Gaming machine

By integrating operation, voice output, and effect execution means, the gaming machine provides enhanced audio-visual feedback, improving player engagement and enjoyment.

JP2026062619APending Publication Date: 2026-04-09SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-01-19
Publication Date
2026-04-09

AI Technical Summary

Technical Problem

Conventional gaming machines lack engaging effects to enhance player interest.

Method used

Incorporation of operation means, voice output means, and effect execution means to provide varying sound volumes and effects based on player interaction.

Benefits of technology

Enhances game enjoyment through improved audio-visual feedback and interaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance the enjoyment of amusement games. [Solution] The front door 23 is provided with a lever button 42 that can be operated by the player. The performance control microcomputer 121 can execute a character voice notification in the special symbol variation performance, in which the voice of the main character is output from the speaker 52. In the character voice notification, if the lever button 42 is operated 10 times during the operation valid period, the voice of the main character is output from the speaker 52 in accordance with the 5th and 10th operations. There are three types of volume levels for the main character's voice: first volume, second volume, and third volume.
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Description

Technical Field

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

Background Art

[0002] In conventional gaming machines, a determination is made based on the establishment of start conditions, and a special game (big win game) is performed based on the result of the determination. For example, a determination is made when a game ball wins (enters) the start port, and as a special game, a round game accompanied by the opening of the big winning port is performed. By winning a game ball in the big winning port, a large number of prize balls can be obtained. The result of the determination is shown to the player by the stop display after the variable display of the symbol on the symbol display means according to the stop mode of the symbol. In addition, in the gaming machine, an operation button operable by the player is provided, and an effect corresponding to the operation of the operation button may be performed. For example, in the gaming machine of Patent Document 1 below, when the operation button is operated, as a result, a big win notice suggesting the possibility of a big win is executed.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] There is room for improvement in the effect. By mounting an improved effect, an improvement in the interest of the game can be expected.

Means for Solving the Problems

[0005] The gaming machine of the present invention includes: operation means operable by a player; voice output means capable of outputting voice; effect execution means for executing an effect using an effect means including the operation means and the voice output means. The aforementioned performance execution means is If the operating means is operated a predetermined number of times within a predetermined period, a predetermined sound may be output from the sound output means in response to at least the predetermined number of operations or a specific number of operations less than the predetermined number. The predetermined sound may be output at a first volume, at a second volume different from the first volume, or at a third volume different from both the first and second volumes. It is characterized by the following: [Effects of the Invention]

[0006] According to the present invention, it is possible to improve the enjoyment of games. [Brief explanation of the drawing]

[0007] [Figure 1] This is a diagram illustrating a basic embodiment, and is a front view of the gaming machine. [Figure 2] This is a front view of the game board. [Figure 3] (A) is an explanatory diagram showing the different game states, and (B) is an explanatory diagram showing the different types of jackpot 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 a supplementary game. [Figure 5] This is an explanatory diagram showing the different types of performance modes. [Figure 6] This is an explanatory diagram showing a specific example of a normal variation in the special feature variation effect. [Figure 7] This is an explanatory diagram showing a specific example of the N-reach in the special feature variation animation. [Figure 8] This is an explanatory diagram showing specific examples of SP (Special) reach animations in the special feature variation sequence. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach in the special feature variation animation. [Figure 10] This is an explanatory diagram showing a specific example of a hold animation. [Figure 11] It is an explanatory diagram showing a specific example of a movable body performance. [Figure 12] It is an explanatory diagram showing a specific example of an operation performance. [Figure 13] It is a block diagram of a part related to the control of a gaming machine. [Figure 14] It is a specific example of a variable pattern determination table. [Figure 15] It is a specific example of a pre-reading determination table. [Figure 16] It is a specific example of a symbol determination table. [Figure 17] It is a perspective view of a gaming machine according to the first embodiment. [Figure 18] It is an explanatory diagram showing a specific example of an effect flow of a special figure variation effect according to the first embodiment. [Figure 19] It is an explanatory diagram showing a specific example of an effect control unit according to the first embodiment. [Figure 20] It is a diagram according to the first embodiment, where (A) is a character voice preview selection table, (B) is a voice volume selection table, and (C) is a cut-in preview selection table. [Figure 21] It is an explanatory diagram showing a first specific example of a character voice preview according to the first embodiment. [Figure 22] It is an explanatory diagram showing a second specific example of a character voice preview according to the first embodiment. [Figure 23] It is an explanatory diagram showing a third specific example of a character voice preview according to the first embodiment. [Figure 24] It is an explanatory diagram showing a fourth specific example of a character voice preview according to the first embodiment. [Figure 25] It is an explanatory diagram showing a specific example of a cut-in preview according to the first embodiment. [Figure 26] It is an explanatory diagram showing a specific example of a roulette preview according to the first embodiment. [Figure 27] It is a perspective view of a gaming machine according to the second embodiment. [Figure 28] It is a front view of a movable body on the board according to the second embodiment. [Figure 29]It is an explanatory diagram showing a specific example of the production flow of the special figure variation production according to the second embodiment. [Figure 30] It is an explanatory diagram showing a specific example of the production control unit according to the second embodiment. [Figure 31] It is a diagram according to the second embodiment, (A) is a character voice preview selection table, (B) is a gimmick light quantity selection table, and (C) is a gimmick preview selection table. [Figure 32] It is an explanatory diagram showing a first specific example of the character voice preview according to the second embodiment. [Figure 33] It is an explanatory diagram showing a second specific example of the character voice preview according to the second embodiment. [Figure 34] It is an explanatory diagram showing a third specific example of the character voice preview according to the second embodiment. [Figure 35] It is an explanatory diagram showing a fourth specific example of the character voice preview according to the second embodiment. [Figure 36] It is an explanatory diagram showing a specific example of the gimmick preview according to the second embodiment. [Figure 37] It is an explanatory diagram showing a specific example of the roulette preview according to the second embodiment. [Figure 38] It is a perspective view of a gaming machine according to the third embodiment. [Figure 39] It is an explanatory diagram showing a specific example of the production flow of the special figure variation production according to the third embodiment. [Figure 40] It is an explanatory diagram showing a specific example of the production control unit according to the third embodiment. [Figure 41] It is a diagram according to the third embodiment, (A) is a character voice preview selection table, (B) is a voice volume selection table, and (C) is a cut-in preview selection table. [Figure 42] It is an explanatory diagram showing a first specific example of the character voice preview according to the third embodiment. [Figure 43] It is an explanatory diagram showing a second specific example of the character voice preview according to the third embodiment. [Figure 44] It is an explanatory diagram showing a third specific example of the character voice preview according to the third embodiment. [Figure 45] It is an explanatory diagram showing a fourth specific example of a character voice notice according to the third embodiment. [Figure 46] It is an explanatory diagram showing a fifth specific example of a character voice notice according to the third embodiment. [Figure 47] It is an explanatory diagram showing a sixth specific example of a character voice notice according to the third embodiment. [Figure 48] It is an explanatory diagram showing a specific example of a cut-in notice according to the third embodiment. [Figure 49] It is an explanatory diagram showing a specific example of a roulette A notice according to the third embodiment. [Figure 50] It is an explanatory diagram showing a specific example of a roulette B notice according to the third embodiment. [Figure 51] It is a perspective view of a gaming machine according to the fourth embodiment. [Figure 52] It is a front view of a movable body on the board according to the fourth embodiment. [Figure 53] It is an explanatory diagram showing a specific example of an effect flow of a special figure variation effect according to the fourth embodiment. [Figure 54] It is an explanatory diagram showing a specific example of an effect control unit according to the fourth embodiment. [Figure 55] It is a diagram according to the fourth embodiment. (A) is a character voice notice selection table, (B) is a gimmick light amount selection table, and (C) is a gimmick notice selection table. [Figure 56] It is an explanatory diagram showing a first specific example of a character voice notice according to the fourth embodiment. [Figure 57] It is an explanatory diagram showing a second specific example of a character voice notice according to the fourth embodiment. [Figure 58] It is an explanatory diagram showing a third specific example of a character voice notice according to the fourth embodiment. [[ID=4I]] [Figure 59] It is an explanatory diagram showing a fourth specific example of a character voice notice according to the fourth embodiment. [Figure 60] It is an explanatory diagram showing a fifth specific example of a character voice notice according to the fourth embodiment. [Figure 61]It is an explanatory diagram showing a sixth specific example of a character voice notice according to the fourth embodiment. [Figure 62] It is an explanatory diagram showing a specific example of a gimmick notice according to the fourth embodiment. [Figure 63] It is an explanatory diagram showing a specific example of a roulette A notice according to the fourth embodiment. [Figure 64] It is an explanatory diagram showing a specific example of a roulette B notice according to the fourth embodiment. [Figure 65] It is a perspective view of a gaming machine according to the fifth embodiment. [Figure 66] It is an explanatory diagram showing a specific example of an effect flow of a special figure variation effect according to the fifth embodiment. [Figure 67] It is an explanatory diagram showing a specific example of an effect control unit according to the fifth embodiment. [Figure 68] It is a diagram according to the fifth embodiment, where (A) is a character voice notice selection table, (B) is a voice volume selection table, and (C) is a cut-in notice selection table. [Figure 69] It is an explanatory diagram showing a first specific example of a character voice notice according to the fifth embodiment. [Figure 70] It is an explanatory diagram showing a second specific example of a character voice notice according to the fifth embodiment. [Figure 71] It is an explanatory diagram showing a specific example of a cut-in notice according to the fifth embodiment. [Figure 72] It is an explanatory diagram showing a specific example of a roulette notice according to the fifth embodiment. [Figure 73] It is a perspective view of a gaming machine according to the sixth embodiment. [Figure 74] It is a front view of a movable body on the board according to the sixth embodiment. [Figure 75] It is an explanatory diagram showing a specific example of an effect flow of a special figure variation effect according to the sixth embodiment. [Figure 76] It is an explanatory diagram showing a specific example of an effect control unit according to the sixth embodiment. [Figure 77]It is a diagram according to the sixth embodiment, (A) is a character voice preview selection table, (B) is a gimmick light amount selection table, and (C) is a gimmick preview selection table. [Figure 78] It is an explanatory diagram showing a first specific example of a character voice preview according to the sixth embodiment. [Figure 79] It is an explanatory diagram showing a second specific example of a character voice preview according to the sixth embodiment. [Figure 80] It is an explanatory diagram showing a specific example of a gimmick preview according to the sixth embodiment. [Figure 81] It is an explanatory diagram showing a specific example of a roulette preview according to the sixth embodiment.

Mode for Carrying Out the Invention

[0008] Hereinafter, examples of embodiments of the present invention will be specifically described with reference to the drawings. In each of the drawings referred to, the same parts are denoted by the same reference numerals, and duplicate explanations regarding the same parts are omitted as a rule. In this specification, for the sake of simplicity of description, the name of information, signal, physical quantity, member, etc. may be omitted or abbreviated by writing a symbol or reference numeral referring to the information, signal, physical quantity, member, etc. Further, if there is an arbitrary flowchart described later, in that flowchart, the plurality of processes in an arbitrary plurality of steps can be arbitrarily changed in the execution order or executed in parallel within a range where there is no contradiction in the processing content.

[0009] <Basic Embodiment> Later, each embodiment of the gaming machine of the present invention will be described. First, the basic embodiment that is the basis of each embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to the pachinko gaming machine PY1. In the following description, the left - right, up - down directions of each part of the pachinko gaming machine PY1 are the left - right, up - down directions (in a front view) for a player facing the pachinko gaming machine PY1. Also, "front" is the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rear" is the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.

[0010] 1. Structure of a gaming machine First, the structure of the pachinko game machine PY1 will be explained using Figure 1. Figure 1 is a front view of the pachinko game machine PY1.

[0011] The pachinko game machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached to the outer frame 22 so as to be able to open and close. 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 to the game board mounting frame 2A so as to be able to open and close. The front frame 23m also comprises a transparent plate 23t, which allows the game board 1 to be viewed from the front (player side) through the transparent plate 23t.

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

[0013] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined manner. The speaker 52 is installed on the upper left and upper right of the front door 23 and outputs, for example, background music (BGM) or sound effects. The frame lamp 53 is installed on the left and right sides of the front door 23 around the transparent plate 23t and is composed of, for example, multiple LEDs (Light Emitting Diodes). The frame movable body 58k is installed on the top of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 1. Note that the movement of the frame movable body 58k may be other than up and down movement.

[0014] Furthermore, the front door 23 is equipped with 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 composed of, for example, a button with a pressable surface, a lever with a gripping part, etc. The normal button 40 is equipped with 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 emit light with the lamp and vibrate with the vibration motor. On the other hand, the special button 41 is equipped with 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 emit light with the lamp and vibrate with the vibration motor. Note that the normal button 40 or the special button 41 may be configured to operate in a predetermined operating pattern (for example, rotation, protrusion, etc.), or may be composed of a directional pad or a touch panel, etc.

[0015] 2. Structure of the game board Next, the structure of the game board 1, which is attached to the game board mounting frame 2A, will be explained using Figure 2. Figure 2 is a front view of the game board 1.

[0016] The game board 1 includes a game area 6 through which game balls launched by the operation of the handle 72k can flow (fall). The game area 6 is equipped with game pins (not shown) that change the direction of the flow of the game balls, as well as prize-winning devices through which game balls can enter (enter or pass). The prize-winning devices include a general prize-winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large prize-winning opening 14, and a second large prize-winning opening 15. Each prize-winning device is equipped with a detection sensor that detects the entry or passage of a game ball.

[0017] The first starting opening 11 is installed at the bottom of the game area 6 so that game balls can enter. When a game ball enters the first starting opening 11, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 3) as prize balls into the upper tray 34. Also, when a game ball enters the first starting opening 11, the pachinko game machine PY1 acquires the right to receive a jackpot judgment, which will be described later. The first starting opening 11 is always configured to ensure that game balls can enter easily. The jackpot judgment, or the jackpot judgment and the symbol judgment described later together, are also called the jackpot lottery or special symbol lottery.

[0018] The second start port 12 is installed below the first start port 11 in the lower part of the game area 6 so that game balls can enter. When a game ball enters the second start port 12, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 1) as prize balls into the upper tray 34. Also, when a game ball enters the second start port 12, the pachinko game machine PY1 acquires the right to receive a jackpot judgment, just as when a game ball enters the first start port 11. Unlike the first start port 11, the second start port 12 is equipped with an openable / closable opening / closing member 12k and an open / close solenoid (not shown). The pachinko game machine PY1 uses an opening / closing solenoid to open and close the opening / closing member 12k, thereby creating a closed state (closed) in which game balls cannot enter or enter the second starting port 12, or an open state (opened) in which game balls enter the second starting port 12 more easily than in the closed state. The prize-winning device, including the second starting port 12 and the opening / closing member 12k, is called an electric chuute.

[0019] Gate 13 is installed on the right side of the game area 6 so that game balls can pass through. When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination as described later. However, even if a game ball passes through gate 13, the pachinko game machine PY1 does not pay out any prize balls to the upper tray 34.

[0020] The first large prize slot 14 is installed in the lower right of the game area 6 so that game balls can enter it. When a game ball enters the first large prize slot 14, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The first large prize slot 14 is equipped with an openable and closable first open / closed door 14k and an open / closed solenoid (not shown). The pachinko game machine PY1 uses the open / closed solenoid to open and close the first open / closed door 14k, thereby setting the first large prize slot 14 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.

[0021] The second large prize opening 15 is installed in the lower right 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 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The second large prize opening 15 is equipped with an openable and closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko game machine PY1 uses the opening / closing solenoid to open and close the second opening / closing door 15k, thereby setting the second large prize opening 15 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.

[0022] The general prize slot 10 is installed at the bottom of the game area 6 so that game balls can enter it. When a game ball enters the general prize slot 10, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 5 balls) as prize balls into the upper tray 34.

[0023] Furthermore, an outlet 19 is installed at the bottom of the game area 6, and game balls that do not enter any of the general prize entry 10, the first start 11, the second start 12, the first major prize entry 14, and the second major prize entry 15 are discharged from the pachinko game machine PY1 via the outlet 19.

[0024] The game 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 capable of emitting light in a predetermined color, a right-hitting lamp 54a capable of emitting light in a predetermined color, and a movable body 55k on the board that can operate in a predetermined operating mode. The image display device 50 is installed in the center of the game board 1 and includes a display unit 50a, which is composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display unit 50a and is composed of, for example, multiple LEDs. The right-hitting lamp 54a is installed to the right of the display unit 50a and is composed of, for example, one LED. The words "Right-hitting" are drawn near the right-hitting lamp 54a. The movable body 55k on the board is installed in front of and above the display unit 50a. The movable body 55k on the board includes a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 2. Furthermore, the movement of the movable body 55k on the board does not have to be vertical.

[0025] Furthermore, the game board 1 is equipped with indicators 8 for notifying the status of the pachinko game machine PY1. The indicators 8 are installed in the lower left of the game board 1 and consist of, for example, multiple LEDs. The pachinko game machine PY1 notifies the player of the game status of the pachinko game machine PY1 (variable display (fluctuating display) and stop display of special symbols (special symbols), variable display (fluctuating display) and stop display of ordinary symbols (ordinary symbols), number of reserved special symbols 1, number of reserved special symbols 2, number of reserved ordinary symbols, current game status, right-hand play status, etc., as described later) by combinations of lighting, flashing, and extinguishing of the multiple LEDs.

[0026] 3. Basic Gameplay Next, we will explain the basic gameplay of the Pachinko machine PY1. The Pachinko machine PY1 can perform special symbol games and regular symbol games using game balls launched by operating the handle 72k.

[0027] 3-1. Special Picture Game When a game ball enters the first starting port 11 or the second starting port 12 of the pachinko game machine PY1, it acquires the right to receive a jackpot judgment and performs a jackpot judgment based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the special symbols according to the result of the jackpot judgment. The manner of the variable display of the special symbols (also called the "variable display time") differs depending on the type of variation pattern, which will be described later.

[0028] The right to receive a jackpot determination is, for example, a random number, and the pachinko game machine PY1 makes a 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 a jackpot win; if a minor win game is played, it is a minor win; and if neither a jackpot game nor a minor win game is played, it is a loss. The jackpot game and minor win game may be referred to as special games.

[0029] When the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the first starting opening 11, it displays a variable indicator on the first special symbol (also called special symbol 1). The variable indicator on the first special symbol is, for example, a display in which the two LEDs in the upper left of the display unit 8 flash. After the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the first special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the first special symbol can be in a manner that indicates a jackpot has been won (for example, the two LEDs in the upper left light up), a manner that indicates a minor win (for example, only one LED in the upper left light up), or a manner that indicates a loss (for example, only the other LED in the upper left light up).

[0030] On the other hand, when the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the second starting port 12, it displays a variable indicator on the second special symbol (also called special symbol 2). The variable indicator on the second special symbol is, for example, a display in which the two LEDs in the lower left of the display unit 8 flash. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the second special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the second special symbol can be in the following manners: a manner that indicates a jackpot has been won (for example, the two LEDs in the lower left light up), a manner that indicates a minor win (for example, only one LED in the lower left light up), or a manner that indicates a loss (for example, only the other LED in the lower left light up).

[0031] Furthermore, if a game ball enters the first starting port 11 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment as described later and stores the acquired right to receive the jackpot judgment as a special symbol 1 reserve. On the other hand, if a game ball enters the second starting port 12 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment and stores the acquired right to receive the jackpot judgment as a special symbol 2 reserve. The pachinko game machine PY1 can store 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 symbols are stopped, the pachinko game machine PY1 performs a jackpot judgment for the special symbol 1 reserves and special symbol 2 reserves. Furthermore, if both Special Symbol 1 and Special Symbol 2 are stored simultaneously, the system may prioritize the jackpot determination for Special Symbol 2, or prioritize the jackpot determination for Special Symbol 1, or determine the jackpot determination in the order in which they were stored.

[0032] The pre-read judgment determines in advance whether a jackpot game will occur (whether or not a jackpot will be won in the jackpot judgment) before the jackpot judgment is performed. If a jackpot game will occur, the pre-read judgment is declared a win; if a jackpot game will not occur, the pre-read judgment is declared a loss. If multiple types of variation patterns are possible, the pre-read judgment may also include a variation pattern pre-determination to determine which variation pattern will be determined in advance.

[0033] The pachinko game machine PY1 notifies the player of the number of reserved special symbols 1 or 2 when it has them stored. The number of reserved special symbols 1 is indicated, for example, by the lighting or flashing of two LEDs in the upper middle of the display unit 8. When the number of reserved special symbols 1 is "1", only one LED lights up; when the number of reserved special symbols 1 is "2", only two LEDs lights up; when the number of reserved special symbols 1 is "3", only one LED flashes; and when the number of reserved special symbols 1 is "4", only two LEDs flash. On the other hand, the number of reserved special symbols 2 is indicated, for example, by the lighting or flashing of two LEDs in the lower middle of the display unit 8. When the number of reserved special symbols 2 is "1", only one LED lights up; when the number of reserved special symbols 2 is "2", only two LEDs lights up; when the number of reserved special symbols 2 is "3", only one LED flashes; and when the number of reserved special symbols 2 is "4", only two LEDs flash.

[0034] Furthermore, the pachinko game machine PY1 stops and displays either the first or second special symbol in a manner indicating a jackpot win, and then performs a jackpot game. The jackpot game, as will be described in detail later, is a game in which the first or second large prize slot 14 or second large prize slot 15 is opened in multiple rounds (for example, 10 times). The jackpot game is advantageous for the player because the opening of the first or second large prize slot 14 or second large prize slot 15 gives the player an opportunity to win prize balls. The jackpot game ends when all of the multiple rounds of gameplay have been completed.

[0035] On the other hand, the pachinko game machine PY1 stops and displays the first or second special symbol in a manner indicating a minor win, and then performs a minor win game. The minor win game, as will be described in detail later, is a game in which the first large prize slot 14 or the second large prize slot 15 is opened for a predetermined time (for example, 5 seconds). The minor win game is advantageous for the player because the opening of the first large prize slot 14 or the second large prize slot 15 gives the player an opportunity to win prize balls (an opportunity to win prize balls).

[0036] 3-2. General game When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination and performs a win determination based on the acquired right. Then, the pachinko game machine PY1 displays a variable diagram according to the result of the win determination.

[0037] The win / loss determination determines whether or not to perform the auxiliary game; if the auxiliary game is performed, it is considered a win, and if the auxiliary game is not performed, it is considered a loss.

[0038] The pachinko game machine PY1 performs a win determination when a game ball enters gate 13, and then displays a variable normal display. The variable normal display is a display in which multiple LEDs in the upper right part of the display unit 8 flash. After a predetermined time has elapsed since the start of the variable normal display, the pachinko game machine PY1 performs a stop normal display in a manner that indicates the result of the win determination. There are two manners for the stop normal 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 game ball enters gate 13 during the variable display of the regular diagram, the pachinko game machine PY1 stores the acquired right to receive a win judgment as a regular diagram reserve. The pachinko game machine PY1 can store up to a predetermined number (for example, 2) of regular diagram reserves. After the regular diagram stops, the pachinko game machine PY1 performs a win judgment for the regular diagram reserve.

[0040] The pachinko game machine PY1 notifies the player of the number of reserved symbols when it has them stored. The number of reserved symbols is indicated by the lighting of multiple LEDs in the lower right of the display unit 8. For example, when the number of reserved symbols is "1", only one LED lights up, and when the number of reserved symbols is "2", only two LEDs light up.

[0041] The pachinko game machine PY1 stops the display in a manner indicating a winning combination, and then performs an auxiliary game. The auxiliary game, which will be described in detail later, is a game in which the second starting port 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 starting port 12 gives the player an opportunity to win prize balls (an opportunity to win prize balls, an opportunity to acquire the right to receive a jackpot judgment).

[0042] 4. Game status Next, the game states of the pachinko game machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the game states that the pachinko game machine PY1 can take. As shown in Figure 3(A), the pachinko game machine PY1 can take on one or more of the following four game states, excluding the jackpot game state in which a jackpot game is played: "low probability low base game state" (also called "normal game state"), "low probability high base game state" (also called "time-saving game state"), "high probability low base game state" (also called "hidden probability game state"), and "high probability high base game state" (also called "probability variation game state"). Furthermore, the low probability low base game state may be abbreviated as the low probability low base state, the low probability high base game state as the low probability high base state, the high probability low base game state as the high probability low base state, the high probability high base game state as the high probability high base state, the normal game state as the normal state, the time-saving game state as the time-saving state, the hidden probability game state as the hidden probability state, and the probability variation game state as the probability variation state. In addition, the low base state may also be called the non-time-saving state, and the low probability state may also be called the normal probability state. Moreover, the jackpot game state, high probability state, and high base state can all be said to be advantageous states that are beneficial 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 be reset to its initial state by operating the initialization switch (also called the "RAM clear switch") (not shown) located 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 a jackpot game occurring and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times).

[0045] Furthermore, the "low probability high base game state" can also be entered when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific number of misses when all jackpot determinations (e.g., 900 times) are misses, and a specific percentage (e.g., 1 / 200) of misses among the jackpot determination misses. Pachinko machine PY1 enters the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss ends (after the special symbol stops). In this case, the "low probability high base game state" also continues until the predetermined time-saving termination conditions are met, similar to 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 latent probability termination condition is met. The predetermined latent probability termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times). In addition, the "high probability low base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.

[0047] The "high probability high base game state" is a game state that can be entered after a jackpot game state, and continues until a predetermined probability variation termination condition is met. The predetermined probability variation termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 100 times). In addition, the "high probability high base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.

[0048] The "low probability low base game state" and the "low probability high base game state" belong to the normal probability state where the probability of winning a jackpot in the jackpot determination is the normal probability (for example, 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to the high probability state where the probability of winning a jackpot in the jackpot determination is higher than the normal probability (for example, 1 / 30). Therefore, 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 than the "low probability low base game state" and the "low probability high base game state" in terms of the probability of winning a jackpot.

[0049] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states where game balls do not enter or are difficult to enter the second starting port 12 (for example, a state where a win is not or is difficult to be won in the win determination, or a state where the opening time of the second starting port 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 where game balls are easy to enter the second starting port 12 (for example, a state where a win is easy to be won in the win determination, or a state where the opening time of the second starting port 12 is relatively long). Therefore, with respect to the second starting port 12 (with respect to the ease of game balls entering 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 more advantageous game states for the player than the "low probability low base game state" and the "high probability low base game state".

[0050] Furthermore, in the non-shortened time state, the game ball does not enter or is difficult to enter the second starting opening 12. Therefore, in the "low probability low base game state" and the "high probability low base game state," it can be said that the game ball is more likely to enter the first starting opening 11 than the second starting opening 12. On the other hand, in the shortened time state, the game ball is more likely to enter the second starting opening 12. Therefore, in the "low probability high base game state" and the "high probability high base game state," it can be said that the game ball is more likely to enter the second starting opening 12 than the first starting opening 11.

[0051] Furthermore, in the non-time-saving state, players shoot game balls towards the left side of the game area 6 in order to aim for the first start opening 11 located in the center of the game area 6. Therefore, the "low probability low base game state" and the "high probability low base game state" can also be described as left-handed shooting states. In addition, in the time-saving state, players shoot game balls towards the right side of the game area 6 in order to aim for the second start opening 12 located in the right side of the game area 6. Therefore, the "low probability high base game state" and the "high probability high base game state" can also be described as right-handed shooting states.

[0052] Furthermore, the Pachinko game machine PY1 allows the probability of winning a jackpot in the normal probability state and the high probability state to be changed by operating a setting change switch (not shown) located on the back of the front door 23. The setting change switch is, for example, a DIP switch that can be switched between three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is called "Setting 1", when the setting change switch is in the middle position, it is called "Setting 2", and when the setting change switch is in the lower position, it is called "Setting 3". In "Setting 1", the probability of winning a jackpot in the normal probability state is the first probability (for example, 1 / 300), and the probability of winning a jackpot in the high probability state is the second probability (for example, 1 / 30). In "Setting 2", the probability of winning a jackpot in the normal probability state is the third probability (for example, 1 / 280), which is higher than the first probability, and the probability of winning a jackpot in the high probability state is the fourth probability (for example, 1 / 28), which is higher than the second probability. Furthermore, "Setting 3" is a fifth probability (e.g., 1 / 260) in the normal probability state, which is higher than the third probability, and a sixth probability (e.g., 1 / 26) in the high probability state, which is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate, within the range where "Setting 1" < "Setting 2" < "Setting 3" increases in that order.

[0053] 5. Big win game Next, the jackpot games performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing one or more of the following four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".

[0054] "Big Win Game Wα" is a big win game that follows a "high probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first large prize slot 14 or the second large prize slot 15 during each round of gameplay. In other words, "Big Win Game Wα" involves 2 to 10 rounds of gameplay, depending on α.

[0055] "Big Win Game Xα" is a big win game that follows a "low probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Xα" will consist of 2 to 10 rounds of gameplay, depending on α.

[0056] "Big Win Game Yα" is a big win game that follows a "high probability low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Yα" will consist of 2 to 10 rounds of gameplay, depending on α.

[0057] "Big Win Game Zα" is a big win game that follows a "low probability, low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Zα" will consist of 2 to 10 rounds of gameplay, depending on α.

[0058] Furthermore, in "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", and "Big Win Game Zα", it is possible to have only the first big prize slot 14 open for all rounds of the game, or to have only the second big prize slot 15 open for all rounds of the game, or to have the first big prize slot 14 open for some rounds of the game and the second big prize slot 15 open for the remaining rounds of the game. Both rounds of the game in which the first big prize slot 14 is open and rounds of the game in which the second big prize slot 15 is open are advantageous for the player because they offer an opportunity for the game ball to enter the prize slot (an opportunity for a prize ball).

[0059] "Big Win Game Wα" and "Big Win Game Yα" belong to the category of so-called probability-increasing big win games, where the game state becomes a high-probability state, while "Big Win Game Xα" and "Big Win Game Zα" belong to the category of so-called normal big win games, where the game state becomes a normal probability state. Therefore, "Big Win Game Wα" and "Big Win Game Yα" are considered to be more advantageous to the player than "Big Win Game Xα" and "Big Win Game Zα" in terms of the probability of winning a big win afterward, and the game state in which either "Big Win Game Wα" or "Big Win Game Yα" occurs is considered to be more advantageous to the player than the game state in which either "Big Win Game Xα" or "Big Win Game Zα" occurs.

[0060] Furthermore, "Big Win Game Wα" and "Big Win Game Xα" belong to the category of jackpot games with electric support, where the game state becomes a time-saving state, while "Big Win Game Yα" and "Big Win Game Zα" belong to the category of jackpot games without electric support, where the game state becomes a non-time-saving state. Therefore, "Big Win Game Wα" and "Big Win Game Xα" are jackpot games that are more advantageous to the player than "Big Win Game Yα" and "Big Win Game Zα" with respect to the subsequent second starting port 12 (with respect to the ease with which the game ball enters the subsequent second starting port 12), and the jackpot game state in which either "Big Win Game Wα" or "Big Win Game Xα" is played is a jackpot game state that is more advantageous to the player than the jackpot game state in which either "Big Win Game Yα" or "Big Win Game Zα" is played.

[0061] Furthermore, the jackpot state can also be described as a right-handed shooting state, as the player shoots the game ball towards the right side of the game area 6 in order to aim for the first or second large prize pocket 14 or second large prize pocket 15 located on the right side of the game area 6.

[0062] Here, we will explain the flow of a jackpot game. Figure 4(A) is a time chart showing the flow of a jackpot game. Here, we will illustrate a jackpot game in which only the first jackpot entry point 14 is opened.

[0063] As shown in Figure 4(A), after the special symbol stops and the jackpot game begins, the jackpot opening (also called "jackpot OP") is set first. The jackpot OP continues for a predetermined time (for example, 10 seconds), and when the jackpot OP ends, the first round of the round game begins. The round game continues for a predetermined time (for example, 30 seconds), or until a predetermined number of game balls (for example, 10 balls) enter the first jackpot pocket 14. When the first round of the round game ends, the round interval (also called "round IT") is set. The round IT continues for a predetermined time (for example, 2 seconds), and when the round IT ends, the second round of the round game begins. Finally, when the last round of the round game (for example, the 10th round of the round game) ends, the jackpot ending (also called "jackpot ED") is set. The jackpot ending sequence continues until a predetermined time (for example, 10 seconds) has elapsed, and the jackpot game ends when the jackpot ending sequence concludes. Note that either the jackpot opening sequence or the jackpot ending sequence, or both, may be omitted.

[0064] 6. Minor win game Next, the small win game performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing a small win game, which is a different type of game from the big win game. Unlike the big win game, the game state does not change after the small win game. For example, if a small win game is performed in the "low probability low base game state," the "low probability low base game state" will continue after the small win game. In a small win game, the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15.

[0065] Figure 4(B) is a time chart showing the flow of a minor win game. Here, a minor win game in which only the first large prize slot 14 is opened is shown as an example. As shown in Figure 4(B), after the special symbol stops and the minor win game begins, a pre-opening interval (also called "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize slot 14 opens. The first large prize slot 14 remains open until a predetermined time (for example, 5 seconds) has elapsed, or until a predetermined number of game balls (for example, 10 balls) have entered the first large prize slot 14. When the first large prize slot 14 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, 2 seconds) has elapsed, and when the post-opening IT ends, one minor win game ends. Furthermore, it is acceptable to have either or both of the pre-opening IT and post-opening IT not set. Also, considering the gameplay of the pachinko machine PY1, it is acceptable to have the small win game not performed.

[0066] 7. Auxiliary games Next, the auxiliary gameplay performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(C). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing auxiliary gameplay as a game distinct from the jackpot game and the minor jackpot game. Unlike the jackpot game and the minor 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 a non-time-saving state, the second start opening 12 is open for only a first opening time (e.g., 0.1 seconds), while when the auxiliary game is performed in a time-saving state, the second start opening 12 is open for a second opening time (e.g., 3.5 seconds), which is longer than the first opening time.

[0067] Figure 4(C) is a time chart showing the flow of the auxiliary game. As shown in Figure 4(C), after the stop indicator in the normal diagram, when the auxiliary game starts, the second start opening 12 opens. The second start opening 12 remains open until a predetermined time has elapsed (the first opening time if not in a time-saving state, or the second opening time if in a time-saving state), or until a predetermined number of game balls (for example, 4) have entered the second start opening 12. Once the second start opening 12 is closed, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time has elapsed (for example, 2 seconds), and the end of the post-opening IT marks the end of one round of the auxiliary game.

[0068] 8. Direction Next, the effects performed by the pachinko game machine PY1 will be explained using Figures 5 to 12. The pachinko game machine PY1 can be set to different effects modes depending on the game state. In each effects mode, the pachinko game machine PY1 can perform the following effects using the various effects devices equipped in the pachinko game machine PY1 (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, etc.).

[0069] 8-1. Performance Mode First, let's explain the performance modes using Figure 5. A performance mode is a category of performance (or a higher-level conceptual attribute). The pachinko game machine PY1 can be set to the following performance modes: waiting performance mode, normal performance mode, probability variation performance mode, time reduction performance mode, and jackpot performance mode.

[0070] The "waiting for customers" performance mode is a performance mode that may be set when the special symbols are stopped (when the special symbols are not being displayed in variable mode) in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state." In the waiting for customers performance mode, the player is informed that the machine is waiting for the special symbols to be displayed in variable mode. The pachinko machine PY1 can perform a waiting for customers performance while the waiting for customers performance mode is set. The waiting for customers performance is a performance in which a demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a, as shown in Figure 5(A-1). In addition, if the normal button 40 is operated while the demo video G100 is being displayed, for example, the setting screen G101 for setting the performance of the pachinko machine PY1 may be displayed on the display unit 50a, as shown in Figure 5(A-2). The Pachinko game machine PY1 allows settings related to its effects while the setting screen G101 is displayed. These effects settings include the volume setting for the sound output from speaker 52, the brightness setting for the display unit 50a (also called "light intensity setting"), and the frequency setting for the effects that are performed (also called "effect setting").

[0071] The normal performance mode is a performance mode that may be set over one or more variable displays of special symbols in a "low probability low base game state" or a "high probability low base game state". In the normal performance mode, the player is indicated to be in a non-time-saving state. In the normal performance mode, the pachinko game machine PY1 displays, for example, a normal background image G102 representing a mountain landscape on the display unit 50a, as shown in Figure 5(B-1). Note that the background displayed in the normal performance mode is not limited to the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.

[0072] The probability variation mode is a performance mode that may be set during the "high probability, high base game state" over one or more variable displays of special symbols. In the probability variation mode, the player is indicated to be in a high probability state and a time-saving state. In the probability variation mode, the pachinko game machine PY1 displays, for example, a probability variation background image G103 representing space on the display unit 50a, as shown in Figure 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103, and multiple types of backgrounds may be displayed in order or randomly.

[0073] The time-saving performance mode is a performance mode that may be set during the "low probability, high base game state" over one or more variable displays of special symbols. In the time-saving performance mode, the player is indicated to be in both a normal probability state and a time-saving state. In the time-saving performance mode, the pachinko game machine PY1 displays, for example, a time-saving background image G104 representing the sky on the display unit 50a, as shown in Figure 5(B-3). Note that the background displayed in the time-saving performance mode is not limited to the time-saving background image G104, and multiple types of backgrounds may be displayed sequentially or randomly.

[0074] The jackpot animation mode is an animation mode that is set when a jackpot game is in progress. In the jackpot animation mode, the player is informed that a jackpot game is in progress. In the jackpot animation mode, the pachinko machine PY1 displays an opening image G107 that indicates the start of a jackpot game, a right-hand shooting image G108 that prompts the player to "shoot to the right," etc., on the display unit 50a at the start of a jackpot game, as shown in Figure 5(C-1). The display of these images is called the "opening animation."

[0075] Furthermore, in the jackpot performance mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during round play, as shown in Figure 5(C-2). If a high probability state is subsequently entered, an upgrade image G110 indicating that a high probability state has been entered is also displayed on the display unit 50a. The display of these images is referred to as the "round performance."

[0076] Furthermore, in the jackpot performance mode, when the jackpot game ends, the pachinko game machine PY1 displays an ending image G111 that suggests the performance mode to be set after the jackpot performance mode, and a total number of prize balls image G112 that suggests the total number of prize balls paid out, etc., on the display unit 50a, as shown in Figure 5(C-3). The display of these images is referred to as the "ending performance".

[0077] In the basic embodiment, five types of performance modes are set: a waiting-for-customers performance mode, a normal performance mode, a probability variation performance mode, a time reduction performance mode, and a jackpot performance mode. However, the types of performance modes may be changed or added as appropriate.

[0078] 8-2. Special Symbol Variation Production Next, the special symbol variation effect (also called the "variation effect") will be explained using Figures 6 to 8. The special symbol variation effect is an effect that suggests the result of the jackpot determination. When the variable display of the special symbol begins in the pachinko game machine PY1, the special symbol variation effect using the effect symbols is executed in parallel with the variable display of the special symbol. The effect symbols consist of the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3, as shown in Figure 6(A).

[0079] In the Pachinko game machine PY1, during the special symbol variation performance, the performance symbols EZ1, EZ2, and EZ3 are displayed on the background (normal background image G102, probability variation background image G103, time reduction background image G104). The "↓" in the diagram indicates that the performance symbols are currently being displayed in a variation state. The performance symbols EZ1, EZ2, and EZ3 are composed of, for example, number symbols from "1" to "9". During the variation display of the performance symbols EZ1, EZ2, and EZ3, the performance symbols EZ1, EZ2, and EZ3 change in conjunction with the start of the variable display of the special symbol, and stop in conjunction with the stop display of the special symbol. The result of the jackpot determination is then suggested by the manner in which the performance symbols EZ1, EZ2, and EZ3 are displayed when the special symbol stops.

[0080] 8-2-1. Normal fluctuations The Pachinko game machine PY1 can perform a normal spin first in its special symbol variation sequence. The normal spin is a sequence in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner, and it functions as a sequence that indicates that the variable display of the special symbols has begun.

[0081] In the normal spinning of the pachinko game machine PY1, as shown in Figure 6(B), the display of the performance symbols EZ1, EZ2, and EZ3 begins. If the pachinko game machine PY1 does not generate a reach after the normal spinning and the result is a miss, as shown in Figure 6(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped in different ways, and then the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a way that suggests a miss (a so-called scattered pattern), as shown in 6(D). The patterns that suggest a miss are patterns where the left and right performance symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, if the pachinko game machine PY1 generates a reach after the normal spinning, as shown in Figure 6(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped and displayed in the same way (a so-called reach pattern) to establish a reach. The stopping order of the EZ1, EZ2, and EZ3 symbols can be changed as needed.

[0082] 8-2-2.N reach The Pachinko game machine PY1 allows for an N-reach to occur after a reach has been achieved. An N-reach is a reach animation in which, for example, the fluctuation speed of the middle display symbol EZ2 gradually slows down, and it functions as an animation that suggests the possibility of a jackpot occurring.

[0083] In the Pachinko game machine PY1, during an N-Reach, the fluctuation speed of the middle display symbol EZ2 is gradually reduced, as shown in Figure 7(A). If the N-Reach is a miss, the Pachinko game machine PY1 stops the middle display symbol EZ2, as shown in Figure 7(B), and displays the display symbols EZ1, EZ2, and EZ3 in a manner that suggests a miss (a so-called miss pattern). The manner that suggests a miss is such as "7-6-7" or "5-3-5", where the left and right display symbols are the same and the middle symbol is different from the left and right display symbols. On the other hand, if the Pachinko game machine PY1 develops into an SP-Reach after the N-Reach, the middle display symbol EZ2 is not stopped. The content of the N-Reach display can be changed as appropriate.

[0084] 8-2-3.SP Reach The Pachinko machine PY1 allows for an SP Reach to occur after an N Reach. An SP Reach is a reach animation that displays, for example, a battle between the main character and an enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.

[0085] In the SP Reach, the pachinko game machine PY1 displays an SP title image G1 on the display unit 50a, as shown in Figure 8(A), to indicate the start of the SP Reach. The SP title image G1 is, for example, a text image that reads "Defeat Enemy A!". Subsequently, as shown in Figure 8(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the main character and enemy character battling on the display unit 50a. When the battle reaches its final stage, if the SP Reach results in a jackpot, the pachinko game machine PY1 displays the main character celebrating his victory in the battle, as shown in Figure 8(C-1), to suggest a jackpot, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). Furthermore, if the Pachinko machine PY1 results in a loss during an SP reach, it displays an enemy character celebrating a victory in battle, as shown in Figure 8(C-2), and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a loss. On the other hand, if the Pachinko machine PY1 develops into an SPSP reach after this SP reach, it does not stop the middle symbol EZ2. The content of the SP reach's presentation can be changed as appropriate.

[0086] 8-2-4.SPSP Reach The Pachinko machine PY1 allows for an SPSP reach after an SP reach. An SPSP reach is a reach animation that displays, for example, a battle between the main character and a powerful enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.

[0087] In the SPSP Reach, the pachinko game machine PY1 displays an SPSP title image G2 on the display unit 50a, as shown in Figure 9(A), to indicate the start of the SPSP Reach. The SPSP title image G2 is, for example, a text image that reads "Defeat Enemy B!". Subsequently, as shown in Figure 9(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and a strong enemy character image G202 representing the strong enemy character on the display unit 50a, and displays a video of the main character and the strong enemy character battling on the display unit 50a. When the battle reaches its final stage, if the SPSP Reach results in a jackpot, the pachinko game machine PY1 displays the main character celebrating his victory in the battle, as shown in Figure 9(C-1), to suggest a jackpot, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). On the other hand, when the Pachinko game machine PY1 is about to lose in an SPSP reach, as shown in Figure 9(C-2), it displays a scene of a strong enemy character celebrating a victory in battle, and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a reach loss. The content of the SPSP reach can be changed as appropriate.

[0088] Here, we will explain the probability (also called "jackpot expectation") of the symbols EZ1, EZ2, and EZ3 stopping in a manner that indicates a jackpot. The jackpot expectation is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of an N-reach is set to 10% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, then if the execution probability of an SP-reach is set to 4% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, the jackpot expectation for the SP-reach can be made higher than the jackpot expectation for the N-reach.

[0089] Furthermore, for example, if the execution probability of an SP Reach is set to 4% when the jackpot judgment result is a miss, and 100% when the jackpot judgment result is a win, then setting the execution probability of an SPSP Reach to 2% when the jackpot judgment result is a miss, while setting it to 100% when the jackpot judgment result is a win, makes the expected probability of a jackpot for an SPSP Reach higher than the expected probability of a jackpot for an SP Reach. In this way, by pre-setting the execution probability of each playable animation according to the jackpot judgment result, the expected probability of a jackpot for that animation can be determined.

[0090] 8-3. Hold icon and the corresponding icon The pachinko game machine PY1 can display the reserve icon HA on the display unit 50a while storing either the special symbol 1 reserve or the special symbol 2 reserve. The reserve icon HA is, for example, an icon image of a circle. The pachinko game machine PY1 can also display the same icon TA on the display unit 50a while the special symbol is being displayed in a variable manner. The icon TA is, for example, the same icon image of a circle as the reserve icon HA.

[0091] A hold icon display area 50d is provided at the bottom of the display unit 50a. As shown in Figure 10(A), the hold icon display area 50d consists of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko game machine PY1 displays the hold icon HA in each of the display areas 50d1, 50d2, 50d3, and 50d4 according to the number of hold symbols for Special Feature 1 or Special Feature 2. For example, if the number of hold symbols for Special Feature 1 is "1", the hold icon HA is displayed in the first display area 50d1, and if the number of hold symbols for Special Feature 1 is "2", the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The hold icon display area 50d may display both the number of hold symbols for Special Feature 1 and Special Feature 2, or it may display only one of them. Furthermore, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.

[0092] Furthermore, an icon display area 50e is provided below the display unit 50a, near the hold icon display area 50d. As shown in Figure 10(A), the icon display area 50e consists of a single display area. When the pachinko game machine PY1 starts the variable display of the special symbols, it displays the icon TA, which is the same as or different from the hold icon HA, in the icon display area 50e. However, considering the gameplay of the pachinko game machine PY1, the icon TA may not be displayed.

[0093] 8-3-1.Holding effect The pachinko game machine PY1 is capable of performing a hold animation when a game ball enters the first start opening 11 or the second start opening 12. The hold animation is, for example, an animation in which the hold icon HA is displayed in the hold icon display area 50d, and functions as an animation to inform the player of the number of special symbol 1 hold or special symbol 2 hold.

[0094] In the pachinko game machine PY1, when the variable display of the special symbol is not active and the number of reserved special symbol 1 balls is "0", if a game ball enters the first start opening 11, the icon TA is displayed in the icon display area 50e as shown in Figure 10(B). Also, in the pachinko game machine PY1, for example, if two game balls enter the first start opening 11 while the variable display of the special symbol is active, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Figure 10(C), informing the player that the number of reserved special symbol 1 balls is "2". Furthermore, when the pachinko game machine PY1 is displaying the reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, and starts a variable display of a new special symbol, as shown in Figure 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, informing the player that the number of reserved special symbols 1 is "1".

[0095] 8-4. Preview Production The Pachinko game machine PY1 can perform a pre-announcement effect at any timing during the special symbol variation effect. The pre-announcement effect uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, 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 game machine PY1 can perform a movable body effect using either the on-board movable body 55k or the frame movable body 58k as a pre-announcement effect. A 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 game machine PY1 performs a movable object effect at any timing during the special symbol variation effect (for example, at the timing when an N-reach develops into an SP-reach). Here, a movable object effect using a movable object 55k on the game board is given as an example. The movable object effect is an effect in which the movable object 55k on the game board moves onto the display unit 50a, as shown in Figure 11(A). In the movable object effect, the pachinko game machine PY1 displays an effect image G4 in the space on the display unit 50a that does not overlap with the movable object 55k on the game board. After the movable object effect, as shown in Figure 11(B), the movable object 55k on the game board returns to its normal standby state (initial position), and the effect develops. Figure 11(B) shows the case when it develops into an SPSP-reach. Note that the movement of the movable object 55k on the game board during the movable object effect can be changed as appropriate.

[0098] 8-4-2. Operation direction The Pachinko game machine PY1 can perform operational animations using either the regular button 40 or the special button 41 as a pre-announcement effect. Operational animations, for example, are animations in which the player operates the regular button 40 or the special button 41.

[0099] The pachinko game machine PY1 performs an operation animation at any timing during the special symbol variation animation (for example, during an SP reach). Here, an operation animation using the normal button 40 is given as an example. In the operation animation, the pachinko game machine PY1 creates a period during which pressing the normal button 40 is valid (referred to as the "button operation validity period"), and upon the occurrence of this button operation validity period, it performs an animation that prompts the player to press the normal button 40 (referred to as the "button operation promotion animation"), as shown in Figure 12(A). In the button operation promotion animation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 consists of a normal button image G31 that mimics the normal button 40, a pressing image G32 that represents the operation of the normal button 40 (i.e., pressing operation) (in this case, an image of the text "Press"), and an operation validity period remaining time image G33 that represents the remaining time of the button operation validity period. The pachinko game machine PY1 terminates the button operation promotion animation and performs an operation result animation, as shown in Figure 12(B), when the normal button 40 is pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated. Figure 12(B) shows the case where a movable body animation, in which the movable body 55k on the board moves, is performed as the operation result animation. The content of the operation animation can be changed as appropriate.

[0100] 8-4-3. Predictive effects The Pachinko game machine PY1 can perform pre-announcement effects based on pre-announcement judgments as a pre-announcement effect. Pre-announcement effects include, for example, effects in which the reserve icon HA changes, and function as effects to hint in advance at the result of the jackpot judgment.

[0101] The pachinko game machine PY1 performs a pre-announcement effect depending on whether it stores a Special Symbol 1 reserve or a Special Symbol 2 reserve. Here, we will illustrate the pre-announcement effect for a Special Symbol 1 reserve. When a game ball enters the first start opening 11, the pachinko game machine PY1 stores a Special Symbol 1 reserve. Based on the result of the pre-announcement judgment for the Special Symbol 1 reserve, as shown in Figure 10(C), the reserve icon display area 50d displays a "☆" icon image as the reserve icon HA, instead of the usual "〇" icon image. The "☆" icon image (special form icon image) is an image that suggests a higher probability of a jackpot than the "〇" icon image (normal form icon image). This effect of displaying a special form icon image is also called a reserve change effect. The content of the pre-announcement effect can be changed as appropriate.

[0102] 9. Internal Configuration Next, the internal configuration of the pachinko game machine PY1 will be explained using Figures 13 to 16. Figure 13 is a block diagram of the control portion of the pachinko game machine PY1. As shown in Figure 13, the pachinko game machine PY1 comprises a main control unit 100 that controls the game and an effect control unit 120 that executes the effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes the effects according to the instructions of the main control unit 100.

[0103] 9-1. Main Control Unit The main control unit 100 is equipped with a microcomputer 101 for game control. The microcomputer 101 for game control is configured to include, for example, a CPU (Central Processing Unit) and mainly controls various games (special symbol games, regular symbol games, game status, prize ball payout, etc.). The microcomputer 101 for game control is also equipped with a game input unit 101a, a game output unit 101b, and a game storage unit 101c. The game input unit 101a receives information on the entry of game balls from prize-winning devices (first start opening 11, second start opening 12, gate 13, first large prize-winning opening 14, second large prize-winning opening 15, general prize-winning opening 10, etc.) provided on the game board 1, information on the operation of the initialization switch, information on the operation 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 storage unit 101c is composed of, for example, ROM (Read Only Memory) and RAM (Random Access Memory) and stores a table for selecting game content, game data issued in response to game control (special symbol 1 hold, special symbol 2 hold, normal symbol hold, etc.), etc.

[0104] Various games are controlled primarily based on winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls various games using tables and game data stored in the game storage unit 101c.

[0105] 9-2. Table The microcomputer 101 for game control can make various selections when controlling the game. When making selections, a table stored in the game memory unit 101c is referenced. The game memory unit 101c stores the following table.

[0106] 9-2-1. Variation Pattern Determination Table The game memory unit 101c stores the variation pattern determination table 103a1 shown in Figure 14. The variation pattern determination table 103a1 is a table that is referenced when selecting the type of variation pattern. When the game control microcomputer 101 performs variable display of the first or second special symbol based on the result of the jackpot determination, it refers to the variation pattern determination table 103a1 to select the type of variation pattern.

[0107] As shown in Figure 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of special symbols held, etc. The reach determination determines whether or not to perform the aforementioned reach effects (N reach, SP reach, SPSP reach) during the variable display of the special symbols. If the reach effect is to be performed, it is marked as "reach present," and if the reach effect is not to be performed, it is marked as "no reach." The game control microcomputer 101 can select one of seven types of variation patterns as the variation pattern: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs the variable display of the first or second special symbols in a manner (variable display time) corresponding to the selected variation pattern. The type of variation pattern can be changed as appropriate.

[0108] Here, we will explain the role of each variation pattern. As mentioned earlier, during the variable display of the special symbol, a special symbol variation effect is performed. In the special symbol variation effect, an effect flow consisting of one or more effects is executed, and each variation pattern is associated with the variable display time of the special symbol and the effect flow executed in the special symbol variation effect. For example, as shown in Figure 14, "THP001" and "THP011" are associated with a special display time of 120,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a special display time of 100,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a special display time of 20,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with a special display time of 13,000 ms or 2,000 ms and a performance flow consisting only of "normal variation". In this way, the duration of the special symbol variation effect and the effects performed during the special symbol variation effect are varied depending on the type of variation pattern selected by the game control microcomputer 101.

[0109] "THP001" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SPSP Reach," so "THP001" is called "SPSP Jackpot Variation." Similarly, "THP002" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SP Reach," so "THP002" is called "SP Jackpot Variation." Furthermore, "THP011" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SPSP Reach," so "THP011" is called "SPSP Miss Variation." Furthermore, "THP012" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SP Reach," so "THP012" is called "SP Miss Variation." Furthermore, "THP013" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "N Reach," so "THP013" is called "N Miss Variation." Also, "THP021" and "THP022" are selected when the jackpot judgment result is a miss, and the end of the performance flow is "Normal Variation," so "THP021" and "THP022" are called "Normal Miss Variations." Note that the selection ratio of the variation patterns can be set appropriately considering the gameplay of the pachinko machine PY1.

[0110] 9-2-2. Lookahead Judgment Table The game memory unit 101c stores the pre-reading determination table 103b1 shown in Figure 15. The pre-reading determination table 103b1 is a table that is referenced when selecting the type of pre-reading pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the pre-reading determination table 103b1 and selects the type of pre-reading pattern. The diagram shown in Figure 15 is the pre-reading determination table 103b1.

[0111] As shown in Figure 15, the game control microcontroller 101 selects the type of pre-read pattern based on the game state, the type of starting gate, the result of the pre-read judgment, etc. The game control microcontroller 101 can select one of three types of pre-read patterns, "SHP001" to "SHP003," as the pre-read pattern. The type of pre-read pattern can be changed as needed.

[0112] "SHP001" is selected when the pre-read judgment result is a pre-read win, so "SHP001" is called the "Big Win Pre-Read Pattern". Also, "SHP002" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called the "Reach Miss Pre-Read Pattern". Also, "SHP003" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called the "Normal Miss Pre-Read Pattern".

[0113] 9-2-3. Pattern Determination Table The game memory unit 101c stores the symbol determination table 103c1 shown in Figure 16. The symbol determination table 103c1 is a table that is referenced when selecting the types of stopping symbols for the first special symbol and the second special symbol. When a jackpot is determined, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the types of stopping symbols for the first special symbol and the second special symbol. The diagram shown in Figure 16 is the symbol determination table 103c1.

[0114] As shown in Figure 16, the game control microcomputer 101 selects the type of stop symbols for the first and second special symbols based on the type of starting gate, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stop symbols as the type of stop symbol: "jackpot Wα symbol", "jackpot Xα symbol", "jackpot Yα symbol", "jackpot Zα symbol", "minor win symbol", "miss A symbol", and "miss B symbol". The game control microcomputer 101 displays the stop of the first or second special symbol in a manner corresponding to the selected stop symbol. The type of stop symbol can be changed as appropriate.

[0115] Here, we will explain the role of each stop symbol. As mentioned earlier, after the special symbol stops, there are several possibilities: a jackpot game may occur, a minor jackpot game may occur, a time-saving mode may be entered, or nothing may happen and it may result in a loss. There are four types of jackpot games ("Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", "Jackpot Game Zα"), one type of minor jackpot game, and two types of losses (the specific loss mentioned above, and a simple loss). Each stop symbol corresponds to one of the jackpot game types, minor jackpot game types, or loss types. For example, as shown in Figure 16, the "Big Win Wα Symbol" is associated with "Big Win Game Wα", the "Big Win Xα Symbol" is associated with "Big Win Game Xα", the "Big Win Yα Symbol" is associated with "Big Win Game Yα", the "Big Win Zα Symbol" is associated with "Big Win Game Zα", the "Small Win Symbol" is associated with a small win game, the "Loss A Symbol" is associated with a simple loss where nothing happens, and the "Loss B Symbol" is associated with a time-saving state. In this way, the type of big win game, the type of small win game, and the type of loss (whether or not a time-saving state is entered) to be executed differ depending on the type of stop symbol selected by the game control microcomputer 101.

[0116] The "Big Win Wα symbol" and "Big Win Yα symbol" are selected when a big win game that leads to a high probability state follows, and are therefore sometimes referred to as "probability change symbols." Similarly, the "Big Win Xα symbol" and "Big Win Zα symbol" are determined when a big win game that leads to a normal probability state follows, and are therefore sometimes referred to as "normal symbols." The "Miss A symbol" is determined when nothing happens afterward, and is therefore sometimes referred to as "normal miss symbol." The "Miss B symbol" is determined when a specific miss leads to a time-saving state, and is therefore sometimes referred to as "Miss time-saving symbol." The selection ratio of the stopping symbols can be set appropriately, taking into consideration the gameplay of the pachinko machine PY1.

[0117] 9-3. Commands The game control microcontroller 101 can output performance commands issued in response to game control to the performance control unit 120 via the game output unit 101b. The game control microcontroller 101 can issue the following commands.

[0118] 9-3-1. Winning Command Prize winning commands are issued in relation to the entry of game balls into various prize winning devices (first starting opening 11, second starting opening 12, gate 13, first major prize winning opening 14, second major prize winning opening 15, general prize winning opening 10, etc.). Prize winning commands include the first starting opening command issued when a game ball enters the first starting opening 11, the second starting opening command issued when a game ball enters the second starting opening 12, the gate command issued when a game ball passes through the gate 13, the first major prize winning opening command issued when a game ball enters the first major prize winning opening 14, the first major prize winning opening command issued when a game ball enters the second major prize winning opening 15, and the general prize winning opening command issued when a game ball enters the general prize winning opening 10.

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

[0120] 9-3-3. General Drawing Commands Puzzle commands are issued in relation to the operation of the plot. Examples of plot commands include the plot start command, which is issued when the variable display of the plot begins, and the plot confirmation command, which is issued when the plot stops displaying.

[0121] 9-3-4. Hold Command The hold command is issued in relation to the increase or decrease in the number of hold units for Special Feature 1 hold, Special Feature 2 hold, and Normal Feature hold. Examples of hold commands include the Special Feature 1 hold increase command issued when the number of Special Feature 1 hold units increases, the Special Feature 1 hold decrease command issued when the number of Special Feature 1 hold units decreases, the Special Feature 2 hold increase command issued when the number of Special Feature 2 hold units increases, the Special Feature 2 hold decrease command issued when the number of Special Feature 2 hold units decreases, the Normal Feature hold increase command issued when the number of Normal Feature hold units increases, and the Normal Feature hold decrease command issued when the number of Normal Feature hold units decreases.

[0122] 9-3-5. Jackpot Game Command Jackpot game commands are issued in relation to the operation of the jackpot game. Jackpot game commands include the OP command issued at the start of the OP, the round command issued at the start of each round of gameplay, and the ED command issued at the start of the ED.

[0123] 9-3-6. Minor Win Game Command Minor win game commands are issued in relation to the operation of minor win games. Examples of minor win game commands include pre-opening IT commands issued when pre-opening IT starts, and post-opening IT commands issued when post-opening IT starts.

[0124] 9-3-7. Auxiliary Game Command The auxiliary game command is issued in relation to the operation of the auxiliary game. Examples of the auxiliary game command include the auxiliary game start command issued upon the start of the auxiliary game.

[0125] 9-3-8. Game State Command The game state command is issued in relation to the current game state. Examples of the game state command include the normal probability command issued when the game state is the normal probability state, the high probability command issued when the game state is the high probability state, the non-time limit command issued when the game state is the non-time limit state, the time limit command issued when the game state is the time limit state, the big win command issued when the game state is the big win game state, the left hit command issued when the game state is the left hit state, the right hit command issued when the game state is the right hit state, etc.

[0126] 9-4. Presentation Control Unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various presentations (presentation modes, special figure variation presentations, reserved presentations, preview presentations, etc.). The presentation control microcomputer 121 also includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs presentation commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores processing programs for the CPU to perform in various presentations, tables for selecting preview presentations, etc., and presentation data issued in accordance with the execution of the presentations.

[0127] The various presentations are mainly executed based on the presentation commands and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing programs, tables, presentation data, etc. stored in the presentation storage unit 121b to execute the various presentations.

[0128] <Examples of modifications to the basic implementation> The following describes examples of modifications to the pachinko game machine PY1 described in the basic embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiment and the following modifications 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 for 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 containing an image that suggests a high probability state may be displayed.

[0130] Furthermore, in the basic embodiment, only the special effect symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a in parallel with the variable display of the special effect symbols. However, other symbols may also be displayed on the display unit 50a in parallel with the special effect symbols EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other symbols smaller than the size of the special effect symbols EZ1, EZ2, and EZ3.

[0131] Furthermore, in the basic embodiment, only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols. However, other symbols may be displayed in parallel with the performance symbols EZ1, EZ2, and EZ3 on a display device other than the image display device 50. For example, a dedicated LED for displaying other symbols in a variable manner may be installed on the game board 1, and the dedicated LED may blink while the performance symbols EZ1, EZ2, and EZ3 are being displayed in a variable manner.

[0132] Furthermore, in the basic embodiment, the first and second special drawings are not displayed variably at the same time, but only one of them is displayed variably. However, the first and second special drawings may be displayed variably at the same time.

[0133] Furthermore, in the basic embodiment, the game progression and the effects are controlled by separate control units, but the game progression and the effects may be controlled by a single control unit. For example, both the game progression and the effects may be controlled by the main control unit 100 alone.

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

[0135] <First Embodiment> The first embodiment will be described below. Unless otherwise specified, the pachinko game machine of the basic embodiment described above also applies to the first embodiment.

[0136] First, the front door 23 will be explained in detail using Figure 17. Figure 17 is a perspective view of the lower part of the front door 23. As shown in Figure 17, the front of the front door 23 is provided with an operating section that can be operated by the player, which includes a normal button 40, a handle 72k, and a lever button 42.

[0137] The handle 72k is a handle used to launch game balls toward the game board 1. It is equipped with a touch sensor (not shown) that detects when a player is holding the handle 72k. When the touch sensor is detected, the game ball is launched when the handle 72k is turned to the right.

[0138] The lever button 42 is located to the left of the normal button 40 and, like the normal button 40, is a button used in the operation animations during special feature variation animations. The lever button 42 is equipped with an LED (not shown) capable of emitting light in a predetermined color and a vibration motor (not shown) capable of vibrating in a predetermined vibration pattern. It is configured to emit light with the LED and to vibrate with the vibration motor. When the player pushes the lever button 42 inward or pulls it outward, a predetermined image is displayed on the display unit 50a, the panel lamp 54 lights up in a predetermined lighting pattern, or a predetermined sound is output from the speaker 52. In the first embodiment, the size of the lever button 42 is smaller than that of the normal button 40, but it may also be larger than that of the normal button 40.

[0139] Next, using Figures 18 to 26, we will explain the special symbol variation effects that the performance control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The performance control microcomputer 121 can execute the following effects in the special symbol variation effects when not in a time-saving state.

[0140] A. Normal fluctuations "Normal variation" is an effect that may occur in response to the start of the variable display of the special symbols, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is the first effect to occur in the special symbol variation effect, it functions as an effect that indicates that the special symbol variation effect has started.

[0141] B. Reach "Reach" is an effect that may occur after a "normal spin," where the left symbol EZ1 and the right symbol EZ3 stop displaying the same type of symbol. "Reach" may occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests the possibility of a jackpot game. Furthermore, "Reach" may develop into other reach effects such as "N Reach," "SP Reach," and "SPSP Reach," so it also functions as an effect that suggests the possibility of a reach effect occurring.

[0142] CN Reach "N Reach" is a special effect that can occur after a "Reach" has been established. In this effect, the reel spin speed of the middle symbol EZ2 gradually slows down. "N Reach" can occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot.

[0143] D.SP Reach An "SP Reach" is a special animation that sometimes occurs after an "N Reach," and it is a reach animation in which the main character and the enemy character battle. An "SP Reach" is more likely to occur when the jackpot result is "Winning the Jackpot" than when the jackpot result is "Losing the Jackpot," so it functions as an animation that suggests there is a high possibility of a jackpot being won.

[0144] E.SPSP Reach "SPSP Reach" is an animation that sometimes occurs after "SP Reach," in which the main character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot result is "Winning the Jackpot" than when it is "Missing," so it functions as an animation that suggests a high probability of a jackpot occurring. Also, since a jackpot is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach," "SPSP Reach" also functions as an animation that suggests a higher probability of a jackpot than "SP Reach."

[0145] F. Character Voice Preview "Character Voice Preview" is a production that may be carried out in "N Reach". It is a preview production in which the voice of the protagonist character is output from the speaker 52 in response to the operation of the normal button 40 or the lever button 42. Since "Character Voice Preview" may develop into "SP Reach" afterwards, it functions as a production suggesting that "SP Reach" may be carried out.

[0146] G. Cut-in Preview "Cut-in Preview" is a production that may be carried out in "SP Reach". It is a preview production in which the protagonist character image G200 is displayed on the display unit 50a in response to the operation of the normal button 40. Since "Cut-in Preview" may develop into "SPSP Reach" afterwards, it functions as a production suggesting that "SPSP Reach" may be carried out.

[0147] H. Roulette Preview "Roulette Preview" is a production that may be carried out in "SPSP Reach". It is a preview production in which one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) in response to the operation of the lever button 42. Since the production symbols EZ1, EZ2, EZ3 may stop and display as a double-zero indicating a big win afterwards, it functions as a production suggesting that a big win game may be carried out.

[0148] Next, using Fig. 18, the production flow of the main special figure variation production executed in the non-time-saving state will be explained. The production control microcomputer 121 can display a production image on the display unit 50a in each production constituting the production flow, and execute a light emission production using the frame lamp 53 and the panel lamp 54 and a sound production using the speaker 52 in response to the display of the production image.

[0149] As shown in Figure 18(A), in the special symbol variation sequences with the variation patterns "SPSP Big Win Variation" and "SPSP Miss Variation," the sequence flow is as follows: "Normal Variation" → "Reach" → "N Reach" → "SP Reach" → "SPSP Reach." In addition, in these special symbol variation sequences, a "Character Voice Announcement" may occur during "N Reach," a "Cut-in Announcement" may occur during "SP Reach," and a "Roulette Announcement" may occur during "SPSP Reach."

[0150] Furthermore, as shown in Figure 18(B), in the special symbol variation sequences with the variation patterns "SP Big Win Variation" and "SP Miss Variation," the sequence flow consisting of "Normal Variation" → "Reach" → "N Reach" → "SP Reach" is executed. In addition, in these special symbol variation sequences, a "Character Voice Announcement" may be performed during the "N Reach," and a "Cut-in Announcement" may be performed during the "SP Reach."

[0151] Furthermore, as shown in Figure 18(C), in the special symbol variation sequence where the variation pattern is "N Miss Variation," the sequence flow consisting of "Normal Variation" → "Reach" → "N Reach" is executed. Note that in this special symbol variation sequence, "Character Voice Announcement," "Cut-in Announcement," and "Roulette Announcement" are not performed.

[0152] Furthermore, as shown in Figure 18(D), in the special symbol variation sequence where the variation pattern is "normal miss variation," the sequence flow consisting only of "normal variation" is executed. Note that in this special symbol variation sequence, "character voice announcement," "cut-in announcement," and "roulette announcement" are not performed.

[0153] Next, we will specifically explain the main effects performed during the special symbol variation effects. Note that the reserve icon HA is also displayed in parallel during the special symbol variation effects described below, but the illustration of the reserve icon HA may be omitted.

[0154] First, let me explain the "character voice notification" in detail. The microcontroller 121 for controlling the performance can execute the "character voice notification" in the "N reach" of the special symbol variation performance where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", and "SP miss variation".

[0155] As shown in Figure 19, the performance memory unit 121b of the performance control microcontroller 121 stores the character voice notification selection table 123a1 and the voice volume selection table 123a2. The performance control microcontroller 121 can use the character voice notification selection table 123a1 to select whether or not to execute the "character voice notification," and if so, the type of voice to use. If the "character voice notification" is executed, the voice volume can be selected using the voice volume selection table 123a2. There are two types of voices: "Chance" and "Congratulations," and there are three volume levels: 1st to 3rd. As will be described in detail later, the voice volume differs depending on the display mode of the main character image G200, which is displayed by operating the normal button 40 or lever button 42 during the "character voice notification."

[0156] Figure 20(A) shows the contents of the character voice notification selection table 123a1. The performance control microcontroller 121 refers to the type of variation pattern and selects whether or not to execute the "character voice notification," and if so, the type of voice to use.

[0157] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), the "Character Voice Announcement" with the voice saying "Chance" is selected 70% of the time, the "Character Voice Announcement" with the voice saying "Congratulations" is selected 20% of the time, and the "Character Voice Announcement" is not selected 10% of the time.

[0158] Additionally, if the variation pattern is "SPSP Miss Variation" (THP011) or "SP Miss Variation" (THP012), there is a 50% chance that the "Character Voice Announcement" with the voice saying "Chance" will be executed, and a 50% chance that the "Character Voice Announcement" will not be executed. The "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.

[0159] Furthermore, if the variation pattern is "N Miss Variation" (THP013), the "Character Voice Announcement" will be not executed 100% of the time, and the execution of the "Character Voice Announcement" with the voice saying "Chance" and the "Character Voice Announcement" with the voice saying "Congratulations" will not be selected.

[0160] In other words, the system is set so that the "character voice announcement" saying "Congratulations" is only selected when the result of the jackpot judgment is a variation pattern corresponding to "jackpot win," and the "character voice announcement" saying "Congratulations" functions as an effect that suggests that a jackpot game is about to be played. In the first embodiment, the voices output in the "character voice announcement" are two types: "Chance" and "Congratulations," but it is also possible to output three or more types of voices.

[0161] Furthermore, the "Character Voice Announcement" is only selected to be executed when the performance flow includes an "SP Reach" in the variation pattern, and the "Character Voice Announcement" functions as a performance that suggests that the game will develop into an "SP Reach".

[0162] In the first embodiment, the execution of the "character voice preview" is set to be selected only in the case of a variable pattern in which "SP reach" is included in the production flow. However, even in a variable pattern in which "SP reach" is not included in the production flow, the execution of the "character voice preview" may be selected. In this case, it is preferable to make it more difficult to select the execution of the "character voice preview" in the case of a variable pattern in which "SP reach" is not included in the production flow than in the case of a variable pattern in which "SP reach" is included in the production flow. Note that the selection ratio shown by the character voice preview selection table 123a1 shown in FIG. 20(A) can be changed as appropriate.

[0163] FIG. 20(B) is a diagram showing the content of the voice volume selection table 123a2. The production control microcomputer 121 refers to the type of the variable pattern and the type of the display mode (moving image or still image) of the main character image G200 displayed when the player operates the normal button 40 or the lever button 42 in the "character voice preview", and selects the volume of the voice output from the speaker 52 in the "character voice preview". Details of the type of the display mode of the main character image G200 will be described later.

[0164] Specifically, when the variable pattern is "SPSP big hit variation" (THP001) or "SP big hit variation" (THP002), and the type of the display mode is "still image A", the first volume is selected at a ratio of 70% and the second volume is selected at a ratio of 30%, and the third volume is not selected.

[0165] Also, when the variable pattern is "SPSP big hit variation" (THP001) or "SP big hit variation" (THP002), and the type of the display mode is "still image B", the second volume is selected at a ratio of 70% and the third volume is selected at a ratio of 30%, and the first volume is not selected.

[0166] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002) and the display mode type is "Still Image C", the third volume is selected at 100%, and the first and second volume are not selected.

[0167] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002) and the display mode type is "Video A", the first volume is selected at 100%, and the second and third volume levels are not selected.

[0168] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002) and the display mode type is "Video B", the second volume is selected at a rate of 70%, the third volume at a rate of 30%, and the first volume is not selected.

[0169] Furthermore, if the fluctuation pattern is "SPSP Loss Fluctuation" (THP011) or "SP Loss Fluctuation" (THP012), regardless of the type of display mode, the second volume will be selected at 100% of the time, and the first and third volume will not be selected.

[0170] In other words, the settings are configured so that the first and third volume levels are selected only when the result of the jackpot judgment corresponds to a variation pattern that results in a "jackpot win." The "character voice announcement," in which the main character's voice is output at either the first or third volume level, functions as a visual effect that suggests a jackpot game is about to occur.

[0171] Also, in the case of a variation pattern corresponding to a "miss" result of the jackpot determination, regardless of the type of display mode, the second volume is always set to be selected. On the other hand, in the case of a variation pattern corresponding to a "jackpot win" result of the jackpot determination, when the type of display mode is "still image", when it is "still image A", the first volume is more likely to be selected than the second volume, and when it is "still image B", the second volume is more likely to be selected than the third volume. The "character voice preview" when the type of display mode is "still image A" functions as an effect that more easily suggests that a jackpot game is being played than the "character voice preview" when the type of display mode is "still image B".

[0172] Also, it is set such that when the type of display mode is "still image A", the first volume is more likely to be selected, when the type of display mode is "still image B", the second volume is more likely to be selected, and when the type of display mode is "still image C", the third volume is more likely to be selected. For the "character voice preview" when "still image A" is displayed, the probability that the voice of the main character is output at the first volume is high. For the "character voice preview" when "still image B" is displayed, the probability that the voice of the main character is output at the second volume is high. For the "character voice preview" when "still image C" is displayed, it can be said that the probability that the voice of the main character is output at the third volume is high. Note that the selection ratio shown by the voice volume selection table 123a2 shown in FIG. 20(B) can be changed as appropriate.

[0173] In the first embodiment, the selected volume is made different according to the type of variation pattern, but the same volume may be selected regardless of the type of variation pattern. For example, when the type of display mode is "still image A", the first volume is always selected, when the type of display mode is "still image B", the second volume is always selected, when the type of display mode is "still image C", the third volume is always selected, and when the type of display mode is "video", the second volume may always be selected.

[0174] When the dedicated microcomputer 121 executes the "character voice preview" in the special figure variable performance, it executes the "character voice preview" with the voice type and volume selected by the character voice preview selection table 123a1 and the voice volume selection table 123a2.

[0175] Figures 21(A) to 21(G), Figures 22(A) to 22(B), Figures 23(A) to 23(E), and Figures 24(A) to 24(B) are diagrams showing how the "character voice preview" is performed. In the special figure variable performance, when "reach" is achieved and "N reach" is performed as shown in Figure 21(A), the "character voice preview" is performed.

[0176] In the "character voice preview", an operation valid period (for example, 5 seconds) during which the operations of the normal button 40 and the lever button 42 are valid occurs. As shown in Figure 21(B), the normal button image G31 imitating the normal button 40 and the lever button image G300 imitating the lever button 42 are displayed at the lower center of the display unit 50a. An upward arrow image is added to the lever button image G300 to prompt the player to push the lever button 42 deeper.

[0177] When the player operates the normal button 40 while the normal button image G31 and the lever button image G300 are displayed, as shown in Figure 21(C), the lever button image G300 is erased, and the protagonist character image G200 representing the protagonist character is displayed at the lower right of the display unit 50a, and a video in which the protagonist character image G200 moves from the lower right to the upper right of the display unit 50a is displayed. In the first embodiment, the protagonist character image G200 is displayed by operating the normal button 40, but the protagonist character image G200 may be displayed before operating the normal button 40. For example, the protagonist character image G200 may be displayed simultaneously with the display of the normal button image G31. Then, the protagonist character image G200 that has moved to the upper right of the display unit 50a continues to be displayed at the upper right of the display unit 50a while swaying up and down as shown in Figure 21(D).

[0178] Subsequently, when the player operates the normal button 40 again, a video is displayed in which the main character image G200 moves from the upper right to the lower right of the display unit 50a, as shown in Figure 21(E). Then, the main character image G200, having moved to the lower right of the display unit 50a, continues to be displayed in the lower right of the display unit 50a, shaking up and down, as shown in Figure 21(F).

[0179] In the first embodiment, when the main character image G200, which has moved to the upper right part of the display unit 50a, returns to the lower right part of the display unit 50a, it is configured so that it continues to be displayed in the lower right part of the display unit 50a even if the player operates the normal button 40 again. However, it is also possible to configure the system so that the main character image G200 moves back to the upper right part of the display unit 50a when the normal button 40 is operated again.

[0180] Then, when the operation validity period ends, the normal button image G31 is erased, and the main character image G200 that is displayed at that time is fixed and displayed. Figure 21(G) shows the case when the main character image G200 is fixed and displayed in the lower right of the display unit 50a.

[0181] Then, after a predetermined time (for example, 2 seconds) has elapsed since the normal button image G31 was erased, the voice of the main character is output from speaker 52. At this time, if "Chance" is selected by the character voice notification selection table 123a1, the voice of the main character saying "Chance" is output from speaker 52, as shown in Figure 22(A). If "Congratulations" is selected by the character voice notification selection table 123a1, the voice of the main character saying "Congratulations" is output from speaker 52, as shown in Figure 22(B).

[0182] The main character's voice is output at the volume selected by the voice volume selection table 123a2, and is output at one of the following volumes: Volume 1, Volume 2, or Volume 3. Volume 2 is the same volume as the various sounds output from speaker 52 before the "character voice preview" is given, and if the main character image G200 is not displayed because button 40 is not operated, the main character's voice is output at this Volume 2. Volume 1 is lower than Volume 2, and Volume 3 is higher than Volume 2.

[0183] Specifically, when the main character image G200 is fixedly displayed in the upper right corner of the display unit 50a, the main character's voice is output at either the first or second volume level, and when the main character image G200 is fixedly displayed in the lower right corner of the display unit 50a, the main character's voice is output at either the second or third volume level (see Figure 20(B)).

[0184] Then, after a predetermined time (for example, 2 seconds) has elapsed since the main character's voice was output from speaker 52, the main character image G200 is erased and the "character voice preview" ends. In the first embodiment, if the main character's voice in the "character voice preview" is output at the first or third volume, the volume of the various sounds output thereafter is set to return to the second volume. However, if the main character's voice is output at the first volume, the first volume may continue thereafter, and if the main character's voice is output at the third volume, the third volume may continue thereafter.

[0185] Furthermore, in the first embodiment, even if the main character image G200 is not displayed, in other words, even if the normal button 40 is not operated, the main character's voice is output from the speaker 52. However, if the player does not operate the normal button 40, the main character's voice may be not output from the speaker 52.

[0186] On the other hand, when the normal button image G31 and lever button image G300 are displayed (see Figure 21(B)), if the player presses the lever button 42, as shown in Figure 23(A), the normal button image G31 is erased and the main character image G200, representing the main character, is displayed in the lower left of the display unit 50a. This main character image G200 has a neutral facial expression and is displayed as a still image. In the first embodiment, the main character image G200 is displayed by operating the lever button 42, but the main character image G200 may be displayed even before the lever button 42 is operated. For example, the main character image G200 may be displayed at the same time as the lever button image G300 is displayed.

[0187] Subsequently, when the player presses the lever button 42 again, as shown in Figure 23(B), the main character image G200 does not move, but its facial expression changes to a crying face, and it is displayed as a still image in the lower left of the display unit 50a.

[0188] Subsequently, when the player presses the lever button 42 again, as shown in Figure 23(C), the main character image G200 changes its facial expression to a smiling face without moving, and is displayed as a still image in the lower left of the display unit 50a.

[0189] Subsequently, when the player presses the lever button 42 again, as shown in Figure 23(D), the main character image G200 changes its facial expression to a smiling face without moving, and is displayed as a still image in the lower left corner of the display unit 50a.

[0190] In the first embodiment, when the facial expression of the main character image G200 changes to a smiling face, the smiling face is maintained even if the player operates the lever button 42 further. However, it is also possible to make the face revert to a crying face with further operation of the lever button 42.

[0191] Then, when the operation validity period ends, the lever button image G300 is erased, and the facial expression of the main character image G200 that is displayed at that time is fixed and displayed. If the lever button 42 is not operated after the main character image G200 is displayed, the facial expression of the main character image G200 will remain expressionless and will not change. Figure 23(E) shows the case when the facial expression of the main character image G200 is fixed as a smiling face.

[0192] Then, after a predetermined time (for example, 2 seconds) has elapsed since the lever button image G300 was erased, the voice of the main character is output from speaker 52. At this time, if "Chance" is selected by the character voice notification selection table 123a1, the voice of the main character saying "Chance" is output from speaker 52, as shown in Figure 24(A). If "Congratulations" is selected by the character voice notification selection table 123a1, the voice of the main character saying "Congratulations" is output from speaker 52, as shown in Figure 24(B).

[0193] The main character's voice is output at a volume selected by the voice volume selection table 123a2, and is output at one of three volumes: Volume 1, Volume 2, or Volume 3. Volume 2 is the same volume as the various sounds output from speaker 52 before the "character voice announcement" is made, and if the lever button 42 is not operated and the main character image G200's facial expression remains expressionless, the main character's voice is output at this Volume 2. Volume 1 is lower than Volume 2, and Volume 3 is higher than Volume 2.

[0194] Specifically, if the fixed main character image G200 has a crying face, the main character's voice is output at either the first or second volume level; if the fixed main character image G200 has a smiling face, the main character's voice is output at either the second or third volume level; and if the fixed main character image G200 has a laughing face, the main character's voice is output at either the second or third volume level (see Figure 20(B)).

[0195] Then, after a predetermined time (for example, 2 seconds) has elapsed since the main character's voice was output from speaker 52, the main character image G200 is erased and the "character voice preview" ends. In the first embodiment, if the main character's voice in the "character voice preview" is output at the first or third volume, the volume of the various sounds output thereafter is set to return to the second volume. However, if the main character's voice is output at the first volume, the first volume may continue thereafter, and if the main character's voice is output at the third volume, the third volume may continue thereafter.

[0196] Furthermore, in the first embodiment, even if the facial expression of the main character image G200 remains expressionless, in other words, even if the lever button 42 is not operated further, the main character's voice is output from the speaker 52. However, if the player does not operate the lever button 42 further, the main character's voice may be prevented from being output from the speaker 52.

[0197] In addition, in the first embodiment, a case where no voice is output from the speaker 52 between the change in the display mode of the protagonist character image G200 and the output of the voice of the protagonist character is illustrated. However, a predetermined voice may be output between the change in the display mode of the protagonist character image G200 and the output of the voice of the protagonist character. In this case, the volume of the predetermined voice may be output at the same volume as the volume selected by the voice volume selection table 123a2, or may be output at a predetermined volume (for example, the second volume) regardless of the volume selected by the voice volume selection table 123a2.

[0198] Next, the "cut-in preview" will be specifically described. The production control microcomputer 121 can execute the "cut-in preview" in the "SP reach" in the special figure variation production of the variation patterns "SPSP jackpot variation", "SP jackpot variation", "SPSP loss variation", and "SP loss variation".

[0199] As shown in FIG. 19, a cut-in preview selection table 123a3 is stored in the production memory unit 121b of the production control microcomputer 121. The production control microcomputer 121 can use the cut-in preview selection table 123a3 to select whether to execute the "cut-in preview" and the type of the cut-in frame when the "cut-in preview" is executed. There are two types of cut-in frames: 'blue frame' and'red frame'.

[0200] FIG. 20(C) is a diagram showing the content of the cut-in preview selection table 123a3. The production control microcomputer 121 refers to the type of the variation pattern and selects whether to execute the "cut-in preview" and the type of the cut-in frame when the "cut-in preview" is executed.

[0201] Specifically, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), the execution of the "cut-in preview" for the "blue frame" is selected at a rate of 20%, the execution of the "cut-in preview" for the "red frame" is selected at a rate of 40%, and the non-execution of the "cut-in preview" is selected at a rate of 40%.

[0202] Also, when the variation pattern is "SPSP loss variation" (THP011) or "SP loss variation" (THP012), the execution of the "cut-in preview" for the "blue frame" is selected at a rate of 50%, the execution of the "cut-in preview" for the "red frame" is selected at a rate of 10%, and the non-execution of the "cut-in preview" is selected at a rate of 40%.

[0203] That is, compared with the variation patterns corresponding to the result of "loss" in the jackpot determination, the variation patterns corresponding to the result of "jackpot win" in the jackpot determination are set so that the execution of the "cut-in preview" for the "red frame" is more likely to be selected. The "cut-in preview" for the "red frame" functions as an effect suggesting a high possibility of a jackpot game being played.

[0204] Also, compared with the case of a variation pattern that does not include "SPSP reach" in the effect flow, in the case of a variation pattern that includes "SPSP reach" in the effect flow, the execution of the "cut-in preview" for the "red frame" is set to be selected. The "cut-in preview" for the "red frame" functions as an effect suggesting a high possibility of developing into "SPSP reach".

[0205] In the first embodiment, the execution of the "cut-in preview" is set to be selected only in the case of a variable pattern in which "SP reach" is included in the production flow. However, even in a variable pattern in which "SP reach" is not included in the production flow, the execution of the "cut-in preview" may be selected. In this case, it is preferable to make it more difficult to select the execution of the "cut-in preview" in the case of a variable pattern in which "SP reach" is not included in the production flow than in the case of a variable pattern in which "SP reach" is included in the production flow. Note that the selection ratio indicated by the cut-in preview selection table 123a3 shown in FIG. 20(C) can be changed as appropriate.

[0206] When the production control microcomputer 121 executes the "cut-in preview" in the special figure variable production, it executes the "cut-in preview" using the type of cut-in frame selected by the cut-in preview selection table 123a3.

[0207] FIGS. 25(A) to 25(D) are diagrams showing how the "cut-in preview" is performed. In the special figure variable production, when it develops into "SP reach" and as shown in FIG. 25(A), when the protagonist character tries to attack the enemy character, the "cut-in preview" is performed.

[0208] During the "Cut-in Preview", an operation valid period (e.g., 3 seconds) during which the operation of the normal button 40 is valid occurs, and as shown in FIG. 25(B), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a. Then, when the player operates the normal button 40 while the normal button image G31 is being displayed, or when the operation valid period elapses without the player operating the normal button 40, as shown in FIG. 25(C), the protagonist character image G200 and the normal button image G31 are erased, and a cut-in frame image G400 and a new protagonist character image G200 are displayed on the display unit 50a. The cut-in frame image G400 and the newly displayed protagonist character image G200 are displayed as still images. At this time, when "Blue Frame" is selected by the cut-in preview selection table 123a3, the cut-in frame image G400 is displayed in blue, and when "Red Frame" is selected by the cut-in preview selection table 123a3, the cut-in frame image G400 is displayed in red. Note that the protagonist character image G200 displayed in the "Cut-in Preview" is different from the protagonist character image G200 displayed in the "Character Voice Preview", and the display mode does not change even if there is a further operation of the normal button 40. In the first embodiment, the protagonist character image G200 in the "Cut-in Preview" is displayed for a shorter time than the protagonist character image G200 in the "Character Voice Preview", but the display time of the protagonist character image G200 may be shorter in the "Character Voice Preview" than in the "Cut-in Preview".

[0209] Then, when a predetermined time (e.g., 1 second) elapses after the cut-in frame image G400 and the protagonist character image G200 are displayed, as shown in FIG. 25(D), the voice of the protagonist character "Go!" is output from the speaker 52. The volume of this voice of the protagonist character is output at the second volume regardless of whether the player has operated the normal button 40 or not.

[0210] Then, when a predetermined time (e.g., 1 second) has elapsed since the voice of the main character is output from the speaker 52, the cut-in frame image G400 and the main character image G200 are erased, and the "cut-in preview" ends.

[0211] In the first embodiment, the volume of the voice of the main character output in the "cut-in preview" is output at the second volume regardless of the volume of the voice of the main character output in the "character voice preview" even when the "character voice preview" is performed in "N reach". However, when the "character voice preview" is performed in "N reach", the voice of the main character output in the "cut-in preview" may be output at the same volume as the volume of the voice of the main character output in the "character voice preview". For example, when the voice of the main character is output at the first volume in the "character voice preview", the voice of the main character is also output at the first volume in the "cut-in preview", and when the voice of the main character is output at the third volume in the "character voice preview", the voice of the main character may also be output at the third volume in the "cut-in preview".

[0212] Also, in the first embodiment, in the "cut-in preview", when the normal button 40 is operated, the same main character image G200 as in the "character voice preview" is displayed on the display unit 50a. However, an image of a character different from the main character may be displayed.

[0213] Also, in the first embodiment, in the "cut-in preview", when the normal button 40 is operated, the voice of the main character is output from the speaker 52. However, when the lever button 42 is operated, the voice of the main character may be output from the speaker 52.

[0214] Next, the "roulette preview" will be specifically described. The effect control microcomputer 121 can execute the "roulette preview" in the "SPSP reach" of the special figure variation effect where the variation pattern is "SPSP jackpot variation" or "SPSP loss variation".

[0215] Figures 26(A) to 26(C) are diagrams showing how the "roulette preview" is performed. When the special figure variation effect develops into "SPSP reach" and as shown in Figure 26(A), when the protagonist character tries to attack the powerful enemy character, the "roulette preview" is performed.

[0216] In the "roulette preview", an operation valid period (for example, 5 seconds) during which the operation of the lever button 42 is valid occurs. As shown in Figure 26(B), a skill image G600 representing the skills that the protagonist character can use is displayed in the center of the display unit 50a. At the same time, a lever button image G300 imitating the lever button 42 is displayed below the skill image G600, and a downward arrow image is displayed on the lever button image G300 to prompt the player to pull the lever button 42. The skill image G600 consists of a skill image G600a indicating that the skill the protagonist character uses is "punch", a skill image G600b indicating that the skill the protagonist character uses is "chop", and a skill image G600c representing that the skill the protagonist character uses is "kick". Initially, only the skill image G600a is displayed. These skill images G600a, G600b, and G600c are displayed as a video that swings left and right. In the first embodiment, there are three types of skill images displayed in the "roulette preview", namely the skill images G600a, G600b, and G600c, but four or more types of skill images may also be displayed.

[0217] When the lever button image G300 is displayed and the player pulls the lever button 42 forward, the image displayed as the skill image G600 switches. Each time the lever button 42 is pulled forward, the displayed image switches in the order of skill image G600a → skill image G600b → skill image G600c.

[0218] When the operation valid period elapses, the lever button image G300 is erased, and the skill image G600 displayed at that time is fixedly displayed. At this time, a sound effect of "Piko" is output from the speaker 52 so as to indicate that the skill image G600 is fixedly displayed. The volume of this sound effect is output at the second volume regardless of whether the player has operated the lever button 42. FIG. 26(C) shows the case where the skill image G600c is fixedly displayed.

[0219] When a predetermined time (for example, 1 second) elapses after the skill image G600 is fixedly displayed, the skill image G600 is erased and the "Roulette preview" ends. Thereafter, in the final stage of "SPSP reach", the protagonist character performs the skill corresponding to the fixedly displayed skill image G600, and a scene where the protagonist character wins against the strong enemy character or a scene where the strong enemy character wins against the protagonist character is displayed on the display unit 50a.

[0220] In the first embodiment, the volume of the sound effect output in the "Roulette preview" is output at the second volume regardless of the volume of the voice of the protagonist character output in the "Character voice preview" even when the "Character voice preview" is performed in "N reach". However, when the "Character voice preview" is performed in "N reach", the sound effect output in the "Roulette preview" may be output at the same volume as the volume of the voice of the protagonist character output in the "Character voice preview". For example, when the voice of the protagonist character is output at the first volume in the "Character voice preview", the sound effect may also be output at the first volume in the "Roulette preview", and when the voice of the protagonist character is output at the third volume in the "Character voice preview", the sound effect may also be output at the third volume in the "Roulette preview". [[ID=!0]]

[0221] Also, in the first embodiment, in the "roulette preview", the image displayed as the skill image G600 is switched by operating the lever button 42. However, the image displayed as the skill image G600 may be switched by operating the normal button 40.

[0222] <Consideration of the First Embodiment> Hereinafter, the pachinko gaming machine PY1 described in the first embodiment will be considered. First, the volume of the voice of the protagonist character output in the "character voice preview" will be considered. In the "character voice preview", after the display of the protagonist character image G200, the voice of the protagonist character is output from the speaker 52. The volume of the voice of the protagonist character is selected by the voice volume selection table 123a2, and the types of volume include the smallest first volume, the second volume larger than the first volume, and the third volume larger than the second volume. The third volume is selected with the highest probability when the protagonist character image G200 is displayed as the still image C (laugh) (see FIG. 20(B)). That is, when the voice of the protagonist character is output from the speaker 52 in a state where the protagonist character image G200 is displayed as the still image C, the probability that the voice of the protagonist character is output at the largest third volume is higher than when the voice of the protagonist character is output from the speaker 52 in a state where the protagonist character image G200 is not displayed as the still image C.

[0223] Next, we will consider the relationship between the display time of the main character image G200 as a still image in the "character voice preview" and the display time of the main character image G200 as a still image in the "cut-in preview". In the "character voice preview", when the lever button 42 is operated during the operation valid period, a still image of the main character image G200 is displayed, and when the operation valid period ends, the main character image G200 is erased after 4 seconds (2 seconds + 2 seconds). On the other hand, in the "cut-in preview", when the normal button 40 is operated during the operation valid period, a still image of the main character image G200 is displayed, and the main character image G200 is erased after 2 seconds (1 second + 1 second). In other words, the display time of the main character image G200 as a still image in the "character voice preview" and the display time of the main character image G200 as a still image in the "cut-in preview" are different from each other.

[0224] <Effects of the First Embodiment> The effects of the pachinko game machine PY1 described in the first embodiment will be explained below.

[0225] (1) In the "Character Voice Preview," when the player operates the normal button 40, a video of the main character image G200 is displayed on the display unit 50a, while when the player operates the lever button 42, a still image of the main character image G200 is displayed on the display unit 50a. This allows the player to choose between a video or a still image, thereby enhancing the enjoyment of the game.

[0226] (2) In the "Character Voice Preview," when a video or still image of the main character image G200 is displayed, if the player operates the normal button 40 or the lever button 42, the display mode of the main character image G200 will change. This allows the player to arbitrarily change the display mode of the main character image G200, thereby enhancing the enjoyment of the game.

[0227] (3) In the "Character Voice Preview," after the main character image G200 is displayed on the display unit 50a, the main character's voice is output from the speaker 52. This allows the image displayed on the display unit 50a and the sound output from the speaker 52 to be associated with each other, thereby enhancing the enjoyment of the game.

[0228] (4) In the "Character Voice Preview," when the voice of the main character is output from speaker 52, it is output at one of the first, second, or third volume levels, so that the variation in the volume of the main character's voice can be increased, and the enjoyment of the game can be enhanced.

[0229] (5) In the "Character Voice Preview," when the main character image G200 is displayed as a still image and the main character's voice is output from speaker 52, the probability of the main character's voice being output at the loudest volume (volume 3) is higher than when the main character image G200 is displayed as a video and the main character's voice is output from speaker 52. Therefore, the content displayed in the main character image G200 can suggest the possibility of the main character's voice being output at volume 3, thereby enhancing the enjoyment of the game.

[0230] (6) When the main character image G200 is displayed as a still image in the "Character Voice Preview," the display time of the main character image G200 is longer than when the main character image G200 is displayed as a still image in the "Cut-in Preview." Therefore, even if a still image is displayed instead of a video in the "Character Voice Preview," it is possible to prevent a decrease in the effect of the presentation and enhance the enjoyment of the game.

[0231] <Example of modification of the first embodiment> The following describes examples of modifications to the pachinko game machine PY1 described in the first embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiment and the following modifications may be deleted as appropriate unless they are described as essential in this specification.

[0232] In the first embodiment, the "character voice notice" is made to be given in the "N reach" of the special figure variation effect, but it may be given before the "N reach" or after the "N reach".

[0233] Also, in the first embodiment, the "cut-in notice" is made to be given in the "SP reach" of the special figure variation effect, but it may be given outside the "SP reach". For example, the "cut-in notice" may be given in the "N reach" or the "SPSP reach".

[0234] Also, in the first embodiment, the "roulette notice" is made to be given in the "SPSP reach" of the special figure variation effect, but it may be given outside the "SPSP reach". For example, the "roulette notice" may be given in the "N reach" or the "SP reach".

[0235] Also, in the first embodiment, the "character voice notice", "cut-in notice", and "roulette notice" are made to be given based on the result (variation pattern) of the jackpot determination, but they may be given based on the type of the stopped symbol of the special figure. For example, when the stopped symbol of the special figure is a "certain variable symbol", the "character voice notice", "cut-in notice", and "roulette notice" may be given. In this case, it is possible to suggest that a high-probability state is reached by the "character voice notice", "cut-in notice", and "roulette notice", and it is possible to enhance the interest of the game.

[0236] Furthermore, in the first embodiment, the "character voice notification," "cut-in notification," and "roulette notification" are performed during the variable display of the first special symbol in a non-time-saving state, but they may also be performed in game states other than the non-time-saving state. For example, the "character voice notification," "cut-in notification," and "roulette notification" may be performed during the variable display of the second special symbol in a time-saving state.

[0237] Furthermore, in the first embodiment, in the "character voice preview," a video of the main character image G200 is displayed by operating the normal button 40, and a still image of the main character image G200 is displayed by operating the lever button 42. However, it is also possible to display a video of the main character image G200 by operating the lever button 42, and a still image of the main character image G200 by operating the normal button 40.

[0238] Furthermore, in the first embodiment, when a still image of the main character image G200 is displayed in the "character voice preview," only the still image of the main character image G200 is displayed. However, an image different from the main character image G200 may be added. For example, an effect image may be displayed around the main character image G200. In this case, the main character image G200 may be displayed as a still image, and the effect image may be displayed as a video.

[0239] Furthermore, in the first embodiment, the audio output in the "character voice preview" is the voice of the main character, but other audio may also be output. For example, sound effects such as "kyuin" may be output, or sound effects may be output in addition to the voice of the main character. In this case, it is preferable that the sound effects be output at the same volume as the volume selected by the voice volume selection table 123a2.

[0240] Also, in the first embodiment, the voice of the protagonist character output in the "Character Voice Preview" is the same regardless of whether the display of the protagonist character image G200 is a moving image or a still image. However, the voice output may be of different contents when the display of the protagonist character image G200 is a moving image and when it is a still image.

[0241] Also, in the first embodiment, the types of volume of the voice output in the "Character Voice Preview" are three types: the first volume, the second volume, and the third volume. However, the voice may be output with two types or four or more types of volume.

[0242] Also, in the first embodiment, the voice output in the "Character Voice Preview" is output at any of the first volume, the second volume, and the third volume whether the protagonist character image G200 is displayed as a moving image or a still image. However, it may not be output at some volumes. For example, when the protagonist character image G200 is displayed as a moving image, the voice may not be output at the first volume and the third volume.

[0243] Also, in the first embodiment, the display time of the still image of the protagonist character image G200 in the "Cut-in Preview" is shorter than the display time of the still image of the protagonist character image G200 in the "Character Voice Preview". However, the display time of the still image of the protagonist character image G200 in the "Cut-in Preview" may be longer than the display time of the still image of the protagonist character image G200 in the "Character Voice Preview", or the display time of the still image of the protagonist character image G200 in the "Character Voice Preview" and the display time of the still image of the protagonist character image G200 in the "Cut-in Preview" may be the same.

[0244] <The invention disclosed in the first embodiment> The preceding paragraphs in 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 modes for carrying out the invention described above, as well as the reference numerals used in the drawings, are noted in parentheses for reference. However, the elements such as means that constitute each invention are not limited to these notes. Invention AA is a collective term for the following Inventions AA1 to AA3.

[0245] Furthermore, for example, in the gaming machine described in Japanese Patent Publication No. 2015-195889, effects are sometimes displayed in response to the operation of the control buttons. For example, in the gaming machine of the above patent document, when the control buttons are operated, a jackpot announcement is executed that suggests the possibility of a jackpot as a result. In such gaming machines, there is room for improvement in terms of effects. Therefore, if gaming machines according to the following inventions AA1 to AA3 are realized, an improvement in the enjoyment of the game can be expected.

[0246] The gaming machine relating to invention AA1 is The player can operate the controls (normal button 40, lever button 42), A display means capable of displaying an image (image display device 50), Audio output means (speaker 52) capable of outputting sound, The system includes an effect execution means (effect control microcontroller 121) that executes an effect using the effect means, which includes the operating means, the display means, and the sound output means, The aforementioned operating means includes a first operating means (normal button 40) and a second operating means (lever button 42). The aforementioned performance execution means is In response to the operation of the first or second operation means during a predetermined period (the effective period of operation in the character voice preview), a predetermined image (protagonist character image G200) can be displayed on the display means. After the display of the predetermined image, a predetermined sound (the voice of the main character) may be output from the sound output means. The aforementioned predetermined images include moving images (video A, video B) and still images (still image A, still image B, still image C), The moving image of the predetermined image may be displayed in response to the operation of the first operating means. The still image of the predetermined image may be displayed in response to the operation of the second operating means. It is characterized by the following:

[0247] The gaming machine relating to invention AA2 is, A gaming machine according to invention AA1, The aforementioned predetermined sound may be output at a first volume (first volume, second volume) or at a second volume (third volume) different from the first volume. The probability that the predetermined sound will be output at a second volume is different when the first operating means is operated and a moving image of the predetermined image is displayed, and when the second operating means is operated and a still image of the predetermined image is displayed. It is characterized by the following:

[0248] The gaming machine relating to invention AA3 is A gaming machine relating to invention AA1 or invention AA2, The aforementioned performance execution means is In response to the operation of the second operating means during a specific period different from the predetermined period (the effective period of operation in the cut-in announcement), it is possible to display still images of specific images (protagonist character image G200 and cut-in frame image G400) that are the same as or different from the predetermined image on the display means. The still image of the specific image is displayed for only a first display time, and the still image of the predetermined image is displayed for only a second display time. It is characterized by the following:

[0249] <Second Embodiment> The second embodiment will be described below. Unless otherwise specified, the pachinko game machine of the basic embodiment described above also applies to the first embodiment.

[0250] First, the front door 23 will be explained in detail using Figure 27. Figure 27 is a perspective view of the lower part of the front door 23. As shown in Figure 27, the front of the front door 23 is provided with an operating section that can be operated by the player, which includes a normal button 40, a handle 72k, and a lever button 42.

[0251] The handle 72k is a handle used to launch game balls toward the game board 1. It is equipped with a touch sensor (not shown) that detects when a player is holding the handle 72k. When the touch sensor is detected, the game ball is launched when the handle 72k is turned to the right.

[0252] The lever button 42 is located to the left of the normal button 40 and, like the normal button 40, is a button used in the operation animations during special feature variation animations. The lever button 42 is equipped with an LED (not shown) capable of emitting light in a predetermined color and a vibration motor (not shown) capable of vibrating in a predetermined vibration pattern. It is configured to emit light with the LED and to vibrate with the vibration motor. When the player pushes the lever button 42 inward or pulls it outward, a predetermined image is displayed on the display unit 50a, the panel lamp 54 lights up in a predetermined lighting pattern, or a predetermined sound is output from the speaker 52. In the second embodiment, the size of the lever button 42 is smaller than that of the normal button 40, but it may also be larger than that of the normal button 40.

[0253] Next, the movable body 55k on the game board 1 will be described using Figure 28. As shown in Figure 28(A), the movable body 55k comprises a left movable body 55Lk and a right movable body 55Rk. The left movable body 55Lk and the right movable body 55Rk each comprise a drive motor (not shown) and light-emitting movable LEDs 55LL and 55RL, respectively.

[0254] Each drive motor is a stepping motor that rotates at a rotational speed corresponding to the number of steps based on a pulse signal, and is electrically connected to the performance control microcontroller 121. The performance control microcontroller 121 can control the rotation of each drive motor to move the left movable body 55Lk and the right movable body 55Rk.

[0255] The left movable body 55Lk and the right movable body 55Rk are configured to move between the standby position shown in Figure 28(B) and the lowest position shown in Figure 28(C). The performance control microcontroller 121 can move one or both of the left movable body 55Lk and the right movable body 55Rk to any desired position by controlling the rotation of each drive motor.

[0256] The movable LEDs 55LL and 55RL are electrically connected to the performance control microcontroller 121, which can illuminate the movable LEDs 55LL and 55RL to light up or blink the left movable unit 55Lk and the right movable unit 55Rk.

[0257] In front of the movable LEDs 55LL and 55RL, movable lenses 55LLr and 55RLr are provided to diffuse the light emitted from the movable LEDs 55LL and 55RL. The microcontroller 121 for performance control can illuminate or blink the left movable body 55Lk and the right movable body 55Rk in any color via the movable lenses 55LLr and 55RLr by illuminating the movable LEDs 55LL and 55RL.

[0258] Next, using Figures 29 to 37, we will explain the special symbol variation effects that the performance control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The performance control microcomputer 121 can execute the following effects in the special symbol variation effects when the time reduction state is not active.

[0259] A. Normal fluctuations "Normal variation" is an effect that may occur in response to the start of the variable display of the special symbols, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is the first effect to occur in the special symbol variation effect, it functions as an effect that indicates that the special symbol variation effect has started.

[0260] B. Reach "Reach" is an effect that may occur after a "normal spin," where the left symbol EZ1 and the right symbol EZ3 stop displaying the same type of symbol. "Reach" may occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests the possibility of a jackpot game. Furthermore, "Reach" may develop into other reach effects such as "N Reach," "SP Reach," and "SPSP Reach," so it also functions as an effect that suggests the possibility of a reach effect occurring.

[0261] CN Reach "N Reach" is a special effect that can occur after a "Reach" has been established. In this effect, the reel spin speed of the middle symbol EZ2 gradually slows down. "N Reach" can occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot.

[0262] D.SP Reach An "SP Reach" is a special animation that sometimes occurs after an "N Reach," and it is a reach animation in which the main character and the enemy character battle. An "SP Reach" is more likely to occur when the jackpot result is "Winning the Jackpot" than when the jackpot result is "Losing the Jackpot," so it functions as an animation that suggests there is a high possibility of a jackpot being won.

[0263] E.SPSP Reach "SPSP Reach" is an effect that may occur after "SP Reach", and is a reach effect where the protagonist character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game being played. Also, when it develops from "SP Reach" to "SPSP Reach" rather than when it does not develop from "SP Reach" to "SPSP Reach", a jackpot game is more likely to be played, so "SPSP Reach" also functions as an effect suggesting a higher possibility of a jackpot game being played than "SP Reach".

[0264] F. Character Voice预告 "Character Voice预告" is an effect that may occur during "N Reach", and is a preview effect where the voice of the protagonist character is output from the speaker 52 in response to the operation of the normal button 40 or the lever button 42. Since "Character Voice预告" may develop into "SP Reach" afterwards, it functions as an effect suggesting the possibility of "SP Reach" being performed.

[0265] G. Gimmick预告 "Gimmick预告" is an effect that may occur during "SP Reach", and is a preview effect where the on-board movable body 55k operates in response to the operation of the normal button 40. Since "Gimmick预告" may develop into "SPSP Reach" afterwards, it functions as an effect suggesting the possibility of "SPSP Reach" being performed.

[0266] H. Roulette预告 "Roulette预告" is an effect that may occur during "SPSP Reach", and is a preview effect where one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) in response to the operation of the lever button 42. Since the production design drawings EZ1, EZ2, EZ3 may subsequently stop and display as a triple-bar showing a jackpot, it functions as an effect suggesting the possibility of a jackpot game being played.

[0267] Next, using FIG. 29, the production flow of the main special figure variation production executed in the non-time-saving state will be described. In each production that constitutes the production flow, the production control microcomputer 121 displays a production image on the display unit 50a, and according to the display of the production image, it can execute a light emission production using the frame lamp 53 and the panel lamp 54, and a sound production using the speaker 52.

[0268] As shown in FIG. 29(A), in the special figure variation productions with variation patterns of "SPSP jackpot variation" and "SPSP loss variation", a production flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed. In these special figure variation productions, "character voice preview" may be performed at "N reach", "gimmick preview" may be performed at "SP reach", and "roulette preview" may be performed at "SPSP reach".

[0269] Also, as shown in FIG. 29(B), in the special figure variation productions with variation patterns of "SP jackpot variation" and "SP loss variation", a production flow composed of "normal variation" → "reach" → "N reach" → "SP reach" is executed. In these special figure variation productions, "character voice preview" may be performed at "N reach", and "gimmick preview" may be performed at "SP reach".

[0270] Also, as shown in FIG. 29(C), in the special figure variation production with a variation pattern of "N loss variation", a production flow composed of "normal variation" → "reach" → "N reach" is executed. In this special figure variation production, "character voice preview", "gimmick preview", and "roulette preview" are not performed.

[0271] Also, as shown in FIG. 29(D), in the special figure variation production with a variation pattern of "normal loss variation", a production flow composed of only "normal variation" is executed. In this special figure variation production, "character voice preview", "gimmick preview", and "roulette preview" are not performed.

[0272] Next, we will specifically explain the main effects performed during the special symbol variation effects. Note that the reserve icon HA is also displayed in parallel during the special symbol variation effects described below, but the illustration of the reserve icon HA may be omitted.

[0273] First, let me explain the "character voice notification" in detail. The microcontroller 121 for controlling the performance can execute the "character voice notification" in the "N reach" of the special symbol variation performance where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", and "SP miss variation".

[0274] As shown in Figure 30, the performance control microcontroller 121 stores a character voice notification selection table 123a4 and a gimmick light intensity selection table 123a5 in its performance memory unit 121b. The performance control microcontroller 121 can use the character voice notification selection table 123a4 to select whether or not to execute a "character voice notification," and if so, the type of voice to use. If a "character voice notification" is executed, the microcontroller 121 can use the gimmick light intensity selection table 123a5 to select the light intensity of the movable LEDs 55LL and 55RL. There are two types of voices: "Chance" and "Congratulations," and there are three light intensity levels for the movable LEDs 55LL and 55RL (1st to 3rd). As will be described in more detail later, the light intensity of the movable LEDs 55LL and 55RL differs depending on the display mode of the main character image G200, which is displayed by operating the normal button 40 or lever button 42 during the "character voice notification."

[0275] Figure 31(A) shows the contents of the character voice notification selection table 123a4. The performance control microcontroller 121 refers to the type of variation pattern and selects whether or not to execute the "character voice notification," and if so, the type of voice to use.

[0276] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), the "Character Voice Announcement" with the voice saying "Chance" is selected 70% of the time, the "Character Voice Announcement" with the voice saying "Congratulations" is selected 20% of the time, and the "Character Voice Announcement" is not selected 10% of the time.

[0277] Additionally, if the variation pattern is "SPSP Miss Variation" (THP011) or "SP Miss Variation" (THP012), there is a 50% chance that the "Character Voice Announcement" with the voice saying "Chance" will be executed, and a 50% chance that the "Character Voice Announcement" will not be executed. The "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.

[0278] Furthermore, if the variation pattern is "N Miss Variation" (THP013), the "Character Voice Announcement" will be not executed 100% of the time, and the execution of the "Character Voice Announcement" with the voice saying "Chance" and the "Character Voice Announcement" with the voice saying "Congratulations" will not be selected.

[0279] In other words, the system is set so that the "character voice announcement" saying "Congratulations" is selected only when the result of the jackpot judgment is a variation pattern corresponding to "jackpot win," and the "character voice announcement" saying "Congratulations" functions as an effect that suggests that a jackpot game is about to be played. In the second embodiment, the voices output in the "character voice announcement" are set to two types: "Chance" and "Congratulations," but it is also possible to output three or more types of voices.

[0280] Furthermore, the "Character Voice Announcement" is only selected to be executed when the performance flow includes an "SP Reach" in the variation pattern, and the "Character Voice Announcement" functions as a performance that suggests that the game will develop into an "SP Reach".

[0281] In the second embodiment, the execution of the "character voice preview" is set to be selected only in the case of a variable pattern in which "SP reach" is included in the production flow. However, even in the case of a variable pattern in which "SP reach" is not included in the production flow, the execution of the "character voice preview" may be selected. In this case, it is preferable that it is more difficult to select the execution of the "character voice preview" in the case of a variable pattern in which "SP reach" is not included in the production flow than in the case of a variable pattern in which "SP reach" is included in the production flow. Note that the selection ratio shown by the character voice preview selection table 123a4 shown in FIG. 31(A) can be changed as appropriate.

[0282] FIG. 31(B) is a diagram showing the content of the gimmick light amount selection table 123a5. The production control microcomputer 121 refers to the type of the variable pattern and the type (moving image or still image) of the display mode of the protagonist character image G200 displayed when the player operates the normal button 40 or the lever button 42 in the "character voice preview", and selects the light amount of the movable body LEDs 55LL and 55RL that emit light in the "character voice preview". Details of the type of the display mode of the protagonist character image G200 will be described later.

[0283] Specifically, when the variable pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), and the type of the display mode is 'Still image A', the first light amount is selected at a ratio of 70% and the second light amount is selected at a ratio of 30%, and the third light amount is not selected.

[0284] Also, when the variable pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), and the type of the display mode is 'Still image B', the second light amount is selected at a ratio of 70% and the third light amount is selected at a ratio of 30%, and the first light amount is not selected.

[0285] Also, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002) and the type of display mode is 'Still image C', the third light quantity is selected at a rate of 100%, and the first and second light quantities are not selected.

[0286] Also, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002) and the type of display mode is 'Video A', the first light quantity is selected at a rate of 100%, and the second and third light quantities are not selected.

[0287] Also, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002) and the type of display mode is 'Video B', the second light quantity is selected at a rate of 70% and the third light quantity is selected at a rate of 30%, and the first light quantity is not selected.

[0288] Also, when the variation pattern is "SPSP losing variation" (THP011) or "SP losing variation" (THP012), regardless of the type of display mode, the second light quantity is selected at a rate of 100%, and the first and third light quantities are not selected.

[0289] That is, only in the case of a variation pattern corresponding to the result of a jackpot determination being "jackpot win", the first and third light quantities are set to be selected, and the "character voice preview" in which the movable body LEDs 55LL and 55RL emit light at the first or third light quantity functions as an effect suggesting that a jackpot game is being played.

[0290] In addition, in the case of a variation pattern corresponding to a "miss" result in the jackpot determination, regardless of the type of display mode, the second light quantity is always set to be selected. On the other hand, in the case of a variation pattern corresponding to a "jackpot win" result in the jackpot determination, when the type of display mode is "still image", when it is "still image A", the first light quantity is more likely to be selected than the second light quantity, and when it is "still image B", the second light quantity is more likely to be selected than the third light quantity. It is set so that the "character voice preview" when the type of display mode is "still image A" functions as an effect that more easily suggests that a jackpot game is being played than the "character voice preview" when the type of display mode is "still image B".

[0291] In addition, it is set so that the first light quantity is more likely to be selected when the type of display mode is "still image A", the second light quantity is more likely to be selected when the type of display mode is "still image B", and the third light quantity is more likely to be selected when the type of display mode is "still image C". The "character voice preview" when "still image A" is displayed has a high probability that the movable body LEDs 55LL and 55RL emit light with the first light quantity. The "character voice preview" when "still image B" is displayed has a high probability that the movable body LEDs 55LL and 55RL emit light with the second light quantity. It can be said that the "character voice preview" when "still image C" is displayed has a high probability that the movable body LEDs 55LL and 55RL emit light with the third light quantity. Regarding the selection ratio shown by the gimmick light quantity selection table 123a5 shown in FIG. 31(B), it can be appropriately changed.

[0292] In the second embodiment, the selected light quantity is made different according to the type of variation pattern, but the same light quantity may be selected regardless of the type of variation pattern. For example, when the type of display mode is "still image A", the first light quantity is always set to be selected. When the type of display mode is "still image B", the second light quantity is always set to be selected. When the type of display mode is "still image C", the third light quantity is always set to be selected. On the other hand, when the type of display mode is "video", the second light quantity may always be set to be selected.

[0293] When the dedicated microcomputer 121 for the show system executes the "character voice preview" in the special figure variable show, it executes the "character voice preview" with the voice type and light amount selected by the character voice preview selection table 123a4 and the gimmick light amount selection table 123a5.

[0294] Figures 32(A) to 32(G), Figures 33(A) to 33(B), Figures 34(A) to 34(E), and Figures 35(A) to 35(B) are diagrams showing how the "character voice preview" is performed. In the special figure variable show, when "reach" is achieved and "N reach" is performed as shown in Figure 32(A), the "character voice preview" is performed.

[0295] In the "character voice preview", an operation effective period (for example, 5 seconds) during which the operations of the normal button 40 and the lever button 42 are effective occurs. As shown in Figure 32(B), the normal button image G31 imitating the normal button 40 and the lever button image G300 imitating the lever button 42 are displayed at the lower center of the display unit 50a. An upward arrow image is added to the lever button image G300 to prompt the player to push the lever button 42 deeper.

[0296] When the player operates the normal button 40 while the normal button image G31 and the lever button image G300 are displayed, as shown in Figure 32(C), the lever button image G300 is erased, and the main character image G200 representing the main character is displayed at the lower right of the display unit 50a, and a video in which the main character image G200 moves from the lower right to the upper right of the display unit 50a is displayed. In the second embodiment, the main character image G200 is displayed by operating the normal button 40, but the main character image G200 may be displayed before the operation of the normal button 40. For example, the main character image G200 may be displayed simultaneously with the display of the normal button image G31. Then, the main character image G200 that has moved to the upper right of the display unit 50a continues to be displayed at the upper right of the display unit 50a while swaying up and down as shown in Figure 32(D).

[0297] Subsequently, when the player operates the normal button 40 again, a video is displayed in which the main character image G200 moves from the upper right to the lower right of the display unit 50a, as shown in Figure 32(E). Then, the main character image G200, having moved to the lower right of the display unit 50a, continues to be displayed in the lower right of the display unit 50a, shaking up and down, as shown in Figure 32(F).

[0298] In the second embodiment, when the main character image G200, which has moved to the upper right part of the display unit 50a, returns to the lower right part of the display unit 50a, it is configured so that it continues to be displayed in the lower right part of the display unit 50a even if the player operates the normal button 40 again. However, it is also possible to configure the system so that the main character image G200 moves back to the upper right part of the display unit 50a when the normal button 40 is operated again.

[0299] Then, when the operation validity period ends, the normal button image G31 is erased, and the main character image G200 that is displayed at that time is fixed and displayed. Figure 32(G) shows the case when the main character image G200 is fixed and displayed in the lower right of the display unit 50a.

[0300] Then, after a predetermined time (for example, 2 seconds) has elapsed since the normal button image G31 was erased, the voice of the main character is output from speaker 52, and the movable LEDs 55LL and 55RL light up intermittently in white (the movable part 55k on the board blinks in white). At this time, if "Chance" is selected by the character voice notification selection table 123a4, the voice of the main character saying "Chance" is output from speaker 52, as shown in Figure 33(A). If "Congratulations" is selected by the character voice notification selection table 123a4, the voice of the main character saying "Congratulations" is output from speaker 52, as shown in Figure 33(B).

[0301] Furthermore, the movable LEDs 55LL and 55RL emit light at the light intensity selected by the gimmick light intensity selection table 123a5, and emit light at one of three light intensities: 1st, 2nd, or 3rd. The 2nd light intensity is the same as the light intensity of the movable LEDs 55LL and 55RL that emit light during various effects before the "character voice announcement" is performed. Normally, if button 40 is not operated and the main character image G200 is not displayed, the movable LEDs 55LL and 55RL will emit light at this 2nd light intensity. The 1st light intensity is weaker than the 2nd light intensity, and the 3rd light intensity is stronger than the 2nd light intensity.

[0302] Specifically, when the main character image G200 is fixedly displayed in the upper right part of the display unit 50a, the movable LEDs 55LL and 55RL emit light at either the first or second light intensity, and when the main character image G200 is fixedly displayed in the lower right part of the display unit 50a, the movable LEDs 55LL and 55RL emit light at either the second or third light intensity (see Figure 31(B)).

[0303] Then, after a predetermined time (for example, 2 seconds) has elapsed since the voice of the main character was output from speaker 52 and the movable LEDs 55LL and 55RL illuminated, the main character image G200 is erased and the "character voice preview" ends. In the second embodiment, when the movable LEDs 55LL and 55RL illuminate at the first or third light intensity in the "character voice preview," the light intensity of the movable LEDs 55LL and 55RL that illuminate in the various effects that follow is set to return to the second light intensity. However, if the movable LEDs 55LL and 55RL illuminate at the first light intensity, the first light intensity may continue thereafter, and if the movable LEDs 55LL and 55RL illuminate at the third light intensity, the third light intensity may continue thereafter.

[0304] Furthermore, in the second embodiment, even if the main character image G200 is not displayed, in other words, if the normal button 40 is not operated, the main character's voice is output from the speaker 52 and the movable LEDs 55LL and 55RL light up. However, if the player does not operate the normal button 40, the main character's voice may not be output from the speaker 52, and the movable LEDs 55LL and 55RL may not light up.

[0305] On the other hand, when the normal button image G31 and lever button image G300 are displayed (see Figure 21(B)), if the player presses the lever button 42, as shown in Figure 34(A), the normal button image G31 is erased and the main character image G200, representing the main character, is displayed in the lower left of the display unit 50a. This main character image G200 has a neutral facial expression and is displayed as a still image. In the second embodiment, the main character image G200 is displayed by operating the lever button 42, but the main character image G200 may be displayed before the lever button 42 is operated. For example, the main character image G200 may be displayed at the same time as the lever button image G300 is displayed.

[0306] Subsequently, when the player presses the lever button 42 again, as shown in Figure 34(B), the main character image G200 does not move, but its facial expression changes to a crying face, and it is displayed as a still image in the lower left of the display unit 50a.

[0307] Subsequently, when the player presses the lever button 42 again, as shown in Figure 34(C), the main character image G200 changes its facial expression to a smiling face without moving, and is displayed as a still image in the lower left of the display unit 50a.

[0308] Subsequently, when the player presses the lever button 42 again, as shown in Figure 34(D), the main character image G200 changes its facial expression to a smiling face without moving, and is displayed as a still image in the lower left corner of the display unit 50a.

[0309] In the second embodiment, when the facial expression of the main character image G200 changes to a smiling face, the smiling face is maintained even if the player operates the lever button 42 further. However, further operation of the lever button 42 may cause the face to revert to an expressionless or crying face.

[0310] Then, when the operation validity period ends, the lever button image G300 is erased, and the facial expression of the main character image G200 that is displayed at that time is fixed and displayed. If the lever button 42 is not operated after the main character image G200 is displayed, the facial expression of the main character image G200 will remain expressionless and will not change. Figure 34(E) shows the case when the facial expression of the main character image G200 is fixed as a smiling face.

[0311] Then, after a predetermined time (for example, 2 seconds) has elapsed since the lever button image G300 was erased, the voice of the main character is output from speaker 52, and the movable LEDs 55LL and 55RL light up intermittently in white (the movable part 55k on the board blinks in white). At this time, if "Chance" is selected by the character voice notification selection table 123a4, the voice of the main character saying "Chance" is output from speaker 52, as shown in Figure 35(A). If "Congratulations" is selected by the character voice notification selection table 123a4, the voice of the main character saying "Congratulations" is output from speaker 52, as shown in Figure 35(B).

[0312] Furthermore, the movable LEDs 55LL and 55RL emit light at the light intensity selected by the gimmick light intensity selection table 123a5, and emit light at one of the first, second, or third light intensity levels. The second light intensity is the same as the light intensity of the movable LEDs 55LL and 55RL that emit light during various effects before the "character voice announcement" is performed. If the lever button 42 is not operated and the facial expression of the main character image G200 remains expressionless, the movable LEDs 55LL and 55RL will emit light at this second light intensity. The first light intensity is weaker than the second light intensity, and the third light intensity is stronger than the second light intensity.

[0313] Specifically, if the fixed main character image G200 has a crying face, the movable LEDs 55LL and 55RL will intermittently light up in white at either the first or second light intensity (the movable board unit 55k will blink in white); if the fixed main character image G200 has a smiling face, the movable LEDs 55LL and 55RL will intermittently light up in white at either the second or third light intensity (the movable board unit 55k will blink in white); and if the fixed main character image G200 has a laughing face, the movable LEDs 55LL and 55RL will intermittently light up in white at either the second or third light intensity (the movable board unit 55k will blink in white) (see Figure 31(B)).

[0314] Then, after a predetermined time (for example, 2 seconds) has elapsed since the voice of the main character was output from speaker 52 and the movable LEDs 55LL and 55RL illuminated, the main character image G200 is erased and the "character voice preview" ends. In the second embodiment, when the movable LEDs 55LL and 55RL illuminate at the first or third light intensity in the "character voice preview," the light intensity of the movable LEDs 55LL and 55RL that illuminate in the various effects that follow is set to return to the second light intensity. However, if the movable LEDs 55LL and 55RL illuminate at the first light intensity, the first light intensity may continue thereafter, and if the movable LEDs 55LL and 55RL illuminate at the third light intensity, the third light intensity may continue thereafter.

[0315] Furthermore, in the second embodiment, even if the facial expression of the main character image G200 remains expressionless, in other words, even if the lever button 42 is not operated further, the main character's voice is output from the speaker 52 and the movable LEDs 55LL and 55RL light up. However, if the player does not operate the lever button 42 further, the main character's voice may not be output from the speaker 52, and the movable LEDs 55LL and 55RL may not light up.

[0316] Furthermore, in the second embodiment, the example is given in which the movable LEDs 55LL and 55RL do not light up between the time the display mode of the main character image G200 changes and the time the main character's voice is output. However, the movable LEDs 55LL and 55RL may be made to light up between the time the display mode of the main character image G200 changes and the time the main character's voice is output. In this case, the light intensity of the movable LEDs 55LL and 55RL may be set to be the same as the light intensity selected by the gimmick light intensity selection table 123a5, or they may be set to light up at a predetermined light intensity (for example, a second light intensity) regardless of the light intensity selected by the gimmick light intensity selection table 123a5.

[0317] Next, we will explain the "gimmick notification" in detail. The microcontroller 121 for controlling the performance can execute the "gimmick notification" in the "SP Reach" of the special symbol variation performance where the variation pattern is "SPSP Big Win Variation", "SP Big Win Variation", "SPSP Miss Variation", and "SP Miss Variation".

[0318] As shown in Figure 30, the performance memory unit 121b of the performance control microcontroller 121 stores a gimmick notification selection table 123a6. The performance control microcontroller 121 can use the gimmick notification selection table 123a6 to select whether or not to execute a "gimmick notification," and the type of lighting pattern for the movable body 55k on the board if the "gimmick notification" is executed. There are two types of lighting patterns for the movable body 55k on the board: "blue flashing" and "red flashing."

[0319] Figure 31(C) shows the contents of the gimmick notification selection table 123a6. The performance control microcontroller 121 selects whether or not to execute the "gimmick notification" by referring to the type of variation pattern, and the type of lighting pattern for the movable body 55k on the board if the "gimmick notification" is to be executed.

[0320] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), the execution of the "Gimmick Notice" with "blue flashing" is selected 20% of the time, the execution of the "Gimmick Notice" with "red flashing" is selected 40% of the time, and the execution of the "Gimmick Notice" without any execution is selected 40% of the time.

[0321] Furthermore, if the variation pattern is "SPSP Miss Variation" (THP011) or "SP Miss Variation" (THP012), the execution of the "Gimmick Notice" with "Blue Flashing" is selected 50% of the time, the execution of the "Gimmick Notice" with "Red Flashing" is selected 10% of the time, and the non-execution of the "Gimmick Notice" is selected 40% of the time.

[0322] In other words, the machine is set up so that the "flashing red" gimmick notification is more likely to be executed when the result of the jackpot judgment corresponds to a "jackpot win" than when the result of the jackpot judgment corresponds to a "miss". The "flashing red" gimmick notification functions as an effect that suggests there is a high possibility of a jackpot being won.

[0323] Furthermore, the system is set so that the execution of the "flashing red" gimmick notification is selected more often when the performance flow includes "SPSP Reach" than when the performance flow does not include "SPSP Reach," and the "flashing red" gimmick notification functions as a performance that suggests there is a high possibility of developing into "SPSP Reach."

[0324] In the second embodiment, the execution of the "Gimmick Preview" is set to be selected only in the case of a variable pattern in which "SP Reach" is included in the production flow. However, even in the case of a variable pattern in which "SP Reach" is not included in the production flow, the execution of the "Gimmick Preview" may be selected. In this case, it is preferable to make it more difficult to select the execution of the "Gimmick Preview" in the case of a variable pattern in which "SP Reach" is not included in the production flow than in the case of a variable pattern in which "SP Reach" is included in the production flow. Note that the selection ratio shown by the gimmick preview selection table 123a6 shown in FIG. 31(C) can be changed as appropriate.

[0325] When the production control microcomputer 121 executes the "Gimmick Preview" in the special figure variable production, the "Gimmick Preview" is executed with the lighting pattern of the movable body 55k on the board selected by the gimmick preview selection table 123a6.

[0326] FIGS. 36(A) to 36(C) are diagrams showing how the "Gimmick Preview" is performed. In the special figure variable production, when it develops into "SP Reach" and as shown in FIG. 36(A), when the protagonist character tries to attack the enemy character, the "Gimmick Preview" is performed.

[0327] In the "Gimmick Notification," a valid operation period (for example, 3 seconds) occurs during which the normal button 40 can be operated. As shown in Figure 36(B), a normal button image G31, which mimics the normal button 40, is displayed at the bottom center of the display unit 50a. When the player operates the normal button 40 while the normal button image G31 is displayed, or when the valid operation period expires without the player operating the normal button 40, as shown in Figure 36(C), the main character image G200 and the normal button image G31 are erased, the movable body 55k on the board moves onto the display unit 50a, and a new main character image G200 is displayed on the display unit 50a. The newly displayed main character image G200 is shown as a still image. At this time, if "blue flashing" is selected by the gimmick notification selection table 123a6, the movable LEDs 55LL and 55RL will intermittently light up in blue (the movable body 55k on the board will flash blue), and if "red flashing" is selected by the gimmick notification selection table 123a6, the movable LEDs 55LL and 55RL will intermittently light up in red (the movable body 55k on the board will flash red). The light intensity of these movable LEDs 55LL and 55RL will be at the second light intensity regardless of whether the player has operated the normal button 40 or not. Note that the main character image G200 displayed in the "gimmick notification" is different from the main character image G200 displayed in the "character voice notification," and the display pattern will not change even if the normal button 40 is operated again. In the second embodiment, the main character image G200 in the "gimmick preview" is displayed for a shorter time than the main character image G200 in the "character voice preview," but the display time of the main character image G200 may be shorter in the "character voice preview" than in the "gimmick preview."

[0328] Then, after a predetermined time (for example, 1 second) has elapsed since the movable body 55k on the board moved and the main character image G200 was displayed, the movable body LEDs 55LL and 55RL stopped illuminating, the main character image G200 was erased, the movable body 55k returned to its original position, and the "gimmick preview" ended.

[0329] In the second embodiment, in the "Gimmick Preview", the light quantity of the movable body LEDs 55LL and 55RL that emit light is the second light quantity regardless of the light quantity of the movable body LEDs 55LL and 55RL that emitted light in the "Character Voice Preview" even when the "Character Voice Preview" is being performed in "N Reach". However, when the "Character Voice Preview" is being performed in "N Reach", the movable body LEDs 55LL and 55RL may also emit light with the same light quantity as the light quantity of the movable body LEDs 55LL and 55RL that emitted light in that "Character Voice Preview". For example, when the movable body LEDs 55LL and 55RL emit light with the first light quantity in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may emit light with the first light quantity in the "Gimmick Preview" as well. When the movable body LEDs 55LL and 55RL emit light with the third light quantity in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may emit light with the third light quantity in the "Gimmick Preview" as well.

[0330] Also, in the second embodiment, in the "Gimmick Preview", when the normal button 40 is operated, the same protagonist character image G200 as in the "Character Voice Preview" is displayed on the display unit 50a. However, an image of a character different from the protagonist character may be displayed.

[0331] Also, in the second embodiment, in the "Gimmick Preview", the movable body LEDs 55LL and 55RL are made to emit light by operating the normal button 40. However, the movable body LEDs 55LL and 55RL may be made to emit light by operating the lever button 42.

[0332] Next, the "Roulette Preview" will be specifically described. The effect control microcomputer 121 can execute the "Roulette Preview" in the "SPSP Reach" in the special drawing variation effect where the variation pattern is "SPSP Jackpot Variation" or "SPSP Loss Variation".

[0333] Figures 37(A) to 37(C) are diagrams showing the state in which a "roulette preview" is performed. In the special figure variation effect, when it develops into "SPSP reach" and as shown in Figure 37(A), when the protagonist character tries to attack a strong enemy character, a "roulette preview" is performed.

[0334] In the "roulette preview", an operation valid period (for example, 5 seconds) during which the operation of the lever button 42 is valid occurs. As shown in Figure 37(B), a skill image G600 representing a skill that the protagonist character can use is displayed in the center of the display unit 50a. At the same time, a lever button image G300 imitating the lever button 42 is displayed below the skill image G600, and a downward arrow image is displayed on the lever button image G300 to prompt the player to perform a pulling operation on the lever button 42. The skill image G600 consists of a skill image G600a indicating that the skill the protagonist character uses is "punch", a skill image G600b indicating that the skill the protagonist character uses is "chop", and a skill image G600c indicating that the skill the protagonist character uses is "kick". Initially, only the skill image G600a is displayed. These skill images G600a, G600b, and G600c are displayed as a video that shakes left and right. In the second embodiment, the skill images displayed in the "roulette preview" are three types, namely G600a, G600b, and G600c, but four or more types of skill images may be displayed.

[0335] When the player pulls the lever button 42 forward while the lever button image G300 is displayed, the image displayed as the skill image G600 changes. Each time the lever button 42 is pulled forward, the displayed image changes in the order of skill image G600a → skill image G600b → skill image G600c.

[0336] When the operation valid period elapses, the lever button image G300 is erased, and the skill image G600 displayed at that time is fixedly displayed. At this time, in order to indicate that the skill image G600 is fixedly displayed, a sound effect of "Piko" is output from the speaker 52, and the movable body LEDs 55LL and 55RL emit light. The light quantity of this light emission emits light with the second light quantity regardless of whether the player operates the lever button 42 or not. FIG. 37(C) shows the case where the skill image G600c is fixedly displayed.

[0337] And when a predetermined time (for example, 1 second) elapses after the skill image G600 is fixedly displayed, the skill image G600 is erased and the "roulette preview" ends. After that, in the final stage of "SPSP reach", the protagonist character performs the skill corresponding to the fixedly displayed skill image G600, and a scene where the protagonist character wins against the powerful enemy character or a scene where the powerful enemy character wins against the protagonist character is displayed on the display unit 50a.

[0338] In the second embodiment, the light quantity of the movable body LEDs 55LL and 55RL that emit light in the "roulette preview" is made to emit light with the second light quantity regardless of the light quantity of the movable body LEDs 55LL and 55RL that emitted light in the "character voice preview" even when the "character voice preview" is performed in the "N reach". However, when the "character voice preview" is performed in the "N reach", the movable body LEDs 55LL and 55RL may also emit light with the same light quantity as the light quantity of the movable body LEDs 55LL and 55RL that emitted light in the "character voice preview" in the "roulette preview". For example, when the movable body LEDs 55LL and 55RL emit light with the first light quantity in the "character voice preview", the movable body LEDs 55LL and 55RL may also emit light with the first light quantity in the "roulette preview", and when the movable body LEDs 55LL and 55RL emit light with the third light quantity in the "character voice preview", the movable body LEDs 55LL and 55RL may also emit light with the third light quantity in the "roulette preview".

[0339] Also, in the second embodiment, in the "roulette preview", the movable body LEDs 55LL and 55RL emit light by operating the lever button 42. However, the movable body LEDs 55LL and 55RL may emit light by operating the normal button 40.

[0340] <Consideration of the Second Embodiment> Hereinafter, the pachinko gaming machine PY1 described in the second embodiment will be considered. First, the light amount of the movable body LEDs 55LL and 55RL that emit light in the "character voice preview" will be considered. In the "character voice preview", after the display of the protagonist character image G200, the voice of the protagonist character is output from the speaker 52, and the movable body LEDs 55LL and 55RL emit light. The light amount of the movable body LEDs 55LL and 55RL is selected by the gimmick light amount selection table 123a5, and the types of light amount include the weakest first light amount, the second light amount stronger than the first light amount, and the third light amount stronger than the second light amount. The third light amount is selected with the highest probability when the protagonist character image G200 is displayed as the still image C (laugh) (see FIG. 31(B)). That is, when the movable body LEDs 55LL and 55RL emit light in the state where the protagonist character image G200 is displayed as the still image C, it can be said that the probability that the movable body LEDs 55LL and 55RL emit light with the strongest third light amount is higher than when the movable body LEDs 55LL and 55RL emit light in the state where the protagonist character image G200 is not displayed as the still image C.

[0341] Next, we will consider the relationship between the display time of the main character image G200 as a still image in the "Character Voice Preview" and the display time of the main character image G200 as a still image in the "Gimmick Preview". In the "Character Voice Preview", when the lever button 42 is operated during the operation valid period, a still image of the main character image G200 is displayed, and when the operation valid period ends, the main character image G200 is erased after 4 seconds (2 seconds + 2 seconds). On the other hand, in the "Gimmick Preview", when the normal button 40 is operated during the operation valid period, a new still image of the main character image G200 is displayed, and the main character image G200 is erased after 2 seconds (1 second + 1 second). In other words, the display time of the main character image G200 as a still image in the "Character Voice Preview" and the display time of the main character image G200 as a still image in the "Gimmick Preview" are different from each other.

[0342] <Effects of the second embodiment> The effects of the pachinko game machine PY1 described in the first embodiment will be explained below.

[0343] (1) In the "Character Voice Preview," when the player operates the normal button 40, a video of the main character image G200 is displayed on the display unit 50a, while when the player operates the lever button 42, a still image of the main character image G200 is displayed on the display unit 50a. This allows the player to choose between a video or a still image, thereby enhancing the enjoyment of the game.

[0344] (2) In the "Character Voice Preview," when a video or still image of the main character image G200 is displayed, if the player operates the normal button 40 or the lever button 42, the display mode of the main character image G200 will change. This allows the player to arbitrarily change the display mode of the main character image G200, thereby enhancing the enjoyment of the game.

[0345] (3) In the "Character Voice Preview," the main character image G200 is displayed on the display unit 50a, and then the movable LEDs 55LL and 55RL light up. This allows the image displayed on the display unit 50a and the light emitted by the movable LEDs 55LL and 55RL to be associated with each other, thereby enhancing the enjoyment of the game.

[0346] (4) In the "Character Voice Announcement," when the movable LEDs 55LL and 55RL light up, they will light up at one of the first, second, or third light levels, thus increasing the variation in the light intensity of the movable LEDs 55LL and 55RL and enhancing the enjoyment of the game.

[0347] (5) In the "Character Voice Preview," when the main character image G200 is displayed as a still image and the movable LEDs 55LL and 55RL light up, the probability of the movable LEDs 55LL and 55RL emitting light is higher than when the main character image G200 is displayed as a video and the movable LEDs 55LL and 55RL light up is higher. Therefore, depending on the content of the main character image G200, it is possible to suggest the possibility of the movable LEDs 55LL and 55RL emitting light at the third level of brightness, thereby enhancing the enjoyment of the game.

[0348] (6) When the main character image G200 is displayed as a still image in the "Character Voice Preview," the display time of the main character image G200 is longer than when the main character image G200 is displayed as a still image in the "Cut-in Preview." Therefore, even if a still image is displayed instead of a video in the "Character Voice Preview," it is possible to prevent a decrease in the effect of the presentation and enhance the enjoyment of the game.

[0349] <Example of modification of the second embodiment> The following describes examples of modifications to the pachinko game machine PY1 described in the second embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiment and the following modifications may be deleted as appropriate unless they are described as essential in this specification.

[0350] In the second embodiment, the "character voice notice" is performed in the "N reach" of the special figure variation effect, but it may be performed before the "N reach" or after the "N reach".

[0351] Also, in the second embodiment, the "gimmick notice" is performed in the "SP reach" of the special figure variation effect, but it may be performed outside the "SP reach". For example, the "gimmick notice" may be performed in the "N reach" or the "SPSP reach".

[0352] Also, in the second embodiment, the "roulette notice" is performed in the "SPSP reach" of the special figure variation effect, but it may be performed outside the "SPSP reach". For example, the "roulette notice" may be performed in the "N reach" or the "SP reach".

[0353] Also, in the second embodiment, the "character voice notice", "gimmick notice", and "roulette notice" are performed based on the result (variation pattern) of the jackpot determination, but they may be performed based on the type of the stopped symbol of the special figure. For example, when the stopped symbol of the special figure is a "certain variable symbol", the "character voice notice", "gimmick notice", and "roulette notice" may be performed. In this case, the "character voice notice", "gimmick notice", and "roulette notice" can suggest that a high-probability state is reached, and it is possible to enhance the interest of the game.

[0354] Furthermore, in the second embodiment, the "character voice announcement," "gimmick announcement," and "roulette announcement" are performed during the variable display of the first special symbol in a non-time-saving state, but they may also be performed in game states other than the non-time-saving state. For example, the "character voice announcement," "gimmick announcement," and "roulette announcement" may be performed during the variable display of the second special symbol in a time-saving state.

[0355] Furthermore, in the second embodiment, in the "character voice preview," a video of the main character image G200 is displayed by operating the normal button 40, and a still image of the main character image G200 is displayed by operating the lever button 42. However, it is also possible to display a video of the main character image G200 by operating the lever button 42, and a still image of the main character image G200 by operating the normal button 40.

[0356] Furthermore, in the second embodiment, when a still image of the main character image G200 is displayed in the "character voice preview," only the still image of the main character image G200 is displayed. However, an image different from the main character image G200 may be added. For example, an effect image may be displayed around the main character image G200. In this case, the main character image G200 may be displayed as a still image, and the effect image may be displayed as a video.

[0357] Furthermore, in the second embodiment, the audio output in the "character voice preview" is the voice of the main character, but other audio may be output. For example, sound effects such as "kyuin" may be output, or sound effects may be output in addition to the voice of the main character.

[0358] Furthermore, in the second embodiment, the main character voice output in the "character voice preview" is the same regardless of whether the main character image G200 is displayed as a video or a still image. However, it is also possible to output different audio content depending on whether the main character image G200 is displayed as a video or a still image.

[0359] Furthermore, in the second embodiment, the types of light intensity of the movable LEDs 55LL and 55RL that light up in the "character voice announcement" are set to three types: first light intensity, second light intensity, and third light intensity. However, the movable LEDs 55LL and 55RL may be set to light up with two or more types of light intensity.

[0360] Furthermore, in the second embodiment, the light intensity of the movable LEDs 55LL and 55RL that emit light in the "character voice preview" is set to emit light at any of the first, second, and third light intensities, whether the main character image G200 is displayed as a video or as a still image. However, they may not emit light at some light intensities. For example, when the main character image G200 is displayed as a video, the movable LEDs 55LL and 55RL may not emit light at the first and third light intensities.

[0361] Furthermore, in the second embodiment, the display time of the still image of the main character image G200 in the "cut-in preview" is shorter than the display time of the still image of the main character image G200 in the "character voice preview". However, the display time of the still image of the main character image G200 in the "cut-in preview" may be longer than the display time of the still image of the main character image G200 in the "character voice preview", or the display time of the still image of the main character image G200 in the "cut-in preview" may be the same.

[0362] Furthermore, in the second embodiment, the movable LEDs 55LL and 55RL of the movable body 55k on the board are made to light up during the "character voice announcement," but the frame lamp 53 or the board lamp 54 may be made to light up instead of or in addition to the movable body 55k on the board.

[0363] <Invention disclosed in the second embodiment> The preceding paragraphs in this [Mode for Carrying Out the Invention] disclose the following inventions BB. In the description of inventions BB, the names and expressions of the corresponding components in the modes for carrying out the invention described above, as well as the reference numerals used in the drawings, are noted in parentheses for reference. However, the elements such as means that constitute each invention are not limited to these notes. Inventions BB is a collective term for the following inventions BB1 to BB3.

[0364] Furthermore, for example, in the gaming machine described in Japanese Patent Publication No. 2015-195889, effects are sometimes displayed in response to the operation of the control buttons. For example, in the gaming machine of the above patent document, when the control buttons are operated, a jackpot announcement is executed that suggests the possibility of a jackpot as a result. In such gaming machines, there is room for improvement in terms of effects. Therefore, if gaming machines according to the following inventions BB1 to BB3 are realized, an improvement in the enjoyment of the game can be expected.

[0365] The gaming machine relating to invention BB1 is, The player can operate the controls (normal button 40, lever button 42), A display means capable of displaying an image (image display device 50), A light-emitting means (movable LED 55LL, 55RL), The system includes an effect execution means (effect control microcontroller 121) that executes an effect using the aforementioned operating means, the aforementioned display means, and the aforementioned light-emitting means, The aforementioned operating means includes a first operating means (normal button 40) and a second operating means (lever button 42). The aforementioned performance execution means is In response to the operation of the first or second operation means during a predetermined period (the effective period of operation in the character voice preview), a predetermined image (protagonist character image G200) can be displayed on the display means. After the display of the predetermined image, the light-emitting means may be made to emit light in a predetermined light-emitting pattern (white and intermittent). The aforementioned predetermined images include moving images (video A, video B) and still images (still image A, still image B, still image C), The moving image of the predetermined image may be displayed in response to the operation of the first operating means. The still image of the predetermined image may be displayed in response to the operation of the second operating means. It is characterized by the following:

[0366] The gaming machine relating to invention BB2 is, A gaming machine relating to invention BB1, In the predetermined light emission pattern, there are cases where the light-emitting means emits light with a first light intensity (first light intensity, second light intensity), and cases where the light-emitting means emits light with a second light intensity (third light intensity) different from the first light intensity. The probability of the light-emitting means emitting light at the second light intensity is different when the first operating means is operated and a moving image of the predetermined image is displayed, and when the second operating means is operated and a still image of the predetermined image is displayed. It is characterized by the following:

[0367] The gaming machine relating to invention BB3 is, A gaming machine relating to invention BB1 or invention BB2, The aforementioned performance execution means is In response to the operation of the second operating means during a specific period different from the predetermined period (the effective period of operation in the gimmick announcement), it is possible to display a still image of a specific image (protagonist character image G200) that is the same as or different from the predetermined image on the display means. The still image of the specific image is displayed for only a first display time, and the still image of the predetermined image is displayed for only a second display time. It is characterized by the following:

[0368] <Third Embodiment> The third embodiment will be described below. Unless otherwise specified, the pachinko game machine of the basic embodiment described above also applies to the third embodiment.

[0369] First, the front door 23 will be explained in detail using Figure 38. Figure 38 is a perspective view of the lower part of the front door 23. As shown in Figure 38, the front part of the front door 23 is provided with an operating section that can be operated by the player, which includes a normal button 40, a handle 72k, a lever A button 42, and a lever B button 43.

[0370] The handle 72k is a handle used to launch game balls toward the game board 1. It is equipped with a touch sensor (not shown) that detects when a player is holding the handle 72k. When the touch sensor is detected, the game ball is launched when the handle 72k is turned to the right.

[0371] Lever A button 42 is located to the left of the normal button 40 and, like the normal button 40, is a button used in operation effects during special feature variation effects. Lever A button 42 is equipped with an LED (not shown) capable of emitting light in a predetermined color and a vibration motor (not shown) capable of vibrating in a predetermined vibration pattern, and is configured to emit light with the LED and vibrate with the vibration motor. When the player pushes lever A button 42 inward or pulls it outward, a predetermined image is displayed on the display unit 50a, the panel lamp 54 lights up in a predetermined lighting pattern, or a predetermined sound is output from the speaker 52. In the third embodiment, the size of lever A button 42 is made smaller than the size of the normal button 40, but it may also be made larger than the size of the normal button 40.

[0372] The lever B button 43 is located to the right of the normal button 40 and, like the normal button 40, is a button used in operation sequences during special feature variation sequences. The lever B button 43 has the same shape as the lever A button 42 and is equipped with an LED (not shown) capable of emitting light in a predetermined color and a vibration motor (not shown) capable of vibrating in a predetermined vibration pattern. It is configured to emit light with the LED and to vibrate with the vibration motor. When the player pushes the lever B button 43 inward or pulls it outward, a predetermined image is displayed on the display unit 50a, the panel lamp 54 lights up in a predetermined lighting pattern, or a predetermined sound is output from the speaker 52. In the third embodiment, the size of the lever B button 42 is smaller than that of the normal button 40, but it may also be larger than that of the normal button 40.

[0373] Next, using Figures 39 to 50, we will explain the special symbol variation effects that the performance control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The performance control microcomputer 121 can execute the following effects in the special symbol variation effects when not in a time-saving state.

[0374] A. Normal fluctuations "Normal variation" is an effect that may occur in response to the start of the variable display of the special symbols, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is the first effect to occur in the special symbol variation effect, it functions as an effect that indicates that the special symbol variation effect has started.

[0375] B. Reach "Reach" is an effect that may occur after a "normal spin," where the left symbol EZ1 and the right symbol EZ3 stop displaying the same type of symbol. "Reach" may occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests the possibility of a jackpot game. Furthermore, "Reach" may develop into other reach effects such as "N Reach," "SP Reach," and "SPSP Reach," so it also functions as an effect that suggests the possibility of a reach effect occurring.

[0376] CN Reach "N Reach" is a special effect that can occur after a "Reach" has been established. In this effect, the reel spin speed of the middle symbol EZ2 gradually slows down. "N Reach" can occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot.

[0377] D.SP Reach An "SP Reach" is a special animation that sometimes occurs after an "N Reach," and it is a reach animation in which the main character and the enemy character battle. An "SP Reach" is more likely to occur when the jackpot result is "Winning the Jackpot" than when the jackpot result is "Losing the Jackpot," so it functions as an animation that suggests there is a high possibility of a jackpot being won.

[0378] E.SPSP Reach "SPSP Reach" is an effect that may occur after "SP Reach", and is a reach effect where the protagonist character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game. Also, when developing from "SP Reach" to "SPSP Reach" rather than not developing, a jackpot game is more likely to occur, so "SPSP Reach" also functions as an effect suggesting a higher possibility of a jackpot game than "SP Reach".

[0379] F. Character Voice Preview "Character Voice Preview" is an effect that may occur in "N Reach", and is a preview effect where the voice of the protagonist character or the heroine character is output from the speaker 52 in response to the operation of the normal button 40, the lever A button 42, or the lever B button 43. Since "Character Voice Preview" may develop into "SP Reach" afterwards, it functions as an effect suggesting the possibility of "SP Reach".

[0380] G. Cut-in Preview "Cut-in Preview" is an effect that may occur in "SP Reach", and is a preview effect where the protagonist character image G200 is displayed on the display unit 50a in response to the operation of the normal button 40. Since "Cut-in Preview" may develop into "SPSP Reach" afterwards, it functions as an effect suggesting the possibility of "SPSP Reach".

[0381] H. Roulette A Preview "Roulette A Preview" is an effect that may be performed in "SPSP Reach". It is a preview effect in which one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) according to the operation of lever A button 42. Since the production symbols EZ1, EZ2, and EZ3 may stop and display as a triple showing a big win after "Roulette A Preview", it functions as an effect suggesting that a big win game may be played.

[0382] I. Roulette B Preview "Roulette B Preview" is an effect that may be performed in "SPSP Reach". It is a preview effect in which one defense is selected from a plurality of defenses (defense images G700a, G700b, G700c) according to the operation of lever B button 43. Since the production symbols EZ1, EZ2, and EZ3 may stop and display as a triple showing a big win after "Roulette B Preview", it functions as an effect suggesting that a big win game may be played.

[0383] Next, using FIG. 39, the effect flow of the main special symbol variation effects executed in the non-time-limited state will be described. The effect control microcomputer 121 can display an effect image on the display unit 50a in each effect constituting the effect flow, and can execute a light emission effect using the frame lamp 53 and the panel lamp 54 and a sound effect using the speaker 52 according to the display of the effect image.

[0384] As shown in FIG. 39(A), in the special symbol variation effects where the variation pattern is "SPSP big win variation" or "SPSP loss variation", an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed. In these special symbol variation effects, "character voice preview" may be performed in "N reach", "cut-in preview" may be performed in "SP reach", and "Roulette A preview" and "Roulette B preview" may be performed in "SPSP reach".

[0385] Also, as shown in FIG. 39(B), in the special figure variation effects where the variation pattern is "SP big win variation" or "SP loss variation", an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach" is executed. In these special figure variation effects, "character voice preview" may be performed at "N reach", and "cut-in preview" may be performed at "SP reach".

[0386] Also, as shown in FIG. 39(C), in the special figure variation effect where the variation pattern is "N loss variation", an effect flow composed of "normal variation" → "reach" → "N reach" is executed. In this special figure variation effect, "character voice preview", "cut-in preview", "roulette A preview", and "roulette B preview" are not performed.

[0387] Also, as shown in FIG. 39(D), in the special figure variation effect where the variation pattern is "normal loss variation", an effect flow composed of only "normal variation" is executed. In this special figure variation effect, "character voice preview", "cut-in preview", "roulette A preview", and "roulette B preview" are not performed.

[0388] Next, the main effects executed in the special figure variation effects will be specifically described. In the special figure variation effects 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.

[0389] First, the "character voice preview" will be specifically described. The effect control microcomputer 121 can execute the "character voice preview" at "N reach" in the special figure variation effects where the variation pattern is "SPSP big win variation", "SP big win variation", "SPSP loss variation", or "SP loss variation".

[0390] As shown in Figure 40, the performance memory unit 121b of the performance control microcontroller 121 stores a character voice notification selection table 123a7 and a voice volume selection table 123a8. The performance control microcontroller 121 can use the character voice notification selection table 123a7 to select whether or not to execute a "character voice notification," and if so, the type of voice to use. If a "character voice notification" is executed, the voice volume can be selected using the voice volume selection table 123a8. There are two types of voices: "Chance" and "Congratulations," and there are three volume levels: 1st to 3rd. As will be described in detail later, the voice volume differs depending on the display mode of the main character image G200 or heroine character image G205 displayed by operating the normal button 40, lever A button 42, or lever B button 43 during the "character voice notification."

[0391] Figure 41(A) shows the contents of the character voice notification selection table 123a7. The performance control microcontroller 121 selects whether or not to execute the "character voice notification" by referring to the type of variation pattern, and if so, the type of voice to use.

[0392] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), the "Character Voice Announcement" with the voice saying "Chance" is selected 70% of the time, the "Character Voice Announcement" with the voice saying "Congratulations" is selected 20% of the time, and the "Character Voice Announcement" is not selected 10% of the time.

[0393] Additionally, if the variation pattern is "SPSP Miss Variation" (THP011) or "SP Miss Variation" (THP012), there is a 50% chance that the "Character Voice Announcement" with the voice saying "Chance" will be executed, and a 50% chance that the "Character Voice Announcement" will not be executed. The "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.

[0394] Also, when the variation pattern is "N miss variation" (THP013), the non-execution of the "character voice preview" is selected at a rate of 100%, and the execution of the "character voice preview" of the voice "Chance" and the execution of the "character voice preview" of the voice "Congratulations" are not selected.

[0395] That is, only in the case of the variation pattern corresponding to the "big win win" as the result of the big win determination, the execution of the "character voice preview" of the voice "Congratulations" is set to be selected, and the "character voice preview" of the voice "Congratulations" functions as an effect suggesting that a big win game is being played. In the third embodiment, the voices output in the "character voice preview" are two types, "Chance" and "Congratulations", but three or more voices may be output.

[0396] Also, only in the case of the variation pattern in which "SP reach" is included in the effect flow, the execution of the "character voice preview" is set to be selected, and the "character voice preview" functions as an effect suggesting the development into "SP reach".

[0397] In the third embodiment, only in the case of the variation pattern in which "SP reach" is included in the effect flow, the execution of the "character voice preview" is set to be selected. However, even in the case of the variation pattern in which "SP reach" is not included in the effect flow, the execution of the "character voice preview" may be selected. In this case, it is preferable that it is more difficult to select the execution of the "character voice preview" in the case of the variation pattern in which "SP reach" is not included in the effect flow than in the case of the variation pattern in which "SP reach" is included in the effect flow. Note that the selection ratio shown by the character voice preview selection table 123a7 shown in FIG. 41(A) can be appropriately changed.

[0398] Figure 41(B) shows the contents of the voice volume selection table 123a8. The microcontroller 121 for performance control selects the volume of the voice output from the speaker 52 in the "character voice announcement" by referring to the type of variation pattern and the type of display mode (moving image or still image) of the main character image G200 or heroine character image G205 that is displayed when the player operates the normal button 40, lever A button 42, or lever B button 43 in the "character voice announcement". Details of the types of display modes for the main character image G200 and heroine character image G205 will be described later.

[0399] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), and the display type is "Heroine Character" and "Still Image A", the first volume is selected at a rate of 30%, the second volume at a rate of 70%, and the third volume is not selected.

[0400] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002), and the display type is "Heroine Character" and "Still Image B", the second volume will be selected at a rate of 80%, the third volume at 20%, and the first volume will not be selected.

[0401] Furthermore, if the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), and the display type is "Heroine Character" and "Still Image C", the second volume will be selected at a rate of 70%, the third volume at a rate of 30%, and the first volume will not be selected.

[0402] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002), and the display type is "Main Character" and "Still Image D", then the first volume is selected at a rate of 70%, the second volume at 30%, and the third volume is not selected.

[0403] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002), and the display type is "Main Character" and "Still Image E", the second volume will be selected at a rate of 70%, the third volume at a rate of 30%, and the first volume will not be selected.

[0404] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002), and the display type is "Main Character" and "Still Image F", the third volume is selected at 100%, and the first and second volume are not selected.

[0405] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002), and the display type is "Main Character" and "Video A", then the first volume is selected at 100%, and the second and third volume levels are not selected.

[0406] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002), and the display type is "Main Character" and "Video B", the second volume will be selected at a rate of 70%, the third volume at 30%, and the first volume will not be selected.

[0407] Furthermore, if the fluctuation pattern is "SPSP Loss Fluctuation" (THP011) or "SP Loss Fluctuation" (THP012), regardless of the type of display mode, the second volume will be selected at 100% of the time, and the first and third volume will not be selected.

[0408] In other words, the system is set so that the first and third volume levels are selected only when the result of the jackpot determination corresponds to a variation pattern that results in a "jackpot win." The "character voice notification," in which the voice of the main character or heroine character is output at either the first or third volume level, functions as a visual effect that suggests a jackpot game is about to occur.

[0409] Also, in the case of a variation pattern corresponding to a "loss" result in the jackpot determination, regardless of the type of display mode, the second volume is always set to be selected. On the other hand, in the case of a variation pattern corresponding to a "jackpot win" result in the jackpot determination, when the type of display mode is "still image", when it is "still image D", the first volume is more likely to be selected than the second volume, and when it is "still image E", the second volume is more likely to be selected than the third volume. The "character voice preview" when the type of display mode is "still image D" functions as an effect that more easily suggests that a jackpot game is being played than the "character voice preview" when the type of display mode is "still image E".

[0410] Also, when the type of display mode is "still image D", the first volume is more likely to be selected, when the type of display mode is "still image E", the second volume is more likely to be selected, and when the type of display mode is "still image F", the third volume is more likely to be selected. It can be said that for the "character voice preview" when "still image D" is displayed, the probability that the voice of the protagonist character is output at the first volume is high, for the "character voice preview" when "still image E" is displayed, the probability that the voice of the protagonist character is output at the second volume is high, and for the "character voice preview" when "still image F" is displayed, the probability that the voice of the protagonist character is output at the third volume is high.

[0411] Also, when the type of display mode is "still image A", "still image B", or "still image C", the second volume is more likely to be selected. It can be said that for the "character voice preview" when "still image A", "still image B", or "still image C" is displayed, the probability that the voice of the heroine character is output at the second volume is high.

[0412] Note that the selection ratio shown by the voice volume selection table 123a8 shown in FIG. 41(B) can be changed as appropriate.

[0413] In the third embodiment, the selected volume varies according to the type of variation pattern. However, regardless of the type of variation pattern, the same volume may be selected. For example, when the type of display mode is "still image D", the first volume is always selected. When the type of display mode is "still image E", the second volume is always selected. When the type of display mode is "still image F", the third volume is always selected. On the other hand, when the type of display mode is "still image A", "still image B", "still image C", or "video", the second volume may always be selected.

[0414] When the effect control microcomputer 121 executes "character voice preview" in the special figure variation effect, it executes "character voice preview" with the voice type and volume selected by the character voice preview selection table 123a7 and the voice volume selection table 123a8.

[0415] Figures 42(A) to 42(G), Figures 43(A) to 43(B), Figures 44(A) to 44(E), Figures 45(A) to 45(B), Figures 46(A) to 46(E), and Figures 47(A) to 47(B) are diagrams showing how "character voice preview" is performed. In the special figure variation effect, when "reach" is established and "N reach" is performed as shown in Figure 42(A), "character voice preview" is performed.

[0416] In "character voice preview", an operation effective period (for example, 5 seconds) during which operations of the normal button 40, the lever A button 42, and the lever B button 43 are effective occurs. As shown in Figure 42(B), a normal button image G31 imitating the normal button 40, a lever A button image G300a imitating the lever A button 42, and a lever B button image G300b imitating the lever B button 43 are displayed at the lower center of the display unit 50a. An upward arrow image is added to the lever A button image G300a to prompt the player to push the lever A button 42 deeper. An upward arrow image is added to the lever B button image G300b to prompt the player to push the lever B button 43 deeper.

[0417] When the normal button image G31, lever A button image G300a, and lever B button image G300b are displayed, if the player operates the normal button 40, as shown in Figure 42(C), the lever A button image G300a and lever B button image G300b are erased, and the main character image G200, representing the main character, is displayed in the lower right of the display unit 50a, and a video is displayed showing the main character image G200 moving from the lower right to the upper right of the display unit 50a. In the third embodiment, the main character image G200 is displayed by operating the normal button 40, but the main character image G200 may be displayed before the normal button 40 is operated. For example, the main character image G200 may be displayed at the same time as the normal button image G31 is displayed. Then, the main character image G200, which has moved to the upper right of the display unit 50a, continues to be displayed in the upper right of the display unit 50a while swaying up and down, as shown in Figure 42(D).

[0418] Subsequently, when the player operates the normal button 40 again, a video is displayed in which the main character image G200 moves from the upper right to the lower right of the display unit 50a, as shown in Figure 42(E). Then, the main character image G200, having moved to the lower right of the display unit 50a, continues to be displayed in the lower right of the display unit 50a, shaking up and down, as shown in Figure 42(F).

[0419] In the third embodiment, when the main character image G200, which has moved to the upper right part of the display unit 50a, returns to the lower right part of the display unit 50a, it is configured so that it continues to be displayed in the lower right part of the display unit 50a even if the player operates the normal button 40 again. However, it is also possible to configure the system so that the main character image G200 moves back to the upper right part of the display unit 50a when the normal button 40 is operated again.

[0420] Then, when the operation validity period ends, the normal button image G31 is erased, and the main character image G200 that is displayed at that time is fixed and displayed. Figure 42(G) shows the case when the main character image G200 is fixed and displayed in the lower right of the display unit 50a.

[0421] Then, after a predetermined time (for example, 2 seconds) has elapsed since the normal button image G31 was erased, the voice of the main character is output from speaker 52. At this time, if "Chance" is selected by the character voice notification selection table 123a7, the voice of the main character saying "Chance" is output from speaker 52, as shown in Figure 43(A). If "Congratulations" is selected by the character voice notification selection table 123a7, the voice of the main character saying "Congratulations" is output from speaker 52, as shown in Figure 43(B).

[0422] The main character's voice is output at the volume selected by the voice volume selection table 123a8, and is output at one of the following volumes: Volume 1, Volume 2, or Volume 3. Volume 2 is the same volume as the various sounds output from speaker 52 before the "character voice preview" is given, and if the main character image G200 is not displayed because button 40 is not operated, the main character's voice is output at this Volume 2. Volume 1 is lower than Volume 2, and Volume 3 is higher than Volume 2.

[0423] Specifically, when the main character image G200 is fixedly displayed in the upper right corner of the display unit 50a, the main character's voice is output at either the first or second volume level, and when the main character image G200 is fixedly displayed in the lower right corner of the display unit 50a, the main character's voice is output at either the second or third volume level (see Figure 41(B)).

[0424] Then, after a predetermined time (for example, 2 seconds) has elapsed since the main character's voice was output from speaker 52, the main character image G200 is erased and the "character voice preview" ends. In the third embodiment, if the main character's voice in the "character voice preview" is output at the first or third volume, the volume of the various sounds output thereafter is set to return to the second volume. However, if the main character's voice is output at the first volume, the first volume may continue thereafter, and if the main character's voice is output at the third volume, the third volume may continue thereafter.

[0425] Furthermore, in the third embodiment, even if the main character image G200 is not displayed, in other words, even if the normal button 40 is not operated, the main character's voice is output from the speaker 52. However, if the player does not operate the normal button 40, the main character's voice may be not output from the speaker 52.

[0426] On the other hand, when the normal button image G31, lever A button image G300a, and lever B button image G300b are displayed (see Figure 42(B)), if the player presses lever A button 42, as shown in Figure 44(A), the normal button image G31 and lever B button image G300b are erased, and the main character image G200, representing the main character, is displayed in the lower left of the display unit 50a. This main character image G200 has a neutral facial expression and is displayed as a still image. In the third embodiment, the main character image G200 is displayed by operating lever A button 42, but the main character image G200 may be displayed before operating lever A button 42. For example, the main character image G200 may be displayed at the same time as the display of lever A button image G300a.

[0427] Subsequently, when the player presses lever A button 42 again, as shown in Figure 44(B), the main character image G200 does not move, but its facial expression changes to a crying face, and it is displayed as a still image in the lower left of the display unit 50a.

[0428] Subsequently, when the player presses lever A button 42 again, as shown in Figure 44(C), the main character image G200 changes its facial expression to a smiling face without moving, and is displayed as a still image in the lower left of the display unit 50a.

[0429] Subsequently, when the player presses lever A button 42 again, as shown in Figure 44(D), the main character image G200 changes its facial expression to a smiling face without moving, and is displayed as a still image in the lower left of the display unit 50a.

[0430] In the third embodiment, when the facial expression of the main character image G200 changes to a smiling face, the smiling face is maintained even if the player further operates the lever A button 42. However, further operation of the lever A button 42 may cause the face to revert to an expressionless or crying face.

[0431] Then, when the operation validity period ends, the lever A button image G300a is erased, and the facial expression of the main character image G200 displayed at that time is fixed and displayed. If the lever A button 42 is not operated after the main character image G200 is displayed, the facial expression of the main character image G200 will remain expressionless and will not change. Figure 44(E) shows the case when the facial expression of the main character image G200 is fixed as a smiling face.

[0432] Then, after a predetermined time (for example, 2 seconds) has elapsed since the lever A button image G300a was erased, the voice of the main character is output from speaker 52. At this time, if "Chance" is selected by the character voice notification selection table 123a7, the voice of the main character saying "Chance" is output from speaker 52, as shown in Figure 45(A). If "Congratulations" is selected by the character voice notification selection table 123a7, the voice of the main character saying "Congratulations" is output from speaker 52, as shown in Figure 45(B).

[0433] The main character's voice is output at a volume selected by the voice volume selection table 123a8, and is output at one of three volumes: Volume 1, Volume 2, or Volume 3. Volume 2 is the same volume as the various sounds output from speaker 52 before the "character voice preview" is given, and if the lever A button 42 is not operated and the main character image G200's facial expression remains expressionless, the main character's voice is output at this Volume 2. Volume 1 is lower than Volume 2, and Volume 3 is higher than Volume 2.

[0434] Specifically, if the fixed main character image G200 has a crying face, the main character's voice is output at either the first or second volume level; if the fixed main character image G200 has a smiling face, the main character's voice is output at either the second or third volume level; and if the fixed main character image G200 has a laughing face, the main character's voice is output at either the second or third volume level (see Figure 41(B)).

[0435] Then, after a predetermined time (for example, 2 seconds) has elapsed since the main character's voice was output from speaker 52, the main character image G200 is erased and the "character voice preview" ends. In the third embodiment, if the main character's voice in the "character voice preview" is output at the first or third volume, the volume of the various sounds output thereafter is set to return to the second volume. However, if the main character's voice is output at the first volume, the first volume may continue thereafter, and if the main character's voice is output at the third volume, the third volume may continue thereafter.

[0436] Furthermore, in the third embodiment, even if the facial expression of the main character image G200 remains expressionless, in other words, even if the lever A button 42 is not operated further, the main character's voice is output from the speaker 52. However, if the player does not operate the lever A button 42 further, the main character's voice may be prevented from being output from the speaker 52.

[0437] Furthermore, in the third embodiment, an example is given in which no sound is output from the speaker 52 between the time the display mode of the main character image G200 changes and the time the main character's voice is output. However, a predetermined sound may be output between the time the display mode of the main character image G200 changes and the time the main character's voice is output. In this case, the volume of the predetermined sound may be the same as the volume selected by the voice volume selection table 123a8, or it may be output at a predetermined volume (for example, a second volume) regardless of the volume selected by the voice volume selection table 123a8.

[0438] Furthermore, when the normal button image G31, lever A button image G300a, and lever B button image G300b are displayed (see Figure 42(B)), if the player presses lever B button 43, as shown in Figure 46(A), the normal button image G31 and lever A button image G300a are erased, and the heroine character image G205, representing the heroine character, is displayed in the lower left of the display unit 50a. This heroine character image G205 has a neutral facial expression and is displayed as a still image. In the third embodiment, the heroine character image G205 is displayed by operating lever B button 43, but the heroine character image G205 may be displayed before operating lever B button 43. For example, the heroine character image G205 may be displayed at the same time as the display of lever B button image G300b.

[0439] Subsequently, when the player presses lever B button 43 again, as shown in Figure 46(B), the heroine character image G205 changes to a crying face without moving, and is displayed as a still image in the lower left of the display unit 50a.

[0440] Subsequently, when the player presses lever B button 43 again, as shown in Figure 46(C), the heroine character image G205 changes to a smiling face without moving, and is displayed as a still image in the lower left of the display unit 50a.

[0441] Subsequently, when the player presses lever B button 43 again, as shown in Figure 46(D), the heroine character image G205 changes to a smiling face without moving, and is displayed as a still image in the lower left of the display unit 50a.

[0442] In the third embodiment, when the facial expression of the heroine character image G205 changes to a smiling face, the smiling face is maintained even if the player further operates the lever B button 43. However, further operation of the lever B button 43 may cause the face to revert to an expressionless or crying face.

[0443] Then, when the operation validity period ends, the lever B button image G300b is erased, and the facial expression of the heroine character image G205 that is displayed at that time is fixed and displayed. If the lever B button 43 is not operated after the display of the heroine character image G205, the facial expression of the heroine character image G205 will remain expressionless and will not change. Figure 46(E) shows the case when the facial expression of the heroine character image G205 is fixed as a smiling face.

[0444] Then, after a predetermined time (for example, 2 seconds) has elapsed since the lever B button image G300b was erased, the voice of the heroine character is output from speaker 52. At this time, if "Chance" is selected by the character voice notification selection table 123a7, the voice of the heroine character saying "Chance" is output from speaker 52, as shown in Figure 47(A). If "Congratulations" is selected by the character voice notification selection table 123a7, the voice of the heroine character saying "Congratulations" is output from speaker 52, as shown in Figure 47(B).

[0445] The heroine character's voice is output at the volume selected by the voice volume selection table 123a8, and is output at one of the following volumes: Volume 1, Volume 2, or Volume 3. Volume 2 is the same volume as the various sounds output from speaker 52 before the "character voice announcement" is made, and if the lever B button 43 is not operated and the facial expression of the heroine character image G205 remains expressionless, the heroine character's voice is output at this Volume 2. Volume 1 is lower than Volume 2, and Volume 3 is higher than Volume 2.

[0446] Specifically, if the fixed heroine character image G205 has a crying face, the heroine character's voice will be output at either the first or second volume level; if the fixed heroine character image G205 has a smiling face, the heroine character's voice will be output at either the second or third volume level; and if the fixed heroine character image G205 has a laughing face, the heroine character's voice will be output at either the second or third volume level (see Figure 41(B)).

[0447] Then, after a predetermined time (for example, 2 seconds) has elapsed since the heroine character's voice was output from speaker 52, the heroine character image G205 is erased and the "character voice preview" ends. In the third embodiment, if the heroine character's voice in the "character voice preview" is output at the first or third volume, the volume of the various sounds output thereafter is set to return to the second volume. However, if the heroine character's voice is output at the first volume, the first volume may continue thereafter, and if the heroine character's voice is output at the third volume, the third volume may continue thereafter.

[0448] Furthermore, in the third embodiment, even if the facial expression of the heroine character image G205 remains expressionless, in other words, even if the lever B button 43 is not operated further, the heroine character's voice is output from the speaker 52. However, if the player does not operate the lever B button 43 further, the heroine character's voice may be prevented from being output from the speaker 52.

[0449] In addition, in the third embodiment, an example is given where no sound is output from the speaker 52 between the change in the display mode of the heroine character image G205 and the output of the voice of the heroine character. However, a predetermined sound may be output between the change in the display mode of the heroine character image G205 and the output of the voice of the heroine character. In this case, the volume of the predetermined sound may be output at the same volume as the volume selected by the voice volume selection table 123a8, or may be output at a predetermined volume (for example, the second volume) regardless of the volume selected by the voice volume selection table 123a8.

[0450] Next, the "cut-in preview" will be specifically described. The production control microcomputer 121 can execute the "cut-in preview" in the "SP reach" in the special figure variation production of the variation patterns "SPSP big win variation", "SP big win variation", "SPSP loss variation", and "SP loss variation".

[0451] As shown in FIG. 40, the production memory unit 121b of the production control microcomputer 121 stores a cut-in preview selection table 123a9. The production control microcomputer 121 can use the cut-in preview selection table 123a9 to select whether to execute the "cut-in preview" and the type of the cut-in frame when the "cut-in preview" is executed. There are two types of cut-in frames: 'blue frame' and'red frame'.

[0452] FIG. 41(C) is a diagram showing the content of the cut-in preview selection table 123a9. The production control microcomputer 121 refers to the type of the variation pattern and selects whether to execute the "cut-in preview" and the type of the cut-in frame when the "cut-in preview" is executed.

[0453] Specifically, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), the execution of the "cut-in notice" for the "blue frame" is selected at a rate of 20%, the execution of the "cut-in notice" for the "red frame" is selected at a rate of 40%, and the non-execution of the "cut-in notice" is selected at a rate of 40%.

[0454] Also, when the variation pattern is "SPSP loss variation" (THP011) or "SP loss variation" (THP012), the execution of the "cut-in notice" for the "blue frame" is selected at a rate of 50%, the execution of the "cut-in notice" for the "red frame" is selected at a rate of 10%, and the non-execution of the "cut-in notice" is selected at a rate of 40%.

[0455] That is, the variation pattern corresponding to the result of "winning" in the jackpot determination is set so that the execution of the "cut-in notice" for the "red frame" is more likely to be selected than the variation pattern corresponding to the result of "losing" in the jackpot determination. The "cut-in notice" for the "red frame" functions as an effect suggesting a high possibility of a jackpot game being played.

[0456] Also, the case where the variation pattern includes "SPSP reach" in the effect flow is set so that the execution of the "cut-in notice" for the "red frame" is selected more than the case where the variation pattern does not include "SPSP reach" in the effect flow. The "cut-in notice" for the "red frame" functions as an effect suggesting a high possibility of developing into "SPSP reach".

[0457] In the third embodiment, the execution of the "cut-in preview" is set to be selected only when the variation pattern including "SP reach" is included in the production flow. However, even when the variation pattern does not include "SP reach" in the production flow, the execution of the "cut-in preview" may be selected. In this case, it is preferable to make it more difficult to select the execution of the "cut-in preview" when the variation pattern does not include "SP reach" in the production flow than when the variation pattern includes "SP reach" in the production flow. Note that the selection ratio indicated by the cut-in preview selection table 123a9 shown in FIG. 41(C) can be appropriately changed.

[0458] When the production control microcomputer 121 executes the "cut-in preview" in the special figure variation production, it executes the "cut-in preview" with the type of cut-in frame selected by the cut-in preview selection table 123a9.

[0459] FIGS. 48(A) to 48(D) are diagrams showing how the "cut-in preview" is performed. In the special figure variation production, when it develops into "SP reach" and as shown in FIG. 48(A), when the protagonist character tries to attack the enemy character, the "cut-in preview" is performed.

[0460] During the "Cut-in Preview", an operation valid period (for example, 3 seconds) during which the operation of the normal button 40 is valid occurs, and as shown in FIG. 48(B), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a. Then, when the player operates the normal button 40 while the normal button image G31 is being displayed, or when the operation valid period elapses without the player operating the normal button 40, as shown in FIG. 48(C), the protagonist character image G200 and the normal button image G31 are erased, and a cut-in frame image G400 and a new protagonist character image G200 are displayed on the display unit 50a. The cut-in frame image G400 and the newly displayed protagonist character image G200 are displayed as still images. At this time, when "Blue Frame" is selected by the cut-in preview selection table 123a9, the cut-in frame image G400 is displayed in blue, and when "Red Frame" is selected by the cut-in preview selection table 123a9, the cut-in frame image G400 is displayed in red. Note that the protagonist character image G200 displayed during the "Cut-in Preview" is different from the protagonist character image G200 displayed during the "Character Voice Preview", and the display mode does not change even if there is a further operation of the normal button 40. In the third embodiment, the protagonist character image G200 in the "Cut-in Preview" is displayed for a shorter time than the protagonist character image G200 in the "Character Voice Preview", but the display time of the protagonist character image G200 may be shorter in the "Character Voice Preview" than in the "Cut-in Preview".

[0461] Then, when a predetermined time (for example, 1 second) elapses after the cut-in frame image G400 and the protagonist character image G200 are displayed, as shown in FIG. 48(D), the voice "Go!" of the protagonist character is output from the speaker 52. The volume of the voice of this protagonist character is output at the second volume regardless of whether the player has operated the normal button 40 or not.

[0462] When a predetermined time (e.g., 1 second) elapses after the voice of the protagonist character is output from the speaker 52, the cut-in frame image G400 and the protagonist character image G200 are erased, and the "cut-in preview" ends.

[0463] In the third embodiment, the volume of the voice of the protagonist character output in the "cut-in preview" is output at the second volume regardless of the volume of the voice of the protagonist character or the heroine character output in the "character voice preview" even when the "character voice preview" is performed in "N reach". However, when the "character voice preview" is performed in "N reach", the voice of the protagonist character output in the "cut-in preview" may be output at the same volume as the volume of the voice of the protagonist character or the heroine character output in the "character voice preview". For example, when the voice of the protagonist character or the heroine character is output at the first volume in the "character voice preview", the voice of the protagonist character is also output at the first volume in the "cut-in preview", and when the voice of the protagonist character or the heroine character is output at the third volume in the "character voice preview", the voice of the protagonist character may also be output at the third volume in the "cut-in preview".

[0464] Also, in the third embodiment, in the "cut-in preview", when the normal button 40 is operated, the same protagonist character image G200 as in the "character voice preview" is displayed on the display unit 50a. However, an image of a character different from the protagonist character may be displayed. For example, the heroine character image G205 may be displayed, or an image of a character different from both the protagonist character and the heroine character may be displayed.

[0465] Also, in the third embodiment, in the "Cut-in Notice", when the normal button 40 is operated, the voice of the protagonist character is output from the speaker 52. However, the voice of the protagonist character may be output from the speaker 52 when the lever A button 42 or the lever B button 43 is operated.

[0466] Next, the "Roulette A Notice" and the "Roulette B Notice" will be specifically described. The production control microcomputer 121 can execute the "Roulette A Notice" and the "Roulette B Notice" in the "SPSP Reach" in the special figure variation production with the variation patterns of "SPSP Jackpot Variation" and "SPSP Loss Variation".

[0467] Figs. 49(A) to 49(C) are diagrams showing how the "Roulette A Notice" is performed, and Figs. 50(A) to 50(C) are diagrams showing how the "Roulette B Notice" is performed. As shown in Fig. 49(A), when the special figure variation production develops into "SPSP Reach" and the protagonist character tries to attack the strong enemy character, the "Roulette A Notice" is performed.

[0468] In the "Roulette A Notice", an operation valid period (for example, 5 seconds) during which the operation of the lever A button 42 is valid occurs. As shown in FIG. 49(B), a skill image G600 representing the skills that the protagonist character can deploy is displayed at the center of the display unit 50a. At the same time, a lever A button image G300a imitating the lever A button 42 is displayed below the skill image G600, and a downward arrow image is displayed on the lever A button image G300a to prompt the player to perform a pulling operation on the lever A button 42. The skill image G600 consists of a skill image G600a indicating that the skill deployed by the protagonist character is "Punch", a skill image G600b indicating that the skill deployed by the protagonist character is "Chop", and a skill image G600c representing that the skill deployed by the protagonist character is "Kick". Initially, only the skill image G600a is displayed. These skill images G600a, G600b, and G600c are displayed as a video that shakes left and right. In the third embodiment, the skill images displayed in the "Roulette A Notice" are three types, namely skill images G600a, G600b, and G600c, but four or more types of skill images may be displayed.

[0469] When the player pulls the lever A button 42 forward while the lever A button image G300a is being displayed, the image displayed as the skill image G600 switches. Each time the lever A button 42 is pulled forward, the displayed image switches in the order of skill image G600a → skill image G600b → skill image G600c.

[0470] When the operation valid period elapses, the lever A button image G300a is erased, and the skill image G600 displayed at that time is fixedly displayed. At this time, a sound effect of "Pikoh" is output from the speaker 52 to indicate that the skill image G600 has been fixedly displayed. The volume of this sound effect is output at the second volume regardless of whether the player has operated the lever A button 42. FIG. 49(C) shows the case where the skill image G600c is fixedly displayed.

[0471] Then, when a predetermined time (e.g., 1 second) elapses after the skill image G600 is fixedly displayed, the skill image G600 is erased and the "Roulette A preview" ends. After that, in the final stage of "SPSP reach", the protagonist character performs the skill corresponding to the fixedly displayed skill image G600, and a scene where the protagonist character wins against a powerful enemy character or a scene where the powerful enemy character wins against the protagonist character is displayed on the display unit 50a.

[0472] In the third embodiment, the volume of the sound effect output in the "Roulette A preview" is output at the second volume regardless of the volume of the voice of the protagonist character or the heroine character output in the "character voice preview" even when the "character voice preview" is performed in "N reach". However, when the "character voice preview" is performed in "N reach", the sound effect output in the "Roulette A preview" may be output at the same volume as the volume of the voice of the protagonist character or the heroine character output in the "character voice preview". For example, when the voice of the protagonist character or the heroine character is output at the first volume in the "character voice preview", the sound effect is also output at the first volume in the "Roulette A preview", and when the voice of the protagonist character or the heroine character is output at the third volume in the "character voice preview", the sound effect may also be output at the third volume in the "Roulette A preview".

[0473] Also, in the third embodiment, in the "Roulette A preview", the image displayed as the skill image G600 is switched by operating the lever A button 42, but the image displayed as the skill image G600 may be switched by operating the normal button 40.

[0474] On the other hand, as shown in FIG. 50(A), when the special figure variation effect develops into "SPSP reach" and the protagonist character tries to defend against an attack from a powerful enemy character, the "Roulette B preview" is performed.

[0475] In the "Roulette B Notice", an operation valid period (e.g., 5 seconds) during which the operation of the lever B button 43 is valid occurs. As shown in FIG. 50(B), a defense image G700 representing the defense that the protagonist character can perform is displayed at the center of the display unit 50a. At the same time, a lever B button image G300b imitating the lever B button 43 is displayed below the defense image G700, and a downward arrow image is displayed on the lever B button image G300b to prompt the player to perform a pulling operation on the lever B button 43. The defense image G700 consists of a defense image G700a indicating that the defense performed by the protagonist character is "bare hands", a defense image G700b indicating that the defense performed by the protagonist character is "sword", and a defense image G700c representing that the defense performed by the protagonist character is "shield". Initially, only the defense image G700a is displayed. These defense images G700a, G700b, and G700c are displayed as a video that swings left and right. In the third embodiment, the defense images displayed in the "Roulette B Notice" are three types, namely defense images G700a, G700b, and G700c, but four or more types of defense images may be displayed.

[0476] When the player pulls the lever B button 43 forward while the lever B button image G300b is displayed, the image displayed as the defense image G700 switches. Each time the lever B button 43 is pulled forward, the displayed image switches in the order of defense image G700a → defense image G700b → defense image G700c.

[0477] When the operation valid period elapses, the lever B button image G300b is erased, and the defense image G700 displayed at that time is fixedly displayed. At this time, to indicate that the defense image G700 is fixedly displayed, an effect sound of "Pikoh" is output from the speaker 52. The volume of this effect sound is output at the second volume regardless of whether the player has operated the lever B button 43. FIG. 50(C) shows the case where the defense image G700c is fixedly displayed.

[0478] Then, when a predetermined time (e.g., 1 second) has elapsed since the defensive image G700 is fixedly displayed, the defensive image G700 is erased and the "Roulette B preview" ends. After that, in the final stage of "SPSP reach", the protagonist character performs a defense corresponding to the fixedly displayed defensive image G700, and a scene where the protagonist character wins against the powerful enemy character or a scene where the powerful enemy character wins against the protagonist character is displayed on the display unit 50a.

[0479] In the third embodiment, the volume of the sound effect output in the "Roulette B preview" is output at the second volume regardless of the volume of the voice of the protagonist character or the heroine character output in the "character voice preview" even when the "character voice preview" is performed in "N reach". However, when the "character voice preview" is performed in "N reach", the sound effect output in the "Roulette B preview" may be output at the same volume as the volume of the voice of the protagonist character or the heroine character output in the "character voice preview". For example, when the voice of the protagonist character or the heroine character is output at the first volume in the "character voice preview", the sound effect is also output at the first volume in the "Roulette B preview", and when the voice of the protagonist character or the heroine character is output at the third volume in the "character voice preview", the sound effect may also be output at the third volume in the "Roulette B preview".

[0480] Also, in the third embodiment, in the "Roulette B preview", the image displayed as the defensive image G700 is switched by operating the lever B button 43, but the image displayed as the defensive image G700 may be switched by operating the normal button 40.

[0481] <Consideration of the Third Embodiment> The following discussion concerns the pachinko game machine PY1 described in the third embodiment. First, we will consider the volume of the sound output in the "character voice notification." In the "character voice notification," after the main character image G200 is displayed, the main character's voice is output from speaker 52. The volume of this sound is selected by the voice volume selection table 123a8, and there are three types of volume: the smallest first volume, the second volume which is larger than the first volume, and the third volume which is larger than the second volume. The third volume is selected with the highest probability when the main character image G200 is displayed as a still image F (smiling face) (see Figure 41(B)). In other words, when the main character image G200 is displayed as a still image F and the sound is output from speaker 52, the probability of the sound being output at the largest third volume is higher than when the main character image G200 is not displayed as a still image F and the sound is output from speaker 52.

[0482] Next, we will consider the relationship between the volume of the sound output when the normal button 40 is operated and the volume of the sound output when the lever A button 42 is operated during the operation valid period in "Character Voice Preview". In "Character Voice Preview", when the normal button 40 is operated, the main character image G200 is displayed as a video, while when the lever A button 42 is operated, the main character image G200 is displayed as a still image, and then the main character's voice is output from the speaker 52. The volume of this sound is selected by the voice volume selection table 123a8, and there are three types of volume: the smallest first volume, the second volume which is larger than the first volume, and the third volume which is larger than the second volume. The third volume is selected with a higher probability when the main character image G200 is displayed as a still image than when it is displayed as a video (see Figure 41(B)). In other words, the probability of the sound being output at the highest volume (volume 3) is different depending on whether the main character image G200 is displayed as a video and the sound is output from speaker 52 when button 40 is normally operated, or when the main character image G200 is displayed as a still image and the sound is output from speaker 52 when lever A button 42 is operated.

[0483] Next, we will consider the relationship between the volume of the sound output when lever A button 42 is operated and the volume of the sound output when lever B button 43 is operated during the operation valid period in "Character Voice Preview". In "Character Voice Preview", when lever A button 42 is operated, the main character image G200 is displayed as a still image, while when lever B button 43 is operated, the heroine character image G205 is displayed as a still image, and then the voice of either the main character or the heroine character is output from speaker 52. The volume of this sound is selected by the voice volume selection table 123a8, and there are three types of volume: the smallest first volume, the second volume which is larger than the first volume, and the third volume which is larger than the second volume. The third volume is selected with a higher probability when the main character image G200 is displayed as a still image than when the heroine character image G205 is displayed as a still image (see Figure 41(B)). In other words, the probability of the sound being output at the highest volume (volume 3) is different depending on whether the protagonist character image G200 is displayed as a still image and sound is output from speaker 52 by operating lever button A 42, or whether the heroine character image G205 is displayed as a still image and sound is output from speaker 52 by operating lever button B 43.

[0484] Next, we will consider the relationship between the display time of the main character image G200 as a still image in the "Character Voice Preview" and the display time of the main character image G200 as a still image in the "Cut-in Preview". In the "Character Voice Preview", if the lever A button 42 is operated during the operation valid period, a still image of the main character image G200 is displayed, and after the operation valid period ends, the main character image G200 is deleted after 4 seconds (2 seconds + 2 seconds). On the other hand, in the "Cut-in Preview", if the normal button 40 is operated during the operation valid period, a still image of the main character image G200 is displayed, and after 2 seconds (1 second + 1 second), the main character image G200 is deleted. In other words, the display time of the main character image G200 as a still image in the "Character Voice Preview" and the display time of the main character image G200 as a still image in the "Cut-in Preview" are different from each other.

[0485] <Effects of the Third Embodiment> The effects of the pachinko game machine PY1 described in the third embodiment will be explained below.

[0486] (1) In the "Character Voice Preview," when the player normally operates button 40, a video of the main character image G200 is displayed on the display unit 50a. However, when the player operates lever A button 42 or lever B button 43, a still image of the main character image G200 or a still image of the heroine character image G205 is displayed on the display unit 50a. This allows the player to choose between a video or a still image, thereby enhancing the enjoyment of the game.

[0487] (2) In the "Character Voice Preview," when a video or still image of the main character image G200 is displayed, if the player operates the normal button 40 or lever A button 42, the display mode of the main character image G200 will change. This allows the player to arbitrarily change the display mode of the main character image G200, thereby enhancing the enjoyment of the game.

[0488] (3) In the "Character Voice Preview," when a still image of the heroine character image G205 is displayed, if the player operates the lever B button 43, the display mode of the heroine character image G205 will change. This allows the player to arbitrarily change the display mode of the heroine character image G205, thereby enhancing the enjoyment of the game.

[0489] (4) In the "character voice announcement," the main character image G200 is displayed on the display unit 50a, and then the main character's voice is output from the speaker 52. This allows the image displayed on the display unit 50a and the sound output from the speaker 52 to be associated with each other, thereby enhancing the enjoyment of the game.

[0490] (5) In the "Character Voice Preview," after the heroine character image G205 is displayed on the display unit 50a, the heroine character's voice is output from the speaker 52. This allows the image displayed on the display unit 50a and the sound output from the speaker 52 to be associated with each other, thereby enhancing the enjoyment of the game.

[0491] (6) In the "Character Voice Preview," when the voice of the main character is output from speaker 52, it is output at one of the first, second, or third volume levels, which increases the variation in the volume of the main character's voice and enhances the enjoyment of the game.

[0492] (7) In the "Character Voice Preview," when the heroine character's voice is output from speaker 52, it is output at one of the first, second, or third volume levels, which increases the variation in the volume of the heroine character's voice and enhances the enjoyment of the game.

[0493] (8) In the "Character Voice Preview," when the main character image G200 is displayed as a still image and the main character's voice is output from speaker 52, the probability of the main character's voice being output at the loudest volume (volume 3) is higher than when the main character image G200 is displayed as a video and the main character's voice is output from speaker 52. Therefore, depending on whether the main character image G200 is displayed as a still image or a video, it is possible to suggest the possibility of the sound being output at volume 3, thereby enhancing the enjoyment of the game.

[0494] (9) In the "Character Voice Preview," when the main character image G200 is displayed as a still image and the main character's voice is output from speaker 52, the probability of the main character's voice being output at the loudest volume (volume 3) is higher than when the heroine character image G205 is displayed as a still image and the heroine character's voice is output from speaker 52. Therefore, the content of the displayed still image of the character can be used to suggest the possibility of the sound being output at volume 3, thereby enhancing the enjoyment of the game.

[0495] (10) When the main character image G200 is displayed as a still image in the "Character Voice Preview," the display time of the main character image G200 is longer than when the main character image G200 is displayed as a still image in the "Cut-in Preview." Therefore, even if a still image is displayed instead of a video in the "Character Voice Preview," it is possible to prevent a decrease in the effect of the presentation and enhance the enjoyment of the game.

[0496] <Example of modification of the third embodiment> The following describes examples of modifications to the pachinko game machine PY1 described in the third embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiment and the following modifications may be deleted as appropriate unless they are described as essential in this specification.

[0497] In the third embodiment, the "character voice preview" is performed during the "N reach" of the special figure variation effect, but it may be performed before the "N reach" or after the "N reach".

[0498] Also, in the third embodiment, the "cut-in preview" is performed during the "SP reach" of the special figure variation effect, but it may be performed outside the "SP reach". For example, the "cut-in preview" may be performed during the "N reach" or during the "SPSP reach".

[0499] Also, in the third embodiment, the "roulette A preview" and the "roulette B preview" are performed during the "SPSP reach" of the special figure variation effect, but they may be performed outside the "SPSP reach". For example, the "roulette A preview" and the "roulette B preview" may be performed during the "N reach" or during the "SP reach".

[0500] Also, in the third embodiment, the "character voice preview", the "cut-in preview", the "roulette A preview", and the "roulette B preview" are performed based on the result (variation pattern) of the jackpot determination, but they may be performed based on the type of the stopped symbol of the special figure. For example, when the stopped symbol of the special figure is the "certain variable symbol", the "character voice preview", the "cut-in preview", the "roulette A preview", and the "roulette B preview" may be performed. In this case, it is possible to suggest that a high-probability state is reached by the "character voice preview", the "cut-in preview", the "roulette A preview", and the "roulette B preview", and it is possible to enhance the interest of the game.

[0501] Furthermore, in the third embodiment, the "character voice notification," "cut-in notification," "roulette A notification," and "roulette B notification" are performed during the variable display of the first special symbol in a non-time-saving state, but they may also be performed in game states other than the non-time-saving state. For example, the "character voice notification," "cut-in notification," "roulette A notification," and "roulette B notification" may be performed during the variable display of the second special symbol in a time-saving state.

[0502] Furthermore, in the third embodiment, in the "character voice preview," a video of the main character image G200 is displayed by operating the normal button 40, and a still image of the main character image G200 is displayed by operating the lever A button 42. However, it is also possible to display a video of the main character image G200 by operating the lever A button 42, and a still image of the main character image G200 by operating the normal button 40.

[0503] Furthermore, in the third embodiment, in the "character voice preview," a still image of the heroine character image G205 is displayed by operating the lever B button 43, and a still image of the protagonist character image G200 is displayed by operating the lever A button 42. However, it is also possible to display the still image of the heroine character image G205 by operating the lever A button 42, and the still image of the protagonist character image G200 is displayed by operating the lever B button 43.

[0504] Furthermore, in the third embodiment, in the "character voice preview," only a still image of the main character image G200 is displayed by operating the lever A button 42, but an image different from the main character image G200 may be added. For example, an effect image may be displayed around the main character image G200. In this case, the main character image G200 may be displayed as a still image, and the effect image may be displayed as a video.

[0505] Furthermore, in the third embodiment, the audio output in the "character voice preview" is the voice of the main character or heroine character, but other audio may also be output. For example, sound effects such as "kyuin" may be output, or sound effects may be output in addition to the voice of the main character or heroine character. In this case, it is preferable that the sound effects be output at the same volume as the volume selected by the voice volume selection table 123a8.

[0506] Furthermore, in the third embodiment, the voice of the main character or heroine character output in the "character voice preview" is the same regardless of the content of the character image display (whether the main character image G200 or the heroine character image G205 is a video or a still image). However, it is also possible to output different voices depending on the content of the character image display.

[0507] Furthermore, in the third embodiment, the types of volume levels of the audio output in the "character voice preview" are set to three types: first volume, second volume, and third volume. However, the audio may be output at two or four or more different volume levels.

[0508] Furthermore, in the third embodiment, the audio output in the "character voice preview" is output at any of the first, second, and third volume levels, regardless of whether the main character image G200 is displayed as a video or as a still image. However, it is also possible to prevent output at certain volume levels. For example, when the main character image G200 is displayed as a video, audio may not be output at the first and third volume levels.

[0509] Furthermore, in the third embodiment, the audio output in the "character voice preview" is output at any of the first, second, and third volume levels, regardless of whether the main character image G200 or the heroine character image G205 is displayed as a still image. However, it is also possible to prevent output at certain volume levels. For example, when the heroine character image G205 is displayed as a still image, audio may not be output at the first and third volume levels.

[0510] Furthermore, in the third embodiment, in the "character voice announcement," the probability of the sound being output at the highest third volume is higher when the main character image G200 is displayed as a still image by operating the lever A button 42 and the sound is output from the speaker 52, compared to when the main character image G200 is displayed as a video by operating the normal button 40 and the sound is output from the speaker 52. However, the probability of the sound being output at the highest third volume is lower when the main character image G200 is displayed as a still image by operating the lever A button 42 and the sound is output from the speaker 52, compared to when the main character image G200 is displayed as a video by operating the normal button 40 and the sound is output from the speaker 52.

[0511] Furthermore, in the third embodiment, in the "character voice announcement," the probability of the sound being output at the highest third volume is higher when the heroine character image G205 is displayed as a still image and the sound is output from the speaker 52 by operating the lever B button 43 than when the heroine character image G205 is displayed as a still image and the sound is output from the speaker 52 by operating the lever A button 42. However, the probability of the sound being output at the highest third volume is lower when the heroine character image G205 is displayed as a still image and the sound is output from the speaker 52 by operating the lever B button 43 than when the heroine character image G205 is displayed as a still image and the sound is output from the speaker 52 by operating the lever A button 42.

[0512] Furthermore, in the third embodiment, the display time of the main character image G200 as a still image in the "cut-in preview" is shorter than the display time of the main character image G200 as a still image in the "character voice preview". However, the display time of the main character image G200 as a still image in the "cut-in preview" may be longer than the display time of the main character image G200 as a still image in the "character voice preview".

[0513] <Invention disclosed in the third embodiment> The following Invention CCs have been disclosed up to the previous paragraph in this [Mode for Carrying Out the Invention]. In the description of Invention CCs, the names and expressions of the corresponding components in the modes for carrying out the invention described above, and the reference numerals used in the drawings, are noted in parentheses for reference. However, the elements such as means that constitute each invention are not limited to these notes. Invention CC is a collective term for Inventions CC1 to CC3 below.

[0514] Furthermore, for example, in the gaming machine described in Japanese Patent Publication No. 2015-195889, effects are sometimes displayed in response to the operation of the control buttons. For example, in the gaming machine of the above patent document, when the control buttons are operated, a jackpot announcement is executed that suggests the possibility of a jackpot as a result. In such gaming machines, there is room for improvement in terms of effects. Therefore, if a gaming machine according to the following inventions CC1 to CC3 is realized, an improvement in the enjoyment of the game can be expected.

[0515] The gaming machine relating to invention CC1 is, The player can operate the following controls (normal button 40, lever A button 42, lever B button 43), A display means capable of displaying an image (image display device 50), Audio output means (speaker 52) capable of outputting sound, The system includes an effect execution means (effect control microcontroller 121) that executes an effect using the effect means, which includes the operating means, the display means, and the sound output means, The aforementioned operating means includes a first operating means (normal button 40), a second operating means (lever B button 43), and a third operating means (lever A button 42). The aforementioned performance execution means is In response to the operation of the first, second, or third operation means during a predetermined period (the effective period of operation in the character voice preview), it is possible to display predetermined images (protagonist character image G200, heroine character image G205) on the display means. After the display of the predetermined image, predetermined sounds (the voice of the main character, the voice of the heroine character) may be output from the sound output means. The aforementioned predetermined images include moving images (video A, video B) and still images (still image A, still image B, still image C, still image D, still image E, still image F), The aforementioned moving image may be displayed in response to the operation of the first operating means. The still image may be displayed in response to the operation of the second or third operating means. It is characterized by the following:

[0516] The gaming machine relating to invention CC2 is, A gaming machine according to invention CC1, The aforementioned predetermined sound may be output at a first volume (first volume, second volume) or at a second volume (third volume) different from the first volume. The probability of the predetermined sound being output at a second volume is different when the first operating means is operated and the moving image is displayed, and when the second operating means is operated and the still image is displayed. It is characterized by the following:

[0517] The gaming machine relating to invention CC3 is, A gaming machine relating to invention CC2, The probability of the predetermined sound being output at a second volume is different when the second operating means is operated and the still image is displayed, and when the third operating means is operated and the still image is displayed. It is characterized by the following:

[0518] <Fourth Embodiment> The fourth embodiment will now be described. Unless otherwise specified, the pachinko game machine of the basic embodiment described above also applies to the fourth embodiment.

[0519] First, the front door 23 will be explained in detail using Figure 51. Figure 51 is a perspective view of the lower part of the front door 23. As shown in Figure 51, the front part of the front door 23 is provided with an operating section that can be operated by the player, which includes a normal button 40, a handle 72k, a lever A button 42, and a lever B button 43.

[0520] The handle 72k is a handle used to launch game balls toward the game board 1. It is equipped with a touch sensor (not shown) that detects when a player is holding the handle 72k. When the touch sensor is detected, the game ball is launched when the handle 72k is turned to the right.

[0521] Lever A button 42 is located to the left of the normal button 40 and, like the normal button 40, is a button used in operation effects during special feature variation effects. Lever A button 42 is equipped with an LED (not shown) capable of emitting light in a predetermined color and a vibration motor (not shown) capable of vibrating in a predetermined vibration pattern, and is configured to emit light with the LED and vibrate with the vibration motor. When the player pushes lever A button 42 inward or pulls it outward, a predetermined image is displayed on the display unit 50a, the panel lamp 54 lights up in a predetermined lighting pattern, or a predetermined sound is output from the speaker 52. In the fourth embodiment, the size of lever A button 42 is smaller than the size of the normal button 40, but it may also be larger than the size of the normal button 40.

[0522] The lever B button 43 is located to the right of the normal button 40 and, like the normal button 40, is a button used in operation sequences during special feature variation sequences. The lever B button 43 has the same shape as the lever A button 42 and is equipped with an LED (not shown) capable of emitting light in a predetermined color and a vibration motor (not shown) capable of vibrating in a predetermined vibration pattern. It is configured to emit light with the LED and to vibrate with the vibration motor. When the player pushes the lever B button 43 inward or pulls it outward, a predetermined image is displayed on the display unit 50a, the panel lamp 54 lights up in a predetermined lighting pattern, or a predetermined sound is output from the speaker 52. In the third embodiment, the size of the lever B button 42 is smaller than that of the normal button 40, but it may also be larger than that of the normal button...

Claims

1. A means of operation that can be operated by the player, A means of outputting sound capable of outputting sound, The system includes an effect execution means that performs an effect using the aforementioned operating means and the aforementioned sound output means, The aforementioned performance execution means is If the operating means is operated a predetermined number of times within a predetermined period, a predetermined sound may be output from the sound output means in response to at least the predetermined number of operations or a specific number of operations less than the predetermined number. The predetermined sound may be output at a first volume, at a second volume different from the first volume, or at a third volume different from both the first and second volumes. A gaming machine characterized by the following features.

2. A gaming machine according to claim 1, The aforementioned operating means includes a first operating means and a second operating means. The probability that the predetermined sound will be output at the third volume is different when the first operating means is operated a predetermined number of times and when the second operating means is operated a predetermined number of times. A gaming machine characterized by the following features.

3. The gaming machine according to claim 2, When the first operating means among the first and second operating means is operated a specific number of times, the predetermined sound may be output at the second volume as a result of the operation for the specific number of times, When the second operating means among the first and second operating means is operated a specific number of times, the predetermined sound will not be output at the second volume as a result of the operation for the specific number of times. A gaming machine characterized by the following features.

4. The gaming machine according to claim 3, If the predetermined sound is output at the second volume by the first operation means for a specific number of times, the predetermined sound is output at the third volume by the predetermined number of times the operation means. A gaming machine characterized by the following features.

Citation Information

Patent Citations

  • Game machine

    JP2015195889A