Gaming machine

The gaming machine improves player engagement through dynamic visual and auditory effects during special game states, using display and light-emitting systems to create immersive experiences.

JP2026116390APending Publication Date: 2026-07-09SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2026-04-27
Publication Date
2026-07-09

AI Technical Summary

Technical Problem

Conventional gaming machines lack engaging visual and auditory effects to enhance player interest during special game states.

Method used

The gaming machine employs a performance execution system using display and light-emitting means to perform dynamic image and light patterns, transitioning between different visual and lighting effects based on game states, with the potential for restarting performances during special game states.

Benefits of technology

Enhances player engagement and enjoyment by providing immersive and interactive visual and auditory experiences during gameplay.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026116390000001_ABST
    Figure 2026116390000001_ABST
Patent Text Reader

Abstract

To enhance the enjoyment of games. [Solution] The game board 1 is provided with a specific lamp device 54T as a board lamp 54. The performance control microcomputer 121 can perform a stop notification during the stop display of the special symbol, in which the specific lamp device 54T lights up and the board lamp image G300 is displayed on the display unit 50a. When the variable display of the special symbol is performed, it is possible to simultaneously perform a lamp off notification in which the specific lamp device 54T turns off and an arrow notification in which a left arrow image G123 is displayed on the display unit 50a. When the performance symbols EZ1, EZ2, and EZ3 stop and are displayed in a manner indicating a jackpot, the specific lamp device 54T may light up again and the board lamp image G300 may be redisplayed on the display unit 50a after the lamp off notification and arrow notification have finished.
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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 a big win port is performed. By winning a game ball in the big win 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 symbols is performed on the symbol display means according to the stop mode of the symbols. Also, in the gaming machine, in the variable effect based on the result of the determination, a big win notification effect for notifying the winning of a big win may be performed. For example, in the gaming machine of Patent Document 1 below, after the start of the variable effect, when a predetermined time has elapsed, suddenly, a crack X appears on the screen 6a, and a cut-in effect in which a premium character K appears from the crack X is performed.

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 effects. By mounting improved effects, an improvement in the interest of the game can be expected.

Means for Solving the Problems

[0005] The gaming machine of the present invention is a gaming machine that performs a game for notifying the player whether or not a special gaming state advantageous to the player is achieved using symbols, The system includes a performance execution means that performs a performance using a performance means that includes a display means capable of displaying an image and a light-emitting means capable of emitting light, The aforementioned performance execution means is During the display of the symbols, a first performance can be executed, which includes displaying a first image on the display means and illuminating the light-emitting means with a specific light-emitting pattern. After the first performance is performed, when the pattern is to be displayed in a variable manner, the first performance may be terminated, and a second performance may be performed which includes displaying a second image different from the first image on the display means, and turning off the light-emitting means. If the special game state is entered after the execution of the second performance, the first performance may be restarted. 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] It is an explanatory diagram showing a specific example of the SPSP reach of the special figure change performance. [Figure 10] It is an explanatory diagram showing a specific example of the hold performance. [Figure 11] It is an explanatory diagram showing a specific example of the movable body performance. [Figure 12] It is an explanatory diagram showing a specific example of the operation performance. [Figure 13] It is a block diagram of a part related to the control of the gaming machine. [Figure 14] It is a specific example of the variation pattern determination table. [Figure 15] It is a specific example of the pre-reading determination table. [Figure 16] It is a specific example of the symbol determination table. [Figure 17] It is an explanatory diagram showing a specific example of the displays installed on the game board according to the first embodiment. [Figure 18] It is a second block diagram of a part related to the control of the gaming machine according to the first embodiment. [Figure 19] It is an explanatory diagram showing a specific example of the information that can be stored in the main control unit according to the first embodiment. [Figure 20] It is a flowchart showing a specific example of the main control main process performed by the main control unit according to the first embodiment. [Figure 21] It is a flowchart showing a specific example of the main-side timer interrupt process performed by the main control unit according to the first embodiment. [Figure 22] It is a flowchart showing a specific example of the special figure / special electricity process of the main-side timer interrupt process according to the first embodiment. [Figure 23] It is a flowchart showing a specific example of the special figure standby process of the special figure / special electricity process according to the first embodiment. [Figure 24] It is a flowchart showing a specific example of the special figure variable display process of the special figure / special electricity process according to the first embodiment. [Figure 25] It is a flowchart showing a specific example of the special figure determination process of the special figure / special electricity process according to the first embodiment. [Figure 26]This flowchart shows a specific example of the opening process of the special drawing / special electrical processing according to the first embodiment. [Figure 27] This flowchart shows a specific example of the in-round processing of the special drawing and special electrical processing according to the first embodiment. [Figure 28] This flowchart shows a specific example of the ending processing of the special drawing / special electrical processing according to the first embodiment. [Figure 29] This flowchart shows a specific example of the display process for the main-side timer interrupt process according to the first embodiment. [Figure 30] This flowchart shows a specific example of the right-handed state LED processing in the display processing according to the first embodiment. [Figure 31] This flowchart shows a specific example of the status 4 processing for the right-handed state LED processing according to the first embodiment. [Figure 32] This flowchart shows a specific example of the status 1 processing for the right-handed state LED processing according to the first embodiment. [Figure 33] This flowchart shows a specific example of the output processing of the main-side timer interrupt processing according to the first embodiment. [Figure 34] This flowchart shows a specific example of the sub-control main processing performed by the performance control unit according to the first embodiment. [Figure 35] This flowchart shows a specific example of the 10ms timer interrupt processing performed by the performance control unit according to the first embodiment. [Figure 36] This flowchart shows a specific example of the received command analysis process for the 10ms timer interrupt processing according to the first embodiment. [Figure 37] This is an explanatory diagram showing a specific example of the opening sequence according to the first embodiment. [Figure 38] This is an explanatory diagram showing a specific example of the right-hand shooting continuation effect according to the first embodiment. [Figure 39] This is an explanatory diagram showing a specific example of the left-hand shooting confirmation effect according to the first embodiment. [Figure 40] This is an explanatory diagram showing a specific example of the right-hand shooting confirmation effect according to the first embodiment. [Figure 41] This is an explanatory diagram showing the flow from the start of the first win to the end of the time-saving state according to the first embodiment. [Figure 42] This is an explanatory diagram showing a specific example of the main control unit according to the second embodiment. [Figure 43] This is a specific example of the pattern A determination table according to the second embodiment. [Figure 44] This is a specific example of the variation pattern A determination table according to the second embodiment. [Figure 45] This is an explanatory diagram showing a specific example of the presentation flow of the special feature variation presentation according to the second embodiment. [Figure 46] This is an explanatory diagram showing a specific example of the panel lamp display according to the second embodiment. [Figure 47] This is an explanatory diagram showing a specific example of the left-handed shooting animation according to the second embodiment. [Figure 48] This is an explanatory diagram showing a specific example of the performance control unit according to the second embodiment. [Figure 49] This figure shows the second embodiment, where (A) is a specific example of an arrow warning selection table, and (B) is a specific example of a lamp extinguishing warning selection table. [Figure 50] This is an explanatory diagram showing a specific example of the arrow warning according to the second embodiment. [Figure 51] This is a time chart showing the temporal flow of the arrow warning according to the second embodiment. [Figure 52] This is an explanatory diagram showing a specific example of the lamp extinguishing warning according to the second embodiment. [Figure 53] This is an explanatory diagram showing a specific example of the main control unit according to the third embodiment. [Figure 54] This is a specific example of the pattern A determination table according to the third embodiment. [Figure 55] This is a specific example of the variation pattern A determination table according to the third embodiment. [Figure 56] This is an explanatory diagram showing a specific example of the presentation flow of the special feature variation presentation according to the third embodiment. [Figure 57] This is an explanatory diagram showing a specific example of the panel lamp display according to the third embodiment. [Figure 58]This is an explanatory diagram showing a specific example of the left-handed shooting animation according to the third embodiment. [Figure 59] This is an explanatory diagram showing a specific example of the performance control unit according to the third embodiment. [Figure 60] This figure shows the third embodiment, where (A) is a specific example of the arrow warning selection table and (B) is a specific example of the lamp extinguishing warning selection table. [Figure 61] This is an explanatory diagram showing a specific example of the arrow warning according to the third embodiment. [Figure 62] This is a time chart showing the temporal flow of the arrow warning according to the third embodiment. [Figure 63] This is an explanatory diagram showing a specific example of a lamp extinguishing warning according to the third embodiment. [Figure 64] This is an explanatory diagram showing a specific example of the main control unit according to the fourth embodiment. [Figure 65] This is a specific example of the pattern A determination table according to the fourth embodiment. [Figure 66] This is a specific example of the variation pattern A determination table according to the fourth embodiment. [Figure 67] This is an explanatory diagram showing a specific example of the presentation flow of the special feature variation presentation according to the fourth embodiment. [Figure 68] This is an explanatory diagram showing a specific example of the panel lamp display according to the fourth embodiment. [Figure 69] This is an explanatory diagram showing a specific example of the left-handed shooting animation according to the fourth embodiment. [Figure 70] This is an explanatory diagram showing a specific example of the performance control unit according to the fourth embodiment. [Figure 71] This figure shows the fourth embodiment, where (A) is a specific example of the arrow warning selection table and (B) is a specific example of the lamp extinguishing warning selection table. [Figure 72] This is an explanatory diagram showing a specific example of the arrow warning according to the fourth embodiment. [Figure 73] This is a time chart showing the temporal flow of the arrow warning according to the fourth embodiment. [Figure 74] This is an explanatory diagram showing a specific example of the lamp extinguishing warning according to the fourth embodiment. [Figure 75] This is an explanatory diagram showing a specific example of the main control unit according to the fifth embodiment. [Figure 76] This is a specific example of the pattern A determination table according to the fifth embodiment. [Figure 77] This is a specific example of the variation pattern A determination table according to the fifth embodiment. [Figure 78] This is an explanatory diagram showing a specific example of the presentation flow of the special feature variation presentation according to the fifth embodiment. [Figure 79] This is an explanatory diagram showing a specific example of a background image according to the fifth embodiment. [Figure 80] This is an explanatory diagram showing a specific example of the panel lamp display according to the fifth embodiment. [Figure 81] This is an explanatory diagram showing a specific example of the left-handed shooting animation according to the fifth embodiment. [Figure 82] This is an explanatory diagram showing a specific example of the performance control unit according to the fifth embodiment. [Figure 83] This figure shows the fifth embodiment, where (A) is a specific example of the arrow warning selection table and (B) is a specific example of the lamp extinguishing warning selection table. [Figure 84] This is an explanatory diagram showing a specific example of the arrow warning according to the fifth embodiment. [Figure 85] This is an explanatory diagram showing a specific example of the lamp extinguishing warning according to the fifth embodiment. [Figure 86] This is an explanatory diagram showing a specific example of the main control unit according to the sixth embodiment. [Figure 87] This figure shows the sixth embodiment, where (A) is a specific example of the pattern A determination table and (B) is a specific example of the normal pattern determination table. [Figure 88] This is a specific example of the variation pattern A determination table according to the sixth embodiment. [Figure 89] This is an explanatory diagram showing a specific example of the presentation flow of the special feature variation presentation according to the sixth embodiment. [Figure 90] This is an explanatory diagram showing a specific example of a background image according to the sixth embodiment. [Figure 91] This is an explanatory diagram showing a specific example of the panel lamp display according to the sixth embodiment. [Figure 92] This is an explanatory diagram showing a specific example of the left-handed shooting animation according to the sixth embodiment. [Figure 93] This is an explanatory diagram showing a specific example of the performance control unit according to the sixth embodiment. [Figure 94] This figure shows the sixth embodiment, where (A) is a specific example of the arrow warning selection table and (B) is a specific example of the lamp extinguishing warning selection table. [Figure 95] This is an explanatory diagram showing a specific example of the arrow warning according to the sixth embodiment. [Figure 96] This is an explanatory diagram showing a specific example of the lamp extinguishing warning according to the sixth embodiment. [Figure 97] This is a front view of the control panel lamp according to the seventh embodiment. [Figure 98] This is an explanatory diagram showing a specific example of the main control unit according to the seventh embodiment. [Figure 99] This is a specific example of the pattern A determination table according to the seventh embodiment. [Figure 100] This is a specific example of the variation pattern A determination table according to the seventh embodiment. [Figure 101] This is a specific example of a look-ahead A judgment table according to the seventh embodiment. [Figure 102] This is an explanatory diagram showing a specific example of the presentation flow of the special feature variation presentation according to the seventh embodiment. [Figure 103] This is an explanatory diagram showing a specific example of the panel lamp display according to the seventh embodiment. [Figure 104] This is an explanatory diagram showing a specific example of the performance control unit according to the seventh embodiment. [Figure 105] This figure shows the seventh embodiment, where (A) is a specific example of the stop notification selection table, and (B) is a specific example of the lamp off notification selection table. [Figure 106] This is an explanatory diagram showing a specific example of a stop warning according to the seventh embodiment. [Figure 107] This is an explanatory diagram showing a specific example of the lamp extinguishing warning according to the seventh embodiment. [Figure 108]This is a diagram according to the seventh embodiment, where (A) is a time chart showing the temporal flow of the lamp extinguishing notice at timing A, and (B) is a time chart showing the temporal flow of the lamp extinguishing notice at timing B. [Figure 109] This is a front view of the control panel lamp according to the eighth embodiment. [Figure 110] This is an explanatory diagram showing a specific example of the main control unit according to the eighth embodiment. [Figure 111] This is a specific example of the pattern A determination table according to the eighth embodiment. [Figure 112] This is a specific example of the variation pattern A determination table according to the eighth embodiment. [Figure 113] This is a specific example of the look-ahead A judgment table according to the eighth embodiment. [Figure 114] This is an explanatory diagram showing a specific example of the presentation flow of the special feature variation presentation according to the eighth embodiment. [Figure 115] This is an explanatory diagram showing a specific example of the panel lamp display according to the eighth embodiment. [Figure 116] This is an explanatory diagram showing a specific example of the left-handed shooting animation according to the eighth embodiment. [Figure 117] This is an explanatory diagram showing a specific example of the performance control unit according to the eighth embodiment. [Figure 118] This figure shows the eighth embodiment, where (A) is a specific example of the arrow warning selection table, (B) is a specific example of the stop warning selection table, and (C) is a specific example of the lamp off warning selection table. [Figure 119] This is an explanatory diagram showing a specific example of the arrow warning according to the eighth embodiment. [Figure 120] This is a time chart showing the temporal flow of the arrow warning according to the eighth embodiment. [Figure 121] This is an explanatory diagram showing a specific example of a stop warning according to the eighth embodiment. [Figure 122] This is an explanatory diagram showing a first specific example of the lamp extinguishing warning according to the eighth embodiment. [Figure 123] This is an explanatory diagram showing a second specific example of the lamp extinguishing warning according to the eighth embodiment. [Figure 124]This is a diagram according to the eighth embodiment, where (A) is a time chart showing the temporal flow of the lamp extinguishing notice at timing A, and (B) is a time chart showing the temporal flow of the lamp extinguishing notice at timing B. [Figure 125] This is an explanatory diagram showing a specific example of the performance control unit according to the ninth embodiment. [Figure 126] This is a specific example of the arrow notification selection table according to the 9th embodiment. [Figure 127] This is an explanatory diagram showing a specific example of the arrow warning according to the ninth embodiment. [Figure 128] This is a time chart showing the temporal flow of the arrow warning according to the 9th embodiment. [Figure 129] This is an explanatory diagram showing a specific example of the performance control unit according to the 10th embodiment. [Figure 130] This is a specific example of the arrow notification selection table according to the 10th embodiment. [Figure 131] This is an explanatory diagram showing a specific example of the arrow warning according to the 10th embodiment. [Figure 132] This is a time chart showing the temporal flow of the arrow warning according to the 10th embodiment. [Modes 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 referenced figures, the same parts are denoted by the same reference numerals, and redundant descriptions relating to the same parts are omitted as a general rule. In this specification, for the sake of simplification of the description, symbols or reference numerals that refer to information, signals, physical quantities, or components may be indicated, and the names of the information, signals, physical quantities, or components corresponding to such symbols or reference numerals may be omitted or abbreviated. Furthermore, if there is an arbitrary flowchart described later, in that flowchart, the execution order of multiple processes in any multiple steps can be arbitrarily changed or executed in parallel, as long as there is no inconsistency in the processing content.

[0009] <Basic Implementation> Later, various embodiments of the gaming machine of the present invention will be described, but first, the basic embodiment that forms the basis of each embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (from the perspective of a player facing the pachinko gaming machine PY1). Also, "front" refers to the direction from the pachinko gaming machine PY1 towards the player facing the pachinko gaming machine PY1, and "rear" refers to the direction from the player facing the pachinko gaming machine PY1 towards 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 Feature 1 and Special Feature 2 are stored simultaneously, the system may prioritize the jackpot determination for Special Feature 2, or prioritize the jackpot determination for Special Feature 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-saving 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 Puzzle. Examples of Puzzle commands include the Puzzle Start command, which is issued when the variable display of the Puzzle begins, and the Puzzle Confirmation command, which is issued when the Puzzle 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. Examples of 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. Small 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 mode, special figure variation presentation, reserved presentation, preview presentation, etc.). Further, the presentation control microcomputer 121 includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs the presentation command output from the main control unit 100, the operation information of the normal button 40, the 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 the processing program for the CPU to perform in various presentations, the table for selecting preview presentations, etc., and the presentation data issued according to the execution of the presentation.

[0127] Various presentations are mainly executed based on the presentation command and the operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing program, table, presentation data, etc. stored in the presentation storage unit 121b to execute 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, Figure 17 will be used to specifically explain the display devices 8 installed on the game board 1. As shown in Figure 17, the display devices 8 consist of a special display 1 LED 8a for showing the variable display / stop display of special display 1, a special display 2 LED 8b for showing the variable display / stop display of special display 2, a normal display LED 8c for showing the variable display / stop display of normal display, a special display 1 reserve LED 8d for showing the number of special display 1 reserved, a special display 2 reserve LED 8e for showing the number of special display 2 reserved, a normal display reserve LED 8f for showing the number of normal display reserved, a game state LED 8g for showing the current game state, and a right-hand play state LED 8h for showing that it is in a right-hand play state.

[0137] Special Figure 1 LED 8a consists of two LEDs. During the variable display of Special Figure 1, the two LEDs light up alternately at predetermined intervals. On the other hand, during the stop display of Special Figure 1, if the stop symbol is the "jackpot Wα symbol", both LEDs light up; if the stop symbol is the "jackpot Xα symbol", only the left LED of the two LEDs lights up; and if the stop symbol is the "miss A symbol", only the right LED of the two LEDs lights up. In the first embodiment, the case in which the "jackpot Yα symbol", "jackpot Zα symbol", and "miss B symbol" cannot be stopped is described, but if these stop symbols can be stopped, the number of LEDs may be increased so that each stop symbol can be distinguished by lighting up the LEDs.

[0138] Special Figure 2 LED 8b consists of two LEDs. During the variable display of Special Figure 2, the two LEDs light up alternately at predetermined intervals. On the other hand, during the stop display of Special Figure 2, if the stop symbol is the "Big Win Wα symbol", both LEDs light up; if the stop symbol is the "Big Win Xα symbol", only the left LED of the two LEDs lights up; and if the stop symbol is the "Loss A symbol", only the right LED of the two LEDs lights up. In the first embodiment, the case in which the "Small Win symbol" cannot be stopped is described, but if this stop symbol can be stopped, the number of LEDs may be increased so that each stop symbol can be distinguished by lighting up the LEDs.

[0139] The regular diagram LED8c consists of two LEDs. During variable display of the regular diagram, the two LEDs light up alternately at predetermined intervals. On the other hand, during stop display of the regular diagram, if the stop symbol indicates a "winning" outcome, both LEDs light up, and if the stop symbol indicates a "losing" outcome, only the rightmost of the two LEDs lights up.

[0140] The Special Feature 1 Reserve LED 8d consists of two LEDs. When the Special Feature 1 Reserve count is "0", both LEDs are off. When the Special Feature 1 Reserve count is "1", only the left LED of the two LEDs lights up. When the Special Feature 1 Reserve count is "2", both LEDs light up. When the Special Feature 1 Reserve count is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs lights up. When the Special Feature 1 Reserve count is "4", both LEDs blink.

[0141] The Special Feature 2 Reserve LED 8e consists of two LEDs. When the Special Feature 2 Reserve count is "0", both LEDs are off. When the Special Feature 2 Reserve count is "1", only the left LED of the two LEDs lights up. When the Special Feature 2 Reserve count is "2", both LEDs light up. When the Special Feature 2 Reserve count is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs lights up. When the Special Feature 2 Reserve count is "4", both LEDs blink.

[0142] The regular display hold LED 8f consists of two LEDs. When the number of regular display holds is "0", both LEDs are off. When the number of regular display holds is "1", only the left LED of the two LEDs is lit. When the number of regular display holds is "2", both LEDs are lit. When the number of regular display holds is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs is lit. When the number of regular display holds is "4", both LEDs blink.

[0143] The game status LED 8g consists of two LEDs. When the game status is "low probability low base game status," both LEDs are off. When the game status is "low probability high base game status," only the left LED of the two LEDs lights up. When the game status is "high probability high base game status," both LEDs light up. In the first embodiment, the case where the "high probability low base game status" cannot be set is described, but if the "high probability low base game status" can be set, only the right LED of the two LEDs may be set to light up.

[0144] The right-hand shooting state LED 8h consists of one LED. When the game state is "jackpot game state," "low probability high base game state," or "high probability high base game state," in other words, when the game ball is launched towards the right side of the game area 6 in the right-hand shooting state, one LED lights up (also called "indicator").

[0145] Next, the control system of the pachinko game machine PY1 will be specifically explained using Figures 18 to 19. As shown in Figure 18, the pachinko game machine PY1 is equipped with a main control unit 100, which includes a game control microcontroller 101 having a CPU, ROM, and RAM; a main input unit 104 having an input port 104a; a main output unit 105 having an output port 105a, a driver circuit 105b, and a buffer circuit 105c, etc.; and a data bus 106 connecting the game control microcontroller 101, the main input unit 104, and the main output unit 105.

[0146] The microcontroller 101 for game control is equipped with a crystal oscillator 101d that generates the CPU's operating clock, timer interrupts, and a clock that serves as the reference clock for the random number generation circuit. The ROM of the microcontroller 101 for game control stores information (programs, etc.) necessary for game control in a non-volatile manner. On the other hand, the RAM of the microcontroller 101 for game control is used as a storage area for data and signals created in accordance with game control.

[0147] Furthermore, the game control microcontroller 101 is equipped with a RAM clear switch 101e, which allows the information stored in the RAM of the game control microcontroller 101 to be forcibly initialized by operating the RAM clear switch 101e.

[0148] The CPU of the game control microcontroller 101 controls the pachinko game machine PY1 by executing a game control program stored in ROM, issuing commands to the performance control unit 120, outputting operation data for the opening and closing solenoids of the first large prize slot 14, the second large prize slot 15, and the second start slot 12, and outputting display data for the display devices 8. Although not shown in the figures, the game control microcontroller 101 is also provided with a random number generation circuit for generating random numbers related to various judgments, and a clock generator that generates a timer interrupt signal with a predetermined period (e.g., 4ms) for the CPU and a clock that provides the update timing for the random number generation circuit.

[0149] Furthermore, various detection switches for detecting the entry of game balls into various prize-winning devices (first start opening 11, second start opening 12, gate 13, first major prize opening 14, second major prize opening 15, general prize opening 10, etc.) are connected to the main input section 104 of the main control unit 100. The detection signals from these various detection switches are read into the game control microcomputer 101 via the data bus 106.

[0150] The output port 105a provided in the main output section 105 of the main control unit 100 is for outputting operation data of the opening and closing solenoids of the first large prize winning slot 14, the second large prize winning slot 15, and the second start slot 12, display data of the indicators 8, and external information of the pachinko game machine PY1. The operation data, display data, and external information stored in the RAM of the game control microcontroller 101 are output to the driver circuit 105b via the data bus 106, and the operation of the opening and closing solenoids, the display of the indicators 8, and the external output are performed.

[0151] The buffer circuit 105c provided in the main output section 105 of the main control unit 100 is for outputting commands to the performance control unit 120. Commands issued by the CPU of the game control microcontroller 101 are not stored in the RAM of the game control microcontroller 101, but are output to the buffer circuit 105c, and then output to the performance control unit 120 in the order they were issued, independently of the main-side timer interrupt processing described later. In other words, the buffer circuit 105c is a circuit that temporarily stores commands issued by the CPU of the game control microcontroller 101 until they are output to the performance control unit 120. The communication path from the game control microcontroller 101 to the performance control unit 120 is unidirectional, so that input from the performance control unit 120 to the main control unit 100 is not possible. The main control unit 100 outputs a strobe signal to inform the performance control unit 120 of the command output prior to the output of the command.

[0152] Here, using Figure 19, we will explain the information that can be stored in the RAM of the game control microcontroller 101. As shown in Figure 19, the RAM of the game control microcontroller 101 is provided with a prize information storage area 101c1, a hold storage area 101c2, a judgment result storage area 101c3, a high probability flag 101c4, a time reduction flag 101c5, a status storage area 101c6, a display data storage area 101c7, and an operation data storage area 101c8.

[0153] The prize information storage area 101c1 is a storage area that stores prize information corresponding to the prize device into which the game ball entered; the hold storage area 101c2 is a storage area that stores random values ​​related to the special symbol 1 hold, special symbol 2 hold, and regular symbol hold; and the judgment result storage area 101c3 is a storage area that stores the results of the jackpot judgment and the results of the win judgment, etc.

[0154] The high probability flag 101c4 is a memory area that stores information to distinguish whether the game state is a normal probability state or a high probability state, and the time-saving flag 101c5 is a memory area that stores information to distinguish whether the game state is a non-time-saving state or a time-saving state. For example, when the game state is a "high probability high base game state", "1" is stored in the high probability flag 101c4 and "1" is stored in the time-saving flag 101c5. In addition, the status memory area 101c6 is a memory area that stores information to distinguish the current status, although the details will be described later.

[0155] The display data storage area 101c7 is a storage area for storing display data related to the display of the indicators 8, and the operation data storage area 101c8 is a storage area for storing operation data related to the operation of the opening and closing solenoids of the second start opening 12, the first major prize opening 14, and the second major prize opening 15.

[0156] Furthermore, as shown in Figure 18, the pachinko game machine PY1 is equipped with a performance control unit 120, which includes a performance control microcomputer 121 having a CPU, ROM, and RAM; an interface chip 122 for inputting commands output from the main control unit 100; an image control unit 123 for controlling the images displayed on the image display device 50; an audio control unit 124 for controlling the sound output from the speaker 52; a lamp control unit 125 for illuminating the LEDs of the frame lamp 53 and the panel lamp 54; and a movable body control unit 126 for moving the movable body 55k on the panel.

[0157] The ROM of the microcontroller 121 for performance control stores information (programs, etc.) necessary for performance control. On the other hand, the RAM of the microcontroller 121 for performance control is used as a storage area for data and signals created in response to performance control.

[0158] The CPU of the performance control microcontroller 121 executes a performance control program stored in ROM and controls the performance of the pachinko game machine PY1 using the image display device 50, speaker 52, frame lamp 53, panel lamp 54, and on-board movable body 55k through control by the image control unit 123, sound control unit 124, lamp control unit 125, and movable body control unit 126. Although not shown in the figures, the performance control microcontroller 121 is also provided with a random number generation circuit for generating random numbers related to various judgments, and a clock generator that generates a timer interrupt signal with a predetermined period (e.g., 10ms) for the CPU and a clock that provides the update timing for the random number generation circuit.

[0159] Next, using Figures 20 to 33, we will explain the processes that the CPU of the game control microcontroller 101 can execute. First, using Figure 20, we will specifically explain the main control process. When the power to the pachinko game machine PY1 is turned on, the CPU of the game control microcontroller 101 reads a processing program from the ROM of the game control microcontroller 101 and performs the main control process.

[0160] In the main control processing, as shown in Figure 20, the power-on processing (S001) is performed first. In the power-on processing (S001), the following are performed: permission to access the RAM of the game control microcontroller 101, settings for the CPU of the game control microcontroller 101, and settings for the period of the timer interrupt signal.

[0161] Once the power-on processing (S001) is complete, interrupts are disabled (S002), and the random number update process (S003) is performed. In the random number update process (S003), random values ​​(jackpot random number, jackpot symbol random number, win random number, variation pattern random number, etc.) used to determine the stopping symbols for the regular symbols, the stopping symbols for the special symbols, the variation patterns for the special symbols, etc. are updated.

[0162] Once the random number update process (S003) is complete, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on a timer interrupt signal that occurs every 4ms. In other words, the main timer interrupt process (S005) is executed every 4ms. After the main timer interrupt process (S005) is completed and before it is started again, the random number value is repeatedly updated by the random number update process (S003). Note that if a timer interrupt signal is input while interrupts are disabled, the main timer interrupt process (S005) will not start immediately, but will start only after interrupts are enabled (S004).

[0163] Next, the main-side timer interrupt processing (S005) will be explained in detail using Figure 21. When a timer interrupt signal is input to the game control microcontroller 101's CPU while interrupts are enabled, the CPU reads a processing program from the ROM of the game control microcontroller 101 and performs the main-side timer interrupt processing (S005).

[0164] In the main timer interrupt processing (S005), as shown in Figure 21, input processing (S101) is performed first. In input processing (S101), it is monitored whether or not a game ball has entered any of the various prize-winning devices (first start opening 11, second start opening 12, gate 13, first major prize opening 14, second major prize opening 15, general prize opening 10, etc.). If a prize has been won, prize information corresponding to the various prize-winning devices is stored in the prize information storage area 101c1.

[0165] Once the input processing (S101) is completed, the prize ball processing (S102) is performed. In the prize ball processing (S102), if prize information is stored in the prize information storage area 101c1, a payout operation is performed to dispense prize balls corresponding to the type of prize device that corresponds to this prize information into the upper tray 34. In the first embodiment, the game control microcomputer 101 performs the payout operation, but a separate payout control microcomputer may be provided to perform the payout operation, and the payout control microcomputer may perform the payout operation in response to instructions from the game control microcomputer 101.

[0166] When the prize ball processing (S102) is completed, the switch processing (S103) is performed. In the switch processing (S103), if prize information is stored in the prize information storage area 101c1, a prize command corresponding to the type of prize device that corresponds to this prize information is issued. The issued prize command is temporarily stored in the buffer circuit 105c. Also in the switch processing (S103), if prize information related to the first start port 11, the second start port 12, or the gate 13 is stored in the prize information storage area 101c1, a random number value updated by the random number update processing (S003) is obtained. The obtained random number value is stored in the hold storage area 101c2. Even if prize information related to the first start port 11, the second start port 12, or the gate 13 is stored in the prize information storage area 101c1, if a predetermined upper limit (in this case, 4 for each) of random values ​​is already stored in the hold storage area 101c2, no new random values ​​will be stored. In the first embodiment, the upper limit of random values ​​that can be stored by winning at the first start port 11 is set to "4", the upper limit of random values ​​that can be stored by winning at the second start port 12 is set to "4", and the upper limit of random values ​​that can be stored by winning at the gate 13 is set to "4", but each upper limit may be changed. Also, in the switch processing (S103), when a new random value is stored in the hold storage area 101c2, a hold command (special figure 1 hold increase command, special figure 2 hold increase command, general figure hold increase command) is issued. The issued hold command is temporarily stored in the buffer circuit 105c.

[0167] When the switch processing (S103) is completed, the normal diagram / normal power processing (S104) is performed. In the normal diagram / normal power processing (S104), when the start condition for variable display of the normal diagram is met, a hit determination, determination of the winning symbol, and subtraction of the number of normal diagrams held are performed based on the random value related to the normal diagram hold stored in the hold storage area 101c2. In addition, in the normal diagram / normal power processing (S104), when the start condition for variable display of the normal diagram is met, a normal diagram command (normal diagram start command) and a hold command (normal diagram hold reduction command) are issued, and when the start condition for auxiliary game is met, an auxiliary game command is issued. The issued normal diagram command, hold command, and auxiliary game command are temporarily stored in the buffer circuit 105c. In addition, in the normal diagram / normal power processing (S104), when the start condition for auxiliary game is met, operation data for performing auxiliary game (opening the second start opening 12) is created. The created operation data is stored in the operation data storage area 101c8.

[0168] Once the general drawing and general electrical processing (S104) is completed, the special drawing and special electrical processing (S105) is performed. Details of the special drawing and special electrical processing will be described later.

[0169] Once the special drawing and special electrical processing (S105) is completed, the display processing (S106) is performed. Details of the display processing will be described later.

[0170] Once the display processing (S106) is complete, external information processing (S107) is performed. In external information processing (S107), external information corresponding to the data stored in the RAM of the game control microcontroller 101 is output to the outside of the pachinko game machine PY1.

[0171] Once the external information processing (S107) is complete, output processing (S108) is performed. Details of the output processing will be described later.

[0172] Next, the details of the special drawing / special electrical processing (S105) will be specifically explained using Figures 22 to 28. When the normal drawing / normal electrical processing (S104) is completed, the CPU of the game control microcontroller 101 reads the processing program from the ROM of the game control microcontroller 101 and performs the special drawing / special electrical processing (S105).

[0173] In the special drawing / special electrical processing (S105), as shown in Figure 22, the status confirmation process (S1051) is performed first. In the status confirmation process (S1051), the current status is confirmed. There are six types of statuses, from status 1 to status 6, and each time the status is changed, the CPU of the game control microcomputer 101 overwrites the current status in the status storage area 101c6 and stores it.

[0174] Status 1 indicates that the special symbol is in standby mode, Status 2 indicates that the special symbol is in variable display mode, Status 3 indicates that the special symbol is in confirmed mode, Status 4 indicates that the jackpot opening is in progress, Status 5 indicates that round play is in progress, and Status 6 indicates that jackpot ending is in progress. In the first embodiment, the case in which minor win play is not possible is described, but if minor win play is possible, in addition to Statuses 1 to 6, Status 7 indicating the state during minor win play may also be provided.

[0175] When the status confirmation process (S1051) is completed, if status 1 is stored in the status memory area 101c6, the special feature standby process (S1052) is performed; if status 2 is stored in the status memory area 101c6, the special feature variable display process (S1053) is performed; if status 3 is stored in the status memory area 101c6, the special feature confirmation process (S1054) is performed; if status 4 is stored in the status memory area 101c6, the opening process (S1055) is performed; if status 5 is stored in the status memory area 101c6, the round process (S1056) is performed; and if status 6 is stored in the status memory area 101c6, the ending process (S1057) is performed.

[0176] In the special symbol waiting process (S1052) performed when status is 1, as shown in Figure 23, it is first determined whether the waiting time has elapsed (S10521). The waiting time is the time from when the previous special symbol's stop time ends until the next variable display of the special symbol begins, and the elapsed waiting time can be said to be the fulfillment of the condition for starting the variable display of the special symbol. If the waiting time has not elapsed (S10521: NO), the special symbol waiting process ends, and if the waiting time has elapsed (S10521: YES), the process proceeds to S10522, and the jackpot determination process is performed. In the jackpot determination process, a jackpot determination is made based on the random values ​​related to the special symbol hold stored in the hold storage area 101c2, the type of special symbol stop pattern is determined, the type of special symbol variation pattern is determined, and the number of special symbol hold is subtracted. The determination result obtained in the jackpot determination process is stored in the determination result storage area 101c3.

[0177] Once the jackpot determination process is complete, the process proceeds to S10523, where special symbol commands (special symbol stop symbol command, special symbol variation pattern command, and special symbol start command) are issued, along with a hold command (special symbol 1 hold reduction command or special symbol 2 hold reduction command). The issued special symbol commands and hold commands are temporarily stored in the buffer circuit 105c. Once the special symbol commands and hold commands are issued, the process proceeds to S10524, where the status stored in the status storage area 101c6 is overwritten with status 2, and the special symbol standby process ends.

[0178] In the variable display processing for status 2 (S1053), as shown in Figure 24, it is first determined whether the variable display time has elapsed (S10531). The variable display time is the time from when the variable display of the special feature starts until it ends, and the variable display time differs depending on the type of variation pattern. If the variable display time has not elapsed (S10531: NO), the variable display processing for the special feature ends, and if the variable display time has elapsed (S10531: YES), the process proceeds to S10532 and a special feature command (special feature confirmation command) is issued. The issued special feature command is temporarily stored in the buffer circuit 105c. When a special feature command is issued, the process proceeds to S10533, the status stored in the status storage area 101c6 is overwritten with status 3, and the variable display processing for the special feature ends.

[0179] In the special symbol confirmation process (S1054) performed in status 3, as shown in Figure 25, it is first determined whether the stop time has elapsed (S10541). The stop time is the time from when the special symbol stop display starts until it ends (for example, 500ms). If the stop time has not elapsed (S10541: NO), the special symbol confirmation process ends. If the stop time has elapsed (S10541: YES), the process proceeds to S10542 to determine whether the conditions for ending the time-saving state have been met. In the first embodiment, there are "Big Win Wα Symbol" and "Big Win Xα Symbol" as stop symbols indicating a "Big Win". In both the "High Probability High Base Game State" that follows "Big Win Game Wα" when the "Big Win Wα Symbol" is displayed, and the "Low Probability High Base Game State" that follows "Big Win Game Xα" when the "Big Win Xα Symbol" is displayed, the time-saving state ends when the variable display of the special symbol is performed only 100 times. However, the upper limit of the number of times in the "High Probability High Base Game State" and the upper limit of the number of times in the "Low Probability High Base Game State" may be different from each other. Note that, as mentioned above, the time-saving state is set only in the "High Probability High Base Game State" and the "Low Probability High Base Game State", so in any other game state, it is always determined that the conditions for ending the time-saving state have not been met.

[0180] If it is determined in S10542 that the conditions for ending the time-saving state have not been met (S10542: NO), the process proceeds to S10543, where it is determined whether the type of stop symbol of the special display stored in the determination result memory area 101c3 is a stop symbol that indicates a "jackpot win".

[0181] If it is determined in S10543 that the stopped symbols indicate a "jackpot win" (S10543:YES), the process proceeds to S10544, and a jackpot game command (OP command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. As will be explained in detail later, the "right-hand shooting confirmation effect" is performed based on this jackpot game command (OP command). Once the jackpot game command is issued, the process proceeds to S10545, where the information of the high probability flag 101c4 and the time-saving flag 101c5 is cleared to "0", and the process proceeds to S10546, where the status stored in the status storage area 101c6 is overwritten with status 4, and the special symbol confirmation process ends.

[0182] Furthermore, if it is determined in S10543 that the stopped symbols do not indicate a "jackpot win" (S10543: NO), the process proceeds to S10547, where the status stored in the status memory area 101c6 is overwritten with status 1, and the special symbol confirmation process ends.

[0183] On the other hand, if it is determined in S10542 that the conditions for ending the time-saving state have been met (S10542: YES), the process proceeds to S10548, and a game state command (left-hand play command) is issued. The issued game state command is temporarily stored in the buffer circuit 105c. As will be explained in detail later, the "left-hand play confirmation effect" is performed based on this game state command. When the game state command is issued, the process proceeds to S10549, the information of the high probability flag 101c4 and the time-saving flag 101c5 is cleared to "0", and the process proceeds to (returns to) S10543. Therefore, if a "jackpot is won" in the jackpot determination related to the variable display of the special symbol at the upper limit number of times in the "high probability high base game state" or "low probability high base game state", the left-hand play command is issued before the OP command is issued. Note that whether or not the process in S10549 is executed is used for the right-hand play state LED processing, which will be explained later.

[0184] In the opening process (S1055) performed when status is 4, as shown in Figure 26, it is first determined whether the jackpot OP time has elapsed (S10551). The jackpot OP time is the time from when the special symbol stops until the first round of gameplay begins (for example, 10000ms). If the jackpot OP time has not elapsed (S10551: NO), the opening process ends, and if the jackpot OP time has elapsed (S10551: YES), the process proceeds to S10552, and a jackpot game command (round command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. In the first embodiment, the round command is issued only at the start of the first round of gameplay, but it is also possible to issue the round command at the start of all rounds of gameplay.

[0185] When a jackpot game command is issued in S10552, the process proceeds to S10553, where operation data for the first jackpot 14 or the second jackpot 15 is created. For example, if a round game in which the first jackpot 14 is opened is played only 10 times, the operation data will include data relating to the opening time of the first jackpot 14 in each round game, and data relating to the closing time of the first jackpot 14 in each round interval. The created operation data is stored in the operation data storage area 101c8. ​​In the first embodiment, operation data for all round games is created at the start of the first round game, but it is also possible to create operation data only for each round game at the start of that round game.

[0186] Once the operation data is created in S10553, the process proceeds to S10554, where the status stored in the status memory area 101c6 overwrites status 5, and the opening process ends.

[0187] In the round processing (S1056) performed when status is 5, as shown in Figure 27, it is first determined whether the last round of gameplay has ended (S10561). If the last round of gameplay has not ended (S10561: NO), the round processing ends. If the last round of gameplay has ended (S10561: YES), the process proceeds to S10562, and a jackpot game command (ED command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. When a jackpot game command is issued, the process proceeds to S10563, the status stored in the status storage area 101c6 is overwritten with status 6, and the round processing ends.

[0188] In the ending process (S1057) performed in the case of status 6, as shown in FIG. 28, first, it is determined whether the jackpot ED time has elapsed. The jackpot ED time is the time (for example, 10,000 ms) from the end of the last round game to the end of the jackpot game state. If the jackpot ED time has not elapsed (S10571: NO), the ending process is terminated. If the jackpot ED time has elapsed (S10571: YES), the process proceeds to S10572, where the information of the high probability flag 101c4 and the time shortening flag 101c5 is updated. Then, the process proceeds to S10573, where the status stored in the status storage area 101c6 is overwritten with status 1, and the ending process is terminated. In S10572, if the type of the stopped symbol of the special symbol stored in the determination result storage area 101c3 is the "jackpot Wα symbol", the high probability flag 101c4 is updated to "1" and the time shortening flag 101c5 is updated to "1". On the other hand, if the type of the stopped symbol of the special symbol stored in the determination result storage area 101c3 is the "jackpot Xα symbol", the high probability flag 101c4 is updated to "0" and the time shortening flag 101c5 is updated to "1". Therefore, in the former case, the game state switches from the "jackpot game state" to the "high probability high base game state", and in the latter case, the game state switches from the "jackpot game state" to the "low probability high base game state".

[0189] Next, the details of the display process (S106) will be specifically described using FIGS. 29 to 32. When the CPU of the game control microcomputer 101 finishes the special symbol / special electric process (S105), it reads out the processing program from the ROM of the game control microcomputer 101 and performs the display process (S106).

[0190] In the display process (S106), as shown in FIG. 29, first, the game state LED process (S1061) is performed. In the game state LED process (S1061), display data for the game state LED 8g is created based on the information stored in the high probability flag 101c4 and the time shortening flag 101c5. There are three types of display data for the game state LED 8g: low probability low base display data corresponding to both the high probability flag 101c4 and the time shortening flag 101c5 storing "0", low probability high base display data corresponding to the high probability flag 101c4 storing "0" and the time shortening flag 101c5 storing "1", and high probability high base display data corresponding to the high probability flag 101c4 storing "1" and the time shortening flag 101c5 storing "1". The created display data is stored in the display data storage area 101c7.

[0191] When the game state LED process (S1061) ends, the general drawing hold LED process (S1062) is performed. In the general drawing hold LED process (S1062), display data for the general drawing hold LED 8f for notifying the general drawing hold number is created based on the number of random number values related to the general drawing hold stored in the hold storage area 101c2. There are five types of display data for the general drawing hold LED 8f: general drawing hold 0 display data corresponding to the number of random number values related to the general drawing hold stored in the hold storage area 101c2 being "0", general drawing hold 1 display data corresponding to the number being "1", general drawing hold 2 display data corresponding to the number being "2", general drawing hold 3 display data corresponding to the number being "3", and general drawing hold 4 display data corresponding to the number being "4". The created display data is stored in the display data storage area 101c7.

[0192] When the regular display hold LED processing (S1062) is completed, the special display 1 hold LED processing (S1063) is performed. In the special display 1 hold LED processing (S1063), display data for the special display 1 hold LED 8d is created to notify the number of special display 1 holds, based on the number of random values ​​related to special display 1 holds stored in the hold memory area 101c2. There are five types of display data for the Special Feature 1 Reserve LED 8d: Special Feature 1 Reserve 0 display data corresponding to the number of random values ​​related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "0", Special Feature 1 Reserve 1 display data corresponding to the number of random values ​​related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "1", Special Feature 1 Reserve 2 display data corresponding to the number of random values ​​related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "2", Special Feature 1 Reserve 3 display data corresponding to the number of random values ​​related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "3", and Special Feature 1 Reserve 4 display data corresponding to the number of random values ​​related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "4". The created display data is stored in the display data storage area 101c7.

[0193] When the Special Feature 1 Reserve LED processing (S1063) is completed, the Special Feature 2 Reserve LED processing (S1064) is performed. In the Special Feature 2 Reserve LED processing (S1064), display data for the Special Feature 2 Reserve LED 8e is created to notify the number of Special Feature 2 reserves, based on the number of random values ​​related to the Special Feature 2 reserves stored in the reserve storage area 101c2. There are five types of display data for the Special Feature 2 Reserve LED 8e: Special Feature 2 Reserve 0 display data corresponding to the number of random values ​​related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "0", Special Feature 2 Reserve 1 display data corresponding to the number of random values ​​related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "1", Special Feature 2 Reserve 2 display data corresponding to the number of random values ​​related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "2", Special Feature 2 Reserve 3 display data corresponding to the number of random values ​​related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "3", and Special Feature 2 Reserve 4 display data corresponding to the number of random values ​​related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "4". The created display data is stored in the display data storage area 101c7.

[0194] When the special feature 2 hold LED processing (S1064) is completed, the normal feature LED processing (S1065) is performed. In the normal feature LED processing (S1065), display data for the normal feature LED 8c is created to perform variable display / stop display of the normal feature based on the hit judgment result stored in the judgment result storage area 101c3. There are two types of display data for the normal feature LED 8c: hit display data corresponding to a "hit" result in the hit judgment, and miss display data corresponding to a "miss" result in the hit judgment. The created display data is stored in the display data storage area 101c7.

[0195] When the regular LED processing (S1065) is completed, the special LED processing (S1066) is performed. In the special LED processing (S1066), display data for the special LED 8a for variable display / stop display of special LED 1 is created based on the jackpot judgment result and the type of stop symbol of special LED 1 stored in the judgment result storage area 101c3. There are three types of display data for the special LED 8a: jackpot Wα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special LED 1 corresponds to "jackpot Wα symbol", jackpot Xα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special LED 1 corresponds to "jackpot Xα symbol", and miss display data where the jackpot judgment result corresponds to "miss". The created display data is stored in the display data storage area 101c7.

[0196] When the special figure 1 LED processing (S1066) is completed, the special figure 2 LED processing (S1067) is performed. In the special figure 2 LED processing (S1067), display data for the special figure 2 LED 8b is created for variable display / stop display of special figure 2 based on the jackpot judgment result and the type of stop symbol of special figure 2 stored in the judgment result storage area 101c3. There are three types of display data for the special figure 2 LED 8b: jackpot Wα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special figure 2 corresponds to "jackpot Wα symbol", jackpot Xα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special figure 2 corresponds to "jackpot Xα symbol", and miss display data where the jackpot judgment result corresponds to "miss". The created display data is stored in the display data storage area 101c7.

[0197] When the special feature 2 LED processing (S1067) is completed, the right-hand shooting status LED processing (S1068) is performed. In the right-hand shooting status LED processing (S1068), as shown in Figure 30, the status change destination confirmation processing (S10681) is performed first. In the status change destination confirmation processing (S10681), it is confirmed whether the status has been changed to status 4 or status 1 in the special feature confirmation processing (S1054).

[0198] When the status change confirmation process (S10681) is completed, if the status is changed to status 4, the status 4 processing (S10682) is performed, and if the status is changed to status 1, the status 1 processing (S10683) is performed.

[0199] In the status 4 processing (S10682), as shown in Figure 31, it is first determined whether the stop symbol indicating a "jackpot win" that has resulted in the status changing to 4 stopped and displayed during a non-time-saving state, in other words, whether it is a jackpot (also called a "first win") in a "low probability, low base game state" (S106821). If it is not a first win (S106821: NO), the process proceeds to S106822, and if it is a first win (S106821: YES), the process proceeds to S106823. When the process proceeds to S106823, a game state command (right-hand play command) is issued. The issued game state command is temporarily stored in the buffer circuit 105c. As will be described in detail later, the "right-hand play continuation performance" is performed based on this game state command (right-hand play command).

[0200] On the other hand, if the process proceeds to S106822, the aforementioned special symbol confirmation process (S1054) determines whether the process in S10549 has been executed or not. If the process in S10549 has not been executed (S106822: NO), the status 4 process ends. If the process in S10549 has been executed (S106822: YES), the process proceeds to S106823, and a game state command (right-hand play command) is issued.

[0201] When a game state command is issued in S106823, the process proceeds to S106824 to determine whether the right-hand shooting state LED 8h is lit or not. If the right-hand shooting state LED 8h is lit (S106824: YES), the status 4 processing ends. If the right-hand shooting state LED 8h is not lit (S106824: NO), the process proceeds to S106825 to create display data (lighting start data) for the right-hand shooting state LED 8h. The created display data is stored in the display data storage area 101c7. Once the display data is created, the status 4 processing ends.

[0202] In the status 1 processing (S10683), as shown in Figure 32, it is first determined whether the process in S10549 has been executed in the aforementioned special figure confirmation processing (S1054) (S106831). If the process in S10549 has not been executed (S106831: NO), the status 1 processing is terminated. If the process in S10549 has been executed (S106831: YES), the process proceeds to S106832, and the display data (lighting end data) for the right-hand shooting state LED 8h is created. The created display data is stored in the display data storage area 101c7. Once the display data is created, the status 1 processing is terminated.

[0203] Next, the details of the output processing (S108) will be specifically explained using Figure 33. When the external information processing (S107) is completed, the CPU of the game control microcontroller 101 reads the processing program from the ROM of the game control microcontroller 101 and performs the output processing (S108).

[0204] In the output processing (S108), as shown in Figure 33, the display output processing (S1081) is performed first. In the display output processing (S1081), the display data stored in the display data storage area 101c7 is output to the indicators 8 (Special Figure 1 LED 8a, Special Figure 2 LED 8b, Normal Figure LED 8c, Special Figure 1 Reserved LED 8d, Special Figure 2 Reserved LED 8e, Normal Figure Reserved LED 8f, Game Status LED 8g, Right-Handed Status LED 8h) via the data bus 106, output port 105a, and driver circuit 105b, and the lighting of the indicators 8 is controlled.

[0205] When the display output processing (S1081) is completed, the operation output processing (S1082) is performed. In the operation output processing (S1082), the operation data stored in the operation data storage area 101c8 is output to the opening / closing solenoids of the second start opening 12, the first large prize opening 14, and the second large prize opening 15 via the data bus 106, output port 105a, and driver circuit 105b, and the operation of each opening / closing solenoid is controlled.

[0206] Here, we will explain the relationship between the output timing of commands issued by the CPU of the game control microcontroller 101 and the output timing of display data created by the CPU of the game control microcontroller 101.

[0207] In the main timer interrupt processing (S005), the CPU of the game control microcontroller 101 performs both the issuance of commands to be output to the performance control unit 120 and the creation of display data for the display devices 8. The issued commands are temporarily stored in the buffer circuit 105c, while the created display data is stored in the display data storage area 101c7.

[0208] For example, in the right-handed state LED processing (S1068) of the display processing (S106), the issuance of the right-handed command and the creation of the display data (light-up start data) for the right-handed state LED 8h are performed within the same process (see Figure 31). The right-handed command is output to the buffer circuit 105c, while the display data (light-up start data) for the right-handed state LED 8h is stored in the display data storage area 101c7.

[0209] Furthermore, during the special symbol confirmation processing (S1054), a left-handed play command is issued (see Figure 25), and in the subsequent display processing (S106), the right-handed play status LED processing (S1068) creates the display data (light-up end data) for the right-handed play status LED 8h (see Figure 32). The left-handed play command is output to the buffer circuit 105c, while the display data (light-up end data) for the right-handed play status LED 8h is stored in the display data storage area 101c7.

[0210] As described above, the command output to the buffer circuit 105c is immediately output to the effect control unit 120 via the buffer circuit 105c, regardless of the main-side timer interrupt process (S005). On the other hand, the display data stored in the display data storage area 101c7 is not output within the display process (S106), but is output in the subsequent output process (S108), and the right-handed state LED 8h is lit. That is, it can be said that the right-handed command is output to the effect control unit 120 before the right-handed state LED 8h is lit, and it can be said that the left-handed command is output to the effect control unit 120 before the right-handed state LED 8h is turned off.

[0211] Next, the processes executable by the CPU of the effect control microcomputer 121 will be described. First, the sub-control main process will be specifically described using FIG. 34. When the power of the pachinko game machine PY1 is turned on, the CPU of the effect control microcomputer 121 reads a processing program from the ROM of the effect control microcomputer 121 and performs the sub-control main process.

[0212] In the sub-control main process, as shown in FIG. 34, first, the power-on process (S011) is performed. In the power-on process (S011), settings such as permission setting for accessing the RAM of the effect control microcomputer 121, setting of the CPU of the effect control microcomputer 121, and setting of the period of the timer interrupt signal are performed.

[0213] When the power-on process (S011) ends, interrupts are prohibited (S012), and the random number update process (S013) is performed. In the random number update process (S013), random number values (random numbers for determining various effects, random numbers for determining variable effect patterns, random numbers for determining preview effects, etc.) for determining various effects are updated.

[0214] When the random number update process (S013) ends, interrupts are permitted (S014). While interrupts are permitted, the reception interrupt process (S015) and the 10 ms timer interrupt process (S016) can be executed.

[0215] In the receive interrupt handler (S015), when a strobe signal is input, the command output from the main control unit 100 is stored in the RAM of the performance control microcontroller 121. This receive interrupt handler (S015) is executed with higher priority than the 10ms timer interrupt handler (S016). Note that if a strobe signal is input when interrupts are disabled, the receive interrupt handler (S015) will not start immediately, but will start only after interrupts are enabled (S014).

[0216] The 10ms timer interrupt handler (S016) is executed based on a timer interrupt signal that occurs every 10ms. In other words, the 10ms timer interrupt handler (S016) is executed every 10ms. After the receive interrupt handler (S015) or the 10ms timer interrupt handler (S016) finishes, and before the next receive interrupt handler (S015) or the 10ms timer interrupt handler (S016) starts, the random number update handler (S013) repeatedly updates the random number value. Note that if a timer interrupt signal is input while the interrupt is disabled, the 10ms timer interrupt handler (S016) will not start immediately, but will start only after the interrupt is enabled (S014).

[0217] Next, the 10ms timer interrupt processing (S016) will be explained in detail using Figure 35. When a timer interrupt signal is input to the microcontroller 121 for performance control while interrupts are enabled, the CPU of the microcontroller 121 for performance control reads a processing program from the ROM of the microcontroller 121 and performs the 10ms timer interrupt processing (S016).

[0218] In the 10ms timer interrupt processing (S016), as shown in Figure 35, the first step is to perform the received command analysis process (S201). In the received command analysis process (S201), the type of command stored in the RAM of the microcontroller 121 for performance control is analyzed. Details of the received command analysis process will be described later.

[0219] Once the received command parsing process (S201) is complete, the switch process (S202) is performed. In the switch process (S202), the operation information of the normal button 40 and the special button 41 is obtained, and processing related to the operation effects is performed.

[0220] Once the switch processing (S202) is complete, the lamp processing (S203) is performed. In the lamp processing (S203), processing related to lamp effects is performed, such as lighting up / flashing the frame lamp 53 and the panel lamp 54 (including the right-hand lamp 54a).

[0221] Once the lamp processing (S203) is complete, audio processing (S204) is performed. In audio processing (S204), processing related to audio effects is performed to output sound from speaker 52.

[0222] Next, we will specifically explain the details of the received command analysis process (S201) using Figure 36.

[0223] In the received command analysis process (S201), as shown in Figure 36, it is first determined whether or not a command is stored in the RAM of the performance control microcontroller 121 (S2011). If no command is stored (S2011: NO), the received command analysis process (S201) is terminated. If a command is stored (S2011: YES), processing is performed according to the type of command.

[0224] If the command stored in the RAM of the microcontroller 121 for controlling the game's presentation is a winning command, the winning presentation processing (S2012) is performed. In the winning presentation processing (S2012), a presentation image indicating that a game ball has entered one of the various winning devices is displayed on the display unit 50a of the image display device 50.

[0225] Furthermore, if the command stored in the RAM of the microcontroller 121 for performance control is a special symbol command, the special symbol performance processing (S2013) is performed. In the special symbol performance processing (S2013), a performance image (performance symbols EZ1, EZ2, EZ3, etc.) that suggests the result of the jackpot determination is displayed on the display unit 50a of the image display device 50.

[0226] Furthermore, if the command stored in the RAM of the microcontroller 121 for controlling the effects is a regular effect command, the regular effect processing (S2014) is performed. In the regular effect processing (S2014), an effect image that suggests the result of the hit detection is displayed on the display unit 50a of the image display device 50.

[0227] Furthermore, if the command stored in the RAM of the microcontroller 121 for performance control is a hold command, the hold performance processing (S2015) is performed. In the hold performance processing (S2015), a performance image indicating the number of regular figures held, the number of special figure 1 figures held, or the number of special figure 2 figures held is displayed on the display unit 50a of the image display device 50.

[0228] Furthermore, if the command stored in the RAM of the performance control microcontroller 121 is a jackpot game command, the jackpot performance processing (S2016) is performed. In the jackpot performance processing (S2016), a performance indicating that a jackpot game is being played is displayed on the display unit 50a of the image display device 50. If the OP command as a jackpot game command is stored in the RAM of the performance control microcontroller 121, the "right-hand play confirmation performance" described later is performed.

[0229] Furthermore, if the command stored in the RAM of the microcontroller 121 for performance control is an auxiliary game command, the auxiliary game performance processing (S2017) is performed. In the auxiliary game performance processing (S2017), a performance indicating that an auxiliary game is being played is displayed on the display unit 50a of the image display device 50.

[0230] Furthermore, if the command stored in the RAM of the performance control microcontroller 121 is a game state command, the game state performance processing (S2018) is performed. In the game state performance processing (S2018), a performance indicating the current game state is displayed on the display unit 50a of the image display device 50. If the right-hand play command is stored as a game state command in the RAM of the performance control microcontroller 121, the "right-hand play continuation performance" described later is performed, and if the left-hand play command is stored, the "left-hand play confirmation performance" described later is performed.

[0231] Next, using Figures 37 to 40, we will explain the effects that the performance control unit 120 can execute when the main control unit 100 sets the right-hand shooting state ("jackpot game state", "low probability high base game state", and "high probability high base game state"). When the right-hand shooting state is set, the performance control unit 120 can execute the following effects.

[0232] A. Right-hand shooting continuation sequence The "Right-Handed Continuation Performance" is a performance that is performed in response to the input of a right-handed command output from the main control unit 100, and is characterized by the illumination of the right-handed lamp 54a and the display of the right arrow image G120. Since the "Right-Handed Continuation Performance" is performed continuously from the start to the end of the right-handed state, it functions as a performance that indicates that the right-handed state is in progress.

[0233] B. Opening Direction The "opening sequence" is a sequence that is performed in response to the input of an OP command output from the main control unit 100, and is a sequence in which the opening image G107 is displayed. Since the "opening sequence" is performed at the start of a jackpot game, it functions as a sequence that suggests the start of a jackpot game.

[0234] C. Right-hand shooting confirmation animation The "Right-Handed Shooting Confirmation" is an effect included in the "Opening Effect," in which an image is displayed that suggests the opening of either the first or second large prize slot 14. Since the "Right-Handed Shooting Confirmation" is performed when either the first or second large prize slot 14 opens, it functions as an effect that encourages the player to launch the game ball towards either the first or second large prize slot 15.

[0235] C-1. Arrow effect The "arrow effect" is a type of "right-hand confirmation effect" and is an effect that occurs during the "opening effect" when a jackpot (also called the "first hit") is hit in a "low probability, low base game state". It is an effect in which a larger right arrow image G121 is displayed than the right arrow image G120.

[0236] C-2. Aim for the scene The "Aim for it" animation is a type of "Right-Handed Confirmation Animation" and is performed during the "Opening Animation" of a big win (also called a "Consecutive Win") in a "Low Probability High Base Gameplay State" or a "High Probability High Base Gameplay State." It is an animation in which the text image G122 is displayed, instructing the player to aim for the first large prize slot 14 or the second large prize slot 15.

[0237] D. Left-handed shooting confirmation sequence The "left-handed shooting confirmation effect" is an effect that is performed in response to inputting a left-handed shooting command output from the main control unit 100, and is an effect in which a left arrow image G123 is displayed. The "left-handed shooting confirmation effect" is performed at the end of the time-saving state in which it is easy for game balls to enter the second starting opening 12, and therefore functions as an effect that encourages the launch of game balls toward the first starting opening 11. In addition, since the "left-handed shooting confirmation effect" is performed at the end of the "right-handed shooting continuation effect", it also functions as an effect that suggests the end of the right-handed shooting state.

[0238] Next, we will explain the "opening sequence" in detail using Figure 37. When the performance control unit 120 receives an OP command output from the main control unit 100, it executes the "opening sequence".

[0239] Figures 37(A) and 37(B) show the "opening sequence" in action. When a "jackpot" is determined in the jackpot judgment, the display unit 50a of the image display device 50 stops displaying the sequence symbols EZ1, EZ2, and EZ3 in a manner indicating a jackpot (in this case, the sequence "5-5-5"). At this time, the normal background image G102, which represents the normal sequence mode, is displayed behind the sequence symbols EZ1, EZ2, and EZ3. After that, when the OP command is entered, the "opening sequence" is performed.

[0240] In the "opening sequence," as shown in Figure 37(B), the sequence symbols EZ1, EZ2, EZ3 and the normal background image G102 are erased, the sound "BONUS" is output from speaker 52, and the opening image G107 is displayed in the center of the display unit 50a of the image display device 50. The opening image G107 consists of an image of the word "BONUS". After that, prior to the start of the first round of gameplay, a "right-hand play confirmation sequence" is performed, but the details of the "right-hand play confirmation sequence" will be described later.

[0241] Next, we will explain the "right-hand shooting continuation effect" in detail using Figure 38. When the effect control unit 120 receives a right-hand shooting command output from the main control unit 100, it executes the "right-hand shooting continuation effect".

[0242] Figures 38(A) to 38(F) show the process of the "right-hand shooting continuation" sequence. As shown in Figure 38(A), the display unit 50a of the image display device 50 stops displaying the sequence symbols EZ1, EZ2, and EZ3 in a manner indicating a jackpot (in this case, the repeating numbers "5-5-5"), and when the OP command is entered, the "opening sequence" is performed.

[0243] In the "Opening Performance," as shown in Figure 38(B), the display unit 50a of the image display device 50 displays the opening image G107 instead of the performance symbols EZ1, EZ2, EZ3 and the normal background image G102. After that, when the right-hand play command is entered, the "Right-Hand Play Continuation Performance" is performed.

[0244] In the "Right-Handed Continuation Performance," as shown in Figure 38(C), the right-handed lamp 54a lights up, and a right arrow image G120 is displayed in the upper right corner of the display unit 50a of the image display device 50. By ensuring that the lighting of the right-handed lamp 54a and the display of the right arrow image G120 are initiated by a right-handed command entered after the OP command, it is possible to prevent the lighting of the right-handed lamp 54a and the display of the right arrow image G120 from starting before the "Opening Performance" begins.

[0245] The right arrow image G120 consists of a first image of the character "Right" and a second image representing a "rightward arrow". The first image is a static image that is fixedly displayed in the upper right part of the display unit 50a of the image display device 50, and the second image is a moving image that repeatedly moves from left to right above the first image. In the first embodiment, when the "right-hitting continuation effect" starts, the right arrow image G120 does not output sound from the speaker 52, but it may be configured to output a predetermined sound.

[0246] Furthermore, even in the jackpot game state, the right-hand shooting lamp 54a remains lit and the right arrow image G120 is displayed, as shown in Figure 38(D). Also, in the time-saving state after the jackpot game state ends ("high probability high base game state" or "low probability high base game state"), the right-hand shooting lamp 54a remains lit and the right arrow image G120 is displayed, as shown in Figure 38(E). In the example shown in Figure 38(E), the probability variation background image G103 is displayed on the display unit 50a of the image display device 50. If a series of wins occur in the time-saving state, the right-hand shooting lamp 54a remains lit and the right arrow image G120 is displayed, even in the jackpot game state where the series of wins occur. In the first embodiment, neither the right-hand shooting lamp 54a nor the right arrow image G120 is erased until the "right-hand shooting continuation effect" ends, however, the right arrow image G120 may be erased temporarily.

[0247] Then, when the variable display of the special symbol for the 100th time, which marks the end of the time-saving state, ends and the left-shooting command is entered, as shown in Figure 38(F), the right-shooting lamp 54a turns off and the right arrow image G120 is erased, ending the "right-shooting continuation performance". In the example shown in Figure 38(F), the probability variation background image G103 switches to the normal background image G102, and the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed on the display unit 50a of the image display device 50 in a manner indicating a miss (here, scattered "1, 2, 3").

[0248] Next, we will explain the "left-handed shooting confirmation animation" in detail using Figure 39. When the animation control unit 120 receives a left-handed shooting command output from the main control unit 100, it executes the "left-handed shooting confirmation animation".

[0249] Figures 39(A) and 39(B) show the "left-handed shooting confirmation" sequence. In the time-saving state, as shown in Figure 39(A), the right-handed shooting lamp 54a lights up and the right arrow image G120 is displayed. Then, when the variable display of the special symbol ends for the 100th time, which marks the end of the time-saving state, and the left-handed shooting command is entered, the "right-handed shooting continuation sequence" ends and the "left-handed shooting confirmation sequence" is performed.

[0250] In the "left-hand shooting confirmation sequence," when the right-hand shooting lamp 54a turns off and the right arrow image G120 disappears due to the end of the "right-hand shooting continuation sequence," the speaker 52 outputs the message "Please return to the left," as shown in Figure 39(B), and the left arrow image G123 is displayed in the upper left corner of the display unit 50a of the image display device 50.

[0251] The left arrow image G123 consists of a third image of the character "left" and a fourth image representing a "leftward-pointing arrow". The third image is a static image that is fixedly displayed in the upper left of the display unit 50a of the image display device 50, while the fourth image is a moving image that repeatedly moves from right to left above the third image.

[0252] After a predetermined time has elapsed (for example, 3 seconds), the left arrow image G123 is deleted, and the "left-handed shooting confirmation animation" ends. In the first embodiment, the "left-handed shooting confirmation animation" ends after a predetermined time has elapsed, but it may also be configured to end when a game ball enters the first starting opening 11.

[0253] Furthermore, if the 100th variable display of the special symbol, which marks the end of the time-saving state, is due to a "jackpot win," even if a left-hand play command is entered, the "right-hand play continuation sequence" will end, but the "left-hand play confirmation sequence" will not be performed, and the "right-hand play continuation sequence" will resume immediately after a right-hand play command is entered.

[0254] Next, we will explain the "right-hand shooting confirmation effect" in detail using Figure 40. When the effect control unit 120 receives the OP command output from the main control unit 100, it executes the "opening effect" and also executes the "right-hand shooting confirmation effect" within the "opening effect". The "right-hand shooting confirmation effect" includes the "arrow effect" which is performed when the first win occurs, and the "aim effect" which is performed when there is a series of wins.

[0255] Figures 40(A) to 40(C) show the "arrow effect" and the "aim" effect, respectively.

[0256] When the "opening sequence" is performed, the opening image G107 is displayed on the display unit 50a of the image display device 50, as shown in Figure 40(A). Then, after a predetermined time (for example, 5 seconds) has elapsed since the start of displaying the opening image G107, the "arrow sequence" is performed if it is the first win, and the "aim sequence" is performed if it is a consecutive win.

[0257] In the "arrow effect," as shown in Figure 40(B), the speaker 52 outputs the sound "hit right," and a large right arrow image G121 is displayed on the right side of the display unit 50a of the image display device 50. The large right arrow image G121 consists of an image representing a "rightward arrow" and is larger than the right arrow image G120. After a predetermined time (for example, 3 seconds) has elapsed since the display of the large right arrow image G121, the large right arrow image G121 is erased, and the "arrow effect" ends.

[0258] On the other hand, in the "Aim for it" sequence, as shown in Figure 40(C), the speaker 52 outputs the voice message "Aim for the attacker," and the text image G122 that reads "Aim for the attacker" is displayed on the right side of the display unit 50a of the image display device 50. The text image G122 is an image of text instructing the player to aim for either the first large prize slot 14 or the second large prize slot 15. After a predetermined time (for example, 3 seconds) has elapsed since the display of the text image G122, the text image G122 is erased, and the "Aim for it" sequence ends.

[0259] Here, using Figure 41, we will explain the display timing of the right-handed state LED 8h, the right-handed lamp 54a, the right arrow image G120, the large right arrow image G121, the character image G122, and the left arrow image G123.

[0260] Figure 41 shows the flow from the first win through consecutive wins to the end of the time-saving state. When the first win is executed, the main control unit 100 issues an OP command at timing t01 and outputs the OP command to the performance control unit 120 at timing t02. Then, at timing t03, it issues a right-hand play command and outputs the right-hand play command to the performance control unit 120 at timing t04. Finally, at timing t05, it lights up the right-hand play state LED 8h (see output processing (S108) of the main-side timer interrupt processing (S005)).

[0261] Meanwhile, when the performance control unit 120 receives a right-hit command output from the main control unit 100 at timing t04, it displays the right arrow image G120 and lights up the right-hit lamp 54a at timing t06 (see the game state performance processing (S2018) and lamp processing (S203) of the 10ms timer interrupt processing (S016)). Then, at timing t07, after a predetermined time has elapsed since the input of the OP command, it displays the large right arrow image G121. The display of the right arrow image G120 and the lighting of the right-hit lamp 54a continue until the time-saving state ends, but the display of the large right arrow image G121 ends at timing t08.

[0262] Furthermore, when executing a consecutive win, the main control unit 100 issues an OP command at timing t09 and outputs the OP command to the performance control unit 120 at timing t10.

[0263] Meanwhile, the performance control unit 120 displays the character image G122 at timing t11, after a predetermined time has elapsed since the input of the OP command. The display of the character image G122 ends at timing t12.

[0264] Furthermore, when the time-saving state ends (the variable display of the special symbol ends after 100 spins), the main control unit 100 issues a left-hit command at timing t13 and outputs the left-hit command to the performance control unit 120 at timing t14. Then, at timing t15, it turns off the right-hit state LED 8h (see the output processing (S108) of the main-side timer interrupt processing (S005)).

[0265] On the other hand, when the performance control unit 120 receives a left-hit command output from the main control unit 100 at timing t14, at timing t16, it erases the right arrow image G120 and turns off the right-hit lamp 54a (see the game state performance processing (S2018) and lamp processing (S203) of the 10ms timer interrupt processing (S016)). Also, when a left-hit command is input, the left arrow image G123 is displayed at timing t16. The display of the left arrow image G123 ends at timing t17. If the jackpot determination related to the variable display of the special symbol that caused the main control unit 100 to issue a left-hit command is "jackpot won", the right arrow image G120 is erased and the right-hit lamp 54a is turned off, but the left arrow image G123 is not displayed.

[0266] In this way, the main control unit 100 outputs a right-hit command for the right-hit lamp 54a to light up and the right-hit image G120 before the right-hit status LED 8h lights up, thereby reducing the discrepancy between the timing of the right-hit status LED 8h lighting up and the timing of the right-hit lamp 54a lighting up and the right-hit arrow image G120 being displayed.

[0267] Furthermore, by having the main control unit 100 output a left-hit command for the right-hit lamp 54a to turn off and the right arrow image G120 to be erased before the right-hit state LED 8h turns off, the timing of the right-hit state LED 8h turning off and the timing of the right-hit lamp 54a turning off and the right arrow image G120 being erased are reduced, and the timing of the right-hit state LED 8h turning off and the timing of the left arrow image G123 being displayed are also reduced.

[0268] <Consideration of the First Embodiment> The following discussion concerns the pachinko game machine PY1 described in the first embodiment. First, we will consider the relationship between the timing of the left-shooting command and the right-shooting command issued by the main control unit 100. When the jackpot determination related to the variable display of the special symbol on the 100th time, which is the upper limit of the time-saving state, is determined to be a "jackpot win", a left-shooting command is issued in the confirmation processing (S1054) within the special symbol / special electric processing (S105) (see Figure 25), and a right-shooting command is issued in the right-shooting state LED processing (S1068) within the display processing (S106) (see Figure 31). Then, in the main-side timer interrupt processing (S005), the special symbol / special electric processing (S105) is performed before the display processing (S106) (see Figure 21). In other words, if the jackpot determination related to the variable display of the special symbol on the 100th time, which is the upper limit of the time-saving state, is "jackpot won", then the left-shoot command and the right-shoot command will be output to the performance control unit 120 in the order of left-shoot command → right-shoot command within the same main timer interrupt processing (S005).

[0269] Next, we will consider the relationship between the timing of the issuance of the OP command by the main control unit 100 and the timing of the issuance of the right-hand shooting command. When the special symbols stop and are displayed when a "jackpot is won," the OP command is issued in the confirmation processing (S1054) within the special symbol / special electric processing (S105) (see Figure 25), and the right-hand shooting command is issued in the right-hand shooting status LED processing (S1068) within the display processing (S106) (see Figure 31). Then, in the main-side timer interrupt processing (S005), the special symbol / special electric processing (S105) is performed before the display processing (S106) (see Figure 21). In other words, when a "jackpot is won" is determined in the jackpot judgment, the OP command and the right-hand shooting command are output to the performance control unit 120 in the same main-side timer interrupt processing (S005) in the order of OP command → right-hand shooting command.

[0270] Next, we will consider the difference between the illumination of the right-shooting lamp 54a and the display of the right arrow image G120, and the display of the large right arrow image G121 and the text image G122. The right-shooting lamp 54a, the right arrow image G120, the large right arrow image G121, and the text image G122 are all illuminated or displayed when the player is in the right-shooting state, and can be said to be effects that encourage the player to shoot the game ball towards the right side of the game area 6. When the main control unit 100 issues / outputs a right-shooting command, the right-shooting state LED 8h starts to light up, and when the effect control unit 120 inputs a right-shooting command, the right-shooting lamp 54a and the right arrow image G120 start to display. Also, when the main control unit 100 issues / outputs a left-shooting command, the right-shooting state LED 8h turns off, and when the effect control unit 120 inputs a left-shooting command, the right-shooting lamp 54a turns off and the right arrow image G120 is hidden (see Figure 41). In other words, the on / off state of the right-hand shooting lamp 54a and the display / hide state of the right-hand arrow image G120 are linked to the on / off state of the right-hand shooting LED 8h. On the other hand, the display of the large right-hand arrow image G121 and the text image G122 are performed during the "opening performance" which is initiated by the input of an OP command in the performance control unit 120, and therefore cannot be said to be linked to the on / off state of the right-hand shooting LED 8h.

[0271] <Effects of the First Embodiment> The effects of the pachinko game machine PY1 described in the first embodiment will be explained below.

[0272] (1) When the main control unit 100 displays the indicators 8, it outputs a performance command related to the display of the indicators 8 to the performance control unit 120 before starting the display of the indicators 8. This minimizes the discrepancy between the timing of the display of the indicators 8 by the main control unit 100 and the timing of the performance start by the performance control unit 120, allowing players to play with peace of mind.

[0273] (2) When the main control unit 100 lights up the right-hand shooting state LED 8h, it outputs a right-hand shooting command to the performance control unit 120 related to the lighting of the right-hand shooting lamp 54a and the display of the right arrow image G120 before starting to light up the right-hand shooting state LED 8h. This minimizes the discrepancy between the timing of lighting up the right-hand shooting state LED 8h by the main control unit 100 and the timing of lighting up the right-hand shooting lamp 54a and displaying the right arrow image G120 by the performance control unit 120, allowing players to play with peace of mind.

[0274] (3) When the main control unit 100 turns off the right-hand shooting LED 8h due to the end of the right-hand shooting state, it outputs a left-hand shooting command to the performance control unit 120. The performance control unit 120 can then perform the effects related to the end of the right-hand shooting state based on the left-hand shooting command, allowing the player to play with peace of mind.

[0275] (4) When the main control unit 100 turns off the right-hand shooting state LED 8h due to the end of the right-hand shooting state, it outputs a left-hand shooting command to the performance control unit 120 that turns off the right-hand shooting lamp 54a and erases the right arrow image G120. This allows the performance control unit 120 to turn off the right-hand shooting lamp 54a and erase the right arrow image G120 in conjunction with the main control unit 100 turning off the right-hand shooting state LED 8h, enabling the player to play with peace of mind.

[0276] (5) When the main control unit 100 turns off the right-hand shooting state LED 8h due to the end of the right-hand shooting state, it outputs a left-hand shooting command to the performance control unit 120 that turns off the right-hand shooting lamp 54a and erases the right arrow image G120. This minimizes the discrepancy between the timing of the main control unit 100 turning off the right-hand shooting state LED 8h and the timing of the performance control unit 120 turning off the right-hand shooting lamp 54a and erasing the right arrow image G120, allowing players to play with peace of mind.

[0277] (6) When the main control unit 100 outputs a left-shooting command to the performance control unit 120 that turns off the right-shooting lamp 54a and erases the right arrow image G120, the performance control unit 120 turns off the right-shooting lamp 54a and erases the right arrow image G120, and also performs a "left-shooting confirmation effect" that suggests the end of the right-shooting state, making it easy to understand when the right-shooting state has ended, and allowing players to play with peace of mind.

[0278] (7) When the main control unit 100 performs a variable display of the special symbol for the 100th time, which is the maximum number of times the time-saving state has been reached, it outputs a left-shooting command to the performance control unit 120. The left-shooting command allows the performance control unit 120 to perform the performance related to reaching the maximum number of times the time-saving state has been reached, so that the player can play with peace of mind.

[0279] (8) When the main control unit 100 performs the 100th variable display of the special symbol, which is the upper limit of the number of times the time-saving state is reached, regardless of the result of the jackpot determination related to the 100th variable display of the special symbol, it outputs a left-shooting command to the performance control unit 120 that turns off the right-shooting lamp 54a and erases the right arrow image G120. This simplifies the processing performed by the main control unit 100 and reduces the processing burden on the main control unit 100.

[0280] (9) When the main control unit 100 performs the variable display of the special symbol for the 100th time, which is the upper limit of the time-saving state, and outputs a left-shooting command to the performance control unit 120 to turn off the right-shooting lamp 54a and erase the right arrow image G120, if the result of the jackpot judgment related to the variable display of the special symbol for the 100th time is "jackpot won", after outputting the left-shooting command, the main control unit 100 outputs a right-shooting command to the performance control unit 120 to turn on the right-shooting lamp 54a and display the right arrow image G120, so that the right-shooting lamp 54a can be turned on again and the right arrow image G120 can be displayed again, allowing the player to play with peace of mind.

[0281] (10) When the main control unit 100 performs the variable display of the special symbol for the 100th time, which is the upper limit of the time-saving state, and outputs a left-shooting command to the performance control unit 120 that turns off the right-shooting lamp 54a and erases the right arrow image G120, if the result of the jackpot judgment related to the variable display of the special symbol for the 100th time is "miss", the performance control unit 120 turns off the right-shooting lamp 54a and erases the right arrow image G120 and performs a "left-shooting confirmation performance", on the other hand, if the result of the jackpot judgment related to the variable display of the special symbol for the 100th time is "jackpot won", the performance control unit 120 turns off the right-shooting lamp 54a and erases the right arrow image G120, but does not perform a "left-shooting confirmation performance", so that the first large prize slot 14 or the second large prize slot 15 is opened but the player is not turned back to left-shooting, the player is not turned back to left-shooting, and the player is able to play with peace of mind.

[0282] (11) When the main control unit 100 enters a jackpot game state where the player is in a right-handed shooting state, it outputs an OP command related to the "opening performance" to the performance control unit 120, and then outputs a right-handed shooting command related to the lighting of the right-handed shooting lamp 54a and the display of the right arrow image G120 to the performance control unit 120. This prevents the lighting of the right-handed shooting lamp 54a and the display of the right arrow image G120 from occurring before the start of the "opening performance" in which the player recognizes the jackpot game state, allowing the player to play with peace of mind.

[0283] (12) When the main control unit 100 lights up the right-hand shooting LED 8h, it outputs both the OP command related to the "opening performance" and the right-hand shooting command related to lighting up the right-hand shooting lamp 54a and displaying the right arrow image G120 to the performance control unit 120 before starting to light up the right-hand shooting LED 8h. This minimizes the discrepancy between the timing of lighting up the right-hand shooting LED 8h by the main control unit 100 and the timing of starting the "opening performance," lighting up the right-hand shooting lamp 54a, and displaying the right arrow image G120 by the performance control unit 120, allowing players to play with peace of mind.

[0284] (13) When the main control unit 100 turns the right-hand shooting state LED 8h on or off, the performance control unit 120 also turns the right-hand shooting lamp 54a on or off and displays the right arrow image G120 on or off in conjunction with the turning on or off of the right-hand shooting state LED 8h. Therefore, the turning on of the right-hand shooting lamp 54a and the display of the right arrow image G120 make it easy to understand that the right-hand shooting state LED 8h is lit, allowing players to play with peace of mind.

[0285] (14) When the main control unit 100 lights up the right-hand shooting LED 8h, in addition to lighting up the right-hand shooting lamp 54a and displaying the right arrow image G120 in conjunction with the lighting up of the right-hand shooting LED 8h, the performance control unit 120 displays the large right arrow image G121 or the character image G122, thereby emphasizing that the player is in the right-hand shooting state and enabling the player to play with peace of mind.

[0286] (15) When the performance control unit 120 turns the right-shooting lamp 54a on / off and displays / hides the right arrow image G120, the right-shooting lamp 54a remains lit without changing until it is turned off, while the right arrow image G120 displays a second image representing a "rightward arrow" in motion, making it easier to understand that the player is in the right-shooting state, and allowing the player to play with peace of mind.

[0287] (16) When the performance control unit 120 lights up the right-hitting lamp 54a, displays the right arrow image G120, and displays the large right arrow image G121, the right-hitting lamp 54a and the right arrow image G120, which are linked to the right-hitting state LED 8h, are lit up and displayed by the input of a right-hitting command from the main control unit 100, while the large right arrow image G121, which is not linked to the right-hitting state LED 8h, is displayed by the input of an OP command from the main control unit 100. Therefore, the timing of lighting up the right-hitting lamp 54a and displaying the right arrow image G120 and the timing of displaying the large right arrow image G121 can be set at different times, which can enhance the enjoyment of the game.

[0288] (17) When the performance control unit 120 displays the large right arrow image G121, it is displayed after the lighting of the right-shooting lamp 54a and the display of the right arrow image G120, and the large right arrow image G121 is displayed larger than the right-shooting lamp 54a and the right arrow image G120, so that the right-shooting state can be effectively emphasized and the enjoyment of the game can be enhanced.

[0289] <Examples of modifications to the basic embodiment and the first embodiment> The following describes examples of modifications to the pachinko game machine PY1 described in the basic embodiment and the first embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiments and the following modifications may be deleted as appropriate unless they are described as essential in this specification.

[0290] In the first embodiment, the right-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to light up, and the left-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to turn off. However, it is also possible to have only the right-hit command output to the performance control unit 120 before the right-hit state LED 8h starts to light up.

[0291] Furthermore, in the first embodiment, the right-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to light up, and the left-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to turn off. However, it is also possible to have only the left-hit command output to the performance control unit 120 before the right-hit state LED 8h starts to turn off.

[0292] Furthermore, in the first embodiment, the right-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to light up, and the left-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to turn off. However, the right-hit command or the left-hit command may be output to the performance control unit 120 after the right-hit state LED 8h starts to light up, or after the right-hit state LED 8h starts to turn off, to the extent that it does not interfere with gameplay.

[0293] Furthermore, in the first embodiment, when the performance control unit 120 receives a right-hit command, both the right-hit lamp 54a is lit and the right arrow image G120 is displayed. However, it is also possible to have only the right-hit lamp 54a lit, or only the right arrow image G120 displayed.

[0294] Furthermore, in the first embodiment, when the performance control unit 120 receives a left-hit command, a "left-hit confirmation performance" is performed in which the left arrow image G123 is displayed. However, the "left-hit confirmation performance" may be performed by simply turning off the right-hit lamp 54a and erasing the right arrow image G120.

[0295] Furthermore, in the first embodiment, the "high probability high base game state" after "jackpot game Wα" ends when the variable display of the special symbol reaches its upper limit of 100 times (100 times of jackpot determination). However, the upper limit may be less than 100 times or 101 times or more.

[0296] Furthermore, in the first embodiment, the "low probability high base game state" after "jackpot game Xα" ends when the variable display of the special symbol reaches its upper limit of 100 times (100 times of jackpot determination). However, the upper limit may be less than 100 times or 101 times or more.

[0297] Also, in the first embodiment, when the variable display of the special figure for the 100th time, which is the upper limit number of times in the time-saving state, is performed, a leftward command is output from the main control unit 100 regardless of the result of the jackpot determination related to the variable display of the special figure for the 100th time. However, the leftward command may be output from the main control unit 100 only when the result of the jackpot determination related to the variable display of the special figure for the 100th time is "miss".

[0298] Also, in the first embodiment, the right arrow image G120 displayed in the "rightward continuous effect" is composed of a still image of the character "right" and a moving image representing a "rightward arrow". However, all the images constituting it may be moving images.

[0299] Also, in the first embodiment, the moving image of the right arrow image G120 displayed in the "rightward continuous effect" is composed of images that repeat moving from left to right. However, as long as the player can recognize that the display mode is changing, it does not have to be a moving image. For example, the display color of the image representing the "rightward arrow" may be changed every predetermined time.

[0300] Also, in the first embodiment, the rightward lamp 54a displayed in the "rightward continuous effect" is always lit. However, it may be temporarily turned off as long as it does not interfere with the game.

[0301] Also, in the first embodiment, the "arrow effect" and the "aim effect" are performed by inputting an OP command output from the main control unit 100. However, they may be performed by inputting a command other than the OP command. For example, they may be performed by inputting a round command output at the start of the first round game. In this case, the opening of the first large winning opening 14 or the second large winning opening 15 can be impressed on the player by the "arrow effect" and the "aim effect", and it is possible to enhance the interest of the game.

[0302] Furthermore, 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.

[0303] 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.

[0304] 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.

[0305] 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.

[0306] 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.

[0307] Furthermore, the gaming machine of the present invention 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).

[0308] <Second Embodiment> The second embodiment will be described below. Unless otherwise specified, the pachinko game machine of the basic embodiment or the first embodiment described above also applies to the second embodiment.

[0309] First, using Figure 43, we will explain the stop symbols that can be selected by the game control microcomputer 101. As shown in Figure 42, the game memory unit 101c of the game control microcomputer 101 stores the symbol A judgment table 103c2. The game control microcomputer 101 can select the stop symbols for the first special symbol and the second special symbol using the symbol A judgment table 103c2.

[0310] Figure 43 shows the contents of the Symbol A judgment table 103c2. The game control microcomputer 101 selects the type of stop symbol based on the type of start gate and the jackpot judgment result. As shown in Figure 43, there are five types of stop symbols: "jackpot W4 symbol", "jackpot Z4 symbol", "jackpot W10 symbol", "jackpot X10 symbol", and "miss A symbol".

[0311] Specifically, if the target starting gate (the starting gate into which the game ball enters) is the first starting gate 11, then if the result of the jackpot judgment is "jackpot won," the "jackpot W4 symbol" will be selected with an 80% probability and the "jackpot Z4 symbol" with a 20% probability. If the result of the jackpot judgment is "miss," the "miss A symbol" will be selected with a 100% probability.

[0312] Furthermore, if the target starting gate (the starting gate into which the game ball enters) is the second starting gate 12, and the result of the jackpot judgment is "jackpot won," then the "jackpot W10 symbol" will be selected with an 80% probability and the "jackpot X10 symbol" with a 20% probability. If the result of the jackpot judgment is "miss," then the "miss A symbol" will be selected with a 100% probability.

[0313] In the second embodiment, the probability of the jackpot determination result being "jackpot win" is set to "1 / 300" for both the first start port 11 and the second start port 12 when the probability state is low, and to "1 / 70" for both the first start port 11 and the second start port 12 when the probability state is high, however, the probability of "jackpot win" can be changed as appropriate.

[0314] Furthermore, in the second embodiment, the upper limit of the number of reserved symbols in Feature 1 is set to "4", and the upper limit of the number of reserved symbols in Feature 2 is set to "4", but it is possible to change each upper limit as appropriate.

[0315] Next, the jackpot games that the game control microcomputer 101 can execute will be described. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopping symbol selected by the symbol A judgment table 103c2. There are four types of jackpot games: "jackpot game W4", "jackpot game Z4", "jackpot game W10", and "jackpot game X10" (see Figure 43).

[0316] If the "Big Win W4 Symbol" is selected by the Symbol A Judgment Table 103c2, "Big Win Game W4" is executed. "Big Win Game W4" is a big win game in which four rounds of gameplay are performed in which the first big prize slot 14 is opened. Each round of gameplay continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first big prize slot 14.

[0317] Furthermore, if the "Big Win Z4 Symbol" is selected by the Symbol A Judgment Table 103c2, "Big Win Game Z4" is executed. "Big Win Game Z4" is a big win game in which four rounds of gameplay are performed in which the first big prize slot 14 is opened. Each round of gameplay continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first big prize slot 14.

[0318] Furthermore, if the "Big Win W10 Symbol" is selected by the Symbol A Judgment Table 103c2, the "Big Win Game W10" is executed. The "Big Win Game W10" is a big win game in which the first large prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until 10 prescribed number of game balls have entered the first large prize slot 14.

[0319] Furthermore, if the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c2, the "Big Win Game X10" is executed. The "Big Win Game X10" is a big win game in which the first large prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.

[0320] In addition, the jackpot game states in which "Jackpot Game W4", "Jackpot Game Z4", "Jackpot Game W10", or "Jackpot Game X10" are executed are all in a right-hand shooting state, and the player plays the game by firing the game ball toward the right side of the game area 6.

[0321] In the second embodiment, when a game ball enters the first large prize slot 14 during each round of "Big Win Game W4", "Big Win Game Z4", "Big Win Game W10", and "Big Win Game X10", 15 prize balls are dispensed for each ball that enters the slot, however, the number of prize balls is not limited to 15. The type of large prize slot used in "Big Win Game W4", "Big Win Game Z4", "Big Win Game W10", and "Big Win Game X10", the number of rounds, the prescribed opening time of the large prize slots, and the prescribed number of large prize slots can be changed as appropriate.

[0322] Next, the game states that the game control microcomputer 101 can control will be explained. The game control microcomputer 101 can control the game to different types of game states depending on the type of stopped symbol selected by the symbol A judgment table 103c2. In addition to the "low probability low base game state" which is controlled in the initial state (when the power is turned on), there are also "high probability high base game states" and "low probability high base game states" (see Figure 43).

[0323] If the "Big Win W4 Symbol" or "Big Win Game W10 Symbol" is selected by the Symbol A Judgment Table 103c2, the game will be controlled to a "High Probability High Base Game State" after the Big Win Game State in which "Big Win Game W4" or "Big Win Game W10" is executed. This "High Probability High Base Game State" will continue until the number of variable displays of the second special symbol reaches the upper limit of 100. However, if the next Big Win Game is executed before the number of variable displays of the second special symbol reaches the upper limit, the "High Probability High Base Game State" will end even if the number of variable displays of the second special symbol has not yet reached the upper limit. The "High Probability High Base Game State" is a right-hand shooting state, and the player plays by shooting the game ball toward the right side of the game area 6.

[0324] Furthermore, if the "Big Win Z4 Symbol" is selected by the Symbol A Judgment Table 103c2, the game will be controlled to a "Low Probability Low Base Game State" after the "Big Win Game Z4" is executed. The "Low Probability Low Base Game State" is a left-handed shooting state, and the player plays by firing the game ball toward the left side of the game area 6.

[0325] Furthermore, if the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c2, the game state will be controlled to a "Low Probability High Base Game State" after the "Big Win Game X10" is executed. This "Low Probability High Base Game State" will continue until the number of variable displays of the second special symbol reaches the upper limit of 100. However, if the next big win game is executed before the number of variable displays of the second special symbol reaches the upper limit, the "Low Probability High Base Game State" will end even if the number of variable displays of the second special symbol has not yet reached the upper limit. The "Low Probability High Base Game State" is a right-hand shooting state, and the player plays by shooting the game ball toward the right side of the game area 6.

[0326] Therefore, "Jackpot Game W4" and "Jackpot Game W10," which are subsequently controlled to a "high probability, high base game state," are more advantageous to the player than "Jackpot Game Z4," which is subsequently controlled to a "low probability, low base game state," and "Jackpot Game X10," which is subsequently controlled to a "low probability, high base game state." Furthermore, "Jackpot Game X10," which is subsequently controlled to a "low probability, high base game state," is more advantageous to the player than "Jackpot Game Z4," which is subsequently controlled to a "low probability, low base game state." Note that the maximum number of times the "high probability, high base game state" and the maximum number of times the "low probability, high base game state" is maintained can be changed as appropriate.

[0327] Next, using Figure 44, we will explain the variable display patterns of special symbols that can be selected by the game control microcomputer 101. As shown in Figure 42, the game memory unit 101c of the game control microcomputer 101 stores a variable pattern A judgment table 103a2.

[0328] The microcomputer 101 for game control can select the variable display pattern of the first special symbol and the variable display pattern of the second special symbol in the non-time-saving state and the time-saving state using the variable pattern A judgment table 103a2.

[0329] Figure 44 shows the contents of the Variable Pattern A Judgment Table 103a2. When the game control microcomputer 101 uses the Variable Pattern A Judgment Table 103a2, it selects the type of Variable Pattern by referring to the current game state, the type of starting gate, the result of the jackpot judgment, the result of the reach judgment, and the number of special symbols held. As shown in Figure 44, there are seven types of Variable Patterns: "THP001A", "THP002A", "THP011A", "THP012A", "THP013A", "THP021A", and "THP022A". The game control microcomputer 101 selects the type of Variable Pattern according to the selection ratio shown in Figure 44.

[0330] Specifically, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, and the result of the jackpot judgment is "jackpot won", then regardless of the result of the reach judgment and the number of special symbol reserves, "THP001A" will be selected with a 70% probability and "THP002A" with a 30% probability. When "THP001A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP001A" is called "SPSP jackpot variation". When "THP002A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP002A" is called "SP jackpot variation".

[0331] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", and the result of the reach judgment is "reach", then regardless of the number of special symbol reserves, "THP011A" will be selected with a 10% probability, "THP012A" with a 20% probability, and "THP013A" with a 70% probability. When "THP011A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP011A" is called "SPSP miss variation". When "THP012A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP012A" is called "SP miss variation". When "THP013A" is selected, the variable display time of the special symbol is 20,000 ms, and "THP013A" is called "N miss variation".

[0332] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", and the result of the reach judgment is "no reach", then if the number of special symbol 1 reserves is "0 to 2", "THP021A" will be selected with 100% probability, and if the number of special symbol 1 reserves is "3 to 4", "THP022A" will be selected with 100% probability. Note that the variable display time of the special symbol when "THP021A" is selected is 13000ms, and the variable display time of the special symbol when "THP022A" is selected is 2000ms, and "THP021A" and "THP022A" are referred to as "normal miss variations".

[0333] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the second starting gate 12, and the result of the jackpot judgment is "jackpot won", then "THP001A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.

[0334] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the second starting gate 12, and the result of the jackpot judgment is "miss", then "THP021A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.

[0335] Furthermore, if the current game state is a time-saving state, the type of starting gate is the first starting gate 11, and the result of the jackpot judgment is "jackpot won", then "THP001A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.

[0336] Furthermore, if the current game state is a time-saving state, the type of starting gate is the first starting gate 11, and the result of the jackpot judgment is "miss", then "THP022A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.

[0337] Furthermore, if the current game state is a time-saving state, the type of starting gate is the second starting gate 12, and the result of the jackpot judgment is "jackpot won", then "THP001A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.

[0338] Furthermore, if the current game state is a time-saving state, the type of starting gate is the second starting gate 12, the result of the jackpot judgment is "miss", and the result of the reach judgment is "reach", then "THP011A" will be selected with 100% probability, regardless of the number of special symbols held.

[0339] Furthermore, if the current game state is a time-saving state, the type of starting gate is the second starting gate 12, the result of the jackpot judgment is "miss", and the result of the reach judgment is "no reach", then "THP022A" will be selected with 100% probability, regardless of the number of special symbols held.

[0340] In the second embodiment, when selecting the variation pattern shown in the special illustration, the variation pattern A determination table 103a2 shown in Figure 44 is used, but the variation pattern A determination table 103a2 and the variation pattern determination table 103a1 shown in Figure 14 may be used in combination.

[0341] Next, Figures 45 to 52 will be used to explain the effects that the microcontroller 121 for controlling the effects can execute. The microcontroller 121 for controlling the effects can execute the following effects during variable display or stopped display of the special symbols in a non-time-saving state.

[0342] 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.

[0343] 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.

[0344] 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.

[0345] 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.

[0346] 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."

[0347] F. Panel Lamp Effects The "Panel Lamp Effect" is an effect that may occur while the special symbols are being displayed in a variable or stopped state, and involves the panel lamp 54 lighting up or flashing. Since the "Panel Lamp Effect" may occur in conjunction with the operation of the special symbols, it functions as an effect that suggests the operation of the special symbols.

[0348] G. Left-handed shooting performance The "left-handed shooting animation" is an animation that may occur when the "low probability, low base game state" begins, and it displays a left arrow image G123 to encourage left-handed shooting. The "left-handed shooting animation" may also occur when the right-handed shooting state ends, and therefore functions as an animation that suggests the end of the right-handed shooting state.

[0349] H. Arrow Warning The "Arrow Notification" is a special effect that may occur in response to the start of a special reel spinning effect, and it displays the left arrow image G123. The "Arrow Notification" may occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot game.

[0350] I. Lamp shutoff warning The "Lamp Off Notification" is an effect that may occur in response to the start of a special symbol variation effect, and it is an effect in which the panel lamp 54 turns off. The "Lamp Off Notification" may occur when the result of the jackpot judgment is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot game.

[0351] Next, using Figure 45, the performance flow of the main special feature variation effects that are performed in a non-time-saving state will be explained. The performance control microcontroller 121 displays a performance image on the display unit 50a for each performance that constitutes the performance flow, and in response to the display of the performance image, it can execute lighting effects using the frame lamps 53 and panel lamps 54, and sound effects using the speaker 52.

[0352] In the special symbol variation sequences with the variation patterns "SPSP Big Win Variation" and "SPSP Miss Variation," the sequence flow is as follows, as shown in Figure 45(A): "Normal Variation" → "Reach" → "N Reach" → "SP Reach" → "SPSP Reach." In addition, "Panel Lamp Effects" may occur in these special symbol variation sequences, and "Arrow Notices" and "Lamp Off Notices" may occur during the "Normal Variation" in these special symbol variation sequences.

[0353] Furthermore, in the special symbol variation sequences with the variation patterns "SP Big Win Variation" and "SP Miss Variation," the sequence flow is as follows, as shown in Figure 45(B): "Normal Variation" → "Reach" → "N Reach" → "SP Reach." Note that the "Panel Lamp Effect" may occur during these special symbol variation sequences.

[0354] Furthermore, in the special symbol variation performance where the variation pattern is "N miss variation," the performance flow consisting of "normal variation" → "reach" → "N reach" is executed, as shown in Figure 45(C). Note that the "board lamp performance" may occur during this special symbol variation performance.

[0355] Furthermore, in the special symbol variation performance where the variation pattern is "normal miss variation," a performance flow consisting only of "normal variation" is executed, as shown in Figure 45(D). Note that the "panel lamp performance" may occur during this special symbol variation performance.

[0356] Next, we will specifically explain the main effects that are performed in non-time-saving states. Note that in the special symbol variation effects described below, the hold icon HA is also displayed in parallel, but the illustration of the hold icon HA may be omitted.

[0357] First, let's explain the "lamp effect" in detail. The microcontroller 121 for controlling the effects can execute the "panel lamp effect" during variable display of special symbols and during stop display of special symbols in non-time-saving states.

[0358] Figures 46(A) to 46(D) illustrate the process of the "board lamp effect." Here, we illustrate the case where a game ball enters the first starting opening 11 while the customer waiting effect is in progress, and the variable display of the first special symbol is activated.

[0359] During the customer waiting animation, as shown in Figure 46(A), the customer waiting demo video G100 is displayed on the display unit 50a, and the panel lamp 54 lights up in a lighting pattern for the customer waiting animation (for example, flashing blue). Then, when the variable display of the first special symbol starts and the special symbol variation animation begins, the "panel lamp animation" is performed.

[0360] In the "Panel Lamp Performance," the panel lamp 54 lights up in a lighting pattern for the variable display of the special symbols, according to the content of the special symbol variation performance. For example, in "Normal Variation," the panel lamp 54 blinks in white, and when a "Reach" is established, the panel lamp 54 lights up in blue, in "N Reach," the panel lamp 54 lights up in green, in "SP Reach," the panel lamp 54 lights up in red, and in "SPSP Reach," the panel lamp 54 blinks in red. Figure 46(B) shows the panel lamp 54 blinking in red during "SPSP Reach."

[0361] Then, when the variable display of the first special symbol ends and the first special symbol stops, the panel lamp 54 lights up in the lighting pattern for the special symbol's stop display. For example, if the first special symbol stops on a symbol indicating a jackpot (jackpot W4 symbol, jackpot Z4 symbol), the panel lamp 54 lights up in rainbow colors as shown in Figure 46(C). On the other hand, if the first special symbol stops on a symbol indicating a loss (loss A symbol), the panel lamp 54 lights up in white as shown in Figure 46(D). Furthermore, if the first special symbol stops on a symbol indicating a jackpot and the game enters a jackpot state, the panel lamp 54 lights up in white just before the start of the new variable display of the special symbol after the jackpot state ends. In this way, the lighting pattern of the panel lamp 54 always returns to white before the start of the new variable display of the special symbol.

[0362] Next, we will explain the "left-handed play" in detail. The microcontroller 121 for controlling the play can execute the "left-handed play" in the "low probability low base play state" after the jackpot play state in which "jackpot play Z4" is executed has ended, and in the "low probability low base play state" after the "low probability high base play state" or "high probability high base play state" has ended.

[0363] Figures 47(A) to 47(C) illustrate the process of the "left-handed play" animation. Here, we illustrate the case where, in the previous special symbol variation animation, the animation symbols EZ1, EZ2, and EZ3 stopped on the same number "2-2-2", and after the "jackpot play Z4" was executed, the game entered a "low probability, low base play state".

[0364] When the final round of "Big Win Game Z4" ends and just before the game transitions from the Big Win Game state to the "Low Probability Low Base Game State," the symbols EZ1, EZ2, and EZ3 ("2-2-2") that were displayed during the previous special symbol variation sequence are displayed on the display unit 50a, as shown in Figure 47(A). Then, when the Big Win Game state ends and the game transitions to the "Low Probability Low Base Game State," if special symbol reserves are stored, the "Left-Handed Play Sequence" is performed simultaneously with the start of the variation display of the symbols EZ1, EZ2, and EZ3, as shown in Figure 47(B). If special symbol reserves are not stored, the "Left-Handed Play Sequence" is performed while the symbols EZ1, EZ2, and EZ3 continue to be displayed without variation, as shown in Figure 47(C).

[0365] In the "left-handed shooting" sequence, as shown in Figures 47(B) and 47(C), a left arrow image G123 prompting left-handed shooting is displayed on the display unit 50a, and the speaker 52 outputs the message "Please return to the left." The left arrow image G123 consists of an image of the word "left" and an image representing a "leftward-pointing arrow," both of which are white images. As will be described in more detail later, the left arrow image G123 is also displayed in the "arrow notification." After a predetermined time (for example, 3 seconds) has elapsed since entering the "low probability low base game state," the left arrow image G123 is erased, and the "left-handed shooting" sequence ends. In the second embodiment, the left arrow image G123 is erased after a predetermined time has elapsed, but it may also be erased when a game ball enters the first start opening 11.

[0366] Next, we will explain the "arrow notification" in detail. The microcontroller 121 for performance control can execute the "arrow notification" during the "normal variation" in the special feature variation performance where the variation pattern is "SPSP jackpot variation" (THP001A) or "SPSP miss variation" (THP011A).

[0367] As shown in Figure 48, the performance memory unit 121b of the performance control microcontroller 121 stores the arrow notification selection table 123a1. The performance control microcontroller 121 can use the arrow notification selection table 123a1 to select whether or not to execute the "arrow notification," and, if the "arrow notification" is executed, the type of display pattern for the left arrow image G123. There are four types of display patterns for the left arrow image G123: display pattern A to display pattern D.

[0368] Display pattern A is a display pattern in which the main character image G200 is displayed behind the white left arrow image G123, display pattern B is a display pattern in which the main character image G200 is displayed behind the red left arrow image G123, display pattern C is a display pattern in which the heroine character image G205 is displayed behind the white left arrow image G123, and display pattern D is a display pattern in which the heroine character image G205 is displayed behind the red left arrow image G123.

[0369] Figure 49(A) shows the contents of the arrow notification selection table 123a1. The performance control microcontroller 121 refers to the type of variation pattern and selects whether or not to execute the "arrow notification," and the type of display mode for the left arrow image G123 if the "arrow notification" is executed.

[0370] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001A), the execution of the "arrow notification" for display pattern A is selected 5% of the time, for display pattern B 10% of the time, for display pattern C 15% of the time, for display pattern D 10% of the time, and the "arrow notification" is not executed 60% of the time.

[0371] Furthermore, if the variation pattern is "SPSP Miss Variation" (THP011A), the execution of the "Arrow Warning" for display pattern A is selected 10% of the time, the execution of the "Arrow Warning" for display pattern B is selected 5% of the time, the execution of the "Arrow Warning" for display pattern C is selected 5% of the time, and the non-execution of the "Arrow Warning" is selected 80% of the time, while the execution of the "Arrow Warning" for display pattern D is not selected.

[0372] In other words, the "arrow notification" is only selected to be executed when the performance flow includes a variation pattern that includes "SPSP Reach," and the "arrow notification" functions as a performance that suggests that the game will develop into "SPSP Reach."

[0373] Furthermore, the system is configured so that the "arrow notification" of display pattern D is only selected when the result of the jackpot determination is "jackpot win" (THP001A), and the "arrow notification" of display pattern D functions as a visual effect that suggests a jackpot game is about to take place.

[0374] Furthermore, the variation pattern selected when the jackpot result is "jackpot won" (THP001A) is set to be more likely to execute the "arrow notification" than the variation pattern selected when the jackpot result is "miss" (THP011A), and the "arrow notification" functions as a visual effect that suggests there is a high possibility of a jackpot being won.

[0375] Furthermore, in the case of the variation pattern (THP001A) selected when the jackpot judgment result is "jackpot won," the execution of the "arrow notification" of display pattern C or display pattern D is more likely to be selected than the execution of the "arrow notification" of display pattern A or display pattern B. The "arrow notification" of display pattern C or display pattern D, which displays the heroine character image G205, functions as an effect that suggests that a jackpot game is more likely to occur than the "arrow notification" of display pattern A or display pattern B, which displays the protagonist character image G200.

[0376] In the second embodiment, the execution of the "arrow notification" is selected only when the performance flow includes "SPSP Reach" in the variation pattern. However, the execution of the "arrow notification" may also be selected even when the performance flow does not include "SPSP Reach" in the variation pattern. In this case, it is preferable to make the execution of the "arrow notification" less likely when the performance flow does not include "SPSP Reach" than when the performance flow does include "SPSP Reach".

[0377] The selection ratios shown by the arrow notification selection table 123a1 in Figure 49(A) can be changed as appropriate.

[0378] When the microcontroller 121 for performance control executes an "arrow notification" in the special symbol variation performance, it executes the "arrow notification" using the type of display selected by the arrow notification selection table 123a1.

[0379] Figures 50(A) to 50(F) illustrate the process of the "arrow notification." Here, we illustrate a case where, in the previous special symbol variation performance, the performance symbols EZ1, EZ2, and EZ3 stopped and displayed as "1, 2, 3," ending the special symbol variation performance, and the current special symbol variation performance begins, with only the "arrow notification" (out of the "arrow notification" and "lamp blackout notification") being performed.

[0380] Just before the special symbol variation effect begins, as shown in Figure 50(A), the effect symbols EZ1, EZ2, and EZ3 that were displayed as stopped symbols in the previous special symbol variation effect are displayed on the display unit 50a. Then, when the current special symbol variation effect begins, an "arrow notification" is displayed.

[0381] In the "Arrow Notification," as shown in Figure 50(B), when the display of the EZ1, EZ2, and EZ3 symbols starts to change, a left arrow image G123 prompting left-handed play is displayed on the display unit 50a. In the second embodiment, unlike the "Left-Handed Play" effect, the speaker 52 does not output the voice message "Please return to the left," however, the speaker 52 may output the voice message "Please return to the left" along with the display of the left arrow image G123. In this case, if display pattern A is selected by the arrow notification selection table 123a1, as shown in Figure 50(C), the left arrow image G123 is displayed in white, and the main character image G200 is displayed behind the left arrow image G123. If display pattern B is selected by the arrow notification selection table 123a1, as shown in Figure 50(D), the left arrow image G123 is displayed in red, and the main character image G200 is displayed behind the left arrow image G123. Furthermore, if display pattern C is selected by the arrow notification selection table 123a1, the left arrow image G123 will be displayed in white, as shown in Figure 50(E), and the heroine character image G205 will be displayed behind the left arrow image G123. Furthermore, if display pattern D is selected by the arrow notification selection table 123a1, the left arrow image G123 will be displayed in red, as shown in Figure 50(F), and the heroine character image G205 will be displayed behind the left arrow image G123.

[0382] As mentioned above, the left arrow image G123 is the same image as the left arrow image G123 displayed in the "left-handed shooting" sequence. It consists of an image of the word "left" and an image representing a "leftward-pointing arrow," and is displayed in the same position as the left arrow image G123 displayed in the "left-handed shooting" sequence.

[0383] In the second embodiment, the left arrow image G123 displayed in the "arrow notification" is the same image as the left arrow image G123 displayed in the "left-handed shooting animation". However, a different image from the left arrow image G123 displayed in the "left-handed shooting animation" may be displayed. For example, an image consisting only of images representing a "leftward-pointing arrow" may be displayed.

[0384] Furthermore, in the second embodiment, the left arrow image G123 displayed in the "arrow notification" is displayed in the same position as the left arrow image G123 displayed in the "left-handed shooting effect," but it may also be displayed in a different position than the left arrow image G123 displayed in the "left-handed shooting effect."

[0385] In the event of an overlap between the "arrow notification" and the "left-handed shooting animation," the "arrow notification" takes precedence and the "left-handed shooting animation" is not executed. As mentioned above, the "left-handed shooting animation" is performed in the "low probability low base game state" which occurs first after the jackpot game state in which "jackpot game Z4" is executed has ended, in the special symbol variation animation corresponding to the variable display of the special symbol, and in the "low probability low base game state" which occurs first after the "low probability high base game state" or "high probability high base game state" has ended, in the special symbol variation animation corresponding to the variable display of the special symbol. If the execution of the "arrow notification" is selected by the arrow notification selection table 123a1 for these special symbol variation animations, the "arrow notification" takes precedence and the "left-handed shooting animation" is not executed. In this way, even if the "left-handed shooting animation" is not executed, the left arrow image G123 is displayed, so the player can be prompted to indicate the direction in which to shoot the game ball.

[0386] In the second embodiment, the "arrow notification" is performed in all special symbol variation effects in the "low probability low base game state," but it may also be performed only in the special symbol variation effect corresponding to the first variable display of the special symbol when the "low probability low base game state" is entered, or it may be performed only in the special symbol variation effect corresponding to the first variable display of the special symbol when the "low probability low base game state" is entered.

[0387] Here, using Figures 51(A) and 51(B), we will explain the display time of the left arrow image G123, and the display times of the main character image G200 and the heroine character image G205.

[0388] Figure 51(A) is a time chart showing the temporal flow of the "arrow warning" for display pattern A and display pattern B, and Figure 51(B) is a time chart showing the temporal flow of the "arrow warning" for display pattern C and display pattern D.

[0389] In the "arrow warning" of display patterns A and B, as shown in Figure 51(A), the left arrow image G123 and the main character image G200 are displayed simultaneously at timing t1, when the variable display of the special figure begins. Then, at timing t2, 5000ms after t1, only the main character image G200 is erased from the left arrow image G123. Then, at timing t3, 3000ms after t2, the left arrow image G123 is erased, and the "arrow warning" ends.

[0390] On the other hand, in the "arrow warning" of display patterns C and D, as shown in Figure 51(B), the left arrow image G123 and the heroine character image G205 are displayed simultaneously at timing t1, when the variable display of the special figure begins. Then, at timing t4, 5000ms after t1, only the left arrow image G123 is erased from the heroine character image G205. Then, at timing t5, 3000ms after t4, the heroine character image G205 is erased, and the "arrow warning" ends.

[0391] In the second embodiment, in the "arrow warning" of display pattern A and display pattern B, the left arrow image G123 is erased after the main character image G200, and in the "arrow warning" of display pattern C and display pattern D, the left arrow image G123 is erased before the heroine character image G205. However, in any of the display patterns, the left arrow image G123 may always be erased first, or the left arrow image G123 may always be erased last.

[0392] Furthermore, in the second embodiment, in both display pattern A and display pattern B, the left arrow image G123 is deleted after the main character image G200. However, in the "arrow warning" of display pattern A, the left arrow image G123 may be deleted after the main character image G200, and in the "arrow warning" of display pattern B, the left arrow image G123 may be deleted before the main character image G200.

[0393] Furthermore, in the second embodiment, in both the "arrow warning" of display pattern C and display pattern D, the left arrow image G123 is erased before the heroine character image G205. However, in the "arrow warning" of display pattern C, the left arrow image G123 may be erased after the heroine character image G205, and in the "arrow warning" of display pattern D, the left arrow image G123 may be erased before the heroine character image G205.

[0394] Next, we will explain the "lamp-off notification" in detail. The microcontroller 121 for performance control can execute the "lamp-off notification" during the "normal variation" in the special feature variation performance where the variation pattern is "SPSP jackpot variation" (THP001A) or "SPSP miss variation" (THP011A).

[0395] As shown in Figure 48, the performance control microcontroller 121 stores a lamp-off notification selection table 123a2 in its performance memory unit 121b. The performance control microcontroller 121 can use the lamp-off notification selection table 123a2 to select whether or not to execute a "lamp-off notification".

[0396] Figure 49(B) shows the contents of the lamp-off notification selection table 123a2. The performance control microcontroller 121 selects whether or not to execute the "lamp-off notification" by referring to the type of variation pattern and the selection result from the arrow notification selection table 123a1.

[0397] Specifically, if the variation pattern is "SPSP Big Win Variation" (THP001A), if the execution of "Arrow Notification" is selected by the Arrow Notification Selection Table 123a1, the execution of "Lamp Off Notification" will be selected 100% of the time. If the non-execution of "Arrow Notification" is selected by the Arrow Notification Selection Table 123a1, the execution of "Lamp Off Notification" will be selected 50% of the time, and the non-execution of "Lamp Off Notification" will be selected 50% of the time.

[0398] Furthermore, if the variation pattern is "SPSP Miss Variation" (THP011A), if the execution of "Arrow Notification" is selected by the Arrow Notification Selection Table 123a1, the execution of "Lamp Off Notification" will be selected 70% of the time, and the non-execution of "Lamp Off Notification" will be selected 30% of the time. If the non-execution of "Arrow Notification" is selected by the Arrow Notification Selection Table 123a1, the execution of "Lamp Off Notification" will be selected 30% of the time, and the non-execution of "Lamp Off Notification" will be selected 70% of the time.

[0399] In other words, the "lamp-off notification" is only selected to be executed when the performance flow includes a variation pattern that includes an "SPSP reach," and the "lamp-off notification" functions as a performance that suggests that the game will develop into an "SPSP reach."

[0400] Furthermore, the variation pattern selected when the jackpot result is "jackpot won" (THP001A) is set to be more likely to execute the "lamp-off notification" than the variation pattern selected when the jackpot result is "miss" (THP011A), and the "lamp-off notification" functions as a visual effect that suggests there is a high possibility of a jackpot being won.

[0401] Furthermore, the system is configured such that the "lamp-off notification" is more likely to be executed when the "arrow notification" is selected to be executed by the arrow notification selection table 123a1 than when the "arrow notification" is not selected to be executed by the arrow notification selection table 123a1. Therefore, the "lamp-off notification" can be said to be an effect that is more likely to be executed in conjunction with the "arrow notification".

[0402] In the second embodiment, the execution of the "lamp-off notification" is selected only when the performance flow includes "SPSP reach". However, the execution of the "lamp-off notification" may also be selected even when the performance flow does not include "SPSP reach". In this case, it is preferable to make the execution of the "lamp-off notification" less likely when the performance flow does not include "SPSP reach" than when the performance flow does include "SPSP reach".

[0403] The selection ratios shown in the lamp extinguishing notification selection table 123a2 in Figure 49(B) can be changed as appropriate.

[0404] If the performance control microcontroller 121 selects to execute the "lamp-off notification" according to the lamp-off notification selection table 123a2, it will execute the "lamp-off notification" in the special symbol variation performance.

[0405] Figures 52(A) to 52(C) show the process of the "lamp-off notification." Here, we illustrate a case where, in the previous special symbol variation performance, the performance symbols EZ1, EZ2, and EZ3 stopped and displayed as "1, 2, 3," ending the special symbol variation performance, and the current special symbol variation performance begins, with only the "lamp-off notification" being performed out of the "arrow notification" and the "lamp-off notification."

[0406] Just before the special symbol variation effect begins, as shown in Figure 52(A), the effect symbols EZ1, EZ2, and EZ3 that were displayed as stopped symbols in the previous special symbol variation effect are displayed on the display unit 50a, and the panel lamp 54 is lit in white. Then, when the current special symbol variation effect begins, a "lamp off notification" is given.

[0407] In the "lamp-off notification," as shown in Figure 52(B), the panel lamp 54, which is lit in white, turns off at the same time as the display of the EZ1, EZ2, and EZ3 symbols begins to change. In the second embodiment, when the "lamp-off notification" is given, the panel lamp 54 remains off until the special symbol change performance ends, but the panel lamp 54 may be made to stop being off at a predetermined timing. For example, as shown in Figure 52(C), the panel lamp 54 may be made to light up in blue at the timing when a "reach" is established.

[0408] <Consideration of the second embodiment> The following discussion concerns the pachinko game machine PY1 described in the second embodiment. First, we will consider the relationship between the probability of a jackpot occurring when the main character image G200 is displayed in the "arrow notification" and the probability of a jackpot occurring when the heroine character image G205 is displayed. In the "arrow notification," there are two possibilities: either the main character image G200 is displayed behind the left arrow image G123, or the heroine character image G205 is displayed. Which character image is displayed is selected by the arrow notification selection table 123a1, and when the jackpot judgment result corresponds to a variation pattern (THP001A) that results in a "jackpot win," display pattern C or display pattern D, which displays the heroine character image G205, is more likely to be selected than display pattern A or display pattern B, which displays the main character image G200 (see Figure 49(A)). In other words, the probability of a jackpot occurring is different depending on whether the main character image G200 is displayed behind the left arrow image G123 or the heroine character image G205 is displayed.

[0409] <Effects of the second embodiment> The effects of the pachinko game machine PY1 described in the second embodiment will be explained below.

[0410] (1) When the left arrow image G123 is displayed in the "arrow notification," the main character image G200 or the heroine character image G205 may be displayed so as to overlap with the left arrow image G123, thereby diversifying the indication of the direction in which the player should shoot the game ball and enhancing the enjoyment of the game.

[0411] (2) In the "arrow notification," when the left arrow image G123 and the main character image G200 or the heroine character image G205 are displayed, the main character image G200 or the heroine character image G205 is displayed behind the left arrow image G123, which prevents the player from having difficulty understanding the direction in which the game ball should be launched, and thus enhances the enjoyment of the game.

[0412] (3) In the "Arrow Announcement", when the protagonist character image G200 is displayed behind the left arrow image G123 and when the heroine character image G205 is displayed behind the left arrow image G123, the probability of a big win game being played is different. Therefore, depending on the type of image displayed behind the left arrow image G123, it is possible to suggest the possibility of a big win game being played, and it is possible to enhance the interest of the game.

[0413] (4) In the "Arrow Announcement", when the left arrow image G123 and the protagonist character image G200 or the heroine character image G205 are displayed, the protagonist character image G200 or the heroine character image G205 is erased before the left arrow image G123. Therefore, it is possible to emphasize the suggestion of the direction in which the player should launch the game ball, and it is possible to enhance the interest of the game.

[0414] (5) In the "Arrow Announcement", when the left arrow image G123 and the protagonist character image G200 or the heroine character image G205 are displayed, the protagonist character image G200 or the heroine character image G205 is erased after the left arrow image G123. Therefore, it is possible to emphasize the suggestion of the possibility of a big win game being played, and it is possible to enhance the interest of the game.

[0415] <Modification Example of the Second Embodiment> Hereinafter, a modification example of the pachinko gaming machine PY1 described in the second embodiment will be described. Of course, the components related to the modification example may be appropriately combined. Also, the technical features in the above embodiment and the following modification example can be appropriately deleted if they are not described as essential in this specification.

[0416] In the second embodiment, the "Arrow Announcement" is performed in the "Normal Variation" of the special figure variation effect. However, the "Arrow Announcement" may be performed in an effect other than the "Normal Variation". For example, the "Arrow Announcement" may be performed in the "N-Reach" of the special figure variation effect.

[0417] Furthermore, in the second embodiment, the "lamp-off notification" is performed during the "normal variation" of the special symbol variation effect, but the "lamp-off notification" may also be performed during effects other than the "normal variation". For example, the "lamp-off notification" may be performed during the "N-reach" of the special symbol variation effect.

[0418] Furthermore, in the second embodiment, the "arrow notification" and "lamp extinguishing notification" are performed based on the result of the jackpot determination (variation pattern), but they may also be performed based on the type of symbol that stops on the special display. For example, the "arrow notification" and "lamp extinguishing notification" may be performed when the symbol that stops on the special display is a "probability change symbol". In this case, the "arrow notification" and "lamp extinguishing notification" can suggest that a high probability state is about to be entered, thereby increasing the enjoyment of the game.

[0419] Furthermore, in the second embodiment, the "arrow notification" and "lamp extinguishing notification" are performed 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 "arrow notification" and "lamp extinguishing notification" may be performed during the variable display of the second special symbol in the time-saving state.

[0420] Furthermore, in the second embodiment, in the "arrow warning," the main character image G200 or the heroine character image G205 is displayed behind the left arrow image G123, but the main character image G200 or the heroine character image G205 may also be displayed in front of the left arrow image G123.

[0421] Furthermore, in the second embodiment, the panel lamp 54 is turned off in the "lamp off notification," but other lamps may be turned off instead. For example, a lamp specifically for the "lamp off notification" may be provided on the game board 1, and that dedicated lamp may be turned off.

[0422] Furthermore, in the second embodiment, when the panel lamp 54 turns off in the "lamp off notification," the panel lamp 54 is made to turn off before the special symbol variation effect ends. However, the panel lamp 54 may remain off for multiple special symbol variation effects (multiple variable displays of special symbols).

[0423] Furthermore, in the second embodiment, the types of display patterns for the left arrow image G123 and the main character image G200 or heroine character image G205 displayed in the "arrow warning" are set to four types, from display pattern A to display pattern D. However, the left arrow image G123 and the main character image G200 or heroine character image G205 may be displayed using three or fewer types or five or more types of display patterns.

[0424] Furthermore, in the second embodiment, in the "arrow notification," the probability of a jackpot occurring is higher when the heroine character image G205 is displayed behind the left arrow image G123 than when the protagonist character image G200 is displayed. However, the probability of a jackpot occurring is lower when the heroine character image G205 is displayed behind the left arrow image G123 than when the protagonist character image G200 is displayed.

[0425] <Invention disclosed in the second 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, 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 AA is a collective term for the following Inventions AA1 to AA5.

[0426] Furthermore, for example, in the gaming machine described in Japanese Patent Publication No. 2021-151588, a visual effect is used to indicate the direction in which the game balls should be launched. For example, in the gaming machine described in the above patent document, the words "shoot to the right" are displayed on the display unit to encourage the player to enter the game balls into the second starting opening. In such gaming machines, there is room for improvement in terms of the visual effect. Therefore, if gaming machines according to the following inventions AA1 to AA5 are realized, an improvement in the enjoyment of the game can be expected.

[0427] The gaming machine relating to invention AA1 is A gaming machine that can be set to any of the following states: first game state (low probability low base game state), second game state (low probability high base game state, high probability high base game state), and jackpot game state, The system includes a performance execution means (a microcontroller for performance control 121) that performs a performance using a performance means that includes a display means (image display device 50) capable of displaying an image, The aforementioned performance execution means is When transitioning from the second game state to the first game state, the display means can display an indication image (left arrow image G123) that indicates the launch direction of the game ball to be launched in the first game state. When displaying the aforementioned suggestive image, specific images (protagonist character image G200, heroine character image G205) that suggest the possibility of entering a jackpot state may be displayed overlaid on the suggestive image. It is characterized by the following:

[0428] The gaming machine relating to invention AA2 is, A gaming machine according to invention AA1, The aforementioned performance execution means is The aforementioned specific image may be displayed behind the aforementioned suggestive image. It is characterized by the following:

[0429] The gaming machine relating to invention AA3 is A gaming machine according to invention AA2, The aforementioned specific images include a first image (protagonist character image G200) and a second image (heroine character image G205). The probability of entering a jackpot state is different when the first image is displayed behind the aforementioned suggestive image and when the second image is displayed behind the aforementioned suggestive image. It is characterized by the following:

[0430] The gaming machine relating to invention AA4 is, A gaming machine relating to invention AA2 or invention AA3, The aforementioned specific image is deleted before the aforementioned suggestive image. It is characterized by the following:

[0431] The gaming machine relating to invention AA5 is, A gaming machine relating to invention AA2 or invention AA3, The aforementioned specific image is deleted after the aforementioned suggestive image. It is characterized by the following:

[0432] <Third Embodiment> The third embodiment will be described below. Unless otherwise specified, the pachinko game machine of the basic embodiment or the first embodiment described above also applies to the third embodiment.

[0433] First, using Figure 54, we will explain the stop symbols that can be selected by the game control microcomputer 101. As shown in Figure 53, the game memory unit 101c of the game control microcomputer 101 stores the symbol A judgment table 103c2. The game control microcomputer 101 can select the stop symbols for the first special symbol and the second special symbol using the symbol A judgment table 103c2.

[0434] Figure 54 shows the contents of the Symbol A judgment table 103c2. The game control microcomputer 101 selects the type of stop symbol based on the type of start gate and the jackpot judgment result. As shown in Figure 54, there are five types of stop symbols: "jackpot W4 symbol", "jackpot Z4 symbol", "jackpot W10 symbol", "jackpot X10 symbol", and "miss A symbol".

[0435] Specifically, if the target starting gate (the starting gate into which the game ball enters) is the first starting gate 11, then if the result of the jackpot judgment is "jackpot won," the "jackpot W4 symbol" will be selected with an 80% probability and the "jackpot Z4 symbol" with a 20% probability. If the result of the jackpot judgment is "miss," the "miss A symbol" will be selected with a 100% probability.

[0436] Furthermore, if the target starting gate (the starting gate into which the game ball enters) is the second starting gate 12, and the result of the jackpot judgment is "jackpot won," then the "jackpot W10 symbol" will be selected with an 80% probability and the "jackpot X10 symbol" with a 20% probability. If the result of the jackpot judgment is "miss," then the "miss A symbol" will be selected with a 100% probability.

[0437] In the third embodiment, the probability of the jackpot determination result being "jackpot win" is set to "1 / 300" for both the first start port 11 and the second start port 12 when the probability state is low, and to "1 / 70" for both the first start port 11 and the second start port 12 when the probability state is high, however, the probability of "jackpot win" can be changed as appropriate.

[0438] Furthermore, in the third embodiment, the upper limit for the number of reserved symbols in Feature 1 is set to "4", and the upper limit for the number of reserved symbols in Feature 2 is set to "4", but each upper limit can be changed as appropriate.

[0439] Next, the jackpot games that the game control microcomputer 101 can execute will be described. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopping symbol selected by the symbol A judgment table 103c2. There are four types of jackpot games: "jackpot game W4", "jackpot game Z4", "jackpot game W10", and "jackpot game X10" (see Figure 54).

[0440] If the "Big Win W4 Symbol" is selected by the Symbol A Judgment Table 103c2, "Big Win Game W4" is executed. "Big Win Game W4" is a big win game in which four rounds of gameplay are performed in which the first big prize slot 14 is opened. Each round of gameplay continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first big prize slot 14.

[0441] Furthermore, if the "Big Win Z4 Symbol" is selected by the Symbol A Judgment Table 103c2, "Big Win Game Z4" is executed. "Big Win Game Z4" is a big win game in which four rounds of gameplay are performed in which the first big prize slot 14 is opened. Each round of gameplay continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first big prize slot 14.

[0442] Furthermore, if the "Big Win W10 Symbol" is selected by the Symbol A Judgment Table 103c2, the "Big Win Game W10" is executed. The "Big Win Game W10" is a big win game in which the first large prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until 10 prescribed number of game balls have entered the first large prize slot 14.

[0443] Furthermore, if the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c2, the "Big Win Game X10" is executed. The "Big Win Game X10" is a big win game in which the first large prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.

[0444] In addition, the jackpot game states in which "Jackpot Game W4", "Jackpot Game Z4", "Jackpot Game W10", or "Jackpot Game X10" are executed are all in a right-hand shooting state, and the player plays the game by firing the game ball toward the right side of the game area 6.

[0445] In the third embodiment, when a game ball enters the first large prize slot 14 during each round of "Big Win Game W4", "Big Win Game Z4", "Big Win Game W10", and "Big Win Game X10", 15 prize balls are dispensed for each ball that enters the slot, however, the number of prize balls is not limited to 15. The type of large prize slot used in "Big Win Game W4", "Big Win Game Z4", "Big Win Game W10", and "Big Win Game X10", the number of rounds, the prescribed opening time of the large prize slots, and the prescribed number of large prize slots can be changed as appropriate.

[0446] Next, the game states that the game control microcomputer 101 can control will be explained. The game control microcomputer 101 can control the game to different types of game states depending on the type of stopped symbol selected by the symbol A judgment table 103c2. In addition to the "low probability low base game state" which is controlled in the initial state (when the power is turned on), there are also "high probability high base game states" and "low probability high base game states" (see Figure 54).

[0447] If the "Big Win W4 Symbol" or "Big Win Game W10 Symbol" is selected by the Symbol A Judgment Table 103c2, the game will be controlled to a "High Probability High Base Game State" after the Big Win Game State in which "Big Win Game W4" or "Big Win Game W10" is executed. This "High Probability High Base Game State" will continue until the number of variable displays of the second special symbol reaches the upper limit of 100. However, if the next Big Win Game is executed before the number of variable displays of the second special symbol reaches the upper limit, the "High Probability High Base Game State" will end even if the number of variable displays of the second special symbol has not yet reached the upper limit. The "High Probability High Base Game State" is a right-hand shooting state, and the player plays by shooting the game ball toward the right side of the game area 6.

[0448] Furthermore, if the "Big Win Z4 Symbol" is selected by the Symbol A Judgment Table 103c2, the game will be controlled to a "Low Probability Low Base Game State" after the "Big Win Game Z4" is executed. The "Low Probability Low Base Game State" is a left-handed shooting state, and the player plays by firing the game ball toward the left side of the game area 6.

[0449] Furthermore, if the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c2, the game state will be controlled to a "Low Probability High Base Game State" after the "Big Win Game X10" is executed. This "Low Probability High Base Game State" will continue until the number of variable displays of the second special symbol reaches the upper limit of 100. However, if the next big win game is executed before the number of variable displays of the second special symbol reaches the upper limit, the "Low Probability High Base Game State" will end even if the number of variable displays of the second special symbol has not yet reached the upper limit. The "Low Probability High Base Game State" is a right-hand shooting state, and the player plays by shooting the game ball toward the right side of the game area 6.

[0450] Therefore, "Jackpot Game W4" and "Jackpot Game W10," which are subsequently controlled to a "high probability, high base game state," are more advantageous to the player than "Jackpot Game Z4," which is subsequently controlled to a "low probability, low base game state," and "Jackpot Game X10," which is subsequently controlled to a "low probability, high base game state." Furthermore, "Jackpot Game X10," which is subsequently controlled to a "low probability, high base game state," is more advantageous to the player than "Jackpot Game Z4," which is subsequently controlled to a "low probability, low base game state." Note that the maximum number of times the "high probability, high base game state" and the maximum number of times the "low probability, high base game state" is maintained can be changed as appropriate.

[0451] Next, using Figure 55, we will explain the variable display patterns of special symbols that can be selected by the game control microcomputer 101. As shown in Figure 53, the game memory unit 101c of the game control microcomputer 101 stores a variable pattern A judgment table 103a2.

[0452] The microcomputer 101 for game control can select the variable display pattern of the first special symbol and the variable display pattern of the second special symbol in the non-time-saving state and the time-saving state using the variable pattern A judgment table 103a2.

[0453] Figure 55 shows the contents of the Variable Pattern A Judgment Table 103a2. When the game control microcomputer 101 uses the Variable Pattern A Judgment Table 103a2, it selects the type of Variable Pattern by referring to the current game state, the type of starting gate, the result of the jackpot judgment, the result of the reach judgment, and the number of special symbols held. As shown in Figure 55, there are seven types of Variable Patterns: "THP001A", "THP002A", "THP011A", "THP012A", "THP013A", "THP021A", and "THP022A". The game control microcomputer 101 selects the type of Variable Pattern according to the selection ratio shown in Figure 55.

[0454] Specifically, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, and the result of the jackpot judgment is "jackpot won", then regardless of the result of the reach judgment and the number of special symbol reserves, "THP001A" will be selected with a 70% probability and "THP002A" with a 30% probability. When "THP001A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP001A" is called "SPSP jackpot variation". When "THP002A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP002A" is called "SP jackpot variation".

[0455] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", and the result of the reach judgment is "reach", then regardless of the number of special symbol reserves, "THP011A" will be selected with a 10% probability, "THP012A" with a 20% probability, and "THP013A" with a 70% probability. When "THP011A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP011A" is called "SPSP miss variation". When "THP012A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP012A" is called "SP miss variation". When "THP013A" is selected, the variable display time of the special symbol is 20,000 ms, and "THP013A" is called "N miss variation".

[0456] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", and the result of the reach judgment is "no reach", then if the number of special symbol 1 reserves is "0 to 2", "THP021A" will be selected with 100% probability, and if the number of special symbol 1 reserves is "3 to 4", "THP022A" will be selected with 100% probability. Note that the variable display time of the special symbol when "THP021A" is selected is 13000ms, and the variable display time of the special symbol when "THP022A" is selected is 2000ms, and "THP021A" and "THP022A" are referred to as "normal miss variations".

[0457] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the second starting gate 12, and the result of the jackpot judgment is "jackpot won", then "THP001A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.

[0458] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the second starting gate 12, and the result of the jackpot judgment is "miss", then "THP021A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.

[0459] Furthermore, if the current game state is a time-saving state, the type of starting gate is the first starting gate 11, and the result of the jackpot judgment is "jackpot won", then "THP001A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.

[0460] Furthermore, if the current game state is a time-saving state, the type of starting gate is the first starting gate 11, and the result of the jackpot judgment is "miss", then "THP022A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.

[0461] Furthermore, if the current game state is a time-saving state, the type of starting gate is the second starting gate 12, and the result of the jackpot judgment is "jackpot won", then "THP001A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.

[0462] Furthermore, if the current game state is a time-saving state, the type of starting gate is the second starting gate 12, the result of the jackpot judgment is "miss", and the result of the reach judgment is "reach", then "THP011A" will be selected with 100% probability, regardless of the number of special symbols held.

[0463] Furthermore, if the current game state is a time-saving state, the type of starting gate is the second starting gate 12, the result of the jackpot judgment is "miss", and the result of the reach judgment is "no reach", then "THP022A" will be selected with 100% probability, regardless of the number of special symbols held.

[0464] In the third embodiment, when selecting the variation pattern shown in the special illustration, the variation pattern A determination table 103a2 shown in Figure 55 is used, but the variation pattern A determination table 103a2 and the variation pattern determination table 103a1 shown in Figure 14 may be used in combination.

[0465] Next, Figures 56 to 63 will be used to explain the effects that the microcontroller 121 for controlling the effects can execute. The microcontroller 121 for controlling the effects can execute the following effects during variable display or stopped display of the special symbols in a non-time-saving state.

[0466] 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.

[0467] 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.

[0468] 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.

[0469] 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.

[0470] 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."

[0471] F. Panel Lamp Effects The "Panel Lamp Effect" is an effect that may occur while the special symbols are being displayed in a variable or stopped state, and involves the panel lamp 54 lighting up or flashing. Since the "Panel Lamp Effect" may occur in conjunction with the operation of the special symbols, it functions as an effect that suggests the operation of the special symbols.

[0472] G. Left-handed shooting performance The "left-handed shooting animation" is an animation that may occur when the "low probability, low base game state" begins, and it displays a left arrow image G123 to encourage left-handed shooting. The "left-handed shooting animation" may also occur when the right-handed shooting state ends, and therefore functions as an animation that suggests the end of the right-handed shooting state.

[0473] H. Arrow Warning The "Arrow Notification" is a special effect that may occur in response to the start of a special reel spinning effect, and it displays the left arrow image G123. The "Arrow Notification" may occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot game.

[0474] I. Lamp shutoff warning The "Lamp Off Notification" is an effect that may occur in response to the start of a special symbol variation effect, and it is an effect in which the panel lamp 54 turns off. The "Lamp Off Notification" may occur when the result of the jackpot judgment is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot game.

[0475] Next, using Figure 56, the performance flow of the main special feature variation effects that are performed in a non-time-saving state will be explained. The performance control microcontroller 121 displays a performance image on the display unit 50a for each performance that constitutes the performance flow, and in response to the display of the performance image, it can execute a lighting effect using the frame lamp 53 and the panel lamp 54, and a sound effect using the speaker 52.

[0476] In the special symbol variation sequences with the variation patterns "SPSP Big Win Variation" and "SPSP Miss Variation," the sequence flow is as follows, as shown in Figure 56(A): "Normal Variation" → "Reach" → "N Reach" → "SP Reach" → "SPSP Reach." In addition, "Panel Lamp Effects" may occur in these special symbol variation sequences, and "Arrow Notices" and "Lamp Off Notices" may occur during the "Normal Variation" in these special symbol variation sequences.

[0477] Furthermore, in the special symbol variation sequences with the variation patterns "SP Big Win Variation" and "SP Miss Variation," the sequence flow is as follows, as shown in Figure 56(B): "Normal Variation" → "Reach" → "N Reach" → "SP Reach." Note that the "Panel Lamp Effect" may occur during these special symbol variation sequences.

[0478] Furthermore, in the special symbol variation performance where the variation pattern is "N miss variation," the performance flow consisting of "normal variation" → "reach" → "N reach" is executed, as shown in Figure 56(C). Note that the "board lamp performance" may occur during this special symbol variation performance.

[0479] Furthermore, in special symbol variation sequences where the variation pattern is "normal miss variation," a sequence flow consisting only of "normal variation" is executed, as shown in Figure 56(D). Note that a "board lamp sequence" may occur during this special symbol variation sequence.

[0480] Next, we will specifically explain the main effects that are performed in non-time-saving states. Note that in the special symbol variation effects described below, the hold icon HA is also displayed in parallel, but the illustration of the hold icon HA may be omitted.

[0481] First, let's explain the "lamp effect" in detail. The microcontroller 121 for controlling the effects can execute the "panel lamp effect" during variable display of special symbols and during stop display of special symbols in non-time-saving states.

[0482] Figures 57(A) to 57(D) illustrate the process of the "board lamp effect." Here, we illustrate the case where a game ball enters the first starting opening 11 while the customer waiting effect is in progress, and the variable display of the first special symbol is activated.

[0483] During the customer waiting animation, as shown in Figure 57(A), the customer waiting demo video G100 is displayed on the display unit 50a, and the panel lamp 54 lights up in a lighting pattern for the customer waiting animation (for example, flashing blue). Then, when the variable display of the first special symbol starts and the special symbol variation animation begins, the "panel lamp animation" is performed.

[0484] In the "Panel Lamp Performance," the panel lamp 54 lights up in a lighting pattern for the variable display of the special symbols, according to the content of the special symbol variation performance. For example, in "Normal Variation," the panel lamp 54 blinks in white, and when a "Reach" is established, the panel lamp 54 lights up in blue, in "N Reach," the panel lamp 54 lights up in green, in "SP Reach," the panel lamp 54 lights up in red, and in "SPSP Reach," the panel lamp 54 blinks in red. Figure 57(B) shows the panel lamp 54 blinking in red during "SPSP Reach."

[0485] Then, when the variable display of the first special symbol ends and the first special symbol stops, the panel lamp 54 lights up in the lighting pattern for the special symbol's stop display. For example, if the first special symbol stops on a symbol indicating a jackpot (jackpot W4 symbol, jackpot Z4 symbol), the panel lamp 54 lights up in rainbow colors as shown in Figure 57(C). On the other hand, if the first special symbol stops on a symbol indicating a loss (loss A symbol), the panel lamp 54 lights up in white as shown in Figure 57(D). Furthermore, if the first special symbol stops on a symbol indicating a jackpot and the game enters a jackpot state, the panel lamp 54 lights up in white just before the start of the new variable display of the special symbol after the jackpot state ends. In this way, the lighting pattern of the panel lamp 54 always returns to white before the start of the new variable display of the special symbol.

[0486] Next, we will explain the "left-handed play" in detail. The microcontroller 121 for controlling the play can execute the "left-handed play" in the "low probability low base play state" after the jackpot play state in which "jackpot play Z4" is executed has ended, and in the "low probability low base play state" after the "low probability high base play state" or "high probability high base play state" has ended.

[0487] Figures 58(A) to 58(C) illustrate the process of the "left-handed play" animation. Here, we illustrate the case where, in the previous special symbol variation animation, the animation symbols EZ1, EZ2, and EZ3 stopped on the same number "2-2-2", and after the "jackpot play Z4" was executed, the game entered a "low probability, low base play state".

[0488] When the final round of "Big Win Game Z4" ends and just before the game transitions from the Big Win state to the "Low Probability Low Base Game State," the symbols EZ1, EZ2, and EZ3 ("2-2-2") that were displayed during the previous special symbol variation sequence are displayed on the display unit 50a, as shown in Figure 58(A). Then, when the Big Win state ends and the game transitions to the "Low Probability Low Base Game State," if special symbol reserves are stored, the "Left-Handed Play Sequence" is performed simultaneously with the start of the variation display of the symbols EZ1, EZ2, and EZ3, as shown in Figure 58(B). If special symbol reserves are not stored, the "Left-Handed Play Sequence" is performed while the symbols EZ1, EZ2, and EZ3 continue to be displayed without variation, as shown in Figure 58(C).

[0489] In the "left-handed shooting" feature, as shown in Figures 58(B) and 58(C), a left arrow image G123 prompting left-handed shooting is displayed on the display unit 50a, and the speaker 52 outputs the message "Please return to the left." The left arrow image G123 consists of an image of the word "left" and an image representing a "leftward-pointing arrow," both of which are white images. As will be explained in more detail later, the left arrow image G123 is also displayed in the "arrow notification" feature. After a predetermined time (for example, 3 seconds) has elapsed since entering the "low probability low base game state," the left arrow image G123 is erased, and the "left-handed shooting" feature ends. In the third embodiment, the left arrow image G123 is erased after a predetermined time has elapsed, but it may also be erased when a game ball enters the first start opening 11.

[0490] Next, we will explain the "arrow notification" in detail. The microcontroller 121 for performance control can execute the "arrow notification" during the "normal variation" in the special feature variation performance where the variation pattern is "SPSP jackpot variation" (THP001A) or "SPSP miss variation" (THP011A).

[0491] As shown in Figure 59, the performance memory unit 121b of the performance control microcontroller 121 stores an arrow notification selection table 123a3. The performance control microcontroller 121 can use the arrow notification selection table 123a3 to select whether or not to execute an "arrow notification," and, if an "arrow notification" is executed, the type of display mode for the left arrow image G123. There are four types of display modes for the left arrow image G123: display pattern A to display pattern D.

[0492] Display pattern A is a display pattern in which the main character image G200 is displayed behind the white left arrow image G123, display pattern B is a display pattern in which the main character image G200 is displayed behind the red left arrow image G123, display pattern C is a display pattern in which the heroine character image G205 is displayed behind the white left arrow image G123, and display pattern D is a display pattern in which the heroine character image G205 is displayed behind the red left arrow image G123.

[0493] Figure 60(A) shows the contents of the arrow notification selection table 123a3. The performance control microcontroller 121 refers to the type of variation pattern and selects whether or not to execute the "arrow notification," and the type of display mode for the left arrow image G123 if the "arrow notification" is executed.

[0494] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001A), the execution of the "arrow notification" for display pattern A is selected 5% of the time, the execution of the "arrow notification" for display pattern B is selected 10% of the time, the execution of the "arrow notification" for display pattern C is selected 5% of the time, the execution of the "arrow notification" for display pattern D is selected 15% of the time, and the non-execution of the "arrow notification" is selected 65% of the time.

[0495] Furthermore, if the variation pattern is "SPSP Miss Variation" (THP011A), the execution of the "Arrow Warning" for display pattern A is selected 10% of the time, the execution of the "Arrow Warning" for display pattern B is selected 5% of the time, the execution of the "Arrow Warning" for display pattern C is selected 5% of the time, and the non-execution of the "Arrow Warning" is selected 80% of the time, while the execution of the "Arrow Warning" for display pattern D is not selected.

[0496] In other words, the "arrow notification" is only selected to be executed when the performance flow includes a variation pattern that includes "SPSP Reach," and the "arrow notification" functions as a performance that suggests that the game will develop into "SPSP Reach."

[0497] Furthermore, the system is configured so that the "arrow notification" of display pattern D is only selected when the result of the jackpot determination is "jackpot win" (THP001A), and the "arrow notification" of display pattern D functions as a visual effect that suggests a jackpot game is about to take place.

[0498] Furthermore, the variation pattern selected when the jackpot result is "jackpot won" (THP001A) is set to be more likely to execute the "arrow notification" than the variation pattern selected when the jackpot result is "miss" (THP011A), and the "arrow notification" functions as a visual effect that suggests there is a high possibility of a jackpot being won.

[0499] Furthermore, in the case of the variation pattern (THP001A) selected when the jackpot judgment result is "jackpot won," the execution of the "arrow notification" of display pattern C or display pattern D is more likely to be selected than the execution of the "arrow notification" of display pattern A or display pattern B. The "arrow notification" of display pattern C or display pattern D, which displays the heroine character image G205, functions as an effect that suggests that a jackpot game is more likely to occur than the "arrow notification" of display pattern A or display pattern B, which displays the protagonist character image G200.

[0500] In the third embodiment, the execution of the "arrow notification" is selected only when the performance flow includes "SPSP Reach" in the variation pattern. However, the execution of the "arrow notification" may also be selected even when the performance flow does not include "SPSP Reach" in the variation pattern. In this case, it is preferable to make the execution of the "arrow notification" less likely when the performance flow does not include "SPSP Reach" than when the performance flow does include "SPSP Reach".

[0501] The selection ratios shown in the arrow notification selection table 123a3 in Figure 60(A) can be changed as appropriate.

[0502] When the microcontroller 121 for performance control executes an "arrow notification" in the special symbol variation performance, it executes the "arrow notification" using the type of display selected by the arrow notification selection table 123a3.

[0503] Figures 61(A) to 61(F) illustrate the process of the "arrow notification." Here, we illustrate a case where, in the previous special symbol variation performance, the performance symbols EZ1, EZ2, and EZ3 stopped and displayed as "1, 2, 3," ending the special symbol variation performance, and the current special symbol variation performance begins, with only the "arrow notification" (out of the "arrow notification" and "lamp blackout notification") being performed.

[0504] Just before the special symbol variation effect begins, as shown in Figure 61(A), the effect symbols EZ1, EZ2, and EZ3 that were displayed as stopped symbols in the previous special symbol variation effect are displayed on the display unit 50a. Then, when the current special symbol variation effect begins, an "arrow notification" is performed.

[0505] In the "arrow notification," as shown in Figure 61(B), a left arrow image G123 prompting left-handed play is displayed on the display unit 50a at the same time as the display of the EZ1, EZ2, and EZ3 symbols begins. In the third embodiment, unlike the "left-handed play," the speaker 52 does not output the message "Please return to the left," however, the speaker 52 may output the message "Please return to the left" along with the display of the left arrow image G123. In this case, if display pattern A is selected by the arrow notification selection table 123a3, as shown in Figure 61(C), the left arrow image G123 is displayed in white, and the main character image G200 is displayed behind the left arrow image G123. If display pattern B is selected by the arrow notification selection table 123a3, as shown in Figure 61(D), the left arrow image G123 is displayed in red, and the main character image G200 is displayed behind the left arrow image G123 with a predetermined delay from the display of the left arrow image G123. Furthermore, if display pattern C is selected by the arrow notification selection table 123a3, as shown in Figure 61(E), the left arrow image G123 is displayed in white, and the heroine character image G205 is displayed behind the left arrow image G123. Furthermore, if display pattern D is selected by the arrow notification selection table 123a3, as shown in Figure 61(F), the left arrow image G123 is displayed in red, and the heroine character image G205 is displayed behind the left arrow image G123 with a predetermined delay after the display of the left arrow image G123.

[0506] As mentioned above, the left arrow image G123 is the same image as the left arrow image G123 displayed in the "left-handed shooting" sequence. It consists of an image of the word "left" and an image representing a "leftward-pointing arrow," and is displayed in the same position as the left arrow image G123 displayed in the "left-handed shooting" sequence.

[0507] In the third embodiment, the left arrow image G123 displayed in the "arrow notification" is the same image as the left arrow image G123 displayed in the "left-handed shooting effect," but it is also possible to display a different image from the left arrow image G123 displayed in the "left-handed shooting effect." For example, an image consisting only of images representing a "leftward-pointing arrow" may be displayed.

[0508] Furthermore, in the third embodiment, the left arrow image G123 displayed in the "arrow notification" is displayed in the same position as the left arrow image G123 displayed in the "left-handed shooting effect," but it may also be displayed in a different position than the left arrow image G123 displayed in the "left-handed shooting effect."

[0509] In the event of an overlap between the "arrow notification" and the "left-handed shooting animation," the "arrow notification" takes precedence and the "left-handed shooting animation" is not performed. As mentioned above, the "l...

Claims

1. A gaming machine that uses symbols to notify the player whether or not they will enter a special game state that is advantageous to them, The system includes a performance execution means that performs a performance using a performance means that includes a display means capable of displaying an image and a light-emitting means capable of emitting light, The aforementioned performance execution means is A first performance can be executed, which includes displaying a first image on the display means and illuminating the light-emitting means with a specific light-emitting pattern while the pattern is stopped. After the first performance is performed, when the pattern is to be displayed in a variable manner, the first performance may be terminated, and a second performance may be performed which includes displaying a second image different from the first image on the display means, and turning off the light-emitting means. If the special game state is entered after the execution of the second performance, the first performance may be restarted. A gaming machine characterized by the following features.

2. A gaming machine according to claim 1, The second image in the second performance is deleted before the first performance resumes. A gaming machine characterized by the following features.