:

[0430] The gaming machine according to invention BB2 is A gaming machine according to invention BB1, The performance execution means When a fourth game ball (target game ball) different from the third game ball (another game ball) enters the second ball entrance before the predetermined time has elapsed since the third game ball (another game ball) entered the second ball entrance, the vibration means is not vibrated in the predetermined vibration mode. It is characterized by:

[0431] The gaming machine according to invention BB3 is A gaming machine according to invention BB1 or invention BB2, The predetermined time includes a first time (2 seconds) and a second time (8 seconds) different from the first time. It is characterized by:

[0432] Third Embodiment The third embodiment will be described below. Unless otherwise stated, the pachinko gaming machine of the basic embodiment described above is also applied to the third embodiment.

[0433] First, the starting hole unit 11U provided on the gaming board 1 will be described using Figure 47. Figure 47(A) is a front view of the gaming board 1 on which the starting hole unit 11U is provided. As shown in Figure 47(A), the starting hole unit 11U is installed in the lower center of the gaming area 6 of the gaming board 1. By operating the handle 72k, the starting hole unit 11U can receive both gaming balls shot to the left side of the gaming area 6 (gaming balls shot by a so-called "left hit") and gaming balls shot to the right side of the gaming area 6 (gaming balls shot by a so-called "right hit").

[0434] Figures 47(B) and (C) are front views showing the configuration of the start port unit 11U. As shown in Figures 47(B) and (C), the start port unit 11U comprises an attachment base 11a for fixing to the surface of the game board 1 and a housing 11b in which a space through which game balls can flow down is formed, and below the housing 11b, a first start port sensor 11s constituting the first start port 11 and a second start port sensor 12s constituting the second start port 12 are provided.

[0435] Furthermore, a start port distribution member 11c that can swing (rotate) left and right by a support shaft is provided inside the housing 11b, and game balls that flow in from an upper opening 11b1 formed at the top of the housing 11b are distributed by the start port distribution member 11c to the first start port 11 side or the second start port 12 side. The start port distribution member 11c maintains its posture by its own weight, and when game balls flow in from the upper opening 11b1, the game balls change the position of the center of gravity of the start port distribution member 11c, and the start port distribution member 11c is configured to be changeable between a first distribution position (see Figure 47(B)) that distributes game balls to the first start port 11 side and a second distribution position (see Figure 47(C)) that distributes game balls to the second start port 12 side. Therefore, every time game balls flow in from the upper opening 11b1, the game balls are distributed alternately and one by one in the order of the first start opening 11 side → the second start opening 12 side → the first start opening 11 side . . .

[0436] Between the first starting port 11 and the second starting port 12, a lower discharge port 11b2 is provided, through which game balls that have been sorted by the start port sorting member 11c to either the first starting port 11 side or the second starting port 12 side but have not entered either the first starting port 11 or the second starting port 12 are discharged to the game area 6. Therefore, game balls that flow in from the upper opening 11b1 may not enter either the first starting port 11 or the second starting port 12.

[0437] The right portion of the housing 11b is provided with a right opening 11b3 through which game balls can flow, and a right opening / closing member 11b4 that can be changed between an open position where game balls can flow into the right opening 11b3 and a closed position where game balls cannot flow in. The right opening / closing member 11b4 performs the same function as the opening / closing member 12k of the second starting hole 12 described above, and is configured to be operable by normal play. When the right opening / closing member 11b4 is in the open position, game balls can flow from the right opening 11b3 into the housing 11b and enter the second starting hole 12, but when the right opening / closing member 11b4 is in the closed position, game balls cannot flow from the right opening 11b3 into the housing 11b. Furthermore, the posture of the start port distribution member 11c does not change depending on the game balls that flow into the inside of the housing 11b from the right opening 11b3, and game balls that flow in from the right opening 11b3 always enter the second start port 12 and never enter the first start port 11.

[0438] Next, the stop symbols that can be selected by the game control microcomputer 101 will be explained using Fig. 49. A symbol A determination table 103c4 is stored in the game memory unit 101c of the game control microcomputer 101, as shown in Fig. 48. The game control microcomputer 101 can select the stop symbols of the first special symbol and the second special symbol using the symbol A determination table 103c4.

[0439] Figure 49 is a diagram showing the contents of the symbol A determination table 103c4. The game control microcomputer 101 selects the type of symbol to be stopped based on the type of starting hole and the result of the jackpot determination. As shown in Figure 49, there are four types of symbols to be stopped: "Jackpot W10 symbol", "Jackpot X4 symbol", "Jackpot X10 symbol", and "Miss A symbol".

[0440] Specifically, when the target starting port (the starting port into which the game ball entered) is the first starting port 11, if the result of the jackpot determination is a "jackpot win," the "jackpot W10 symbol" will be selected 80% of the time, and the "jackpot X4 symbol" will be selected 20% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 100% of the time.

[0441] In addition, if the target starting port (the starting port into which the game ball entered) is the second starting port 12, if the result of the jackpot determination is a "jackpot win," the "jackpot W10 symbol" will be selected 80% of the time, and the "jackpot X10 symbol" will be selected 20% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 100% of the time.

[0442] In the third embodiment, the probability that the result of the jackpot determination will be a "jackpot win" is set to "1 / 300" for both the first starting port 11 and the second starting port 12 when the probability is low, and is set to "1 / 70" for both the first starting port 11 and the second starting port 12 when the probability is high, but the probability of a "jackpot win" can be changed as appropriate.

[0443] In addition, in the third embodiment, the upper limit number of reserved special drawings 1 is set to "4", and the upper limit number of reserved special drawings 2 is set to "4", but it is possible to change each upper limit number as appropriate.

[0444] Next, we will explain the jackpot games that can be executed by the game control microcomputer 101. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopped symbol selected by the symbol A determination table 103c4. There are three types of jackpot games: "jackpot game W10", "jackpot game X10", and "jackpot game X4" (see Figure 49).

[0445] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c4, the "jackpot game W10" is executed. The "jackpot game W10" is a jackpot game in which 10 rounds of play in which the first large prize opening 14 is opened are played, and each round of play continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.

[0446] Furthermore, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c4, a "jackpot game X10" is executed. The "jackpot game X10" is a jackpot game in which 10 rounds of games in which the first large prize opening 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.

[0447] Furthermore, when the "jackpot X4 symbol" is selected by the symbol A determination table 103c4, the "jackpot game X4" is executed. The "jackpot game X4" is a jackpot game in which four rounds of play in which the second large prize opening 15 is opened are played, and each round of play continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enters the second large prize opening 15.

[0448] In the third embodiment, when a game ball enters the first large prize opening 14 or the second large prize opening 15 during each round of play of "jackpot game W10", "jackpot game X10", and "jackpot game W4", 15 prize balls are paid out for each entry, but the number of prize balls is not limited to 15. Note that the type of large prize opening, the number of rounds of play, the specified opening time of the large prize opening, and the specified number of large prize openings used in "jackpot game W10", "jackpot game X10", and "jackpot game W4" can be changed as appropriate.

[0449] Next, we will explain the game states that can be controlled by the game control microcomputer 101. The game control microcomputer 101 can control to different types of game states depending on the type of stopped symbol selected by the symbol A determination table 103c4. As types of game states, in addition to the "low probability low base game state" controlled in the initial state (when power is turned on), there are a "high probability high base game state" and a "low probability high base game state" (see Figure 49).

[0450] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c4, the game is controlled to a "high probability high base game state" after the jackpot game state in which the "jackpot game W10" is executed. This "high probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "high probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.

[0451] Also, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c4, the game state is controlled to a "low probability high base game state" after the jackpot game state in which the "jackpot game X10" is executed. This "low probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "low probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.

[0452] Also, when the "jackpot X4 symbol" is selected by the symbol A determination table 103c4, the game state is controlled to a "low probability high base game state" after the jackpot game state in which the "jackpot game X4" is executed. This "low probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "low probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.

[0453] Therefore, it can be said that the "jackpot game W10" which is then controlled to the "high probability high base game state" is a jackpot game that is more advantageous to the player than the "jackpot game X10" and "jackpot game X4" which are then controlled to the "low probability high base game state". The upper limit number of times for the "high probability high base game state" and the upper limit number of times for the "low probability high base game state" can be changed as appropriate.

[0454] Next, referring to Figure 50, we will explain the change patterns of the variable display of the special symbols that can be selected by the game control microcomputer 101. As shown in Figure 48, the game memory unit 101c of the game control microcomputer 101 stores a change pattern A determination table 103a4.

[0455] The game control microcomputer 101 can select the variable display pattern of the first special chart and the variable display pattern of the second special chart using the variable display pattern A determination table 103a4.

[0456] FIG. 50 is a diagram showing the contents of the fluctuation pattern A determination table 103a4. When using the fluctuation pattern A determination table 103a4, the game control microcomputer 101 selects the type of fluctuation pattern by referring to the current game state, the type of starting slot, the result of the jackpot determination, the result of the reach determination, and the number of reserved special symbols. As shown in FIG. 50, there are seven types of fluctuation patterns: "THP001A", "THP002A", "THP011A", "THP012A", "THP013A", "THP021A", and "THP022A". The game control microcomputer 101 selects the fluctuation pattern at the selection ratio shown in FIG. 50.

[0457] Specifically, when the current game state is not in the time-saving state, the type of start port is either the first start port 11 or the second start port 12, and the result of the jackpot determination is "jackpot win," "THP001A" is selected 70% of the time, and "THP002A" is selected 30% of the time, regardless of the result of the reach determination and the number of reserved special symbols. When "THP001A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP001A" is called "SPSP jackpot variation," and when "THP002A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP002A" is called "SP jackpot variation."

[0458] In addition, when the current game state is a non-time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot determination is "miss," and the result of the reach determination is "reach," regardless of the number of reserved special symbols, "THP011A" is selected at a rate of 10%, "THP012A" at a rate of 20%, and "THP013A" at a rate of 70%. When "THP011A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP011A" is called "SPSP miss variation," and when "THP012A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP012A" is called "SP miss variation," and when "THP013A" is selected, the variable display time of the special symbol is 20,000 ms, and "THP013A" is called "N miss variation."

[0459] In addition, when the current game state is a non-time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot judgment is "miss", and the result of the reach judgment is "no reach", if the number of special chart 1 reserves is "0 to 2", "THP021A" is selected 100% of the time, and if the number of special chart 1 reserves is "3 to 4", "THP022A" is selected 100% of the time. When "THP021A" is selected, the variable display time of the special chart is 13,000 ms, and when "THP022A" is selected, the variable display time of the special chart is 2,000 ms, and "THP021A" and "THP022A" are called "normal miss fluctuations".

[0460] In addition, if the current game state is a time-saving state, the type of start port is either the first start port 11 or the second start port 12, and the result of the jackpot determination is "jackpot win," "THP001A" will be selected 100% of the time, regardless of the result of the reach determination and the number of reserved special charts.

[0461] In addition, if the current game state is a time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot determination is "miss," and the result of the reach determination is "reach," then "THP011A" will be selected 100% of the time, regardless of the number of reserved special charts.

[0462] In addition, if the current game state is the time-saving state, the type of start port is either the first start port 11 or the second start port 12, the result of the jackpot determination is "miss," and the result of the reach determination is "no reach," then "THP022A" will be selected 100% of the time, regardless of the number of reserved special charts.

[0463] In the third embodiment, the special chart variation pattern is selected in order from the special chart reserve that was stored first, and the special chart is displayed variably; however, it is also possible to give priority to the special chart 2 reserve out of the special chart 1 reserve and special chart 2 reserve, and select the special chart variation pattern and display the special chart variably.

[0464] In addition, in the third embodiment, when selecting the fluctuation pattern of the special chart, the fluctuation pattern A determination table 103a4 shown in Figure 50 is used, but the fluctuation pattern A determination table 103a4 and the fluctuation pattern determination table 103a1 shown in Figure 14 may also be used in combination.

[0465] Next, the read-ahead patterns that can be selected by the game control microcomputer 101 will be described with reference to Figure 51. A read-ahead A determination table 103b4 is stored in the game memory unit 101c of the game control microcomputer 101, as shown in Figure 48. The game control microcomputer 101 can select a read-ahead pattern using the read-ahead A determination table 103b4.

[0466] Figure 51 is a diagram showing the contents of the look-ahead A determination table 103b4. 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 hole. As shown in Figure 51, there are five types of look-ahead patterns: "SHP001A1", "SHP001A2", "SHP002A1", "SHP002A2", and "SHP003A1".

[0467] Specifically, when the result of the look-ahead judgment is "look-ahead winning," if the result of the fluctuation pattern advance judgment is "THP001A," the look-ahead pattern of "SHP001A1" is selected, and if it is "THP002A," 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."

[0468] Also, if the result of the look-ahead judgment is "no look-ahead win," if the result of the fluctuation pattern advance judgment is "THP011A," the look-ahead pattern of "SHP002A1" is selected, if it is "THP012A," the look-ahead pattern of "SHP002A2" is selected, and if it is "THP013A," "THP021A," or "THP022A," the look-ahead pattern of "SHP003A1" is selected. Note that "SHP002A1" is called the "SPSP reach miss look-ahead pattern," "SHP002A2" is called the "SP reach miss look-ahead pattern," and "SHP003A1" is called the "miss look-ahead pattern."

[0469] In the third embodiment, the pre-reading A determination table 103b4 shown in FIG. 51 is used, but the pre-reading A determination table 103b4 and the pre-reading determination table 103b1 shown in FIG. 16 may be used in combination.

[0470] Next, the hold icon HA that the effect control microcomputer 121 can display in the hold effect will be explained using Fig. 52. As described above, the effect control microcomputer 121 can display the hold icon HA in the hold icon display area 50d in response to the storage of special chart 1 hold or special chart 2 hold in the hold effect. The effect control microcomputer 121 can display the hold icon HA by referring to the look-ahead pattern selected by the look-ahead A determination table 103b4. There are three display modes of the hold icon HA: icon A to icon C.

[0471] As shown in Figure 52(A), icons A, B, and C all consist of only a sun-shaped image. Icon A displays the sun-shaped image in yellow, icon B displays the sun-shaped image in blue, and icon C displays the sun-shaped image in red.

[0472] Here, the display position of the reserved icon HA when it is displayed in the reserved icon display area 50d will be described. The performance control microcomputer 121 can display the reserved icon HA in a different position depending on whether the game state is a non-time-saving state or a time-saving state.

[0473] When the game state is not in the time-saving state, as shown in Figure 52 (B), the reserve icon display area 50d is set at the bottom of the display unit 50a, and the reserve icon HA is displayed right-justified in the reserve icon display area 50d in the order in which the reserve occurred, regardless of whether it is a special chart 1 reserve or a special chart 2 reserve. When the time-saving state is not in the state, the reserve icon display area 50d is divided into eight areas, the first display area 50d1 to the eighth display area 50d8, and when both the special chart 1 reserve and the special chart 2 reserve are stored up to the upper limit number of "4", the reserve icon HA will be displayed in all of the first display area 50d1 to the eighth display area 50d8.

[0474] On the other hand, when the game state is in the time-saving state, as shown in Fig. 52(C), the reserve icon display area 50d is set to the right part of the display unit 50a, and the reserve icon HA is displayed bottom-justified in the reserve icon display area 50d in the order in which the special chart 2 reserve occurs, and the reserve icon HA indicating the special chart 1 reserve is not displayed. In the time-saving state, the reserve icon display area 50d is divided into four areas, the first display area 50d1 to the fourth display area 50d4, and when the special chart 2 reserve is stored up to the upper limit number "4", the reserve icon HA will be displayed in all of the first display area 50d1 to the fourth display area 50d4.

[0475] 53 to 57, we will now explain the 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 effects in the reserved effect.

[0476] A. Pending icon change notice The "reserve icon change notice" is an effect that may occur when a special chart 1 reserve or special chart 2 reserve is stored, and is a notice effect in which the display mode of the reserve icon HA changes. The "reserve icon change notice" is more likely to occur when the result of the pre-reading judgment is "pre-reading win" than when the result is "pre-reading non-win," so it functions as an effect that suggests that there is a high possibility of a jackpot game being played.

[0477] B. Button vibration effect The "button vibration effect" is an effect that may occur when a special chart 1 reserve or a special chart 2 reserve is stored, and is a warning effect in which the normal button 40 vibrates. The "button vibration effect" may occur when the number of special chart 1 reserves increases, or when the number of special chart 2 reserves increases, so it functions as an effect that suggests an increase in the number of special chart 1 reserves or the number of special chart 2 reserves.

[0478] B-1. Winning vibration notice The "win vibration notice" is a type of "button vibration effect" and is a notice effect in which the normal button 40 vibrates for only the second time. The "win vibration notice" is more likely to occur when the result of the pre-reading judgment is "win pre-reading" than when the result is "non-win pre-reading," and therefore functions as an effect suggesting that there is a high possibility that a jackpot game will be played, or an effect suggesting that there is a high possibility that a reserve that is determined to be a "win pre-reading" has been stored in the jackpot judgment.

[0479] B-2. Irregular notification performance The "irregular notification effect" is a type of "button vibration effect" and is a notice effect in which the normal button 40 vibrates for only the first time. The "irregular notification effect" is performed when the special chart 1 reservation is stored, and then the special chart 2 reservation is not stored, and the special chart 1 reservation is stored again, so it functions as an effect suggesting a continuous increase in the special chart 1.

[0480] Next, the "reserved icon change notice" will be specifically described. The performance control microcomputer 121 can execute the "reserved icon change notice" for the reserved icon HA indicating the special chart 1 reserved or the special chart 2 reserved based on the pre-reading pattern.

[0481] As shown in Fig. 53, the effect memory unit 121b of the effect control microcomputer 121 stores a hold icon change notice selection table 123a9. Using the hold icon change notice selection table 123a9, the effect control microcomputer 121 can select whether or not to execute a "hold icon change notice" and the type of change pattern when the "hold icon change notice" is executed. There are three types of change patterns: change pattern A to change pattern C.

[0482] Change pattern A is a change pattern in which the display mode of the hold icon HA changes from icon A to icon B, change pattern B is a change pattern in which the display mode of the hold icon HA changes from icon A to icon C, and change pattern C is a change pattern in which the display mode of the hold icon HA changes from the beginning to icon C.

[0483] 54(A) is a diagram showing the contents of the reserved icon change notice selection table 123a9. The performance control microcomputer 121 refers to the type of pre-reading pattern and selects whether to execute the "reserved icon change notice" and the type of change pattern if the "reserved icon change notice" is executed.

[0484] Specifically, when the prediction pattern is the "SPSP jackpot prediction pattern" (SHP001A1) or the "SP jackpot prediction pattern" (SHP001A2), the "reserved icon change notification" of change pattern A will be executed 10% of the time, the "reserved icon change notification" of change pattern B will be executed 20% of the time, the "reserved icon change notification" of change pattern C will be executed 20% of the time, and the "reserved icon change notification" will not be executed 50% of the time.

[0485] In addition, when the prediction pattern is the "SPSP reach miss prediction pattern" (SHP002A1) or the "SP reach miss prediction pattern" (SHP002A2), the execution of the "Pending icon change notification" of change pattern A is selected 10%, the execution of the "Pending icon change notification" of change pattern B is selected 5%, the execution of the "Pending icon change notification" of change pattern C is selected 5%, and the non-execution of the "Pending icon change notification" is selected 80% of the time.

[0486] Also, when the look-ahead pattern is the "miss look-ahead pattern" (SHP003A1), non-execution of the "pending icon change notice" is selected 100%, and execution of the "pending icon change notice" of change pattern A to change pattern C is not selected.

[0487] 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 B and change pattern C is set to be more likely to be selected than the "reserved icon change notice" of change pattern A, and the "reserved icon change notice" of change pattern B and change pattern C (change to icon C) functions as a presentation that suggests that there is a higher possibility of a jackpot game than the "reserved icon change notice" of change pattern A (change to icon B).

[0488] The selection ratio indicated by the pending icon change notice selection table 123a9 shown in FIG. 54(A) can be changed as appropriate.

[0489] 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 123a9.

[0490] 55(A) to 55(D) are diagrams showing how the "reserved icon change notice" is performed. Here, in the non-time-saving state, when the number of reserved special chart 1 is "3" and the number of reserved special chart 2 is "2", a game ball enters the second start hole 12, and the reserved icon HA corresponding to the number of reserved special chart 2 is "3" is displayed in the reserved icon display area 50d.

[0491] When a game ball enters the second starting hole 12 during the variable display of the special chart and the number of reserved special charts 2 becomes "3", the reserved icon HA is displayed in the sixth display area 50d6. At this time, if either change pattern A or change pattern B is selected by the reserved icon change notice selection table 123a9, icon A with a yellow image in the shape of a sun is displayed in the sixth display area 50d6, as shown in FIG. 55(A). After that, when the variable display of the special chart ends and the variable display of the next special chart begins, a "reserved icon change notice" of change pattern A or change pattern B is performed.

[0492] In the "hold icon change notice" of change pattern A, as shown in FIG. 55(B), the display mode of the hold icon HA changes from icon A to icon B (changing from yellow to blue) when icon A moves to fifth display region 50d5, while in the "hold icon change notice" of change pattern B, as shown in FIG. 55(C), the display mode of the hold icon HA changes from icon A to icon C (changing from yellow to red) when icon A moves to fifth display region 50d5. At this time, an effect image G400a indicating that the display mode of the hold icon HA has changed is displayed near fifth display region 50d5, and a sound effect indicating that the display mode of the hold icon HA has changed is output from speaker 52. In other words, whether icon A changes to icon B or icon A changes to icon C, the shape of the image of the sun does not change, and only the display color of the image of the sun changes.

[0493] Also, when change pattern C is selected by the pending icon change notice selection table 123a9, as shown in Fig. 55(D), icon C with a red sun-shaped image is displayed in the sixth display area 50d6 from the beginning. After that, the display mode of icon C does not change until it is displayed as icon TA.

[0494] Furthermore, the reserved icon HA displayed in the reserved icon display area 50d will be displayed as the icon TA in the icon display area 50e even after a jackpot determination has been 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.''

[0495] Next, we will explain in detail about the "winning vibration notice" as a "button vibration effect." The effect control microcomputer 121 can execute the "winning vibration notice" for the reserved icon HA indicating the special chart 1 reserved or the special chart 2 reserved based on the pre-reading pattern.

[0496] As shown in Fig. 53, the effect storage unit 121b of the effect control microcomputer 121 stores a winning vibration notice selection table 123a10. Using the winning vibration notice selection table 123a10, the effect control microcomputer 121 can select whether or not to execute a "winning vibration notice" and the type of vibration pattern when the "winning vibration notice" is executed. There are two types of vibration patterns: vibration pattern A and vibration pattern B.

[0497] Vibration pattern A is a vibration pattern in which normal button 40 vibrates for only one second, and vibration pattern B is a vibration pattern in which normal button 40 vibrates for only two seconds.

[0498] 54(B) is a diagram showing the contents of the winning vibration notice selection table 123a10. The performance control microcomputer 121 refers to the type of look-ahead pattern and selects whether to execute the "winning vibration notice" and the type of vibration pattern when the "winning vibration notice" is executed.

[0499] Specifically, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1) or the "SP jackpot predictive pattern" (SHP001A2), the "vibration notification when winning" of vibration pattern A is selected 20% of the time, the "vibration notification when winning" of vibration pattern B is selected 30% of the time, and the "vibration notification when winning" is not selected 50% of the time.

[0500] In addition, when the predictive pattern is the "SPSP reach miss predictive pattern" (SHP002A1) or the "SP reach miss predictive pattern" (SHP002A2), the "win vibration notification" of vibration pattern A is selected 10% of the time, the "win vibration notification" of vibration pattern B is selected 5% of the time, and the "win vibration notification" is not selected 85% of the time.

[0501] Also, when the predictive pattern is the "miss predictive pattern" (SHP003A1), the "win vibration notification" is selected to not be executed 100% of the time, and the "win vibration notification" of vibration pattern A and vibration pattern B is not selected to be executed.

[0502] In other words, when a pre-reading pattern that has been judged to be a "pre-reading win" is selected, the execution of the "win vibration announcement" of vibration pattern B is set to be more likely to be selected than the execution of the "win vibration announcement" of vibration pattern A, and the "win vibration announcement" of vibration pattern B functions as an effect that suggests that there is a higher possibility of a jackpot game than the "win vibration announcement" of vibration pattern A.

[0503] The selection ratio indicated by the winning vibration notice selection table 123a10 shown in FIG. 54(B) can be changed as appropriate.

[0504] When the microcomputer 121 for effect control executes the "winning vibration notice", it executes the "winning vibration notice" in the reserved effect with the vibration pattern selected by the winning vibration notice selection table 123a10.

[0505] 56(A) to 56(C) are diagrams showing how the "winning vibration notice" is performed. Here, in the non-time-saving state, when the number of reserved special chart 1 is "3" and the number of reserved special chart 2 is "2", a game ball enters the second starting hole 12, and the reserved icon HA corresponding to the number of reserved special chart 2 is "3" is displayed in the reserved icon display area 50d.

[0506] When the game ball enters the second starting hole 12 during the variable display of the special chart and the number of reserved special charts 2 becomes "3", the reserved icon HA is displayed in the sixth display area 50d6. At this time, if the vibration pattern A is selected by the winning vibration notice selection table 123a10, as shown in FIG. 56(A), the reserved icon HA (icon A here) is displayed in the sixth display area 50d6 and at the same time, the "winning vibration notice" of the vibration pattern A is performed.

[0507] In the "Winning Vibration Announcement" of vibration pattern A, as shown in FIG. 56(B), the normal button 40 vibrates for one second when the hold icon HA is displayed in the sixth display area 50d6. The vibration of the normal button 40 is transmitted to the player holding the handle 72k via the upper tray 34 of the front door 23 and the handle 72k. At this time, the lamp on the normal button 40 lights up in red, and a sound effect (e.g., "buzz") indicating that the normal button 40 is vibrating is output from the speaker 52.

[0508] On the other hand, when vibration pattern B is selected by the winning vibration notification selection table 123a10, the pending icon HA (here, icon A) is displayed in the sixth display area 50d6 and at the same time, the "winning vibration notification" of vibration pattern B is made.

[0509] In the "Winning Vibration Announcement" of vibration pattern B, as shown in FIG. 56(C), the normal button 40 and the special button 41 each vibrate for two seconds at the timing when the hold icon HA is displayed in the sixth display area 50d6. The vibrations of the normal button 40 and the special button 41 are transmitted to the player holding the handle 72k via the upper tray 34 of the front door 23 and the handle 72k. At this time, the lamps on the normal button 40 and the special button 41 each emit red light, and a sound effect (e.g., "buzzing") indicating that the normal button 40 and the special button 41 are vibrating is output from the speaker 52.

[0510] Next, we will explain in detail about the "irregular notification effect" as a "button vibration effect." The effect control microcomputer 121 can execute the "irregular notification effect" for the reserve icon HA indicating the special chart 1 reserve among the special chart 1 reserve and the special chart 2 reserve, regardless of the pre-reading pattern.

[0511] As shown in Fig. 53, the effect storage unit 121b of the effect control microcomputer 121 is provided with an irregular flag storage area 123a11. The effect control microcomputer 121 can select whether or not to execute an "irregular notification effect" using the information stored in the irregular flag storage area 123a11. The irregular flag storage area 123a11 stores either "0" or "1" as the irregular flag.

[0512] In the irregular flag storage area 123a11, in the initial state (when the power is turned on), "0" is stored as the irregular flag, and when a game ball enters the first start port 11 and special chart 1 reservation is stored, "0" is rewritten to "1." When "1" is stored as the irregular flag, the irregular flag is rewritten to "0" when either of the following conditions is met: a game ball enters the second start port 12 and special chart 2 reservation is stored, or a predetermined waiting time (for example, 8 seconds) has elapsed since the irregular flag was rewritten to "1."

[0513] The microcomputer 121 for effect control executes an "irregular notification effect" when a game ball enters the first starting hole 11 and special chart 1 reservation is stored in a state where "1" is stored as an irregular flag in the irregular flag storage area 123a11.

[0514] 57(A) to 57(C) are diagrams showing how the "irregular notification effect" is performed. Here, in the non-time-shortening state, when the number of reserved special chart 1 is "2" and the number of reserved special chart 2 is "1", a game ball (hereinafter referred to as "target game ball") enters the first start hole 11, and the reserved number of special chart 1 is "3", the reserved icon HA is displayed in the reserved icon display area 50d.

[0515] As shown in Figure 57(A), when the number of special chart 1 reserved is "2" and the number of special chart 2 reserved is "1", the corresponding three reserved icons HA are displayed, and when the target game ball enters the first starting hole 12 during the variable display of the special chart, and the number of special chart 1 reserved becomes "3", the reserved icon HA (icon A here) is displayed in the fourth display area 50d4 as shown in Figure 57(B). At this time, if the irregular flag stored in the irregular flag storage area 123a11 is "0", as shown in Figure 57(A), even if the reserved icon HA (icon A here) is displayed in the fourth display area 50d4, the "irregular notification effect" is not performed. The irregular flag is "0" when another game ball that flowed in from the upper opening 11b1 of the start port unit 11U has entered the second start port 12 before the target game ball enters the first start port 11, or when another game ball that flowed in from the upper opening 11b1 of the start port unit 11U has entered the first start port 11 before the target game ball enters the first start port 11 but a predetermined waiting time has elapsed. As described above, the start port unit 11U distributes game balls that have flowed into the housing 11b alternately and one by one in the order of the first start port 11 side → the second start port 12 side → the first start port 11 side, etc., so that normally, in most cases, another game ball has entered the second start port 12 before the target game ball enters the first start port 11.

[0516] On the other hand, when the irregular flag stored in the irregular flag storage area 123a3 is "1", an "irregular notification effect" is performed when the hold icon HA is displayed in the fourth display area 50d4. The case where the irregular flag is "1" is when another game ball that flowed in from the upper opening 11b1 of the start port unit 11U before the target game ball entered the first start port 11 entered the first start port 11 instead of the second start port 12. Specifically, when the start port distribution member 11c is in the first distribution position, a game ball that flows in from the upper opening 11b1 is distributed to the first start port side and enters the first start port 11, and the start port distribution member 11c changes to the second distribution position due to the game ball.After that, when the start port distribution member 11c is in the second distribution position, a game ball that flows in from the upper opening 11b1 is distributed to the second start port 12 side but is discharged from the lower discharge port 11b2 without entering the second start port 12, and the start port distribution member 11c changes to the first distribution position due to the game ball.

[0517] In the "irregular notification effect," as shown in FIG. 57(C), the normal button 40 vibrates for 0.5 seconds when the hold icon HA (icon A in this case) is displayed in the fourth display area 50d4. The vibration of the normal button 40 is transmitted to the player holding the handle 72k via the upper tray 34 of the front door 23 and the handle 72k. At this time, the light emission mode of the lamp provided on the normal button 40 does not change, and no sound effect is output from the speaker 52. Therefore, the player can recognize that an "irregular notification effect" has been performed, rather than a "winning vibration announcement," based on the vibration mode of the normal button 40 and the light emission mode of the lamp.

[0518] In the third embodiment, sound effects are not output from speaker 52 in the "irregular notification performance," but sound effects different from those output in the "winning vibration announcement" may be output.

[0519] In addition, even if the game ball enters the first starting hole 11 while the irregular flag "1" is stored in the irregular flag memory area 123a11, if the execution of the "winning vibration notice" is selected by the winning vibration notice selection table 123a10, the "winning vibration notice" will be executed in priority over the "irregular notification effect".

[0520] In the third embodiment, the vibration time of the normal button 40 in the "irregular notification effect" is shorter than the vibration time of the normal button 40 in the "winning vibration notice", but the vibration time of the normal button 40 in the "irregular notification effect" may be longer than the vibration time of the normal button 40 in the "winning vibration notice", or the vibration time of the normal button 40 may be the same for the "irregular notification effect" and the "winning vibration notice".

[0521] In addition, in the third embodiment, the strength of the vibration of the normal button 40 in the "irregular notification performance" is the same as the strength of the vibration of the normal button 40 in the "winning vibration notice", but the strength of the vibration of the normal button 40 in the "irregular notification performance" may be weaker than the strength of the vibration of the normal button 40 in the "winning vibration notice".

[0522] Next, mainly using Figures 58 to 61, we will explain the special symbol variation effects that the effect control microcomputer 121 can execute in accordance with the variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects in the special symbol variation effects in the non-time-saving state or the time-saving state.

[0523] A. Normal fluctuations "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 begun.

[0524] B. Leach "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.

[0525] CN 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.

[0526] D.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 judgment is "win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game.

[0527] E.SPSP Reach "SPSP Reach" is an effect that can be performed 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 more 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".

[0528] F. Notice of start of fluctuation The "change start notice" is an effect that may occur during "normal change" and is a notice effect that occurs before the change display of the effect patterns EZ1, EZ2, and EZ3 begins. Since the "change start notice" may result in a "reach" being established afterwards, it functions as an effect that suggests the possibility of a "reach" being established.

[0529] F-1. Vibration warning at start The "start vibration notice" is a type of "variation start noti...

Claims

1. a game control means capable of setting the game state to a first game state or a second game state; An entrance through which game balls can be inserted; and a performance execution means capable of executing a predetermined performance using a performance means including a vibration means capable of vibrating. The performance execution means When a predetermined number of game balls enter the ball entrance within a predetermined time in the first game state, a specific vibration effect may be executed in which the vibration means vibrates in a specific vibration mode. When the predetermined number of game balls enter the ball entrance within the predetermined time in the second game state, the specific vibration effect is not executed. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, the game control means is capable of setting a third game state different from the first game state and the second game state, The performance execution means When the predetermined number of game balls enter the ball entrance within the predetermined time in the second game state, a special vibration effect may be executed in which the vibration means vibrates in a special vibration mode that suggests that the game state will change to the third game state. A gaming machine characterized by:

3. 3. The gaming machine according to claim 1 or 2, the predetermined time period includes a first time period and a second time period different from the first time period; The predetermined number includes a first number and a second number different from the first number. A gaming machine characterized by:

Citation Information

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