Gaming machine
Patent Information
- Application Number
- JP2026175519
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2026-07-21
- Publication Date
- 2026-10-16
AI Technical Summary
【0006】 本発明によれば、斬新な演出を通じて遊技興趣が向上される。
Smart Images

Figure 2026169244000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine.
Background Art
[0002] Conventionally, in a pachinko gaming machine which is an example of a gaming machine, it is common to perform a lottery as to whether to execute a jackpot game advantageous to a player, and to indicate the result of the lottery through a variation performance. In the variation performance, various performances that make the player expect the jackpot game to be executed are carried out. For example, the following Patent Document 1 describes a gaming machine capable of executing SP reach that suggests a high expectation level for the jackpot game to be executed in the variation performance, and the SP reach has a plurality of types with different expectation levels, such as story reach, joint battle reach, and battle reach. In the joint battle reach, a joint battle image is displayed in which a main character launches an attack on an enemy character together with an ally character as a companion. There are a plurality of types of ally characters that appear as reinforcements in the joint battle reach, and depending on the performance settings, it is possible to vary the jackpot expectation level according to the type of the ally character.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problem to be Solved by the Invention
[0004] However, in the above-described gaming machine, although there is a certain relationship between the type of reinforcement character and enemy character in the joint battle reach and the magnitude of the jackpot expectation level, this type of performance has already become commonplace, and for the purpose of improving entertainment, the emergence of new performances with innovative performance development is expected. The present invention has been made in view of the above circumstances, and it is an object of the present invention to improve gaming entertainment by a new performance having innovative performance development. [Means for solving the problem]
[0005] The gaming machine of the present invention is The advantageous state can be controlled based on the result of a lottery to determine whether to put the player in an advantageous state. A gaming machine capable of displaying a first element and a second element different from the first element, During the first period, the aforementioned first element shall be displayed in a predetermined specific combination, In a second period different from the first period, the first element can be displayed in any combination of any of the multiple unspecified patterns (hereinafter referred to as "unspecified patterns"), During the second period, the combination of the unspecified forms can be displayed multiple times. The gaming machine is characterized in that the probability of the result of the lottery indicating the advantageous state being shown after the first unspecified combination is displayed as the last combination of the multiple rounds is the same as the probability of the result of the lottery indicating the advantageous state being shown after the specific combination has been continuously displayed during the first period. [Effects of the Invention]
[0006] According to the present invention, the enjoyment of the game is enhanced through innovative presentation. [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 normal variation of the special symbol variation performance. [Figure 7] This is an explanatory diagram showing a specific example of N-ready-to-win of the special symbol variation performance. [Figure 8] This is an explanatory diagram showing a specific example of SP-ready-to-win of the special symbol variation performance. [Figure 9] This is an explanatory diagram showing a specific example of SPSP-ready-to-win of the special symbol variation performance. [Figure 10] This is an explanatory diagram showing a specific example of the reserved performance. [Figure 11] This is an explanatory diagram showing a specific example of the movable body performance. [Figure 12] This is an explanatory diagram showing a specific example of the operation performance. [Figure 13] This is a block diagram of the part related to the control of the gaming machine. [Figure 14] This is a specific example of the variation pattern determination table. [Figure 15] This is a specific example of the pre-read determination table. [Figure 16] This is a specific example of the symbol determination table. [Figure 17] This is a front view of the game board and the starting port unit included in the gaming machine according to the first embodiment. [Figure 18] This is a block diagram showing the electrical configuration of the gaming machine according to the first embodiment. [Figure 19] This is the jackpot game control table according to the first embodiment. [Figure 20] This is the variation pattern determination table in the normal game state (normal probability state and non-time-saving state) according to the first embodiment. [Figure 21] This is a flowchart of main-side timer interrupt processing. [Figure 22] This is a flowchart of sensor detection processing. [Figure 23] This is a flowchart of the first special operation processing. [Figure 24] This is a flowchart of the second special operation processing. [Figure 25]This is a timing chart showing the relationship between game ball detection by the start pocket sensor and special symbol variation. [Figure 26] This is a diagram showing a specific example of the screen configuration of the display unit 50a in the normal game state. [Figure 27] This is a diagram showing a display example of icons (reserved icons and the relevant icon) related to special symbol 1. [Figure 28] This is a diagram showing a display example of icons (reserved icons and the relevant icon) related to special symbol 2. [Figure 29] This is a diagram of the display unit showing screen transitions when a ready-to-win state is formed and develops into a SP ready-to-win state in the variation performance related to special symbol 1. [Figure 30] This is a diagram of the display unit showing screen transitions when a ready-to-win state is formed and develops into a SP ready-to-win state in the variation performance related to special symbol 2. [Figure 31] This is a diagram illustrating the configuration related to the start pocket unit included in the game machine of the second embodiment. [Figure 32] This is a timing chart showing the operation patterns of the start pocket distribution member according to the second embodiment. [Figure 33A] Together with FIG. 33B, this is a diagram of the display unit showing screen transitions from a situation where special symbol 1 reservations remain, special symbol 2 reservations become zero, until a special symbol 2 reservation is generated again thereafter. [Figure 33B] Together with FIG. 33A, this is a diagram of the display unit showing screen transitions from a situation where special symbol 1 reservations remain, special symbol 2 reservations become zero, until a special symbol 2 reservation is generated again thereafter. [Figure 34A] Together with FIG. 34B, this is a diagram of the display unit showing screen transitions from a situation where special symbol 2 reservations remain, special symbol 1 reservations become zero, until a special symbol 1 reservation is generated again thereafter. [Figure 34B] Together with FIG. 34A, this is a diagram of the display unit showing screen transitions from a situation where special symbol 2 reservations remain, special symbol 1 reservations become zero, until a special symbol 1 reservation is generated again thereafter. [Figure 35] This is a diagram of the display unit showing an example in which a win is announced in the variation performance related to special symbol 2 that is being executed in a situation where special symbol 2 reservations are zero. [Figure 36]This is a diagram related to a modification of the second embodiment, where (A) is a diagram of the display unit showing an example in which the second pedestal image is displayed in the upper right display area (small display area for special figure 2), and (B) is a diagram of the display unit showing an example in which the first pedestal image is displayed in the upper left display area (small display area for special figure 1). [Figure 37] This is a diagram related to a modification of the second embodiment, and is a diagram of the display unit showing an example in which display in the upper right display area is started at the timing when the special figure 2 hold count becomes zero and the variation of special figure 2 ends. [Figure 38] This is a diagram related to a modification of the second embodiment, and is a diagram of the display unit showing an example in which display in the upper left display area is started at the timing when the special figure 1 hold count becomes zero and the variation of special figure 1 ends. [Figure 39] This is a jackpot game control table according to the third embodiment. [Figure 40] This is a special figure 1 variation pattern determination table in the normal game state (normal probability state and non-time-saving state) according to the third embodiment. [Figure 41] This is an explanatory diagram showing a specific example of the performance flow of the special figure variation performance according to the third embodiment. [Figure 42] This is a diagram for explaining the types of ally characters and enemy characters that appear in the enemy attack performance (enemy attack reach, enemy attack preview). [Figure 43] This is a diagram of the display unit showing a specific example of the enemy attack reach related to long SP variation. [Figure 44] This is a diagram showing a specific example of the enemy attack reach, and is a diagram showing a continuation of Fig. 43(C). [Figure 45] This is a diagram showing a specific example of the enemy attack reach, and is a diagram showing a continuation of Fig. 44(F). [Figure 46] This is a diagram of the display unit showing a performance example when enemy character S is selected in the enemy attack reach. [Figure 47] This is a diagram showing a specific example of the enemy attack reach, and is a diagram showing a continuation of Fig. 45(C). [Figure 48](A) is a dream team display lottery table for enemy attack reach, (B) is a dream team appearance timing determination table, (C) is a member determination table for cases other than the dream team, and (D) is an enemy character selection table for enemy attack reach. [Figure 49] (A) is an execution lottery table for enemy attack announcement, and (B) is an enemy character selection table for enemy attack announcement. [Figure 50] It is a diagram of the display unit showing a specific example of the enemy attack announcement. [Figure 51] It is a diagram showing a specific example of the enemy attack announcement, and is a diagram showing the continuation of Fig. 50(D). [Figure 52] It is a diagram showing a specific example of the enemy attack announcement, and is a diagram showing the continuation of Fig. 51(F). [Figure 53] It is a diagram of the display unit showing an example of performance when enemy character S is selected in the enemy attack announcement. [Figure 54] (A) is an example of a display image of enemy attack reach according to a modification of the third embodiment, and (B) is an example of a display image of enemy attack announcement according to a modification of the third embodiment. [Figure 55] These are the execution lottery tables and the like for the operation performance at the time of enemy attack announcement according to the fourth embodiment. [Figure 56] It is a diagram of the display unit showing a specific example of the enemy attack announcement according to the fourth embodiment. [Figure 57] It is a table explaining the types of voice performance accompanying the enemy attack announcement according to the fourth embodiment. [Figure 58] It is an execution lottery table for full rotation performance according to the fourth embodiment. [Figure 59] It is a diagram of the display unit showing a specific example of the full rotation performance according to the fourth embodiment. [Figure 60] It is a lottery table for voice performance accompanying team formation in enemy attack reach according to the fourth embodiment. [Figure 61] It is a diagram explaining the types of ally characters and enemy characters that appear in the enemy attack performance (enemy attack reach, enemy attack announcement) according to the fifth embodiment. [Figure 62](A) This is the enemy character selection table for the enemy attack reach according to the fifth embodiment, and (B) This is the selection table for the operation animation when enemy characters T and U are selected. [Figure 63] This is a diagram of a display unit showing a specific example of the enemy attack reach according to the fifth embodiment. [Figure 64] This diagram shows a specific example of the enemy's attack range and is a continuation of Figure 63(E). [Figure 65] This diagram shows a specific example of the enemy's attack range and is a continuation of Figure 63(F). [Figure 66] This is the execution lottery table for the enemy attack warning according to the fifth embodiment. [Figure 67] This is a diagram according to the fifth embodiment, showing a display unit that shows the development of the presentation after the enemy attack warning has resulted in a failure. [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 (an example of sound output means) capable of outputting a predetermined sound, a frame lamp 53 (an example of light-emitting means) 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 upper part 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 (an example of an operating part) that can be operated by the player, and a special button 41 (an example of an operating part) 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 (e.g., 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. The first starting opening 11 and the second starting opening 12 are examples of predetermined starting areas, and the general prize-winning opening 10, the first starting opening 11, the second starting opening 12, the first large prize-winning opening 14, and the second large prize-winning opening 15 are examples of prize-winning openings.
[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 display means) capable of displaying predetermined effects, a board lamp 54 (an example of a light-emitting means) capable of emitting light in a predetermined 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. Special symbols and ordinary symbols are examples of identification symbols.
[0026] 3. Basic Gameplay Next, we will explain the basic gameplay of the Pachinko game machine PY1. The Pachinko game 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 (also called a special symbol random number or special symbol 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. Note that jackpot games and minor win games may be referred to as special games.
[0029] When the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the first starting opening 11, it displays a variable indicator on the first special symbol (also called special symbol 1). The variable indicator on the first special symbol is, for example, a display in which the two LEDs in the upper left of the display unit 8 flash. After the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the first special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the first special symbol can be in a manner that indicates a jackpot has been won (for example, the two LEDs in the upper left light up), a manner that indicates a minor win (for example, only one LED in the upper left light up), or a manner that indicates a loss (for example, only the other LED in the upper left light up).
[0030] On the other hand, when the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the second starting port 12, it displays a variable indicator on the second special symbol (also called special symbol 2). The variable indicator on the second special symbol is, for example, a display in which the two LEDs in the lower left of the display unit 8 flash. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the second special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the second special symbol can be in the following manners: a manner that indicates a jackpot has been won (for example, the two LEDs in the lower left light up), a manner that indicates a minor win (for example, only one LED in the lower left light up), or a manner that indicates a loss (for example, only the other LED in the lower left light up).
[0031] Furthermore, if a game ball enters the first starting port 11 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment as described later and stores the acquired right to receive the jackpot judgment as a special symbol 1 reserve. On the other hand, if a game ball enters the second starting port 12 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment and stores the acquired right to receive the jackpot judgment as a special symbol 2 reserve. The pachinko game machine PY1 can store a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbols are stopped, the pachinko game machine PY1 performs a jackpot judgment for the special symbol 1 reserves and special symbol 2 reserves. Furthermore, if both Special Symbol 1 and Special Symbol 2 are stored simultaneously, the system may prioritize the jackpot determination for Special Symbol 2, or prioritize the jackpot determination for Special Symbol 1, or determine the jackpot determination in the order in which they were stored.
[0032] The pre-read judgment determines in advance whether a jackpot game will occur (whether or not a jackpot will be won in the jackpot judgment) before the jackpot judgment is performed. If a jackpot game will occur, the pre-read judgment is declared a win; if a jackpot game will not occur, the pre-read judgment is declared a loss. If multiple types of variation patterns are possible, the pre-read judgment may also include a variation pattern pre-determination to determine which variation pattern will be determined in advance.
[0033] The pachinko game machine PY1 notifies the player of the number of reserved special symbols 1 or 2 when it has them stored. The number of reserved special symbols 1 is indicated, for example, by the lighting or flashing of two LEDs in the upper middle of the display unit 8. When the number of reserved special symbols 1 is "1", only one LED lights up; when the number of reserved special symbols 1 is "2", only two LEDs lights up; when the number of reserved special symbols 1 is "3", only one LED flashes; and when the number of reserved special symbols 1 is "4", only two LEDs flash. On the other hand, the number of reserved special symbols 2 is indicated, for example, by the lighting or flashing of two LEDs in the lower middle of the display unit 8. When the number of reserved special symbols 2 is "1", only one LED lights up; when the number of reserved special symbols 2 is "2", only two LEDs lights up; when the number of reserved special symbols 2 is "3", only one LED flashes; and when the number of reserved special symbols 2 is "4", only two LEDs flash.
[0034] Furthermore, the pachinko game machine PY1 stops and displays either the first or second special symbol in a manner indicating a jackpot win, and then performs a jackpot game. The jackpot game, as will be described in detail later, is a game in which the first or second large prize slot 14 or second large prize slot 15 is opened in multiple rounds (for example, 10 times). The jackpot game is advantageous for the player because the opening of the first or second large prize slot 14 or second large prize slot 15 gives the player an opportunity to win prize balls. The jackpot game ends when all of the multiple rounds of gameplay have been completed.
[0035] On the other hand, the pachinko game machine PY1 stops and displays the first or second special symbol in a manner indicating a minor win, and then performs a minor win game. The minor win game, as will be described in detail later, is a game in which the first large prize slot 14 or the second large prize slot 15 is opened for a predetermined time (for example, 5 seconds). The minor win game is advantageous for the player because the opening of the first large prize slot 14 or the second large prize slot 15 gives the player an opportunity to win prize balls (an opportunity to win prize balls).
[0036] 3-2. General game When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination and performs a win determination based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the regular symbols according to the result of the win determination. The right to receive a win determination is, for example, a random value (also called a regular symbol random number or regular symbol random number), and the pachinko game machine PY1 performs a win determination based on the acquired random value.
[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 four types of jackpot games: "jackpot game Wα", "jackpot game Xα", "jackpot game Yα", and "jackpot game Zα".
[0054] "Big Win Game Wα" is a big win game that follows a "high probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first large prize slot 14 or the second large prize slot 15 during each round of gameplay. In other words, "Big Win Game Wα" involves 2 to 10 rounds of gameplay, depending on α.
[0055] "Big Win Game Xα" is a big win game that follows a "low probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Xα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0056] "Big Win Game Yα" is a big win game that follows a "high probability low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Yα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0057] "Big Win Game Zα" is a big win game that follows a "low probability, low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Zα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0058] Furthermore, in "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", and "Big Win Game Zα", it is possible to have only the first big prize slot 14 open for all rounds of the game, or to have only the second big prize slot 15 open for all rounds of the game, or to have the first big prize slot 14 open for some rounds of the game and the second big prize slot 15 open for the remaining rounds of the game. Both rounds of the game in which the first big prize slot 14 is open and rounds of the game in which the second big prize slot 15 is open are advantageous for the player because they offer an opportunity for the game ball to enter the prize slot (an opportunity for a prize ball).
[0059] "Big Win Game Wα" and "Big Win Game Yα" belong to the category of so-called probability-increasing big win games, where the game state becomes a high-probability state, while "Big Win Game Xα" and "Big Win Game Zα" belong to the category of so-called normal big win games, where the game state becomes a normal probability state. Therefore, "Big Win Game Wα" and "Big Win Game Yα" are considered to be more advantageous to the player than "Big Win Game Xα" and "Big Win Game Zα" in terms of the probability of winning a big win afterward, and the game state in which either "Big Win Game Wα" or "Big Win Game Yα" occurs is considered to be more advantageous to the player than the game state in which either "Big Win Game Xα" or "Big Win Game Zα" occurs.
[0060] Furthermore, "Big Win Game Wα" and "Big Win Game Xα" belong to the category of jackpot games with electric support, where the game state becomes a time-saving state, while "Big Win Game Yα" and "Big Win Game Zα" belong to the category of jackpot games without electric support, where the game state becomes a non-time-saving state. Therefore, "Big Win Game Wα" and "Big Win Game Xα" are jackpot games that are more advantageous to the player than "Big Win Game Yα" and "Big Win Game Zα" with respect to the subsequent second starting port 12 (with respect to the ease with which the game ball enters the subsequent second starting port 12), and the jackpot game state in which either "Big Win Game Wα" or "Big Win Game Xα" is played is a jackpot game state that is more advantageous to the player than the jackpot game state in which either "Big Win Game Yα" or "Big Win Game Zα" is played.
[0061] Furthermore, the jackpot state can also be described as a right-handed shooting state, as the player shoots the game ball towards the right side of the game area 6 in order to aim for the first or second large prize pocket 14 or second large prize pocket 15 located on the right side of the game area 6.
[0062] Here, we will explain the flow of a jackpot game. Figure 4(A) is a time chart showing the flow of a jackpot game. Here, we will illustrate a jackpot game in which only the first jackpot entry point 14 is opened.
[0063] As shown in Figure 4(A), after the special symbol stops and the jackpot game begins, the jackpot opening (also called "jackpot OP") is set first. The jackpot OP continues for a predetermined time (for example, 10 seconds), and when the jackpot OP ends, the first round of the round game begins. The round game continues for a predetermined time (for example, 30 seconds), or until a predetermined number of game balls (for example, 10 balls) enter the first jackpot pocket 14. When the first round of the round game ends, the round interval (also called "round IT") is set. The round IT continues for a predetermined time (for example, 2 seconds), and when the round IT ends, the second round of the round game begins. Finally, when the last round of the round game (for example, the 10th round of the round game) ends, the jackpot ending (also called "jackpot ED") is set. The jackpot ending sequence continues until a predetermined time (for example, 10 seconds) has elapsed, and the jackpot game ends when the jackpot ending sequence concludes. Note that either the jackpot opening sequence or the jackpot ending sequence, or both, may be omitted.
[0064] 6. Minor win game Next, the small win game performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing a small win game, which is a different type of game from the big win game. Unlike the big win game, the game state does not change after the small win game. For example, if a small win game is performed in the "low probability low base game state," the "low probability low base game state" will continue after the small win game. In a small win game, the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15.
[0065] Figure 4(B) is a time chart showing the flow of a minor win game. Here, a minor win game in which only the first large prize slot 14 is opened is shown as an example. As shown in Figure 4(B), after the special symbol stops and the minor win game begins, a pre-opening interval (also called "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize slot 14 opens. The first large prize slot 14 remains open until a predetermined time (for example, 5 seconds) has elapsed, or until a predetermined number of game balls (for example, 10 balls) have entered the first large prize slot 14. When the first large prize slot 14 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the post-opening IT ends, one minor win game ends. Furthermore, it is acceptable to have either or both of the pre-opening IT and post-opening IT not set. Also, considering the gameplay of the pachinko machine PY1, it is acceptable to have the small win game not performed.
[0066] 7. Auxiliary games Next, the auxiliary gameplay performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(C). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing auxiliary gameplay as a game distinct from the jackpot game and the minor jackpot game. Unlike the jackpot game and the minor jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is performed in a non-time-saving state, the second start opening 12 is open for only a first opening time (e.g., 0.1 seconds), while when the auxiliary game is performed in a time-saving state, the second start opening 12 is open for a second opening time (e.g., 3.5 seconds), which is longer than the first opening time.
[0067] Figure 4(C) is a time chart showing the flow of the auxiliary game. As shown in Figure 4(C), after the stop indicator in the normal diagram, when the auxiliary game starts, the second start opening 12 opens. The second start opening 12 remains open until a predetermined time has elapsed (the first opening time if not in a time-saving state, or the second opening time if in a time-saving state), or until a predetermined number of game balls (for example, 4) have entered the second start opening 12. Once the second start opening 12 is closed, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time has elapsed (for example, 2 seconds), and the end of the post-opening IT marks the end of one round of the auxiliary game.
[0068] 8. Direction Next, the effects performed by the pachinko game machine PY1 will be explained using Figures 5 to 12. The pachinko game machine PY1 can be set to different effects modes depending on the game state. In each effects mode, the pachinko game machine PY1 can perform the following effects using the various effects devices equipped in the pachinko game machine PY1 (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, etc.).
[0069] 8-1. Performance Mode First, let's explain the performance modes using Figure 5. A performance mode is a category of performance (or a higher-level conceptual attribute). The pachinko game machine PY1 can be set to the following performance modes: waiting performance mode, normal performance mode, probability variation performance mode, time reduction performance mode, and jackpot performance mode.
[0070] The "waiting for customers" performance mode is a performance mode that may be set when the special symbols are stopped (when the special symbols are not being displayed in variable mode) in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state." In the waiting for customers performance mode, the player is informed that the machine is waiting for the special symbols to be displayed in variable mode. The pachinko machine PY1 can perform a waiting for customers performance while the waiting for customers performance mode is set. The waiting for customers performance is a performance in which a demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a, as shown in Figure 5(A-1). In addition, if the normal button 40 is operated while the demo video G100 is being displayed, for example, the setting screen G101 for setting the performance of the pachinko machine PY1 may be displayed on the display unit 50a, as shown in Figure 5(A-2). The Pachinko game machine PY1 allows settings related to its effects while the setting screen G101 is displayed. These effects settings include the volume setting for the sound output from speaker 52, the brightness setting for the display unit 50a (also called "light intensity setting"), and the frequency setting for the effects that are performed (also called "effect setting").
[0071] The normal performance mode is a performance mode that may be set over one or more variable displays of special symbols in a "low probability low base game state" or a "high probability low base game state". In the normal performance mode, the player is indicated to be in a non-time-saving state. In the normal performance mode, the pachinko game machine PY1 displays, for example, a normal background image G102 representing a mountain landscape on the display unit 50a, as shown in Figure 5(B-1). Note that the background displayed in the normal performance mode is not limited to the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.
[0072] The probability variation mode is a performance mode that may be set during the "high probability, high base game state" over one or more variable displays of special symbols. In the probability variation mode, the player is indicated to be in a high probability state and a time-saving state. In the probability variation mode, the pachinko game machine PY1 displays, for example, a probability variation background image G103 representing space on the display unit 50a, as shown in Figure 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103, and multiple types of backgrounds may be displayed in order or randomly.
[0073] The time-saving performance mode is a performance mode that may be set during the "low probability, high base game state" over one or more variable displays of special symbols. In the time-saving performance mode, the player is indicated to be in both a normal probability state and a time-saving state. In the time-saving performance mode, the pachinko game machine PY1 displays, for example, a time-saving background image G104 representing the sky on the display unit 50a, as shown in Figure 5(B-3). Note that the background displayed in the time-saving performance mode is not limited to the time-saving background image G104, and multiple types of backgrounds may be displayed sequentially or randomly.
[0074] The jackpot animation mode is an animation mode that is set when a jackpot game is in progress. In the jackpot animation mode, the player is informed that a jackpot game is in progress. In the jackpot animation mode, the pachinko machine PY1 displays an opening image G107 that indicates the start of a jackpot game, a right-hand shooting image G108 that prompts the player to "shoot to the right," etc., on the display unit 50a at the start of a jackpot game, as shown in Figure 5(C-1). The display of these images is called the "opening animation."
[0075] Furthermore, in the jackpot performance mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during round play, as shown in Figure 5(C-2). If a high probability state is subsequently entered, an upgrade image G110 indicating that a high probability state has been entered is also displayed on the display unit 50a. The display of these images is referred to as the "round performance."
[0076] Furthermore, in the jackpot performance mode, when the jackpot game ends, the pachinko game machine PY1 displays an ending image G111 that suggests the performance mode to be set after the jackpot performance mode, and a total number of prize balls image G112 that suggests the total number of prize balls paid out, etc., on the display unit 50a, as shown in Figure 5(C-3). The display of these images is referred to as the "ending performance".
[0077] In the basic embodiment, five types of performance modes are set: a waiting-for-customers performance mode, a normal performance mode, a probability variation performance mode, a time reduction performance mode, and a jackpot performance mode. However, the types of performance modes may be changed or added as appropriate.
[0078] 8-2. Special Symbol Variation Production Next, the special symbol variation effect (also called the "variation effect") will be explained using Figures 6 to 8. The special symbol variation effect is an effect that suggests the result of the jackpot determination. When the variable display of the special symbol begins in the pachinko game machine PY1, the special symbol variation effect using 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). When referring to each effect symbol collectively, it is called the effect symbol EZ.
[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 is capable of performing a pre-announcement effect at any timing during the special symbol variation effect. The pre-announcement effect is a type of effect that uses various effects means such as an image display device 50, a speaker 52, frame lamps 53, board lamps 54, a movable part on the board 55k, a movable part on the frame 58k, a normal button 40, and a special button 41, 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 second major prize winning opening command issued when a game ball enters the second major prize winning opening 15, and the general prize winning opening command issued when a game ball enters the general prize winning opening 10.
[0119] 9-3-2. Special Feature Commands Special symbol commands are issued in relation to the operation of the first and second special symbols. Examples of special symbol commands include the special symbol variation pattern command issued when the variation pattern of the special symbol is determined, the special symbol stop symbol command issued when the stop symbol of the special symbol is determined, the special symbol start command issued when the variable display of the special symbol begins, and the special symbol confirmation command issued when the stop display of the special symbol is displayed.
[0120] 9-3-3. General Drawing Commands Puzzle commands are issued in relation to the operation of the plot. Examples of plot commands include the plot start command, which is issued when the variable display of the plot begins, and the plot confirmation command, which is issued when the plot stops displaying.
[0121] 9-3-4. Hold Command The hold command is issued in relation to the increase or decrease in the number of hold units for Special Feature 1 hold, Special Feature 2 hold, and Normal Feature hold. Examples of hold commands include the Special Feature 1 hold increase command issued when the number of Special Feature 1 hold units increases, the Special Feature 1 hold decrease command issued when the number of Special Feature 1 hold units decreases, the Special Feature 2 hold increase command issued when the number of Special Feature 2 hold units increases, the Special Feature 2 hold decrease command issued when the number of Special Feature 2 hold units decreases, the Normal Feature hold increase command issued when the number of Normal Feature hold units increases, and the Normal Feature hold decrease command issued when the number of Normal Feature hold units decreases.
[0122] 9-3-5. Jackpot Game Command Jackpot game commands are issued in relation to the operation of the jackpot game. Jackpot game commands include the OP command issued at the start of the OP, the round command issued at the start of each round of gameplay, and the ED command issued at the start of the ED.
[0123] 9-3-6. Minor Win Game Command Minor win game commands are issued in relation to the operation of minor win games. Examples of minor win game commands include pre-opening IT commands issued when pre-opening IT starts, and post-opening IT commands issued when post-opening IT starts.
[0124] 9-3-7. Auxiliary game command The auxiliary game command is issued in association with the operation of the auxiliary game. Examples of the auxiliary game command include an auxiliary game start command that is issued upon the start of the auxiliary game.
[0125] 9-3-8. Game state command The game state command is issued in association with the current game state. The game state commands include a normal probability command issued when the game state is a normal probability state, a high probability command issued when the game state is a high probability state, a non-time-saving command issued when the game state is a non-time-saving state, a time-saving command issued when the game state is a time-saving state, a jackpot command issued when the game state is a jackpot game state, a left-hitting command issued when the game state is a left-hitting state, a right-hitting command issued when the game state is a right-hitting state, and the like.
[0126] 9-4. Effect control unit The effect control unit 120 includes a microcomputer 121 for effect control. The microcomputer 121 for effect control is configured including, for example, a CPU, and mainly executes various effects (effect mode, special symbol variation effect, reservation effect, notice effect, etc.). Further, the microcomputer 121 for effect control includes an effect input unit 121a and an effect storage unit 121b. The effect input unit 121a inputs the effect command output from the main control unit 100, the operation information of the normal button 40, the operation information of the special button 41, and the like. The effect storage unit 121b is composed of, for example, a ROM or a RAM, and stores processing programs for processing performed by the CPU in various effects, tables for selecting notice effects and the like, effect data issued in response to the execution of effects, and the like.
[0127] Various effects are mainly executed based on the effect command and operation information input by the effect input unit 121a. The microcomputer 121 for effect control executes various effects using the processing programs, tables, effect data and the like stored in the effect storage unit 121b.
[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 following describes the pachinko game machine PZ1 of the first embodiment in detail. Unless otherwise specified, the configuration described in the section on the basic embodiment above is assumed to be applied to the pachinko game machine PZ1 of the first embodiment. In other words, the description of the first embodiment will describe configurations that differ from the basic embodiment, and configurations that are the same as those in the basic embodiment will be denoted by the same reference numerals and their description will be omitted.
[0136] <Starting port unit> As shown in Figure 17(A), the first embodiment of the pachinko game machine PZ1 is equipped with a starting unit 11U located at the lower center of the game area 6 on the game board 1. The starting unit 11U can accept game balls launched to the left side of the game area 6 (game balls launched by so-called "left-handed shooting") or game balls launched to the right side of the game area 6 (game balls launched by so-called "right-handed shooting") by operating the handle 72k.
[0137] Figures 17(B) and 17(C) are front views showing the configuration of the start port unit 11U. As shown in Figures 17(B) and 17(C), the start port unit 11U comprises a mounting base plate 11a for fixing to the surface of the game board 1, and a housing 11b in which a space is formed through which game balls can flow down. Below the housing 11b, a first start port sensor 11s constituting the first start port 11 and a second start port sensor 12s constituting the second start port 12 are provided.
[0138] Furthermore, a start port distribution member 11c is provided inside the housing 11b, which can swing (rotate) from side to side by a pivot shaft. Game balls flowing in from the upper opening 11b1 formed at the top of the housing 11b are distributed by the start port distribution member 11c to either the first start port 11 side or the second start port 12 side. The start port distribution member 11c maintains its posture by its own weight, and when game balls flow in from the upper opening 11b1, the center of gravity of the start port distribution member 11c changes due to the game balls, and it is configured to change between a first distribution position (see Figure 17(B)) that distributes game balls to the first start port 11 side and a second distribution position (see Figure 17(C)) that distributes game balls to the second start port 12 side. Therefore, each time a game ball flows in from the upper opening 11b1, the game ball is distributed alternately, one by one, in the order of first start opening 11 side → second start opening 12 side → first start opening 11 side...
[0139] Furthermore, between the first start port 11 and the second start port 12, there is a lower discharge port 11b2 through which game balls that were distributed to either the first start port 11 side or the second start port 12 side by the start port distribution member 11c but did not enter either the first start port 11 or the second start port 12 are discharged into the game area 6. Therefore, it is possible that game balls flowing in from the upper opening 11b1 may not enter either the first start port 11 or the second start port 12.
[0140] Further, the right portion of the housing 11b is provided with a right opening 11b3 through which a game ball can flow in, and a right opening / closing member 11b4 that can switch between an open position where a game ball can flow into the right opening 11b3 and a closed position where a game ball cannot flow into the right opening 11b3. The right opening / closing member 11b4 performs the same function as the aforementioned opening / closing member 12k of the second start pocket 12, and is configured to be operable through the normal symbol game. When the right opening / closing member 11b4 is in the open position, a game ball can flow into the interior of the housing 11b from the right opening 11b3 and enter the second start pocket 12, while when the right opening / closing member 11b4 is in the closed position, a game ball cannot flow into the interior of the housing 11b from the right opening 11b3. Note that the start pocket distribution member 11c does not change its posture due to a game ball that has flowed into the interior of the housing 11b from the right opening 11b3, and the game ball that has flowed in from the right opening 11b3 always enters the second start pocket 12, and never enters the first start pocket 11.
[0141] <Electrical Configuration> Next, the electrical configuration of the pachinko gaming machine PZ1 according to the first embodiment will be briefly described with reference to FIG. 18. As shown in FIG. 18, the pachinko gaming machine PZ1 of the first embodiment is provided with a game control board 100A (main control board) that performs control related to game benefits such as jackpot lottery and game state transition, a presentation control board 120A (sub-control board) that performs control related to presentations executed as the game progresses, a payout control board 170 that performs control related to the payout of game balls, and the like. The game control board 100A constitutes the main control unit 100 (FIG. 13) together with the payout control board 170, and the presentation control board 120A constitutes the presentation control unit 120 (FIG. 13).
[0142] The game control board 100A is equipped with a game control one-chip microcontroller (hereinafter referred to as "game control microcontroller") 101 that controls the progress of the game of the pachinko game machine PZ1 according to a program. The game control microcontroller 101 includes a game ROM (Read Only Memory) 103 that stores programs for controlling the progress of the game, a game RAM 104 used as work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0143] The gaming RAM 104 includes a special symbol hold storage unit 105 for storing special symbol holds (a first special symbol hold storage unit 105a for storing special symbol 1 holds, and a second special symbol hold storage unit 105b for storing special symbol 2 holds), a normal symbol hold storage unit 106 for storing normal symbol holds, and a base information storage unit 108. The base information storage unit 108 stores so-called normal base information.
[0144] The normal base is the ratio of the total number of normal prize balls won by the player during normal gameplay to the number of normal balls fired by the player during normal gameplay. The game control board 100A is equipped with a 7-segment display 199, and the normal base is displayed on the 7-segment display 199 as a percentage (%). The 7-segment display 199 does not display any bases other than the normal base (the time-saving base, which is the ratio of the total number of time-saving prize balls won by the player during time-saving mode to the number of time-saving balls fired by the player during time-saving mode, and the jackpot base, which is the ratio of the total number of jackpot prize balls won by the player during jackpot gameplay to the number of jackpot balls fired by the player during jackpot gameplay).
[0145] Furthermore, the microcontroller 101 for game control includes a game I / O (Input / Output) port section 118 for inputting and outputting data and signals.
[0146] Furthermore, various sensors are connected to the game control board 100A. As a result, signals are input to the game control board 100A from each sensor. Specifically, the game control board 100A is connected to an ejection port sensor 19s as a ball detection means for detecting game balls, and the first start port sensor 11s, the second start port sensor 12s, the gate sensor 13s, the first major prize port sensor 14s, the second major prize port sensor 15s, and the general prize port sensor 10s are connected via the relay board 110.
[0147] The first start-up sensor 11s detects when a game ball enters the first start-up opening 11, as described above. The second start-up sensor 12s detects when a game ball enters the second start-up opening 12, as described above. The gate sensor 13s is located inside the gate 13 and detects when a game ball passes through the gate 13. The first large prize-winning opening sensor 14s is located inside the first large prize-winning opening 14 and detects when a game ball enters the first large prize-winning opening 14. The second large prize-winning opening sensor 15s is located inside the second large prize-winning opening 15 and detects when a game ball enters the second large prize-winning opening 15. The general prize-winning opening sensor 10s is located inside the general prize-winning opening 10 and detects when a game ball enters the general prize-winning opening 10.
[0148] Furthermore, the discharge port sensor 19s is installed inside the discharge port (not shown) that discharges game balls to the outside of the pachinko game machine PZ1, and detects game balls that have passed through the discharge port. The discharge port is located at the lower end of the game board mounting frame 2A, and game balls that are driven into the game area 6 enter one of the first start port 11, the second start port 12, the first major prize port 14, the second major prize port 15, the general prize port 10, or the out port 19, before finally passing through the discharge port. Therefore, by detecting game balls that have passed through the discharge port with the discharge port sensor 19s, it is possible to detect all game balls that have been driven into the game area 6. The total number of game balls driven into the game area 6 can be called the total number of balls launched. Also, since the total number of balls launched is the same as the total number of game balls that are discharged to the outside of the pachinko game machine PZ1, it can also be called the number of balls discharged, the total number of balls discharged, or the number of balls out.
[0149] Furthermore, various solenoids are connected to the game control board 100A. Therefore, signals are output from the game control board 100A to each solenoid. Specifically, the solenoids connected are the electric tuner solenoid 12m, the first AT solenoid 14m, and the second AT solenoid 15m. The electric tuner solenoid 12m drives the right-side opening / closing member 11b4 that switches whether or not a ball can enter the second starting opening 12. The first AT solenoid 14m drives the first opening / closing door 14k related to the first large prize opening 14. The second AT solenoid 15m drives the second opening / closing door 15k related to the second large prize opening 15. Although not shown in Figure 18, various displays that constitute the display units 8 are connected to the game control board 100A. The display control of the display units 8 is performed by the game control microcomputer 101.
[0150] The game control board 100A also transmits various commands and signals to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. The payout control board 170 is connected to a card unit and a prize ball payout device, as well as a launching device (including the handle 72k) via a launching control circuit.
[0151] The payout control board 170 implements a payout control one-chip microcontroller (hereinafter referred to as "payout control microcontroller") 171 that can execute control processing related to the payout of game balls according to a program. The payout control microcontroller 171 (payout control means) includes a payout ROM 173 that stores a program for controlling payouts, a payout RAM 174 used as work memory, a payout CPU 172 that executes the program stored in the payout ROM 173, and a payout I / O port section (input / output circuit) 178 for inputting and outputting data and signals.
[0152] The payout control board 170 drives the prize ball payout device to dispense prize balls or loaned balls based on signals from the game control microcomputer 101 and signals from the card unit connected to the pachinko game machine PZ1.
[0153] The game control board 100A also transmits various commands to the performance control board 120A. The connection between the game control board 100A and the performance control board 120A is a unidirectional communication connection that only allows the transmission of signals from the game control board 100A to the performance control board 120A.
[0154] The performance control board 120A is equipped with a performance control one-chip microcontroller (hereinafter referred to as "performance control microcontroller") 121 that controls the performance of the pachinko game machine PZ1 according to a program. The performance control microcontroller 121 includes a performance ROM 123 that stores programs for controlling the performance as the game progresses, a performance RAM 124 used as work memory, a performance CPU 122 that executes the programs stored in the performance ROM 123, and a performance I / O port section 138 for inputting and outputting data and signals.
[0155] Although not shown in Figure 18, an image control board is connected to the performance control board 120A. The performance control microcontroller 121, based on commands received from the game control board 100A, causes the CPU mounted on the image control board to control the display of the image display device 50, and to output voice, music, sound effects, etc. from the speaker 52.
[0156] Furthermore, a sub-drive board (sub-drive circuit) is connected to the performance control board 120A, and the performance control microcomputer 121 controls the lighting of lamps such as the frame lamp 53 and the panel lamp 54, and controls the driving of the movable parts on the panel 55k and the movable frame parts 58k, via the sub-drive board, based on commands received from the game control board 100A.
[0157] Furthermore, the performance control board 120A is connected to a normal button detection switch that detects when the normal button 40 is pressed, and a special button detection switch that detects when the special button 41 is pressed. The performance control microcontroller 121 can perform various effects in response to signals from these detection switches.
[0158] Figure 18 is merely a functional block diagram illustrating the electrical configuration of the pachinko game machine PZ1 in this embodiment, and it does not mean that only the circuit boards shown in Figure 18 are provided. Any multiple circuit boards shown in Figure 18 may be configured as a single circuit board, or one circuit board shown in Figure 18 may be configured as multiple circuit boards.
[0159] <Big Win Game> Next, we will describe the jackpot games that the game control microcomputer 101 can execute in the pachinko game machine PZ1 of the first embodiment. The game control microcomputer 101 can execute various jackpot games (jackpot games 1 to 4) shown in the jackpot game control table in Figure 19.
[0160] As shown in Figure 19, the game control microcomputer 101 can determine either "Big Win Symbol 1" or "Big Win Symbol 2" when a jackpot is determined in the jackpot determination related to Special Figure 1. More specifically, the game control microcomputer 101 determines "Big Win Symbol 1" with a 60% probability and "Big Win Symbol 2" with a 40% probability. Furthermore, the game control microcomputer 101 can determine either "Big Win Symbol 3" or "Big Win Symbol 4" when a jackpot is determined in the jackpot determination related to Special Figure 2. More specifically, the game control microcomputer 101 determines "Big Win Symbol 3" with a 60% probability and "Big Win Symbol 4" with a 40% probability.
[0161] The game control microcomputer 101 then executes a jackpot game according to the type of jackpot symbol that has been determined. Specifically, in "Jackpot Game 1," which is executed when "Jackpot Symbol 1" is determined, and in "Jackpot Game 2," which is executed when "Jackpot Symbol 2" is determined, round games are played 10 times. From rounds 1 to 4, the first large prize slot 14 is opened for a maximum of 29.5 seconds per round game, and from rounds 5 to 10, the first large prize slot 14 is opened for a maximum of 0.1 seconds per round game. In rounds 5 to 10 of this jackpot game, the opening time of the first large prize slot 14 is extremely short, and in reality, it is not possible to win a prize in the first large prize slot 14 during these rounds. In other words, although the total number of round games in this jackpot game is 10, the actual number of round games is 4.
[0162] Furthermore, in "Big Win Game 3," which is executed when "Big Win Symbol 3" is determined, and in "Big Win Game 4," which is executed when "Big Win Symbol 4" is determined, 10 rounds of gameplay are performed. In all rounds from 1R to 10R, the first big prize slot 14 is opened for a maximum of 29.5 seconds per round of gameplay. In other words, this big win game has 10 rounds in total and 10 actual rounds of gameplay.
[0163] Therefore, "Big Win Game 3" and "Big Win Game 4," which have an effective number of rounds of play (10 rounds), are more advantageous to the player than "Big Win Game 1" or "Big Win Game 2," which have an effective number of rounds of play (4 rounds). In other words, the state in which "Big Win Game 3" or "Big Win Game 4" is played is more advantageous to the player than the state in which "Big Win Game 1" or "Big Win Game 2" is played.
[0164] <Game status> Next, the game states that the game control microcomputer 101 can control will be explained. When the game control microcomputer 101 executes either "Big Win Game 1" or "Big Win Game 3", it sets the game state after the big win to a time-saving state (high base state). On the other hand, when the game control microcomputer 101 executes either "Big Win Game 2" or "Big Win Game 4", it sets the game state after the big win to a non-time-saving state (low base state). Furthermore, when the game control microcomputer 101 executes either "Big Win Game 1" or "Big Win Game 3", it sets the game state after the big win to a high probability state. On the other hand, when the game control microcomputer 101 executes either "Big Win Game 2" or "Big Win Game 4", it sets the game state after the big win to a normal probability state (low probability state). In other words, after "Big Win Game 1" or "Big Win Game 3," the game is controlled to a high-probability, high-base game state (high-probability state and time-saving state), and after "Big Win Game 2" or "Big Win Game 4," the game is controlled to a low-probability, low-base game state (normal probability state and non-time-saving state). In this configuration, the "high-probability, high-base game state" can continue until the next big win game is executed. Alternatively, after "Big Win Game 2" or "Big Win Game 4," the game may be controlled to a "low-probability, high-base game state." In this case, the low-probability, high-base state can continue until the number of times the variable display of the special symbol reaches a predetermined upper limit (for example, 100 times).
[0165] "Big Win Game 1" or "Big Win Game 3," which set a high probability state or high base state after a big win, can be said to be a more advantageous big win game for the player than "Big Win Game 2" or "Big Win Game 4," which do not set a high probability state or high base state after a big win. Furthermore, the big win game state in which "Big Win Game 1" or "Big Win Game 3" is executed can be said to be a more advantageous game state for the player than the big win game state in which "Big Win Game 2" or "Big Win Game 4" is executed.
[0166] Furthermore, regardless of the type of winning symbol, a jackpot game state is considered a more advantageous game state than a normal game state. Also, the "high probability high base game state," which is one of the high probability states, is considered a more advantageous game state for the player than the "low probability high base game state," which is one of the normal probability states. In this specification, a game state that is advantageous to the player may be referred to as an advantageous game state, advantageous state, or special game state.
[0167] <Special Feature 1 Variation Pattern> Next, we will explain the variation patterns related to Special Figure 1 that can be determined by the game control microcomputer 101 (Special Figure 1 variation patterns). In the normal game state (normal probability state and non-time-saving state), the game control microcomputer 101 can determine the Special Figure 1 variation pattern using the Special Figure 1 variation pattern determination table shown in Figure 20(A).
[0168] When the game control microcomputer 101 is set to a normal probability state and a non-time-saving state, it determines the variable display pattern of Special Feature 1 based on the results of the Special Feature judgment (jackpot judgment and symbol judgment), the results of the reach judgment, and the Special Feature variation pattern random number. As shown in Figure 20(A), it is possible to determine one of six types of Special Feature 1 variation patterns: "THP101", "THP102", "THP121", "THP122", "THP141", and "THP142". Which Special Feature 1 variation pattern is determined is determined by the Special Feature variation pattern random number. The determination ratio (distribution rate) in this configuration is as shown in Figure 20(A). This determination ratio can be changed as appropriate.
[0169] More specifically, if the result of the special symbol judgment (jackpot judgment and symbol judgment) of the pachinko game machine PZ1 is "jackpot symbol 1" or "jackpot symbol 2", it is possible to determine either "THP101" or "THP102" as the special symbol 1 variation pattern. "THP101" is the "1st Battle SP Jackpot Variation" which develops into a battle performance (1st Battle SP Reach) in which the player battles enemy character X, and "THP102" is the "N Jackpot Variation" which indicates a jackpot win in an N Reach without developing into an SP Reach. If the result of the jackpot judgment is "jackpot", the likelihood of each variation being selected is "1st Battle SP Jackpot Variation" > "N Jackpot Variation".
[0170] As shown in Figure 20(A), if the result of the special symbol judgment (jackpot judgment) is "miss" and the result of the reach judgment is "reach present", the pachinko game machine PZ1 can decide on either "THP121" or "THP122" as the special symbol 1 variation pattern. "THP121" is the "1st Battle SP Miss Variation" which develops into a battle performance (1st Battle SP Reach) in which the player battles with enemy character X, and "THP122" is the "N Miss Variation" which shows a miss in the N Reach and does not develop into an SP Reach. The likelihood of each variation being selected is "N Miss Variation" > "Battle SP Miss Variation".
[0171] Furthermore, in the Pachinko game machine PZ1, if the result of the special symbol judgment (jackpot judgment) is "miss" and the result of the reach judgment is "no reach", it is possible to determine either "THP141" or "THP142" as the special symbol 1 variation pattern. The ratio of which of these two special symbol 1 variation patterns is determined differs depending on the number of special symbol 1 reserved. When the number of special symbol 1 reserved is 0 to 2, it is more likely to be determined to "THP141", which has a relatively long special symbol variation time of 13,000 ms, and when the number of special symbol 1 reserved is 3 to 4, it is more likely to be determined to "THP142", which has a relatively short special symbol variation time of 5,000 ms. "THP141" is a "normal A miss variation" in which the variation performance ends in 13 seconds without a reach being established, and "THP142" is a "normal B miss variation" in which the variation performance ends in 5 seconds without a reach being established.
[0172] <Special Feature 2 Variation Pattern> Next, we will explain the variation patterns related to Special Figure 2 (Special Figure 2 variation patterns) that can be determined by the game control microcomputer 101. In the normal game state (normal probability state and non-time-saving state), the game control microcomputer 101 can determine the Special Figure 2 variation pattern using the Special Figure 2 variation pattern determination table shown in Figure 20(B).
[0173] When the game control microcomputer 101 is set to a normal probability state and a non-time-saving state, it determines the variable display pattern of Special Feature 2 based on the results of the Special Feature judgment (jackpot judgment and symbol judgment), the results of the reach judgment, and the Special Feature variation pattern random number. As shown in Figure 20(B), it is possible to determine one of six types of Special Feature 2 variation patterns: "THP201", "THP202", "THP221", "THP222", "THP241", and "THP242". Which Special Feature 2 variation pattern is determined is determined by the Special Feature variation pattern random number. The determination ratio (distribution rate) in this configuration is as shown in Figure 20(B). This determination ratio can be changed as appropriate.
[0174] More specifically, if the result of the special symbol judgment (jackpot judgment and symbol judgment) of the pachinko game machine PZ1 is "jackpot symbol 3" or "jackpot symbol 4", it is possible to determine either "THP201" or "THP202" as the special symbol 2 variation pattern. "THP201" is the "2nd Battle SP Jackpot Variation" which develops into a battle performance (2nd Battle SP Reach) where the player battles enemy character Y, and "THP202" is the "N Jackpot Variation" which indicates a jackpot win in the N Reach without developing into an SP Reach. If the result of the jackpot judgment is "jackpot", the likelihood of each variation being selected is "2nd Battle SP Jackpot Variation" > "N Jackpot Variation".
[0175] As shown in Figure 20(B), if the result of the special symbol judgment (jackpot judgment) is "miss" and the result of the reach judgment is "reach present", the pachinko game machine PZ1 can decide on either "THP221" or "THP222" as the special symbol 2 variation pattern. "THP221" is the "2nd Battle SP Miss Variation" which develops into a battle performance (2nd Battle SP Reach) in which the player battles the enemy character Y, and "THP222" is the "N Miss Variation" which shows a miss in the N Reach and does not develop into an SP Reach. The likelihood of each variation being selected is "N Miss Variation" > "Battle SP Miss Variation".
[0176] Furthermore, in the Pachinko game machine PZ1, if the result of the special symbol judgment (jackpot judgment) is "miss" and the result of the reach judgment is "no reach", it is possible to determine either "THP241" or "THP242" as the special symbol 2 variation pattern. The ratio of which of these two special symbol 2 variation patterns is determined differs depending on the number of special symbol 2 reserved. When the number of special symbol 2 reserved is 0 to 2, it is more likely to be determined as "THP241", which has a relatively long special symbol variation time of 13,000 ms, and when the number of special symbol 2 reserved is 3 to 4, it is more likely to be determined as "THP242", which has a relatively short special symbol variation time of 5,000 ms. "THP241" is a "normal A miss variation" in which the variation performance ends in 13 seconds without a reach being established, and "THP242" is a "normal B miss variation" in which the variation performance ends in 5 seconds without a reach being established.
[0177] Here, we will explain the main effects that make up the special feature variation effect. The effect control microcomputer 121 displays an effect image on the display unit 50a for each effect that makes up the special feature variation effect, and in response to the display of the effect image, it can execute effects such as lighting effects using frame lamps 53 and panel lamps 54, sound output effects using speakers 52, movable body effects using frame movable body 58k and panel movable body 55k, and operation effects using input devices (normal buttons 40, special buttons 41).
[0178] A. Normal fluctuations "Normal variation" is a special effect that may occur in response to the start of the variable display of the special symbols. Because it is the first effect to occur in the special symbol variation effect, it functions as an effect that indicates the start of the special symbol variation effect.
[0179] B. Reach "Reach" is a special effect that occurs after a "normal spin" where the left display symbol EZ1 and the right display symbol EZ3 temporarily stop on the same symbol. It may occur when the jackpot judgment result is "jackpot," and therefore functions as an effect that suggests a jackpot game may be about to occur. Furthermore, it may develop into other reach effects such as N reach or SP reach, so it also functions as an effect that suggests the possibility of a reach effect occurring.
[0180] Note that "reach" refers to a state where only one of the plurality of performance symbols remains in variable display, and depending on which symbol the variably displayed performance symbol stops and displays, the state becomes a combination of performance symbols that indicates a game state advantageous to the player (for example, a jackpot game state) (for example, a state of "7↓7").
[0181] C.N Reach "N Reach" is a performance that may be executed after "reach" is established. Since it may be executed when the result of the jackpot determination is "jackpot", it functions as a performance suggesting that there is a possibility that a jackpot game will be executed.
[0182] D. Battle Performance (First Battle SP Reach, Second Battle SP Reach) "Battle performance" is a performance that may be executed after "N Reach", and is a reach performance showing a battle between an ally character and enemy characters (enemy character X, enemy character Y). The battle performance includes a victory mode and a defeat mode. In the victory battle performance, a victory performance (success performance) in which the ally character wins is executed. In contrast, in the defeat battle performance, a defeat performance (failure performance) in which the ally character loses is executed. Specifically, in the present embodiment, the reach performance shown in FIG. 8 is executed as the first Battle SP Reach, and the reach performance shown in FIG. 9 is executed as the second Battle SP Reach.
[0183] Since "battle performance" is more likely to be executed when the result of the jackpot determination is "jackpot" than when it is "loss", it functions as a performance suggesting that the possibility of a jackpot game being executed is high. In addition, since a jackpot game is more likely to be executed when the performance develops into "battle performance" after "N Reach" than when the performance ends at "N Reach", "battle performance" also functions as a performance suggesting that the possibility of a jackpot game being executed is higher than that of "N Reach".
[0184] <Operation of Game Control Microcomputer 101> Next, a part of the operation of the game control microcomputer 101 will be explained based on Figures 21 to 24. The pachinko game machine PZ1 in this embodiment has a start port unit 11U that distributes evenly between the first start port 11 and the second start port 12, and is capable of simultaneously executing the fluctuation display of Special Figure 1 related to the first start port and the fluctuation display of Special Figure 2 related to the second start port 12. In other words, it is a so-called simultaneous fluctuation game machine. The following explanation will focus on the processing related to simultaneous fluctuation.
[0185] [Main Timer Interrupt Processing] The game control microcontroller 101 repeats the main timer interrupt processing shown in Figure 21 at short intervals, such as 4 msec. First, the game control microcontroller 101 performs a random number update process to update various random numbers used for various determinations such as jackpot determination, symbol type determination (symbol determination), reach determination, special symbol variation pattern determination, and hit determination (normal symbol determination) (S101).
[0186] Next, the microcontroller 101 for game control performs input processing (S102). In input processing (S102), it mainly reads detection signals detected by various sensors attached to the pachinko game machine PZ1 (first start port sensor 11s, second start port sensor 12s, gate sensor 13s, first large prize port sensor 14s, second large prize port sensor 15s, general prize port sensor 10s, and discharge port sensor 19s (see Figure 18)), and sets prize ball commands for dispensing prize balls according to the type of prize port in the output buffer of the game RAM 104. The set prize ball commands are then transmitted to the payout control board 170.
[0187] Next, the game control microcontroller 101 executes the sensor detection process (S103), the first special operation process (S104-1), and the second special operation process (S104-2), which will be described later.
[0188] Next, the game control microcontroller 101 executes normal operation processing (S105). In normal operation processing (S105), the game control microcontroller 101 uses the normal symbol random number obtained in the sensor detection processing (S103) to determine the result using the normal symbol win determination table. Then, it displays the normal symbols (variation display and stop display) to indicate the result of this normal symbol lottery (normal symbol determination). If it is determined to be a win in the normal symbol lottery, an auxiliary game is performed to open the right side opening / closing member 11b4 related to the second start opening 12 according to a predetermined opening pattern corresponding to the game state.
[0189] Next, the game control microcomputer 101 executes base calculation and display processing (S106). In base calculation and display processing (S106), the game control microcomputer 101 updates the value of the number of balls launched counter based on the detection signal from the discharge port sensor 19s, only when the game is in a normal game state, updates the value of the total number of prize balls counter based on the detection signals from the first start port sensor 11s, the second start port sensor 12s, the first major prize port sensor 14s, the second major prize port sensor 15s, and the general prize port sensor 10s, and calculates the current base (%) by dividing the value of the total number of prize balls counter by the value of the number of balls launched counter and multiplying by 100. The calculated current base information (current base information) is then stored in the base information storage unit 108, and the current base is displayed on the 7-segment display unit 199.
[0190] Following the base calculation and display processing, the game control microcontroller 101 performs output processing (S107) to complete this process. In output processing (S107), the commands and other information set in each of the above processes are output to the performance control board 120A, etc.
[0191] [Sensor Detection Process] As shown in Figure 22, in the sensor detection process (S103), the game control microcomputer 101 first determines whether a game ball has passed through the gate 13, that is, whether a game ball has been detected by the gate sensor 13s (S201). If no game ball has passed through the gate 13 (NO in S201), the process proceeds to step S205. If a game ball has passed through (YES in S201), the process determines whether the number of normal symbol reserved balls (number of normal symbol reserved balls) is 4 or more (S202). If the number of normal symbol reserved balls is 4 or more (YES in S202), the process proceeds to step S205. On the other hand, if the number of normal symbol reserved balls is not 4 or more (NO in S202), "1" is added to the number of normal symbol reserved balls (S203), and the normal symbol random number acquisition process (S204) is performed. In the normal symbol random number acquisition process (S204), a normal symbol random number (a random number for normal symbol determination) is acquired and stored in the normal symbol reserve memory unit 106 of the game RAM 104.
[0192] In step S205, it is determined whether a game ball has entered the first start opening 11, that is, whether a game ball has been detected by the first start opening sensor 11s (S205). If no game ball has entered the first start opening 11 (NO in S205), the process proceeds to step S209. If a game ball has entered the first start opening 11 (YES in S205), it is determined whether the number of reserved balls for Special Feature 1 (the number of reserved balls for Special Feature 1) has reached "4" (the upper limit) (S206). If the number of reserved balls for Special Feature 1 has reached "4" (YES in S206), the process proceeds to step S209. If the number of reserved balls for Special Feature 1 is less than "4" (NO in S206), "1" is added to the number of reserved balls for Special Feature 1 (S207), and the Special Feature 1 random number acquisition process (S208) is performed. In the Special Symbol 1 Random Number Acquisition Process (S208), various random numbers related to Special Symbol 1 (for determining a jackpot, determining the symbol, determining whether or not there is a reach, and determining the special symbol variation pattern) are acquired and stored in the first special symbol reserve storage unit 105a of the game RAM 104.
[0193] Next, in the sensor detection process (S104), it is determined whether or not a game ball has entered the second start opening 12, that is, whether or not a game ball has been detected by the second start opening sensor 12s (S209). If no game ball has entered the second start opening 12 (NO in S209), this process is terminated. However, if a game ball has entered the second start opening 12 (YES in S209), it is determined whether or not the number of reserved balls in Special Feature 2 (the number of reserved balls in Special Feature 2) has reached "4" (the upper limit) (S210). If the number of reserved balls in Special Feature 2 has reached "4" (YES in S210), this process is terminated. However, if the number of reserved balls in Special Feature 2 is less than "4" (NO in S210), "1" is added to the number of reserved balls in Special Feature 2 (S211), and the Special Feature 2 random number acquisition process (S212) is performed. In the Special Symbol 2 Random Number Acquisition Process (S212), various random numbers related to Special Symbol 2 (for jackpot determination, symbol determination, reach determination, and special symbol variation pattern determination) are acquired and stored in the second special symbol reserve storage unit 105b of the game RAM 104.
[0194] [First Special Operation Processing] As shown in Figure 23, in the first special operation processing (S104-1), the processing related to the special feature variation and special game for special feature 1 is divided into four stages, and "First Special Operation Status 1, 2, 3, 4" is assigned to each of these stages. The first special operation status is initially set to "1".
[0195] In the first special operation process (S104-1), the game control microcomputer 101 first determines whether the "second special operation status," described later, is "4" (S301). If the "second special operation status" is "4," this process ends. In this case, the jackpot game is being executed based on the result of the jackpot determination related to special figure 2. Thus, in this configuration, the jackpot game related to special figure 1 is not executed while the jackpot game related to special figure 2 is being executed.
[0196] If the result of step S301 is NO, the game control microcomputer 101 performs the first special symbol waiting process (S303) if the "first special operation status" is "1" (YES in S302), performs the first special symbol variation process (S305) if the "first special operation status" is "2" (NO in S302, YES in S304), performs the first special symbol confirmation process (S307) if the "first special operation status" is "3" (NO in both S302 and S304, YES in S306), and performs the special electric mechanism process (S308) in order to perform a jackpot game if the "first special operation status" is "4" (NO in all of S302, S304, and S306).
[0197] In the first special symbol standby process (S303), the game control microcomputer 101 uses various judgment tables, such as the jackpot judgment table, to determine the special symbol random number related to special symbol 1 acquired in the sensor detection process (S103). Then, it starts displaying the special symbols (variation display and stop display) to indicate the result of this jackpot lottery (including jackpot judgment and symbol judgment), and sets the first special operation status to "2". When displaying the special symbols, it includes information on the variation pattern and stop symbols of special symbol 1, and sets a special symbol 1 variation start command to notify the start of variation of special symbol 1 in the output buffer of the game RAM 104. Furthermore, in this configuration, to prevent duplicate jackpot judgments in special symbol 1 and special symbol 2, if a jackpot has already been determined in the jackpot judgment related to special symbol 2 and that special symbol variation is in progress, the jackpot judgment related to special symbol 1 will always be determined to be a miss (forced miss).
[0198] Furthermore, in the first special symbol variation processing (S305), the game control microcomputer 101 determines whether the variation time for special symbol 1 has elapsed. If it has, it stops the variation of special symbol 1 and sets the first special operation status to "3". In this configuration, the measurement of the variation time for special symbol 1 is not performed (the variation display of special symbol 1 is interrupted) while the jackpot game based on the lottery for special symbol 2 is being executed.
[0199] Furthermore, in the first special symbol confirmation process (S307), the game control microcomputer 101 determines whether the stop time for special symbol 1 (for example, 500ms) has elapsed. If the time has elapsed and a winning symbol has stopped, it prepares to execute the jackpot game and sets the first special operation status to "4". On the other hand, if the time has elapsed and a losing symbol has stopped, it returns the first special operation status to "1". Note that the preparation for executing the jackpot game includes setting an opening command (OP command) containing information on the type of winning jackpot symbol in the output buffer of the game RAM 104.
[0200] Furthermore, in the special electric mechanism processing (S308), the game control microcomputer 101 performs a jackpot game (special game) by opening the large prize slots (first large prize slot 14, second large prize slot 15) according to a predetermined opening pattern corresponding to the type of jackpot symbol won. At the start of each round of the jackpot game, a round specification command (round command) containing information about the number of rounds is set in the output buffer of the game RAM 104. Also, when the final round ends and the ending begins, an ending command (ED command) is set in the output buffer of the game RAM 104. At the end of the jackpot game's ending, the game control microcomputer 101 returns the first special operation status to "1".
[0201] [Second Special Operation Processing] As shown in Figure 24, in the second special operation processing (S104-2), the processing related to the special feature variation and special game for special feature 2 is divided into four stages, and "Second Special Operation Status 1, 2, 3, 4" is assigned to each of these stages. The second special operation status is initially set to "1".
[0202] In the second special operation process (S104-2), the game control microcomputer 101 first determines whether the "first special operation status" is "4" (S401). If the "first special operation status" is "4", this process is terminated. This is because, in this case, the jackpot game is being executed based on the result of the jackpot determination related to special figure 1. In this configuration, the jackpot game related to special figure 2 is not executed while the jackpot game related to special figure 1 is being executed.
[0203] If the result of step S401 is NO, the game control microcomputer 101 performs the second special symbol waiting process (S403) if the "second special operation status" is "1" (YES in S402), performs the second special symbol variation process (S405) if the "second special operation status" is "2" (NO in S402, YES in S404), performs the second special symbol confirmation process (S407) if the "second special operation status" is "3" (NO in both S402 and S404, YES in S406), and performs the special electric mechanism process (S408) in order to play a jackpot game if the "second special operation status" is "4" (NO in all of S402, S404, and S406).
[0204] In the second special symbol standby process (S403), the game control microcomputer 101 uses various judgment tables, such as the jackpot judgment table, to determine the special symbol random number related to special symbol 2 acquired in the sensor detection process (S103). Then, it starts displaying the special symbols (variation display and stop display) to indicate the result of this jackpot lottery (including jackpot judgment and symbol judgment), and sets the second special operation status to "2". When displaying the special symbols, it includes information on the variation pattern and stop symbols of special symbol 2, and sets a special symbol 2 variation start command to notify the start of variation of special symbol 2 in the output buffer of the game RAM 104. Furthermore, in this configuration, to prevent duplicate jackpot judgments in special symbol 1 and special symbol 2, if a jackpot has already been determined in the jackpot judgment related to special symbol 1 and that special symbol variation is in progress, the jackpot judgment related to special symbol 2 will always be determined to be a miss (forced miss).
[0205] Furthermore, in the second special symbol variation processing (S405), the game control microcomputer 101 determines whether the variation time for special symbol 2 has elapsed. If it has, it stops the variation of special symbol 2 and sets the second special operation status to "3". In this configuration, the measurement of the variation time for special symbol 2 is not performed (the variation display of special symbol 2 is interrupted) while the jackpot game based on the lottery for special symbol 1 is being executed.
[0206] Furthermore, in the second special symbol confirmation process (S407), the game control microcomputer 101 determines whether the stop time for special symbol 2 (for example, 500ms) has elapsed. If the time has elapsed and a winning symbol has stopped, it prepares to execute the jackpot game and sets the second special operation status to "4". On the other hand, if the time has elapsed and a losing symbol has stopped, it returns the second special operation status to "1". Note that the preparation for executing the jackpot game includes setting an opening command (OP command) containing information on the type of winning jackpot symbol in the output buffer of the game RAM 104.
[0207] Furthermore, in the special electric mechanism processing (S408), the game control microcomputer 101 performs a jackpot game (special game) by opening the large prize slots (first large prize slot 14, second large prize slot 15) according to a predetermined opening pattern corresponding to the type of jackpot symbol won, similar to the special electric mechanism processing (S308) related to special figure 1. When starting each round of the jackpot game, a round specification command (round command) containing information about the number of rounds is set in the output buffer of the game RAM 104. Also, when the final round ends and the ending begins, an ending command (ED command) is set in the output buffer of the game RAM 104. When the ending of the jackpot game ends, the game control microcomputer 101 returns the second special operation status to "1".
[0208] <Start timing of special feature variation> As described above, the game control microcomputer 101 can start the variation of Special Figure 2 even if the first special operation status is "2" (even if Special Figure 1 is in the middle of variation), and can also start the variation of Special Figure 1 even if the second special operation status is "2" (even if Special Figure 2 is in the middle of variation). Figure 25 is a timing chart showing the relationship between the variation of Special Figure 1 (special figure variation related to Special Figure 1) and the variation of Special Figure 2 (special figure variation related to Special Figure 2). As shown in Figure 25, when the first start port sensor 11s detects a game ball in a situation where both the Special Figure 1 and Special Figure 2 reserves are zero and neither the variation of Special Figure 1 nor the variation of Special Figure 2 is being displayed, the game control microcomputer 101 immediately starts the variation display of Special Figure 1 (see timing t1). Subsequently, when the second start port sensor 12s detects a game ball while the variation display of Special Figure 1 is running, the variation display of Special Figure 2 immediately starts (see timing t2). In other words, the microcontroller 101 for game control is capable of simultaneously displaying the fluctuations of Special Feature 1 and Special Feature 2.
[0209] <Example of image display in display unit 50a> Next, the image display of the display unit 50a in the normal gameplay state will be described. As mentioned above, the pachinko game machine PZ1 in this form is a game machine capable of so-called simultaneous variations. Therefore, as shown in Figure 26, the performance control microcomputer 121 can execute the variation performance related to special figure 1 in the upper display area 50au, which is the upper half of the display unit 50a, and execute the variation performance related to special figure 2 in the lower display area 50ad, which is the lower half of the display unit 50a.
[0210] In the upper display area 50au, a daytime background image GD is displayed to show the daytime background, and a special feature 1 variation effect is displayed to show the lottery result of special feature 1. In the special feature 1 variation effect, the left effect symbol EZ1x, the middle effect symbol EZ2x, and the right effect symbol EZ3x are displayed in a variation manner, and then these effect symbols (collectively referred to as effect symbols EZx) are stopped in a manner that shows the lottery result of special feature 1. In addition, a first reserve number display area 300 is provided at the lower left position of the upper display area 50au for displaying the first reserve number according to the number of special feature 1 reserves. The first reserve number display area 300 includes the display area F0, the first display area F1, the second display area F2, the third display area F3, and the fourth display area F4, from left to right. The fourth display area F4 is the area that displays the hold icon corresponding to the fourth Special Feature 1 hold, the third display area F3 is the area that displays the hold icon corresponding to the third Special Feature 1 hold, the second display area F2 is the area that displays the hold icon corresponding to the second Special Feature 1 hold, and the first display area F1 is the area that displays the hold icon corresponding to the first Special Feature 1 hold. In addition, the display area F0 is the area that displays the icon corresponding to the Special Feature 1 variation that is currently being executed. As an icon related to Special Feature 1 (hold icon, the icon), the performance control microcontroller 121 displays the first icon SA with a circular design. In addition, each display area F0 to F4 of the first hold count display area 300 displays the first base image with a cylindrical design as the image of the base on which the first icon SA sits. The first base image includes the first base image 301 for the display area F0 and the first base image 302 for the first display areas F1 to the fourth display areas F4. Image 301 of the first base is slightly larger in display size than image 302 of the first base.
[0211] In the lower display area 50ad, a night background image GN is displayed to show a nighttime background, and a special feature 2 variation effect is displayed to show the lottery result of special feature 2. In the special feature 2 variation effect, the left effect symbol EZ1y, the middle effect symbol EZ2y, and the right effect symbol EZ3y are displayed in a variation manner, and then these effect symbols (collectively referred to as effect symbols EZy) are stopped in a manner that shows the lottery result of special feature 2. In addition, a second reserved number display area 310 is provided at the lower right of the lower display area 50ad for displaying the second reserved number according to the number of reserved special feature 2. The second reserved number display area 310 includes the display area J0, the first display area J1, the second display area J2, the third display area J3, and the fourth display area J4, from right to left. The fourth display area J4 is the area that displays the hold icon corresponding to the fourth Special Feature 2 hold, the third display area J3 is the area that displays the hold icon corresponding to the third Special Feature 2 hold, the second display area J2 is the area that displays the hold icon corresponding to the second Special Feature 2 hold, and the first display area J1 is the area that displays the hold icon corresponding to the first Special Feature 2 hold. In addition, the display area J0 is the area that displays the icon corresponding to the Special Feature 2 variation that is currently being executed. As the icon related to Special Feature 2 (hold icon, the icon), the performance control microcontroller 121 displays the second icon MA, which has a crescent moon design. In addition, each display area J0 to J4 of the second hold count display area 310 displays a second base image with a hexagonal prism design as the image of the base on which the second icon MA sits. The second base image includes a second base image 311 for the display area J0 and a second base image 312 for the first to fourth display areas J1 to J4. The second base image 311 has a slightly larger display size than the second base image 312. The second reserved number display area 310 and the first reserved number display area 300 are collectively referred to as the reserved number display area AHA. The reserved number display area AHA is an example of a specific display unit, the first reserved number display area 300 is an example of a first specific display unit, and the second reserved number display area 310 is an example of a second specific display unit. Furthermore, the first icon SA is an example of a first element, and the second icon MA is an example of a second element.
[0212] Here, the display patterns of the first icon SA in the first reserved number display area 300 according to the fluctuation status of Special Figure 1 and the number of reserved numbers in Special Figure 1, and the display patterns of the second icon MA in the second reserved number display area 310 according to the fluctuation status of Special Figure 2 and the number of reserved numbers in Special Figure 2 will be explained based on Figures 27 and 28. As shown in Figure 27, when there are 0 reserved numbers in Special Figure 1 and Special Figure 1 is stopped (the fluctuation display of Special Figure 1 is not being executed), the first icon SA is not displayed in any of the display areas F0 to F4, and only the first base image (first base image 301, first base image 302) is displayed in the display areas F0 to F4 (Figure 27(A)). Furthermore, when there are 0 reserved numbers in Special Figure 1 and Special Figure 1 is fluctuating, the first icon SA is displayed only in the display area F0, and the first icon SA is not displayed in the first display area F1 to the fourth display area F4 (Figure 27(B)). Furthermore, if there is one Special Feature 1 held, the first icon SA is displayed in the relevant display area F0 and the first display area F1, but not in the second to fourth display areas F2 to F4 (Figure 27(C)). Furthermore, if there are two Special Feature 1 held, the first icon SA is displayed in the relevant display area F0, the first display area F1, and the second display area F2, but not in the third to fourth display areas F3 to F4 (Figure 27(D)). Furthermore, if there are three Special Feature 1 held, the first icon SA is displayed in the relevant display area F0 and the first to third display areas F3 to F3, but not in the fourth (Figure 27(E)). Furthermore, if there are four Special Feature 1 held, the first icon SA is displayed in the relevant display area F0 and in all of the first to fourth display areas F4 (Figure 27(F)). The display pattern of the first icon SA in the first reserved number display area 300 allows the player to understand the number of reserved special figures 1 and whether or not the special figure 1 variation display is being executed. In other words, in this configuration, the number of reserved special figures 1 is represented by the display pattern of the first reserved number display area 300 (each display pattern in Figures 27(A) to (F)).
[0213] Furthermore, as shown in Figure 28, when there are 0 (zero) reserved special figures 2 and special figures 2 is in a stopped state (special figure 2 is not in a variable state), the second icon MA is not displayed in any of the display areas J0 to J4, and only the second base image (second base image 311, second base image 312) is displayed in display areas J0 to J4 (Figure 28(A)). When there are 0 reserved special figures 2 and special figures 2 is in a variable state, the second icon MA is displayed only in the display area J0, and not in the first display area J1 to the fourth display area J4 (Figure 28(B)). Furthermore, when there is 1 reserved special figure 2, the second icon MA is displayed in the display area J0 and the first display area J1, and not in the second display area J2 to the fourth display area J4 (Figure 28(C)). Furthermore, if there are two reserved special symbols 2, the second icon MA is displayed in the display area J0, the first display area J1, and the second display area J2, but not in the third to fourth display areas J3 and J4 (Figure 28(D)). Furthermore, if there are three reserved special symbols 2, the second icon MA is displayed in the display area J0 and the first to third display areas J1 and J3, but not in the fourth (Figure 28(E)). Furthermore, if there are four reserved special symbols 2, the second icon MA is displayed in the display area J0 and in all of the first to fourth display areas J1 and J4 (Figure 28(F)). Through this display pattern of the second icon MA in the second reserved symbol count display area 310, the player can understand the number of reserved special symbols 2 and whether or not the special symbol 2 variation display is being executed. In other words, in this configuration, the number of reserved items in Special Figure 2 is represented by the display mode of the second reserved item display area 310 (each of the display modes in Figures 28(A) to (F)).
[0214] In this form of the Pachinko game machine PZ1, the reserved ball count display animation (first reserved ball count display animation, second reserved ball count display animation) is basically performed as described above. However, it is not always appropriate to perform such a reserved ball count display animation (see Figure 26) in accordance with the development of the game. Specifically, when the game develops into an SP Reach (battle animation), it is desirable from the standpoint of enhancing the player's enjoyment to concentrate the player's attention on that SP Reach. Therefore, in this form, when an SP Reach is performed, the execution method of the reserved ball count display animation is changed as shown in Figures 29 and 30. This will be explained in detail below.
[0215] Figure 29 shows the transition of the display unit 50a when an SP reach (1st battle SP reach) is executed in the variation performance related to Special Figure 1. As shown in Figure 29(A), in the upper display area 50au, five 1st icon SAs are displayed in the 1st reserve count display area 300, and in the lower display area 50ad, five 2nd icon MAs are displayed in the 2nd reserve count display area 310. In other words, it is shown that there are four Special Figure 1 reserves and four Special Figure 2 reserves. In the example performance shown in Figure 29(A), the respective performance symbols EZ1y, EZ2y, and EZ3y are displayed in a variation performance for Special Figure 2, and in the variation performance for Special Figure 1, the left performance symbol EZ1x and the right performance symbol EZ3x both stop at the 7 symbol, and only the middle performance symbol EZ2x continues to change (i.e., a reach is formed). In this situation, when the performance control microcontroller 121 starts executing the first battle SP reach in the variation performance of Special Figure 1, it controls the display unit 50a as shown in Figure 29(B). That is, it displays the variation performance of Special Figure 1, which was displayed in the upper display area 50au, across the entire area of the display unit 50a, and also displays the variation performance of Special Figure 2, which was displayed in the lower display area 50ad, in a smaller size in the upper right display area 320 of the display unit 50a. The upper right display area 320 is about 1 / 8 the size of the entire display unit 50a. The display area of the display unit 50a excluding the upper right display area 320 is called the first overall display area 322.
[0216] In the first overall display area 322, the GS1 presentation image for the first battle SP reach (including the background, ally characters, and enemy characters of the first battle SP reach) is displayed across the entire area, and in the upper left corner, the presentation symbol EZx is displayed in a reach configuration (a configuration in which a reach is formed with the 7 symbol). The presentation symbol EZx is displayed in a smaller size than when it was displayed in the upper display area 50au. In addition, the first icon SA and the first base image (first base image 301, first base image 302) are displayed in the lower left position of the first overall display area 322 at the same size as when they were displayed in the upper display area 50au. In other words, the first reserve count display area 300 (display area F0~F4) that was in the upper display area 50au remains as it is, but it has moved to the lower left position of the first overall display area 322.
[0217] Meanwhile, the upper right display area 320 displays the night background image GN that was displayed in the lower display area 50ad, as well as the three EZy symbols that are currently being displayed. However, the upper right display area 320 does not display the second icon MA or the second base image (second base image 311, second base image 312). In other words, the second reserved number display area 310 (display area J0~J4) that was in the lower display area 50ad disappears from the display unit 50a.
[0218] In this configuration, when an SP reach is executed during a variation animation related to Special Feature 1, even if there are remaining Special Feature 2 reserves, the reserve count display for Special Feature 2 (i.e., the reserve count display by the second icon MA) disappears, and only the reserve count display for Special Feature 1 (i.e., the reserve count display by the first icon SA) remains. While an SP reach related to Special Feature 1 is being executed, the player's attention is focused on its outcome, and relatively less on the lottery result for Special Feature 2. For this reason, the animation related to Special Feature 1 is performed in the relatively large first overall display area 322, and the animation related to Special Feature 2 is performed in the relatively small upper right display area 320 (small display area for Special Feature 2) to enhance the player's interest. Furthermore, in such situations, it is assumed that there is little interest in the number of reserved special symbols. Therefore, the number of reserved symbols is displayed only in the relatively large first overall display area 322 related to special symbol 1 (display of the first icon SA and the first base images 301 and 302), and the number of reserved symbols is not displayed in the relatively small upper right display area 320 related to special symbol 2 (display of the second icon MA and the second base images 311 and 312), thereby preventing the display from becoming a confusing and complicated presentation screen. In other words, this form aims to optimize the overall display of the number of reserved symbols. Note that the execution of an SP reach in the variation presentation related to special symbol 1 (execution of the first battle SP reach) is one example of a predetermined condition.
[0219] Figure 30 also shows the transition of the display unit 50a when an SP reach (second battle SP reach) is executed in the variation performance related to Special Figure 2. As shown in Figure 30(A), in the upper display area 50au, five first icons SA are displayed in the first reserve count display area 300, and in the lower display area 50ad, five second icons MA are displayed in the second reserve count display area 310. In other words, it is shown that there are four reserves each for Special Figure 1 and Special Figure 2. In the example performance shown in Figure 30(A), the variation performance of Special Figure 1 is shown with each performance symbol EZ1x, EZ2x, and EZ3x changing, and in the variation performance of Special Figure 2, the left performance symbol EZ1y and the right performance symbol EZ3y both stop at three symbols, and only the middle performance symbol EZ2y continues to change (i.e., a reach is formed). In this situation, when the performance control microcontroller 121 starts executing the second battle SP reach in the variation performance of special figure 2, it controls the display unit 50a as shown in Figure 30(B). That is, it displays the variation performance of special figure 2, which was displayed in the lower display area 50ad, across the entire area of the display unit 50a, and also displays the variation performance of special figure 1, which was displayed in the upper display area 50au, in a smaller size in the upper left display area 330 of the display unit 50a. The upper left display area 330 is about 1 / 8 the size of the entire display unit 50a. The display area of the display unit 50a excluding the upper left display area 330 is called the second overall display area 332.
[0220] In the second overall display area 332, the GS2 presentation image for the second battle SP reach (including the background, ally characters, and enemy characters of the second battle SP reach) is displayed across the entire area, and in the upper right corner, the EZy presentation symbol is displayed in a reach configuration (a configuration in which a reach is formed with 3 symbols). The EZy presentation symbol is displayed in a smaller size than when it was displayed in the lower display area 50ad. Also, in the lower right position of the second overall display area 332, the second icon MA and the second pedestal images (second pedestal image 311, second pedestal image 312) are displayed in the same size as when they were displayed in the lower display area 50ad. In other words, the second reserve count display area 310 (display area J0~J4) that was in the lower display area 50ad remains as it is, but it has moved to the lower right position of the second overall display area 332.
[0221] Meanwhile, the upper left display area 330 displays the daytime background image GD that was displayed in the upper display area 50au, as well as the three performance symbols EZx that are currently being displayed. However, the upper left display area 330 does not display the first icon SA or the first base image (first base image 301, first base image 302). In other words, the first reserved number display area 300 (display area F0~F4) that was in the upper display area 50au disappears from the display unit 50a.
[0222] In this configuration, when an SP reach is executed during a variation animation related to Special Feature 2, even if there are remaining Special Feature 1 reserves, the reserve count display for Special Feature 1 (i.e., the reserve count display by the first icon SA) disappears, and only the reserve count display for Special Feature 2 (i.e., the reserve count display by the second icon MA) remains. During the execution of an SP reach related to Special Feature 2, the player's attention is focused on its outcome, and relatively less on the lottery results for Special Feature 1. For this reason, the animations related to Special Feature 2 are performed in the relatively large second overall display area 332, and the animations related to Special Feature 1 are performed in the relatively small upper left display area 330 (small display area for Special Feature 1) to enhance the player's interest. Furthermore, in this situation, it is assumed that there is little interest in the number of reserved special symbols. Therefore, the reserved symbol display (display of the second icon MA and second base images 311, 312) is left only in the relatively large second overall display area 332 related to special symbol 2, and the reserved symbol display (display of the first icon SA and first base images 301, 302) is omitted in the relatively small upper left display area 330 related to special symbol 1, thereby preventing the display from becoming a confusing and complicated presentation screen. In other words, this form aims to optimize the overall display of reserved symbols. Note that the execution of an SP reach in the variation performance related to special symbol 2 (execution of the second battle SP reach) is an example of a specific condition. Also, the reach performance of SP reaches in the variation performance related to special symbol 1 and the variation performance related to special symbol 2 is an example of a specific performance.
[0223] As described in detail above, according to the pachinko gaming machine PZ1 of the first embodiment, when a game is played and the SP ready-to-win (first battle SP ready-to-win) pertaining to special figure 1 is executed, the second icon MA is erased, leaving only the reserved count display by the first icon SA in the first reserved count display area 300 (see FIG. 29). As a result, in the scene where the SP ready-to-win pertaining to special figure 1 is being executed, only the reserved count display of the side with higher display significance in the game (that is, special figure 1 which is the side of higher interest to the player) remains, and an appropriate reserved count display that prevents complication in accordance with the progress of the game is realized.
[0224] Further, according to the pachinko gaming machine PZ1 of the first embodiment, when a game is played and the SP ready-to-win (second battle SP ready-to-win) pertaining to special figure 2 is executed, the first icon SA is erased, leaving only the reserved count display by the second icon MA in the second reserved count display area 310 (see FIG. 30). As a result, even in the scene where the SP ready-to-win pertaining to special figure 2 is being executed, only the reserved count display of the side with higher display significance in the game (that is, special figure 2 which is the side of higher interest to the player) remains, and an appropriate reserved count display that prevents complication in accordance with the progress of the game is realized.
[0225] Hereinafter, modified examples of the pachinko gaming machine described in the first embodiment will be described. Needless to say, the configurations according to the modified examples may be appropriately combined with each other. In addition, the technical features in the above embodiment and the following modified examples can be appropriately deleted unless they are described as essential in the present specification.
[0226] In the first embodiment, execution of the SP ready-to-win in the variable performance pertaining to special figure 1 (execution of the first battle SP ready-to-win) is set as the predetermined condition for erasing the second icon MA, but a configuration may be adopted in which SPSP ready-to-win with a higher jackpot expectation degree than the SP ready-to-win can be executed, and execution of the SPSP ready-to-win may be set as the predetermined condition. In this case, the ready-to-win performance of the SPSP ready-to-win is an example of the specific performance. Further, a configuration may be adopted in which a specific preview performance suggesting that the jackpot expectation degree is extremely high can be executed during execution of the variable performance pertaining to special figure 1, and execution of the specific preview performance may be set as the predetermined condition for erasing the second icon MA. In this case, the specific preview performance is an example of the specific performance.
[0227] Furthermore, in the first embodiment, the execution of the SP ready-to-win performance (execution of the second battle SP ready-to-win performance) in the variable performance pertaining to special figure 2 is set as the specific condition for erasing the first icon SA, but a configuration may be adopted in which an SPSP ready-to-win performance with a higher jackpot expectation degree than the SP ready-to-win performance can be executed, and the execution of the SPSP ready-to-win performance may be set as the specific condition. In this case, the ready-to-win performance of the SPSP ready-to-win performance serves as an example of the specific performance. Alternatively, a configuration may be adopted in which a specific notice performance suggesting that the jackpot expectation degree is extremely high can be executed during the execution of the variable performance pertaining to special figure 2, and the execution of the specific notice performance may be set as the specific condition for erasing the first icon SA. In this case, the specific notice performance serves as an example of the specific performance.
[0228] Note that each performance image in the first embodiment is merely an example, and can be appropriately modified within a scope not contradicting the gist of the invention. Specifically, for example, although the first element (first icon SA) is a circular image, it may be an image of another shape such as a triangle or a quadrangle, or may be an image of another motif such as a character or an item. Furthermore, although the second element (second icon MA) is a crescent-shaped icon, it may be an image of another shape such as a half-moon shape or a star shape, or may be an image of another motif such as a character or an item.
[0229] Furthermore, the first specific display section (first reserved count display area 300) in which the reserved count is displayed by the first element (first icon SA) and the second specific display section (second reserved count display area 310) in which the reserved count is displayed by the second element (second icon MA) may be provided at any position within the display unit 50a as long as they are visible to the player. The display unit 50a may be configured from a plurality of display devices.
[0230] Furthermore, in the first embodiment, the pachinko game machine PZ1 was configured to be a game machine in which special symbol 1 and special symbol 2 can be displayed simultaneously, but it is also possible to configure it as a game machine in which special symbol 1 and special symbol 2 cannot be displayed simultaneously. In such a configuration, when both special symbol 1 and special symbol 2 are stored, the jackpot determination may be made in the order in which they were stored, or the jackpot determination for one of the special symbol stores may be made with priority over the other. In such a configuration, the screen configurations described above can also be adopted.
[0231] <Inventions disclosed in the first embodiment and its modifications> The above description discloses the following inventions. In the following descriptions of each invention, the names and expressions of the corresponding components in the embodiments and the reference numerals used in the drawings are noted in parentheses for reference. However, the components of each invention are not limited to these notes. Invention A is a collective term for the following inventions A1 to A4.
[0232] Invention A1: A means for holding back the execution of the lottery (special symbol lottery) to determine whether to put the player into an advantageous state (jackpot game state) (processing for storing the special symbol hold by the game control microcomputer 101), It includes a specific display unit (reservation count display area AHA) that is visible to the player and displays the number of reserved items by the reservation means in a display manner, The aforementioned specific display unit includes a first specific display unit (first reserved number display area 300) in which the reserved number is displayed using a first element (first icon SA), and a second specific display unit (second reserved number display area 310) in which the reserved number is displayed using a second element (second icon MA) that is different from the first element. A gaming machine (pachinko gaming machine PZ1 of the first embodiment) characterized in that, when a predetermined condition (execution of SP reach (first battle SP reach) related to special figure 1) is met, the second element is removed but the first element can be displayed (see Figure 29).
[0233] In this gaming machine configuration, when a game is played and a predetermined condition is met, the second element is removed, leaving only the number of reserved balls displayed by the first element of the first specific display unit. This makes it possible to leave only the reserved ball display that has high significance in terms of display during gameplay when the predetermined condition is met, resulting in a more appropriate display of the number of reserved balls.
[0234] Invention A2: The gaming machine described in Invention A1, The predetermined condition is that, based on the result of the lottery related to the first element (first icon SA) (special figure 1 hold), a specific performance (SP reach performance) that makes the player expect to enter the advantageous state is performed.
[0235] In this configuration of a gaming machine, when a specific animation that suggests a favorable state is executed based on the results of a lottery related to the first element, the display of the number of reserved balls for the first element, which is of greater interest to the player, is retained, while the display of the second element, which is of less interest, is removed. This ensures that the display of the number of reserved balls is appropriate to the progression of the game.
[0236] Invention A3: A gaming machine according to Invention A1 or Invention A2, A gaming machine characterized in that, when a specific condition different from the aforementioned predetermined condition (execution of an SP reach (second battle SP reach) related to Figure 2) is met, the first element (first icon SA) is removed, but the second element (second icon MA) can be displayed (see Figure 30).
[0237] In this gaming machine configuration, when a game is played and a specific condition different from a predetermined condition is met, the first element is erased, and only the reserve number display by the second element of the second specific display unit remains. This makes it possible to retain only the other reserve number display, which is highly significant in terms of display during gameplay, when a specific condition is met, thereby achieving a more appropriate reserve number display.
[0238] Invention A4: The gaming machine described in Invention A3, The aforementioned specific condition is that, based on the result of the lottery related to the second element (second icon MA) (special figure 2 hold), a specific performance (SP reach performance) that makes the player expect to enter the advantageous state is performed.
[0239] In this configuration of a gaming machine, when a specific performance that promises a favorable state is executed based on the results of a lottery related to the second element's reserves, the reserve count display for the second element, which is of greater interest to the player, is retained, while the first element, which is of less interest, is removed. This results in a more appropriate display of the reserve count.
[0240] By the way, in pachinko machines, which are an example of gaming machines, it is common practice to indicate the existence of reserved special symbols by displaying an image called a reserved symbol icon on the display screen when there is reserved special symbol memory. For example, Japanese Patent Publication No. 2016-002129 describes a gaming machine in which, for the first special symbol, an indication 213 showing the reserved special symbol of the first special symbol is displayed on the upper part of a two-part display screen, and for the second special symbol, an indication 214 showing the reserved special symbol of the second special symbol is displayed on the lower part of a two-part display screen. However, in the gaming machine described in Japanese Patent Publication No. 2016-002129, although the number of reserved symbols is always clearly shown to the player, depending on the development of the game, situations may arise in which it is not appropriate to continue displaying each of the reserved symbol indications 213 and 214.
[0241] Invention A, described above, differs from the gaming machine described in Japanese Patent Publication No. 2016-002129 in that "the specific display unit that shows the number of reserved balls by display method has a first specific display unit that displays the number of reserved balls using a first element, and a second specific display unit that displays the number of reserved balls using a second element, and when a predetermined condition is met, the second element is erased but the first element can be displayed." As a result, Invention A can provide a gaming machine that can more appropriately display the reserved ball memory.
[0242] <Second Embodiment> The following describes in detail the pachinko game machine PZ2 of the second embodiment. Unless otherwise specified, the configuration described in the section on the first embodiment above is assumed to apply to the pachinko game machine PZ2 of the second embodiment. In other words, the description of the second embodiment will describe configurations that differ from those of the first embodiment, and configurations that are the same as those of the first embodiment will be denoted by the same reference numerals and their description will be omitted.
[0243] The pachinko game machine PZ2 of the second embodiment is equipped with a start port unit 11U, similar to the first embodiment. However, the start port distribution member 11c provided in the start port unit 11U is not configured to change its position (first distribution position, second distribution position) each time a game ball flows in from the upper opening 11b1 and passes through it. Instead, as shown in Figure 31, it is connected to the movable piece of the start port distribution member solenoid 11cs via a connecting mechanism, and changes its position in accordance with the ON / OFF switching of the start port distribution member solenoid 11cs. The start port distribution member solenoid 11cs is connected to a game control microcomputer 101, and its drive is controlled by the game control microcomputer 101. The start port distribution member 11c is positioned at the first distribution position when the start port distribution member solenoid 11cs is OFF, and at the second distribution position when the start port distribution member solenoid 11cs is ON.
[0244] Figure 32 is a timing chart showing the operation pattern of the start port distribution member 11c. In this embodiment, the game control microcomputer 101 always operates the start port distribution member 11c in a constant state according to a predetermined operation pattern shown in Figure 32. The predetermined operation pattern is an operation pattern that alternately repeats a first operation pattern and a second operation pattern. The first operation pattern is an operation pattern that positions the start port distribution member 11c at the first distribution position for a first time (e.g., 4 seconds), and then positions it at the second distribution position for a second time (e.g., 2 seconds), which is half the time of the first time, and repeats this for a certain period (e.g., 2 minutes). The second operation pattern is an operation pattern that positions the start port distribution member 11c at the first distribution position for a third time (e.g., 2 seconds), and then positions it at the second distribution position for a fourth time (e.g., 4 seconds), and repeats this for a certain period (e.g., 2 minutes). The period during which the first operating pattern is in operation is referred to as the first operating period, and the period during which the second operating pattern is in operation is referred to as the second operating period. During the first operating period, the time spent at the first distribution position is twice as long as the time spent at the second distribution position, making it easier for game balls to enter the first start opening 11 than the second start opening 12. In other words, during the first operating period, special symbol 1 reserves accumulate more easily than special symbol 2 reserves. Conversely, during the second operating period, the time spent at the second distribution position is twice as long as the time spent at the first distribution position, making it easier for game balls to enter the second start opening 12 than the first start opening 11. In other words, during the second operating period, special symbol 2 reserves accumulate more easily than special symbol 1 reserves.
[0245] In this embodiment, as in the first embodiment, the jackpot game control table shown in Figure 19 is used. Therefore, in this embodiment, winning a jackpot in the lottery of Special Figure 2 is more advantageous in terms of the number of rounds in the jackpot game than winning a jackpot in the lottery of Special Figure 1 (as shown in Figure 19, the jackpot game that can be won in the lottery of Special Figure 1 is 4R, and the jackpot game that can be won in the lottery of Special Figure 2 is 10R). For this reason, the second operation period can be said to be a period that is more advantageous to the player than the first operation period. In this way, a new level of excitement is provided in the normal game state by repeating the first operation period, which is relatively disadvantageous to the player, and the second operation period, which is advantageous. The operation pattern of the start gate distribution member 11c can be changed as appropriate. In other words, the first to fourth times described above can be set to appropriate times according to the gameplay to be realized.
[0246] Next, image display on the display unit 50a in the normal game state will be described. Similar to the pachinko game machine PZ1 of the first embodiment, the pachinko game machine PZ2 of the second embodiment is a game machine capable of so-called simultaneous variation, and in the normal game state, the effect control microcomputer 121 executes a variation effect relating to special figure 1 (a variation effect using effect symbols EZ1x, EZ2x, EZ3x) in the upper display area 50au on the display unit 50a, and can execute a variation effect relating to special figure 2 (a variation effect using effect symbols EZ1y, EZ2y, EZ3y) in the lower display area 50ad on the display unit 50a (see FIG. 26). Further, the pachinko game machine PZ2 of the second embodiment can display a daytime background image GD in the upper display area 50au, display the first icon SA and the first pedestal images 301, 302 in the first reserved count display area 300 of the upper display area 50au, display a nighttime background image GN in the lower display area 50ad, and display the second icon MA and the second pedestal images 311, 312 in the second reserved count display area 310 of the lower display area 50ad. The first reserved count display area 300 includes the relevant display area F0, the first display area F1, the second display area F2, the third display area F3, and the fourth display area F4, and the second reserved count display area 310 includes the relevant display area J0, the first display area J1, the second display area J2, the third display area J3, and the fourth display area J4 (see FIG. 26). The first reserved count display area 300 is an example of a first specific display unit, the second reserved count display area 310 is an example of a second specific display unit, and the first reserved count display area 300 and the second reserved count display area 310 are collectively referred to as a reserved count display area AHA (an example of a specific display unit). The first icon SA is an example of a first element, and the second icon MA is an example of a second element.
[0247] In this form of the Pachinko game machine PZ2, the first reserved number display animation using the first icon SA is basically performed in the first reserved number display area 300 of the upper display area 50au, and the second reserved number display animation using the second icon MA is performed in the second reserved number display area 310 of the lower display area 50ad, as described above. However, it is not always appropriate to perform these reserved number display animations in accordance with the development of the game. Specifically, for example, if one of the special symbol 1 reserved number or special symbol 2 reserved number becomes zero when both are not zero, it is considered that directing attention to the special symbol reserved number that is not zero (the special symbol reserved number for which there is still a new special symbol lottery) is more appropriate to the subsequent development of the game and is more likely to keep the player interested. Therefore, in this form, when the special symbol reserved number (special symbol 1 reserved number, special symbol 2 reserved number) becomes zero, the execution method of the reserved number display animation (first reserved number display animation, second reserved number display animation) is changed. This will be explained in detail below.
[0248] Figures 33A and 33B show the transitions of the display unit 50a from a situation where four Special Feature 1 reserves and one Special Feature 2 reserve are accumulated in the normal game state, to when the Special Feature 2 reserve is depleted and the variation effect related to Special Feature 2 is no longer executed, and then when a Special Feature 2 reserve is generated again. In Figure 33A(A), the upper display area 50au shows five first icon SAs in the first reserve count display area 300, and the lower display area 50ad shows two second icon MAs in the second reserve count display area 310. This situation is likely to occur during the first operation period, when the distribution time to the first start port 11 is relatively long. Furthermore, as shown in Figure 33A(A), displaying five first icons SA and first base images (one first base image 301 with the first icon SA, and four first base images 302 with the first icon SA) can be said to be displaying the first icons SA in a manner that indicates that four special feature 1 reserves are stored (displaying the number of reserves using the first icons SA). Also, as shown in Figure 33A(A), displaying two second icons MA and second base images (one second base image 311 with the second icon MA, one second base image 312 with the second icon MA, and three second base images 312 without the second icon MA) can be said to be displaying the second icons MA in a manner that indicates that one special feature 2 reserve is stored (displaying the number of reserves using the second icons MA).
[0249] From the situation shown in Figure 33A(A), the number of reserved special feature 1 slots decreases by one (a new variation animation related to special feature 1 begins), and furthermore, the variation animation related to special feature 2 that was being executed ends (see Figure 33A(B)). Subsequently, a new variation animation for special feature 2 is started based on the one reserved special feature 2 slot that is stored. At this time, the microcontroller 121 for animation control controls the display unit 50a as shown in Figure 33A(C). In other words, the display unit 50a, which was evenly divided into an upper display area 50au and a lower display area 50ad, is unequally divided into an upper right display area 320 and a first overall display area 322 which is the display unit 50a excluding this area. The variation animation related to special feature 1 (special feature 1 variation animation), which has three reserved special feature slots remaining, is displayed in the relatively large first overall display area 322, and the variation animation related to special feature 2 (special feature 2 variation animation), which has zero reserved special feature slots, is displayed in the relatively small upper right display area 320. The upper right display area 320 and the first overall display area 322 are the same size as those in the first embodiment.
[0250] More specifically, the daytime background image GD and the performance symbols EZx are displayed in the first overall display area 322 at a larger size than when they were displayed in the upper display area 50au. Also, the first icon SA and the first base images (first base image 301, first base image 302) are displayed at the same size as when they were displayed in the upper display area 50au, in the lower left-leaning position of the first overall display area 322. In other words, the first reserved number display area 300 (display area F0~F4), which was in the upper display area 50au, remains in the same position, but has moved to the lower left-leaning position of the first overall display area 322.
[0251] On the other hand, the night background image GN and the performance symbol EZy are displayed in the upper right display area 320 at a smaller size than when they were displayed in the lower display area 50ad. However, the second icon MA and the second base image (second base image 311, second base image 312) are not displayed in the upper right display area 320. In other words, the second reserved number display area 310 (display area J0~J4) that was in the lower display area 50ad disappears from the display unit 50a.
[0252] In this configuration, when the number of reserved balls in Special Feature 2 reaches zero, the microcontroller 121 for controlling the performance hides the reserved ball count display for Special Feature 2 (i.e., the reserved ball count display by the second icon MA) and displays a small variation of the performance symbol EZy related to Special Feature 2 in the upper right display area 320. On the other hand, it displays a large variation of the performance symbol EZx related to Special Feature 1 in the first overall display area 322, and leaves the reserved ball count display for Special Feature 1 (i.e., the reserved ball count display by the first icon SA) in the same manner as when it was displayed in the upper display area 50au. By changing the screen configuration of the display unit 50a in this way, the display performance for the one that is scheduled to be executed again in the future (Special Feature 1 in this example) is made easy for the player to see, thus enhancing the gameplay, while the display performance for the one that may not be executed for a while (Special Feature 2 in this example) is made less conspicuous (displayed small in the corner of the screen), so as to naturally dilute the player's attention.
[0253] As shown in Figure 33A(C), once the variation time for Special Feature 2 has elapsed, the EZy performance symbol related to Special Feature 2 is displayed in the upper right display area 320, as shown in Figure 33B(D). When the EZy performance symbol is displayed in a relatively small display area such as the upper right display area 320 and there are no Special Feature 2 reserves, the stopping pattern is a predetermined specific pattern. In this embodiment, the specific pattern is set to the wordplay "7(na)-1(i)-4(yo)" which means there are no Special Feature reserves. In this way, by displaying the EZy performance symbol in the upper right display area 320 in the form of "7-1-4", it is possible to suggest to the player that there are no Special Feature 2 reserves.
[0254] In the situation shown in Figure 33B(D), when one game ball enters the second starting opening 12, the display of the EZy performance symbol changes in the upper right display area 320, as shown in Figure 33B(E). Furthermore, when one more game ball enters the second starting opening 12 and one special symbol 2 reserve is created, the display unit 50a is controlled to be divided into two equal parts, an upper display area 50au and a lower display area 50ad, as shown in Figure 33B(F). In the upper display area 50au, the daytime background image GD and the performance symbol EZx are displayed, along with the first icon SA and the first base images 301 and 302. In the lower display area 50ad, the nighttime background image GN and the performance symbol EZy are displayed, along with the second icon MA and the second base images 311 and 312. In other words, the display unit 50a returns to its basic display configuration, with the first reserved number display area 300 located slightly to the left of the lower part of the upper display area 50au, and the second reserved number display area 310 located slightly to the right of the lower display area 50ad. This allows players to clearly recognize the presence of reserved numbers for Special Feature 2, and to regain their interest in the results of the Special Feature game related to Special Feature 2, including the reserved numbers for Special Feature 2.
[0255] Furthermore, Figures 34A and 34B show the transition of the display unit 50a from a situation where one Special Feature 1 reserve and four Special Feature 2 reserves are accumulated in the normal game state, to the point where the Special Feature 1 reserve is depleted and the variation effect related to Special Feature 1 is no longer executed, and then a Special Feature 1 reserve is generated again. In Figure 34A(A), the upper display area 50au shows two first icons SA in the first reserve count display area 300, and the lower display area 50ad shows five second icons MA in the second reserve count display area 310. This situation is likely to occur during the second operation period, when the distribution time to the second start port 12 is relatively long.
[0256] From the situation shown in Figure 34A(A), the number of reserved special feature 2 slots decreases by one (a new variation animation related to special feature 2 begins), and furthermore, the variation animation related to special feature 1 that was being executed ends (see Figure 34A(B)). Subsequently, a new variation animation for special feature 1 is started based on the one reserved special feature 1 slot that is stored. At this time, the microcontroller 121 for animation control controls the display unit 50a as shown in Figure 34A(C). In other words, the display unit 50a, which was evenly divided into an upper display area 50au and a lower display area 50ad, is unequally divided into an upper left display area 330 and a second overall display area 332 which is the upper left portion of the display unit 50a excluding this area. The variation animation related to special feature 2 (special feature 2 variation animation), which has three reserved special feature slots remaining, is displayed in the relatively larger second overall display area 332, and the variation animation related to special feature 1 (special feature 1 variation animation), which has zero reserved special feature slots, is displayed in the relatively smaller upper left display area 330. The upper left display area 330 and the second overall display area 332 are the same size as those in the first embodiment.
[0257] More specifically, the second overall display area 332 displays the night background image GN and the performance symbol EZy in a larger size than when they were displayed in the lower display area 50ad. Also, the second icon MA and the second pedestal images (second pedestal image 311, second pedestal image 312) are displayed in the lower right-leaning position of the second overall display area 332 in the same size as when they were displayed in the lower display area 50ad. In other words, the second hold count display area 310 (display area J0~J4) that was in the lower display area 50ad remains in place, although it has moved to the lower right-leaning position of the second overall display area 332.
[0258] On the other hand, the daytime background image GD and the performance symbol EZx are displayed in the upper left display area 330 at a smaller size than when they were displayed in the upper display area 50au. However, neither the first icon SA nor the first base image (first base image 301, first base image 302) are displayed in the upper left display area 330. In other words, the first reserved number display area 300 (display area F0~F4) that was in the upper display area 50au disappears from the display unit 50a.
[0259] In this configuration, when the number of reserved balls in Special Feature 1 reaches zero, the microcontroller 121 for controlling the performance hides the reserved ball count display for Special Feature 1 (i.e., the reserved ball count display by the first icon SA) and displays the variation of the performance symbol EZx related to Special Feature 1 in a small size in the upper left display area 330. On the other hand, it displays the variation of the performance symbol EZy related to Special Feature 2 in a large size in the second overall display area 332, and leaves the reserved ball count display for Special Feature 2 (i.e., the reserved ball count display by the second icon MA) in the same state as when it was displayed in the lower display area 50ad. By changing the screen configuration of the display unit 50a in this way, the display performance for the one that is scheduled to be executed again in the future (Special Feature 2 in this example) is made easy for the player to see, thus enhancing the gameplay, while the display performance for the one that may not be executed for a while (Special Feature 1 in this example) is made less conspicuous (displayed small in the corner of the screen), so as to naturally divert the player's attention.
[0260] As shown in Figure 34A(C), once the variation time for Special Feature 1 has elapsed, the special feature symbol EZx related to Special Feature 1 is displayed in the upper left display area 330, as shown in Figure 34B(D). Even when there are no Special Feature 1 reserves when the special feature symbol EZx is displayed in a relatively small display area such as the upper left display area 330, the stopping pattern is a predetermined specific pattern, namely the wordplay "7(na)-1(i)-4(yo)" which means there are no Special Feature reserves. In this way, the display of the special feature symbol EZx in the upper left display area 330 in the form of "7-1-4" can be used to suggest to the player that there are no Special Feature 1 reserves.
[0261] In the situation shown in Figure 34B(D), when one game ball enters the first starting slot 11, the display of the EZx animation symbol changes in the upper left display area 330, as shown in Figure 34B(E). When another game ball enters the first starting slot 11 and one special symbol 1 reserve is created, the display unit 50a is controlled to be divided into two equal parts, an upper display area 50au and a lower display area 50ad, as shown in Figure 34B(F). In the upper display area 50au, the daytime background image GD and the EZy animation symbol are displayed, along with the first icon SA and the first base images 301 and 302. In the lower display area 50ad, the nighttime background image GN and the EZy animation symbol are displayed, along with the second icon MA and the second base images 311 and 312. In other words, the display unit 50a returns to its basic display configuration, with the first reserved number display area 300 located slightly to the left of the lower part of the upper display area 50au, and the second reserved number display area 310 located slightly to the right of the lower display area 50ad. This allows players to clearly recognize the presence of reserved special feature 1, and to regain their interest in the results of the special feature game related to special feature 1, including the reserved special feature 1.
[0262] Next, we will explain the case where the special figure 2 variation performance being executed in the upper right display area 320 is based on the result of the jackpot win determination (a variation performance based on a jackpot variation). As shown in Figures 33A(A) to (C), when the special figure 2 reserve becomes zero while the special figure 1 variation performance is being performed in the upper display area 50au and the special figure 2 variation performance is being performed in the lower display area 50ad, the performance control microcomputer 121 switches the display unit 50a to a screen configuration consisting of the first overall display area 322 and the upper right display area 320, and while the special figure 1 variation performance is being performed in the first overall display area 322, a new special figure 2 variation performance is started in the upper right display area 320. Here, it is also possible that the special figure 2 variation performance started in the upper right display area 320 is a variation performance for a jackpot variation. In this case, the microcontroller 121 for controlling the game's presentation first displays the EZy presentation symbol in a reach state in the upper right display area 320, as shown in Figure 35(A), and then stops the EZy presentation symbol with matching numbers in accordance with the stop display of Special Feature 2, as shown in Figure 35(B). This informs the player that they have won a jackpot in the Special Feature 2 lottery. In this configuration, no SP reach (a reach presentation related to Special Feature 2) is performed in the upper right display area 320. Also in this configuration, the EZy presentation symbol displayed in the upper right display area 320 only forms a reach state if it is a jackpot variation. In other words, in this configuration, the formation of a reach state by the EZy presentation symbol displayed in the upper right display area 320 functions as an indication that a jackpot has been confirmed. This allows players to focus primarily on the Special Feature game related to Special Feature 1, while also secretly anticipating the results of the Special Feature game related to Special Feature 2, which is taking place in the relatively small upper right display area 320, thus preventing a decrease in excitement. In Figure 35, the case where the special symbol 2 variation performance performed in the upper right display area 320 is a variation performance for a jackpot variation is explained, but the same applies when the special symbol 1 variation performance performed in the upper left display area 330 is a variation performance for a jackpot variation. In other words, it is assumed that the performance symbol EZx being in a reach state indicates that a jackpot has been confirmed. In the second form, the number of special symbol 2 reserves becoming zero is an example of a "predetermined condition," and the number of special symbol 1 reserves becoming zero is an example of a "specific condition."
[0263] As explained in detail above, according to the second embodiment of the pachinko game machine PZ2, as shown in Figures 33A(A) to (C), when the number of reserved special feature 2 balls becomes zero, the second icon MA is erased, and only the reserved ball count display by the first icon SA in the first reserved ball count display area 300 remains (Figure 33A(C)). As a result, when the reserved special feature 2 balls run out, only the reserved ball count display of the one with higher significance in terms of gameplay (in this embodiment, special feature 1, which still has several new special feature draws remaining) remains, and an appropriate reserved ball count display that matches the future game development and the level of interest of the player is realized.
[0264] Furthermore, according to the second embodiment of the pachinko game machine PZ2, as shown in Figures 34A(A) to (C), when the game is played and the number of reserved special feature 1 balls becomes zero, the first icon SA is erased, and only the reserved ball count display by the second icon MA in the second reserved ball count display area 310 remains (Figure 34A(C)). As a result, even when the reserved special feature 1 balls are gone, only the reserved ball count display for the one with higher display significance in terms of gameplay (i.e., special feature 2, which still has several new special feature draws remaining) remains, achieving a more appropriate reserved ball count display that matches the future game development and the level of interest of the player.
[0265] The following describes examples of modifications to the pachinko game machine described in the second embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the configurations according to the first embodiment (including their modifications) and the configurations according to the second embodiment (including their modifications) may be combined as appropriate. In addition, technical features in the above embodiments and the following modifications may be deleted as appropriate unless they are described as essential in this specification.
[0266] In the second embodiment described above, the upper right display area 320 is configured not to display the second icon MA, nor the second base images 311 and 312 (referred to as specific displays). However, as shown in Figure 36(A), the upper right display area 320 may be configured to display only the four second base images 312 related to the special feature 2 hold. With this configuration, the player can easily recognize that the special feature 2 hold is zero by displaying the four second base images 312 that do not have the second icon MA on them. In this configuration, the upper right display area 320 is provided with a second hold count display area 3100 consisting of four display areas from the first display area J1 to the fourth display area J4. In the second hold count display area 3100, the second icon MA is gone, but the second base images 312 remain. The second hold count display area 3100 is smaller than the first hold count display area 300, but it can be said that it continues to exist as a display area on the display unit 50a.
[0267] Furthermore, in the second embodiment described above, the upper left display area 330 is configured not to display the first icon SA, nor the first base images 301 and 302 (referred to as specific displays). However, as shown in Figure 36(B), the upper left display area 330 may be configured to display only the four first base images 302 related to the special feature 1 hold. With this configuration, the player can more easily recognize that the special feature 1 hold is zero by the display of the four first base images 302 that do not have the first icon SA on them. In this configuration, the upper left display area 330 is provided with a first hold count display area 3000 consisting of four display areas from the first display area F1 to the fourth display area F4. In the first hold count display area 3000, the first icon SA is gone, but the first base images 302 remain. The first hold count display area 3000 is smaller than the second hold count display area 310, but it continues to exist as a display area on the display unit 50a.
[0268] In the second embodiment, when there are several reserved Special Feature 1 symbols and the number of reserved Special Feature 2 symbols becomes zero, the new variation display of Special Feature 2 (also called the "final variation display of Special Feature 2") is performed in the upper right display area 320 (Figure 33A(B)(C)). Alternatively, when the number of reserved Special Feature 2 symbols becomes zero and the variation display of Special Feature 2 is not performed, the display of the EZy performance symbol in the upper right display area 320 may be performed. Specifically, for example, as shown in Figure 37(A)(B), when there is one reserved Special Feature 2 symbol and the variation display of the EZy performance symbol performed in the lower display area 50ad is completed, the performance control microcontroller 121 starts a new variation display of the EZy performance symbol based on that reserved Special Feature 2 symbol in the lower display area 50ad, as shown in Figure 37(C). If the EZy performance symbol stops and is displayed without any new Special Feature 2 reserves being generated, the stopping pattern of the EZy performance symbol will be a specific pattern ("7-1-4") that suggests there are no Special Feature 2 reserves (see Figure 37(D)). Subsequently, the performance control microcontroller 121 unequally divides the display unit 50a into the upper right display area 320 and the first overall display area 322, as shown in Figure 37(E), and displays the EZy performance symbol in the upper right display area 320 in the stopping pattern of the specific pattern. The upper right display area 320 does not display the second icon MA or the second base images 311, 312. In other words, there is no second reserve count display area 310. With this configuration, the EZy performance symbol is not displayed in the upper right display area 320, allowing the player to easily see the final variation display of Special Symbol 2. Furthermore, unless a new lottery for Special Symbol 2 occurs, the performance related to Special Symbol 1 (variation performance using the EZx performance symbol or display of the number of reserved symbols using the first icon SA), whichever is currently displaying variation or has remaining Special Symbol reserved symbols, can be shown in the relatively large first overall display area 322, resulting in a display of the number of reserved symbols that matches the game situation. In this configuration, one example of a predetermined condition is that the number of Special Symbol 2 reserved symbols is zero and the variation display of Special Symbol 2 is not being performed.
[0269] In the second embodiment, when several Special Feature 2 reserves remain and the Special Feature 1 reserves become zero, the new variation display of Special Feature 1 (also called the "final variation display of Special Feature 1") is performed in the upper left display area 330 (Figure 34A(B)(C)). Alternatively, when the Special Feature 1 reserves become zero and the variation display of Special Feature 1 is not performed, the display of the performance symbol EZx in the upper left display area 330 may be performed. Specifically, for example, as shown in Figure 38(A)(B), when there is one Special Feature 1 reserve and the variation display of the performance symbol EZx performed in the upper display area 50au is completed, the performance control microcontroller 121 starts the variation display of a new performance symbol EZx based on that Special Feature 1 reserve in the upper display area 50au, as shown in Figure 38(C). If the special symbol EZx stops and is displayed without any new special symbol 1 reserves being generated, the stopping pattern of the special symbol EZx will be a specific pattern ("7-1-4") that suggests there are no special symbol 1 reserves (see Figure 38(D)). Subsequently, the performance control microcomputer 121 unequally divides the display unit 50a into the upper left display area 330 and the second overall display area 332, as shown in Figure 38(E), and displays the special symbol EZx in the upper left display area 330 in the stopping pattern of the specific pattern. The upper left display area 330 does not display the first icon SA or the first base images 301, 302. In other words, there is no first reserve count display area 300. With this configuration, the EZx performance symbol is not displayed in the upper left display area 330, allowing the player to easily see the final variation display of Special Symbol 1. Furthermore, unless a new lottery for Special Symbol 1 occurs, the effects related to Special Symbol 2 (variation effects using the EZy performance symbol or the display of the number of reserved symbols using the second icon MA), which are either being displayed or have remaining Special Symbol reserved symbols, can be shown in the relatively large second overall display area 332, resulting in a display of the number of reserved symbols that matches the game situation. In this configuration, one example of a specific condition is when the number of Special Symbol 1 reserved symbols is zero and the variation display of Special Symbol 1 is not being performed.
[0270] In the second embodiment, if several Special Feature 1 reserves remain and the Special Feature 2 reserves become zero, if the last Special Feature 2 variation display is a losing variation (a variation based on the judgment result of a loss), the Special Feature 2 variation performance is performed in the upper right display area 320 (i.e., the second icon MA is hidden). However, if the last Special Feature 2 variation display is a winning variation (a variation based on the judgment result of winning a jackpot), the Special Feature 2 variation performance is performed in the lower display area 50ad (i.e., the second icon MA remains displayed). In this case, the execution of the Special Feature 2 variation performance in the lower display area 50ad when the Special Feature 2 reserves are zero functions as a notification performance that confirms a jackpot win. In this case, the number of Special Feature 2 reserves is zero and the last Special Feature 2 variation display is not a jackpot variation is an example of a predetermined condition.
[0271] In the second embodiment, if there are several reserved special symbols 1 and the number of reserved special symbols 2 becomes zero, the special symbol 2 variation animation is performed in the upper right display area 320 if the last variation display of special symbol 2 is a normal miss variation (a variation based on the judgment result of a normal miss that indicates a miss without putting the performance symbols into a reach state). However, if the last variation display of special symbol 2 is not a normal miss variation (i.e., a big win variation or a miss variation that results in a reach), the special symbol 2 variation animation is performed in the lower display area 50ad (i.e., the second icon MA remains displayed). In this case, the execution of the special symbol 2 variation animation in the lower display area 50ad when the number of reserved special symbols 2 is zero functions as an indication that a reach will be established. In this case, the number of reserved special symbols 2 is zero and the last variation display of special symbol 2 is a normal miss variation, which is an example of a predetermined condition.
[0272] In the second embodiment, if several Special Feature 2 reserves remain and the Special Feature 1 reserves become zero, if the last Special Feature 1 variation display is a losing variation (a variation based on the judgment result of a loss), the Special Feature 1 variation effect is performed in the upper left display area 330 (i.e., the first icon SA is hidden). However, if the last Special Feature 1 variation display is a winning variation (a variation based on the judgment result of winning a jackpot), the Special Feature 1 variation effect is performed in the upper display area 50au (i.e., the first icon SA remains displayed). In this case, the execution of the Special Feature 1 variation effect in the upper display area 50au when the Special Feature 1 reserves are zero functions as a notification effect that a jackpot has been confirmed. In this case, the number of Special Feature 1 reserves being zero and the last Special Feature 1 variation display not being a jackpot variation is an example of a specific condition.
[0273] In the second embodiment, if several Special Feature 2 reserves remain and the Special Feature 1 reserves become zero, if the last Special Feature 1 variation display is a normal miss variation (a variation based on the judgment result of a normal miss that indicates a miss without putting the performance symbols into a reach state), the Special Feature 1 variation performance is performed in the upper left display area 330 (i.e., the first icon SA is hidden). However, if the last Special Feature 1 variation display is not a normal miss variation (i.e., a big win variation or a miss variation that results in a reach), the Special Feature 1 variation performance is performed in the upper display area 50au (i.e., the first icon SA remains displayed). In this case, the execution of the Special Feature 1 variation performance in the upper display area 50au when the Special Feature 1 reserves are zero functions as an indication that a reach will be established. In this case, the number of Special Feature 1 reserves being zero and the last Special Feature 1 variation display being a normal miss variation is an example of a specific condition.
[0274] In the second embodiment, when the display of the special symbol 1 ends while no special symbol 1 reserves have been accumulated, the stop pattern of the special symbol 1-related performance symbol EZx is set to a specific pattern ("7(na)・1(i)・4(yo)") that suggests there are no special symbol reserves. Similarly, when the display of the special symbol 2 ends while no special symbol 2 reserves have been accumulated, the stop pattern of the special symbol 2-related performance symbol EZy is set to a specific pattern ("7(na)・1(i)・4(yo)") that suggests there are no special symbol reserves. However, the form of the specific pattern can be changed as appropriate. Specifically, for example, the specific outcome for Special Feature 1 and the specific outcome for Special Feature 2 may be a common specific outcome with a different wordplay, such as "7(na)-4(shi)-4(yo)", or the specific outcome for Special Feature 1 may be a wordplay "1(ichi)-7(na)-4(shi)" that suggests there are no Special Feature 1 reserves, and the specific outcome for Special Feature 2 may be a wordplay "2(ni)-7(na)-4(shi)" that suggests there are no Special Feature 2 reserves, so different specific outcomes may be adopted for Special Feature 1 and Special Feature 2. Furthermore, displaying the EZy performance symbol for Special Feature 2 with a specific outcome when the Special Feature 2 reserves are zero and the second icon MA is hidden can be described as "a configuration in which, when the second element (second icon MA) is removed (i.e., when a predetermined condition is met), the number image (performance symbol EZy) based on the reserve related to the second element is displayed with predetermined numbers (for example, "7-1-4"). Furthermore, when the number of reserved symbols in Special Feature 1 is zero and the first icon SA is hidden, displaying the performance symbols EZx related to Special Feature 1 with a specific outcome can be described as "a configuration in which, when the first element (first icon SA) is hidden, the number image (performance symbols EZx) based on the reserved symbols related to the first element is displayed with predetermined numbers (for example, "7, 1, 4").
[0275] It should be noted that the visual effects in the second embodiment are merely examples and can be modified as appropriate without contradicting the spirit of the invention. Specifically, for example, the first element (first icon SA) is a circular image, but it may be an image of a different shape such as a triangle or square, or an image of a different motif such as a character or item. Similarly, the second element (second icon MA) is a crescent moon-shaped icon, but it may be an image of a different shape such as a half-moon or star, or an image of a different motif such as a character or item.
[0276] Furthermore, the first specific display unit (first reserved number display area 300) on which the reserved number is displayed by the first element (first icon SA), and the second specific display unit (second reserved number display area 310) on which the reserved number is displayed by the second element (second icon MA), may be located anywhere within the display unit 50a, as long as they are visible to the player. The display unit 50a may be composed of multiple display devices.
[0277] Furthermore, in the first embodiment, the pachinko game machine PZ1 was configured to be a game machine in which special symbol 1 and special symbol 2 can be displayed simultaneously, but it is also possible to configure it as a game machine in which special symbol 1 and special symbol 2 cannot be displayed simultaneously. In such a configuration, when both special symbol 1 and special symbol 2 are stored, the jackpot determination may be made in the order in which they were stored, or the jackpot determination for one of the special symbol stores may be made with priority over the other. In such a configuration, the screen configurations described above can also be adopted.
[0278] <Inventions disclosed in the second embodiment and its modifications> The above description discloses the following inventions. In the following descriptions of each invention, the names and expressions of the corresponding components in the embodiments and the reference numerals used in the drawings are noted in parentheses for reference. However, the components of each invention are not limited to these notes. Invention B is a collective term for the following inventions B1 to B3.
[0279] Invention B1: A means for holding back the execution of the lottery (special symbol lottery) to determine whether to put the player into an advantageous state (jackpot game state) (processing for storing the special symbol hold by the game control microcomputer 101), It includes a specific display unit (reservation count display area AHA) that is visible to the player and displays the number of reserved items by the reservation means in a display manner, The aforementioned specific display unit includes a first specific display unit (first reserved number display area 300) in which the reserved number is displayed using a first element (first icon SA), and a second specific display unit (second reserved number display area 310) in which the reserved number is displayed using a second element (second icon MA) that is different from the first element. When the predetermined condition (the number of reserved items in Figure 2 becomes zero) is met, the second element is removed, but the first element remains visible (see Figure 33A). The predetermined condition is characterized in that the number of reserved balls (number of reserved balls in Figure 2) indicated by the second element is zero. (Pachinko game machine PZ2 of the second embodiment)
[0280] In this gaming machine configuration, when predetermined conditions are met, including the fact that the number of reserved balls indicated by the second element is zero, the second element is removed, leaving only the reserved ball count display by the first element in the first specific display unit. As a result, when the predetermined conditions are met, only the reserved ball count display by the first element, which has high significance in terms of gameplay, remains, achieving an appropriate reserved ball count display that matches the player's level of interest.
[0281] Invention B2: The gaming machine described in Invention B1, A gaming machine characterized in that, when a specific condition different from the aforementioned predetermined condition (the number of reserved items in Special Figure 1 becomes zero) is met, the first element (first icon SA) is removed, but the second element (second icon MA) can be displayed (see Figure 34A).
[0282] In this gaming machine configuration, when a game is played and a specific condition different from a predetermined condition is met, the first element is erased, and only the number of reserved balls displayed by the second element in the second specific display unit remains. This makes it possible to retain only the other reserved ball display, which has high significance in terms of display during gameplay, when a specific condition is met, thereby achieving a more appropriate display of the number of reserved balls.
[0283] Invention B3: The gaming machine described in Invention B2, The aforementioned specific condition is characterized in that the number of reserved balls (number of reserved balls in Special Figure 1) indicated by the first element is zero.
[0284] In this gaming machine configuration, when certain conditions are met, including the number of reserved balls indicated by the first element being zero, the first element is removed, leaving only the reserved ball count display by the second element in the second specific display unit. As a result, when the specific conditions are met, only the reserved ball count display by the second element, which has high significance in terms of gameplay, remains, achieving a more appropriate form of reserved ball count display that matches the player's level of interest.
[0285] By the way, in pachinko machines, which are an example of gaming machines, it is common practice to indicate the existence of reserved special symbols by displaying an image called a reserved symbol icon on the display screen when there is reserved special symbol memory. For example, Japanese Patent Publication No. 2016-002129 describes a gaming machine in which, for the first special symbol, an indication 213 showing the reserved special symbol of the first special symbol is displayed on the upper part of a two-part display screen, and for the second special symbol, an indication 214 showing the reserved special symbol of the second special symbol is displayed on the lower part of a two-part display screen. However, in the gaming machine described in Japanese Patent Publication No. 2016-002129, although the number of reserved symbols is always clearly shown to the player, depending on the development of the game, situations may arise in which it is not appropriate to continue displaying each of the reserved symbol indications 213 and 214.
[0286] Invention B described above differs from the gaming machine described in Japanese Patent Publication No. 2016-002129 in that it comprises a first specific display unit that displays the number of reserved balls using a first element, and a second specific display unit that displays the number of reserved balls using a second element, and when a predetermined condition is met, the second element is erased but the first element can be displayed, and the predetermined condition includes the number of reserved balls indicated by the second element being zero. As a result, Invention B can provide a gaming machine that can more appropriately display the reserved ball storage.
[0287] <Third Embodiment> The following describes the third embodiment of the pachinko game machine PZ3 in detail. Unless otherwise specified, the configuration described in the section on the basic embodiment above is assumed to apply to the third embodiment of the pachinko game machine PZ3. In other words, the description of the third embodiment will describe configurations that differ from those of the basic embodiment, and the same reference numerals will be used for configurations that are the same as those of the basic embodiment, and their description will be omitted.
[0288] <Big Win Game> First, the jackpot games that the game control microcomputer 101 can execute in the third embodiment of the pachinko game machine PZ3 will be described. The game control microcomputer 101 can execute various jackpot games (jackpot games 1 to 4) shown in the jackpot game control table in Figure 39.
[0289] As shown in Figure 39, the game control microcomputer 101 can determine either "Big Win Symbol 1" or "Big Win Symbol 2" when a jackpot is determined in the jackpot determination related to Special Figure 1. More specifically, the game control microcomputer 101 determines "Big Win Symbol 1" with a 60% probability and "Big Win Symbol 2" with a 40% probability. Furthermore, the game control microcomputer 101 can determine either "Big Win Symbol 3" or "Big Win Symbol 4" when a jackpot is determined in the jackpot determination related to Special Figure 2. More specifically, the game control microcomputer 101 determines "Big Win Symbol 3" with a 60% probability and "Big Win Symbol 4" with a 40% probability.
[0290] The game control microcomputer 101 then executes a jackpot game according to the type of jackpot symbol that has been determined. Specifically, in "Jackpot Game 1," which is executed when "Jackpot Symbol 1" is determined, and in "Jackpot Game 2," which is executed when "Jackpot Symbol 2" is determined, round games are played 10 times. From rounds 1 to 4, the first large prize slot 14 is opened for a maximum of 29.5 seconds per round game, and from rounds 5 to 10, the first large prize slot 14 is opened for a maximum of 0.1 seconds per round game. In rounds 5 to 10 of this jackpot game, the opening time of the first large prize slot 14 is extremely short, and in reality, it is not possible to win a prize in the first large prize slot 14 during these rounds. In other words, although the total number of round games in this jackpot game is 10, the actual number of round games is 4.
[0291] Furthermore, in "Big Win Game 3," which is executed when "Big Win Symbol 3" is determined, and in "Big Win Game 4," which is executed when "Big Win Symbol 4" is determined, 10 rounds of gameplay are performed. In all rounds from 1R to 10R, the first big prize slot 14 is opened for a maximum of 29.5 seconds per round of gameplay. In other words, this big win game has 10 rounds in total and 10 actual rounds of gameplay.
[0292] Therefore, "Big Win Game 3" and "Big Win Game 4," which have an effective number of rounds of play (10 rounds), are more advantageous to the player than "Big Win Game 1" or "Big Win Game 2," which have an effective number of rounds of play (4 rounds). In other words, the state in which "Big Win Game 3" or "Big Win Game 4" is played is more advantageous to the player than the state in which "Big Win Game 1" or "Big Win Game 2" is played.
[0293] <Game status> Next, the game states that the game control microcomputer 101 can control will be explained. When the game control microcomputer 101 executes either "Big Win Game 1" or "Big Win Game 3", it sets the game state after the big win to a time-saving state (high base state). On the other hand, when the game control microcomputer 101 executes either "Big Win Game 2" or "Big Win Game 4", it sets the game state after the big win to a non-time-saving state (low base state). Furthermore, when the game control microcomputer 101 executes either "Big Win Game 1" or "Big Win Game 3", it sets the game state after the big win to a high probability state. On the other hand, when the game control microcomputer 101 executes either "Big Win Game 2" or "Big Win Game 4", it sets the game state after the big win to a normal probability state (low probability state). In other words, after "Big Win Game 1" or "Big Win Game 3," the game is controlled to a high-probability, high-base game state (high-probability state and time-saving state), and after "Big Win Game 2" or "Big Win Game 4," the game is controlled to a low-probability, low-base game state (normal probability state and non-time-saving state). In this configuration, the "high-probability, high-base game state" can continue until the next big win game is executed. Alternatively, after "Big Win Game 2" or "Big Win Game 4," the game may be controlled to a "low-probability, high-base game state." In this case, the low-probability, high-base state can continue until the number of times the variable display of the special symbol reaches a predetermined upper limit (for example, 100 times).
[0294] "Big Win Game 1" or "Big Win Game 3," which set a high probability state or high base state after a big win, can be said to be a more advantageous big win game for the player than "Big Win Game 2" or "Big Win Game 4," which do not set a high probability state or high base state after a big win. Furthermore, the big win game state in which "Big Win Game 1" or "Big Win Game 3" is executed can be said to be a more advantageous game state for the player than the big win game state in which "Big Win Game 2" or "Big Win Game 4" is executed.
[0295] Furthermore, regardless of the type of winning symbol, a jackpot game state is considered a more advantageous game state than a normal game state. Also, the "high probability high base game state," which is one of the high probability states, is considered a more advantageous game state for the player than the "low probability high base game state," which is one of the normal probability states. In this specification, a game state that is advantageous to the player may be referred to as an advantageous game state, advantageous state, or special game state.
[0296] <Special Feature Variation Pattern> In the third embodiment of the pachinko game machine PZ3, the game control microcomputer 101 determines the special figure 1 variation pattern using the special figure 1 variation pattern determination table shown in Figure 40 during normal gameplay (normal probability state and non-time-saving state).
[0297] Specifically, as shown in Figure 40, if the result of the special symbol judgment (jackpot judgment and symbol judgment) is "jackpot symbol 1" or "jackpot symbol 2", the microcomputer 101 for game control can determine one of the following special symbol 1 variation patterns: "THP301", "THP302", or "THP303". "THP301" is a "long SP jackpot variation" which develops into a long SP reach and indicates a jackpot win, "THP302" is a "short SP jackpot variation" which develops into a short SP reach and indicates a jackpot win, and "THP303" is an "N jackpot variation" which does not develop into an SP reach and indicates a jackpot win in an N reach. In both the long SP reach and the short SP reach, the enemy attack reach described later will be executed. If the result of the Special Feature 1 lottery is a "jackpot," the probability of the enemy attack reach being executed is 80% (50% for the long SP reach, 30% for the short SP reach), and the probability of the enemy attack reach not being executed (the probability of a jackpot being indicated by the N reach) is 20%.
[0298] As shown in Figure 40, if the result of the special symbol judgment (jackpot judgment) is "miss" and the result of the reach judgment is "reach present", the microcomputer 101 for game control can determine one of the following special symbol 1 variation patterns: "THP321", "THP322", or "THP323". "THP321" is a "long SP miss variation" in which a long SP reach develops and a miss is shown, "THP322" is a "short SP miss variation" in which a short SP reach develops and a miss is shown, and "THP323" is an "N miss variation" in which a miss is shown in an N reach and it does not develop into an SP reach. If the result of the Special Feature 1 lottery is a miss with a reach, the probability of the enemy attack reach being executed is 28% (20% for the long SP reach, 8% for the short SP reach), and the probability of the enemy attack reach not being executed (the probability of a miss being shown with an N reach and the variation animation ending) is 72%.
[0299] Furthermore, if the result of the special symbol judgment (jackpot judgment) is "miss" and the result of the reach judgment is "no reach", the microcomputer 101 for game control can decide on either "THP341" or "THP342" as the special symbol 1 variation pattern. The ratio of which of these two special symbol 1 variation patterns is decided differs depending on the number of special symbol 1 reserved. When the number of special symbol 1 reserved is 0 to 2, it is more likely to be decided on "THP341" (normal A miss variation), which has a relatively long special symbol variation time of 13000ms, while when the number of special symbol 1 reserved is 3 to 4, it is more likely to be decided on "THP342" (normal B miss variation), which has a relatively short special symbol variation time of 5000ms.
[0300] Next, we will explain the presentation flow for each SP variation (long SP jackpot variation, long SP miss variation, short SP jackpot variation, short SP miss variation) and the normal A miss variation. As shown in Figures 41(A) and 41(B), when the special variation pattern is a long SP variation (THP301 or THP321), the presentation flow of the variation is composed of "normal variation" → "N reach" → "long SP reach". The long SP reach is a reach presentation in which the allied characters form a group of four to counter an attack by enemy characters. This reach presentation is called an enemy attack reach.
[0301] In the enemy attack reach of the Long SP Reach, the microcontroller 121 for performance control displays an introductory image on the display unit 50a indicating that a battle with an enemy character will take place, then displays a member selection sequence, and then displays the battle scene. The member selection sequence is a sequence in which a team of four is formed from the 12 allied characters described later. The member selection sequence includes three opportunities to form a team. The battle scene is a sequence in which the team of four finally formed in the member selection sequence battles the enemy character.
[0302] If the enemy attack reach is related to a long SP jackpot variation, as shown in Figure 41(A), after the battle scene, an image of the successful outcome where the allied character wins (success image, victory image) and the matching symbols EZ1, EZ2, EZ3 are displayed (see Figures 47(B) and 47(C)) to announce that a jackpot has been won. Conversely, if the enemy attack reach is related to a long SP miss variation, as shown in Figure 41(B), after the battle scene, an image of the unsuccessful outcome where the allied character loses (failure image, defeat image) and the missing symbols EZ1, EZ2, EZ3 are displayed (see Figures 47(D) and 47(E)) to announce that it is a miss.
[0303] Further, as shown in Figures 41(C) and 41(D), when the special symbol variation pattern is a short SP variation (THP302 or THP322), the performance flow of the variation performance is configured as "normal variation" → "N reach" → "short SP reach". Similar to long SP reach, short SP reach is an enemy attack reach in which a four-person ally character group fends off an attack from an enemy character. However, the enemy attack reach of short SP reach does not include a member selection performance for selecting ally characters. Instead, in the short SP variation that develops into short SP reach, an enemy attack advance notice is executed in parallel with the normal variation. In the enemy attack advance notice, a predetermined group of four ally characters is displayed (detailed later). The enemy attack advance notice has a success mode and a failure mode, and in the short SP variation, the enemy attack advance notice results in the success mode regardless of whether a jackpot is won or a loss occurs. In the enemy attack reach of short SP reach executed following the success mode enemy attack advance notice, the four-person group indicated in the enemy attack advance notice battles with the enemy character. That is, in the enemy attack reach of short SP reach, the performance control microcomputer 121 displays on the display unit 50a an introduction image indicating that a battle with the enemy character will be performed, and then displays a battle scene in which the four-person group displayed in the enemy attack advance notice battles with the enemy character, without performing the member selection performance.
[0304] Then, in the case of the enemy attack reach related to the short SP jackpot variation, as shown in Figure 41(C), after the battle scene, an image of a success mode in which the ally characters win (success image, victory image) and the aligned performance symbols EZ1, EZ2, EZ3 are finally displayed to notify that a jackpot is won. In contrast, in the case of the enemy attack reach related to the short SP loss variation, as shown in Figure 41(D), after the battle scene, an image of a failure mode in which the ally characters are defeated (failure image, defeat image) and the misaligned performance symbols EZ1, EZ2, EZ3 are finally displayed to notify that the result is a loss.
[0305] Further, as shown in Fig. 41(E), when the special symbol variation pattern is the normal A losing variation (THP341), the performance flow of the variation performance consists only of "normal variation". In this "normal variation", the enemy attack advance notice in the failure mode may be executed. While the above-described enemy attack advance notice in the success mode is executed only in the variation that develops into the short SP ready-to-win, the enemy attack advance notice in this failure mode can be executed only in the variation in which the short SP ready-to-win is not executed. That is, the enemy attack advance notice functions as a performance that promotes development to the enemy attack ready-to-win (short SP ready-to-win) (a performance that makes the viewer expect development to the enemy attack ready-to-win).
[0306] Here, the enemy attack advance notice is a performance whose content is that a specific group of four is displayed as the members to fend off the raid of the enemy character, and whether this group of four can maintain the formation of the "group of four" without being hit by the attack of the enemy forces. In the enemy attack advance notice in the success mode, the group of four evades the attack of the enemy forces and maintains the formation of the "group of four". On the other hand, in the enemy attack advance notice in the failure mode, the group of four is hit by the attack of the enemy forces and the formation of the "group of four" is dissolved. The enemy forces can attack up to 3 times in the enemy attack advance notice; if all attacks are evaded, the mode becomes the success mode, and if even one attack is landed, the mode becomes the failure mode. Note that the enemy attack ready-to-win and the enemy attack advance notice are collectively referred to as "enemy attack performance". Specific examples of the enemy attack performance will be described in detail later. The enemy attack advance notice is a performance that can be executed in a predetermined period before the development of the SP ready-to-win in the execution period of the variation performance (pre-development period, the period from timing t1 to timing t2 in Fig. 41). In contrast, the member selection performance of the enemy attack ready-to-win is a performance that can be executed in a predetermined period after the development of the SP ready-to-win in the execution period of the variation performance (post-development period, the period from timing t3 to timing t4 in Fig. 41). The pre-development period is an example of the "first period", and the post-development period is an example of the "second period".
[0307] Next, the main effects that make up the special feature variation effect will be explained. The effect control microcomputer 121 displays an effect image on the display unit 50a for each effect that makes up the special feature variation effect, and in response to the display of the effect image, it can execute effects such as lighting effects using frame lamps 53 and panel lamps 54, sound output effects using speakers 52, movable body effects using frame movable body 58k and panel movable body 55k, and operation effects using input devices (normal button 40, special button 41).
[0308] A. Normal fluctuations "Normal variation" is a special effect that may occur in response to the start of the variable display of the special symbols. Because it is the first effect to occur in the special symbol variation effect, it functions as an effect that indicates the start of the special symbol variation effect.
[0309] B. Reach "Reach" is a special effect that occurs after a "normal spin" where the left display symbol EZ1 and the right display symbol EZ3 temporarily stop on the same symbol. It may occur when the jackpot judgment result is "jackpot," and therefore functions as an effect that suggests a jackpot game may be about to occur. Furthermore, it may develop into other reach effects such as "long SP reach" or "short SP reach," so it also functions as an effect that suggests the possibility of a reach effect occurring.
[0310] A "reach" refers to a state where, among multiple display symbols, only one variable symbol remains, and depending on which symbol the variable symbol stops on, it will result in a combination of symbols that indicates a favorable game state for the player (for example, a jackpot state) (for example, the state of "7↓7").
[0311] CN Reach "N Reach" is a special effect that may occur after a "Reach" has been achieved. It may occur when the result of the jackpot judgment is a "jackpot," and therefore functions as an effect that suggests there is a possibility of a jackpot occurring.
[0312] D. SP Reach Among SP Reaches, "Long SP Reach" is a performance that may be executed after "N Reach", and as described above, it is a reach performance of enemy attack reach that includes a member selection performance. Among SP Reaches, "Short SP Reach" is a performance that may be executed after "N Reach", and as described above, it is a reach performance of enemy attack reach that does not include a member selection performance. Since "Enemy Attack Reach" is more likely to be executed when the result of the jackpot determination is "jackpot" than when it is "loss", it functions as a performance suggesting that there is a high possibility that a jackpot game will be executed. Further, since a jackpot game is more likely to be executed when the performance develops to "Enemy Attack Reach" after "N Reach" than when the performance ends at "N Reach", "Enemy Attack Reach" also functions as a performance suggesting that the possibility of a jackpot game being executed is higher than that of "N Reach".
[0313] E. Enemy Attack Preview "Enemy Attack Preview" is a preview performance that is always executed in short SP variation and may also be executed in normal A loss variation, so it functions as a performance that makes the user expect development to enemy attack reach. In addition, since "Enemy Attack Preview" is executed along with normal variation, it functions as a performance that enlivens the period of normal variation (the period before reach is established).
[0314] <Appearing Characters in Enemy Attack Performance> Next, the appearing characters in the enemy attack performance (enemy attack reach, enemy attack preview) will be specifically described. As described above, in the enemy attack performance, ally characters form a team of four people. As shown in FIG. 42, there are a total of 13 ally characters that form a four-person team. The 13 ally characters are designated as Ally Character A to Ally Character M. The 13 ally characters include 12 normal ally characters (Ally Character A to Ally Character L) and 1 special ally character (Ally Character M).
[0315] The 12 normal ally characters are divided into 4 teams of 3 members each. The 4 teams are a first team to which ally characters A to C belong, a second team to which ally characters D to F belong, a third team to which ally characters G to I belong, and a fourth team to which ally characters J to L belong. Each team includes one team leader character who is the representative of the team. Characters that are not team leader characters are referred to as team member characters. The team leader character of the first team is ally character A, the team leader character of the second team is ally character D, the team leader character of the third team is ally character G, and the team leader character of the fourth team is ally character J. As will be described later, in the enemy attack reach of the long SP reach, as a member selection performance, a performance of appointing one person from each of the first team to the fourth team to form a mixed 4-person team of all teams (referred to as a mixed team) is executed. As a result of the member selection performance, a mixed team composed entirely of four team leader characters may be formed. This mixed team is referred to as a team leader team (dream team), and mixed teams other than the dream team are referred to as normal teams. In the story of the motif work of this pachinko gaming machine PZ3, the team leader characters are superior in combat capability to the team member characters. Therefore, the dream team composed only of team leader characters is more likely to give the player the impression of successfully repelling the enemy character compared to the normal team.
[0316] The special ally character (ally character M) is an ally character (instructor character) who has a position as an instructor for the 12 normal ally characters in the story of the motif work of this pachinko gaming machine PZ3. Ally character M is never appointed in the team formation during the member selection performance. However, ally character M forms a special appointed team together with the three ally characters A to C belonging to the first team. As will be described later, in the enemy attack notification, this special appointed team (specific 4-person group) is formed as the members who fend off the enemy character's attack, and it is shown whether the enemy army's attack can be avoided. In the story of the motif work of this pachinko gaming machine PZ3, the instructor character is superior in combat capability to any of the ally characters. Therefore, the special appointed team including the instructor character can strongly give the player the impression of successfully repelling the enemy character.
[0317] Furthermore, as shown in Figure 42, there are two types of enemy characters in the enemy attack sequence: enemy character X and enemy character S. In the story of the work that this pachinko machine PZ3 is based on, enemy character X is an enemy character of normal strength, while enemy character S is an enemy character that is very weak. Therefore, enemy character S is more likely to give the player the impression that the allied characters will successfully defeat it compared to enemy character X. As will be described later, the enemy attack sequence is basically structured so that enemy character X is selected, but enemy character S may also be selected, and when enemy character S is selected, it is possible to suggest to the player that the expectation of a big win is higher than when enemy character X is selected. Note that each allied character is an example of the "first element," and each enemy character is an example of the "second element."
[0318] <Enemy attack approaching> Next, a specific example of the Long SP Reach's Enemy Attack Reach will be explained based on Figures 43 to 47. When the special symbol variation pattern command received from the game control microcomputer 101 indicates a Long SP variation (Long SP jackpot variation, Long SP miss variation), the performance control microcomputer 121 displays the performance symbols EZ1, EZ2, and EZ3 in the reach form after a normal variation (Figure 43(A)), and then displays the introductory image of the Enemy Attack Reach on the display unit 50a (Figure 43(B)). When the Enemy Attack Reach begins, the performance symbols EZ1, EZ2, and EZ3 are displayed in small size in the upper left of the display unit 50a. In the introductory image shown in Figure 43(B), along with the performance title "Enemy Attack Reach," four allied characters are displayed as silhouettes (unspecified form) including a "?" symbol that suggests that their identities are not yet determined. Additionally, the opposing character is displayed in an unspecified manner, indicated by the symbol "?" which suggests that their identity is not yet determined. Between the unspecified friendly character and the unspecified enemy character, the letters "VS" are displayed, signifying that the two will now fight.
[0319] In the Long SP Reach enemy attack reach, following the display of the introductory image (Figure 43(B)), a member selection sequence takes place. In the member selection sequence, the microcontroller 121 for controlling the sequence first displays the text image "Form a group of four! (You have 3 chances)" on the display unit 50a, as shown in Figure 43(C). This text image explains the member selection sequence. In other words, the display of this text image suggests to the player that a sequence will take place in which they will decide which allied characters will make up a group of four, and that they have 3 chances to select characters (opportunities to form a group).
[0320] Following the screen shown in Figure 43(C), the microcontroller 121 for performance control controls the display unit 50a to form a split screen with four vertically elongated display areas, as shown in Figure 44(A). Each vertically elongated display area is the display area for one ally character. Initially, the four ally characters are displayed on the split screen in an unspecified state, including the symbol "?". The words "You are the members!" are also displayed at the top of the display unit 50a. Subsequently, as shown in Figure 44(B), the microcontroller 121 displays an image of a group of four ally characters on the display unit 50a, representing the first team formation. For example, the first character is "ally character B," the second is "ally character D," the third is "ally character I," and the fourth is "ally character K." The ally characters that make up the group of four are the characters selected by lottery, which will be described later. In this form, the Dream Team (a team of four allied characters A, D, G, and J) may be displayed during the member selection sequence. When the Dream Team is displayed, the probability of achieving a successful outcome in the battle scene following the member selection sequence is higher than when the Normal Team is displayed. Therefore, players should aim for the Dream Team to be displayed and carefully observe the selection results during the member selection sequence.
[0321] In this configuration, there are a total of three chances to form a team. As shown in Figure 44(B), if the dream team is not displayed, the text image "...That's wrong, reorganize!" is displayed on the display unit 50a, as shown in Figure 44(C). Then, four allied characters are displayed again in an unspecified manner including the symbol "?", along with the text "You are the members!" (see Figure 44(D)). Subsequently, as shown in Figure 44(E), the microcontroller 121 for performance control displays an image on the display unit 50a of a group of four allied characters for the second team formation, for example, the first being "Allied Character C", the second being "Allied Character E", the third being "Allied Character G", and the fourth being "Allied Character K". In other words, a group of four composed of different members than the group of allied characters in the first formation is displayed.
[0322] In this example, the Dream Team is not displayed even in the second team formation. In this case, as shown in Figure 44(F), the text image "...That's wrong, reorganize!" is displayed again on the display unit 50a. Then, the four allied characters are displayed again in an unspecified manner including the symbol "?", along with the text "You are the members!" (see Figure 45(A)). Subsequently, as shown in Figure 45(B), the microcontroller 121 for performance control displays an image of a group of four characters on the display unit 50a as the group of allied characters for the third team formation, for example, the first character being "Allied Character A", the second "Allied Character D", the third "Allied Character G", and the fourth "Allied Character J". In other words, a group of four characters with a different formation from both the first and second formations is displayed, and all members of this group of four (the Dream Team) are composed of squad leader characters. When the Dream Team is displayed, the text "~Dream Team~" is also displayed at the bottom of the display unit 50a. If the Dream Team is displayed during the third team selection, the microcontroller 121 for controlling the presentation then displays the text image "Repel them!" along with images of the four allied characters (in this example, Allied Characters A, D, G, J) that make up the four-person team (the Dream Team in this example) selected during the third team selection (the final team selection opportunity in the member selection presentation), as well as an image of enemy character X. This indicates to the player that the team of allied characters who will confront the attacking enemy character is the Dream Team, and that the attacking enemy character is enemy character X.
[0323] Of course, following the image shown in Figure 45(A), a mixed team that is not a dream team may also be displayed. Specifically, for example, following the image in Figure 45(A), the microcontroller 121 for performance control displays an image on the display unit 50a of a group of four characters as the combination of allied characters in the third team formation, for example, the first character being "ally character A", the second being "ally character F", the third being "ally character H", and the fourth being "ally character J", as shown in Figure 45(D). In other words, a group of four characters that is different from both the first and second team formations, and is not a dream team, is displayed. Even if a group of four that is not a dream team (a group of four normal team members) is displayed in the third team formation, the microcontroller 121 for performance control will then display the text image "Repel them!" along with images of the four ally characters (in this example, ally characters A, F, H, J) that make up the group of four formed in the third formation (in this example, one type of normal team), and an image of enemy character X, as shown in Figure 45(E). This indicates to the player that the group of ally characters that will confront the attacking enemy character has been determined to be a group of four normal team members consisting of ally characters A, F, H, and J, and that the type of attacking enemy character is enemy character X.
[0324] Furthermore, if a dream team is not formed even after the third team formation, as shown in Figure 46, the image of the enemy character S may be displayed as a follow-up image to Figure 45(D), along with the image of the four members that make up the normal team. In this form, the probability of a big win is higher when the enemy character in the enemy attack reach is enemy character S than when it is enemy character X.
[0325] Furthermore, the above explanation describes an example where the Dream Team is displayed for the first time in the third team formation (Figure 45(A)(B)(C)), but the Dream Team may also be displayed in the first or second team formation. In this form, if the Dream Team is displayed in the first team formation, the Dream Team will also be displayed in the second and third team formations, and if the Dream Team is displayed for the first time in the second team formation, the Dream Team will also be displayed in the third team formation. In other words, in this form, if the Dream Team is displayed in the first time, the animation of the Dream Team being formed will be executed in all three team formations from the first to the third time, if the Dream Team is displayed in the second time, the animation of the Dream Team being formed will be executed in both the second and third team formations, and if the Dream Team is displayed in the third time, the animation of the Dream Team being formed will be executed only in the third team formation. After the Dream Team is displayed in the first or second time, the text image "...No, reorganize!" will be replaced with the text image "The best members!", and the text image "You are the members!" will be replaced with the text image "I'll say it again! You are the members!". In this version, it is possible that the same normal team, consisting of the exact same members, may be displayed multiple times during the member selection animation.
[0326] The images showing the types of allied characters that make up the four-person team and the types of attacking enemy characters (the images shown in Figures 45(C), 45(E), and 46) are the final images in the member selection sequence. In the enemy attack sequence of the Long SP Reach, the battle scene is displayed on the display unit 50a following the member selection sequence described above. The battle scene first shows the battle between the allied characters that make up the four-person team finally formed in the member selection sequence and the enemy characters (see Figure 47(A)). Figure 47 is an example of the sequence when a dream team is formed. If the variation animation being executed is a variation animation related to a long SP jackpot variation, following the animation image shown in Figure 47(A), the animation control microcomputer 121 displays a success image (victory image) on the display unit 50a indicating that the group of four has successfully defeated the enemy character X (see Figure 47(B)), and then stops displaying the animation symbols EZ1, EZ2, and EZ3 with the word "Victory" and matching numbers indicating a jackpot win (see Figure 47(C)).
[0327] On the other hand, if the variation animation being performed is a variation animation related to a long SP miss variation, following the animation image shown in Figure 47(A), the animation control microcomputer 121 displays a failure image (defeat image) on the display unit 50a indicating that the group of four has been defeated by the enemy character X (see Figure 47(D)), and then stops displaying the animation symbols EZ1, EZ2, and EZ3 with the word "Defeat" and a miss (scattered symbols) indicating a miss (Figure 47(E)).
[0328] <Lottery related to enemy attack reach> Next, the lottery related to the enemy attack reach in the long SP reach described above will be explained based on Figure 48. As mentioned above, the enemy attack reach in the long SP reach includes a member selection sequence. The performance control microcontroller 121 determines the mixed team to be displayed in the member selection sequence in the following manner. In other words, the performance control microcontroller 121 first decides whether or not to display the dream team (team leader team) (Figure 48(A)). Then, if the dream team is to be displayed, it decides at which of the three team formation opportunities in the member selection sequence the dream team will appear (display) (Figure 48(B)). Also, if the dream team is not to be displayed, it decides the members of the normal team to be displayed (the four friendly characters that make up the normal team) for each of the three team formation opportunities (Figure 48(C)). Furthermore, if the Dream Team is displayed and the timing of its display is the third team formation timing, the members of the Normal Team for the first and second formation opportunities will be determined by lottery. Similarly, if the Dream Team is displayed and the timing of its display is the second team formation timing, the members of the Normal Team for the first formation opportunity will be determined by lottery. Additionally, during Long SP fluctuations, the type of enemy character in the enemy attack reach is determined (Figure 48(D)).
[0329] Thus, the lottery related to the enemy attack reach of the Long SP Reach includes a lottery to determine whether to display the Dream Team as a group of allied characters (Figure 48(A)), a lottery for the timing of displaying the Dream Team (Figure 48(B)), a lottery for the members that make up the group of four if a group other than the Dream Team is displayed (Figure 48(C)), and a lottery for the enemy characters (Figure 48(D)). Each of these will be explained in detail below.
[0330] The selection of whether to display the Dream Team as a group of allied characters is based on the table shown in Figure 48(A). Specifically, if the special symbol variation pattern command received from the game control microcomputer 101 at the start of the special symbol variation indicates a long SP jackpot variation (THP301), the performance control microcomputer 121 decides to display the Dream Team 60% of the time and not to display the Dream Team 40% of the time, as shown in Figure 48(A). Also, if the performance control microcomputer 121 receives a special symbol variation pattern command indicating a long SP miss variation (THP322), it decides to display the Dream Team 40% of the time and not to display the Dream Team 60% of the time. Thus, in this configuration, the probability of displaying the Dream Team is higher than the probability of not displaying it during a jackpot variation, and the probability of displaying the Dream Team is lower than the probability of not displaying it during a miss variation. Therefore, the display of the Dream Team functions as an indication of a high probability of winning a jackpot.
[0331] Furthermore, the timing for displaying the Dream Team is determined by a lottery based on the table shown in Figure 48(B). Specifically, if the microcontroller 121 for performance control decides to display the Dream Team in the lottery shown in Figure 48(A), then, as shown in Figure 48(B), if the received special symbol variation pattern command is a long SP jackpot variation (THP301), it decides to display the Dream Team at all of the 1st to 3rd team formation timings with a 40% probability, to display the Dream Team at the 2nd and 3rd team formation timings with a 35% probability, and to display the Dream Team only at the 3rd team formation timing with a 25% probability. Furthermore, if the received special symbol variation pattern command is a long SP losing variation (THP321), the microcontroller 121 for performance control decides with a 25% probability to display the Dream Team at all team formation timings from the 1st to the 3rd time, with a 35% probability to display the Dream Team at the 2nd and 3rd team formation timings, and with a 40% probability to display the Dream Team only at the 3rd team formation timing. Thus, in this configuration, the earlier the timing, the more likely it is to be selected in a winning variation, and the later the timing, the more likely it is to be selected in a losing variation. Therefore, the earlier the Dream Team is first displayed, the higher the probability of winning a jackpot.
[0332] Furthermore, if the Dream Team is not displayed, the members to be displayed (the four allied characters) are determined for each of the three team formation opportunities. When displaying teams other than the Dream Team (i.e., the Normal Team), the members constituting the four-person team are selected based on the table shown in Figure 48(C). Specifically, as shown in Figure 48(C), the microcontroller 121 for performance control selects the first member from the first group (three allied characters A to C), then the second member from the second group (three allied characters D to F), then the third member from the third group (three allied characters G to I), and finally the fourth member from the characters belonging to the fourth group. The selection of the fourth member is basically the same as the selection of the first three members, choosing one from the fourth group (three ally characters J-L). However, if the selection of the first three members has resulted in the selection of ally characters A, D, and G (i.e., the group leaders), then, as an exception, to avoid forming a dream team (group leader team), one will be selected from the remaining two ally characters K and L, excluding ally character J (the group leader of the fourth group). In this form, when selecting one from three ally characters, the selection ratio for each character is equal (1 / 3 each), and when selecting one from two ally characters, the selection ratio for each character is equal (1 / 2 each). Therefore, there is no difference in the probability of winning the jackpot due to differences in the composition of the normal team. When the normal team is displayed, players will enjoy the presentation from the perspective of whether their favorite ally character is displayed.
[0333] In this form, mixed teams are formed from each of the four groups (Group 1 to Group 4) in the member selection sequence. A mixed team is a team that includes one member (ally character) from each of the four groups (Group 1 to Group 4), and a Dream Team is one form of a mixed team. The composition of the mixed teams in each round of the member selection sequence is not determined until the above-mentioned lottery (Figures 48(A)~(C)) is performed. For this reason, mixed teams are also called unspecified teams, and the combinations of ally characters that make up a mixed team are called "unspecified combinations" or "combinations of any of the multiple unspecified patterns." In this form, there are four groups of three, so there are a total of 81 patterns (3 to the power of 4) of unspecified combinations. Among the unspecified teams, the Dream Team is an example of the "first unspecified combination," and the Normal Team is an example of the "second unspecified combination."
[0334] If the Dream Team is displayed, and its initial display coincides with the first team formation timing, the Dream Team will also be displayed during the second and third team formation timings. Therefore, the normal team member draw shown in Figure 48(C) will not be performed. If the Dream Team is displayed for the first time during the second team formation timing, the normal team will be displayed during the first team formation timing, and the Dream Team will be displayed during the third team formation timing. Therefore, the normal team member draw shown in Figure 48(C) will only be performed for the first team formation timing. If the Dream Team is displayed for the first time during the third team formation timing, the normal team will be displayed during the first and second team formation timings. Therefore, the normal team member draw shown in Figure 48(C) will be performed for these team formation timings.
[0335] Furthermore, the enemy character is selected based on the table shown in Figure 48(D). Specifically, as shown in Figure 48(D), if the received special symbol variation pattern command is a long SP jackpot variation (THP301), the microcontroller 121 for performance control selects "enemy character X" as the enemy character with 100% probability if it has decided to display the Dream Team, and if it has decided not to display the Dream Team, it selects "enemy character X" with 25% probability and "enemy character S" with 75% probability. Also, if the received special symbol variation pattern command is a long SP miss variation (THP321), the microcontroller 121 for performance control selects "enemy character X" as the enemy character with 100% probability if it has decided to display the Dream Team, and if it has decided not to display the Dream Team, it selects "enemy character X" with 90% probability and "enemy character S" with 10% probability. Thus, in this configuration, the enemy character when displaying the Dream Team is always enemy character X. On the other hand, if the Dream Team is not displayed, there is a possibility that enemy character S will be displayed. Furthermore, enemy character S is more likely to be selected than enemy character X during a winning spin, and less likely to be selected than enemy character X during a losing spin. Therefore, the display of enemy character S functions as an indication that there is a high probability of winning a jackpot. In other words, in this form, even if the Dream Team is not displayed, there is an expectation that enemy character S will be displayed, which enhances the enjoyment of the game.
[0336] <Enemy attack warning> Next, we will explain the lottery related to the enemy attack warning and provide specific examples of the enemy attack warning. In the enemy attack warning, three allied characters A-C belonging to the first squad and allied character M, who is the leader character, are formed as a special task force (a specific group of four) to confront the enemy character's attack, and it is indicated whether or not this special task force can evade the enemy's attack. If they can evade (successful outcome), it develops into a short SP reach (an enemy attack reach that does not include the member selection sequence) in which the attacking enemy character and the special task force battle. However, if they cannot evade (failure outcome), the sequence ends with a loss without reaching the reach. Note that the group of four (group of allied characters) in the enemy attack warning is predetermined for the special task force (a group of four consisting of the three allied characters belonging to the first squad and the leader character), and unlike the member selection sequence, some or all of the members are not changed by lottery. For this reason, the group of allied characters that make up the special task force is called a "specific group."
[0337] First, let's explain the lottery related to the enemy attack warning based on Figure 49. The lottery related to the enemy attack warning includes an execution lottery (Figure 49(A)) that determines whether or not to execute the enemy attack warning, and an enemy character lottery (Figure 49(B)) that determines the enemy character in the enemy attack warning. We will explain each of these in detail below.
[0338] The execution lottery for the enemy attack advance announcement is performed based on the table shown in Fig.49(A). Specifically, when the special figure variation pattern indicated by the special figure variation pattern command received from the game control microcomputer 101 at the start of the special figure variation is the short SP jackpot variation (THP302), as shown in Fig.49(A), the effect control microcomputer 121 determines to execute the enemy attack advance announcement in the success mode at a rate of 100%. Also, when the received special figure variation pattern command is the short SP lose variation (THP322), the effect control microcomputer 121 determines to execute the enemy attack advance announcement in the success mode at a rate of 100%. In contrast, when the received special figure variation pattern command is the normal A lose variation (THP341), the effect control microcomputer 121 determines not to execute it at a rate of 80%, and determines to execute the enemy attack advance announcement in the failure mode at a rate of 20%. There are 3 patterns for the enemy attack advance announcement in the failure mode: a first pattern in which the player fails to evade the first enemy attack, a second pattern in which the player evades the first enemy attack but fails to evade the second enemy attack, and a third pattern in which the player evades the first and second enemy attacks but fails to evade the third enemy attack. When the received special figure variation pattern command is the normal A lose variation (THP341), the effect control microcomputer 121 determines the first pattern at a rate of 12%, the second pattern at a rate of 6%, and the third pattern at a rate of 2%. Note that in the enemy attack advance announcement in the success mode, all three enemy attacks are evaded. In a variation in which short SP reach (enemy attack reach without member selection effect) is executed, the enemy attack advance announcement in the success mode is always executed. When the enemy attack advance announcement in the failure mode is executed, no development to a reach effect occurs. That is, the enemy attack advance announcement in the failure mode suggests a loss.
[0339] The lottery of enemy characters in the enemy attack advance notice is performed based on the table shown in Fig.49(B). Specifically, as shown in Fig.49(B), when the received special figure variation pattern command is a short SP jackpot variation (THP302), the effect control microcomputer 121 determines the enemy character that attacks in the enemy attack advance notice as enemy character X at a rate of 50%, and determines the enemy character that attacks in the enemy attack advance notice as enemy character S at a rate of 50%. Further, when the received special figure variation pattern command is a short SP loss variation (THP322), the effect control microcomputer 121 determines the enemy character that attacks in the enemy attack advance notice as enemy character X at a rate of 85%, and determines the enemy character that attacks in the enemy attack advance notice as enemy character S at a rate of 15%. Further, when the received special figure variation pattern command is a normal A loss variation (THP341), the effect control microcomputer 121 determines the enemy character that attacks in the enemy attack advance notice as enemy character X at a rate of 100%, and never determines it as enemy character S.
[0340] As described above, in the present embodiment, enemy character X is always displayed in the enemy attack advance notice of the failure mode performed in the normal A loss variation, and enemy character S may be displayed in the enemy attack advance notice of the success mode performed in the short SP variation. Therefore, the display of enemy character S in the enemy attack advance notice functions as a suggestion that the enemy attack advance notice will be in the success mode. In addition, since enemy character S is selected with the same probability as enemy character X in the jackpot variation and is less likely to be selected than enemy character X in the loss variation, the display of enemy character S functions as an effect suggesting that the expectation degree of a jackpot is high.
[0341] Next, specific examples of the enemy attack advance notice will be described based on FIGS. 50 to 53. When the performance control microcomputer 121 determines to execute the enemy attack advance notice in the execution lottery shown in FIG. 49(A), shortly after starting the variable display of performance symbols EZ1, EZ2, EZ3 as shown in FIGS. 50(A) and (B), it starts executing the enemy attack advance notice. In the enemy attack advance notice, first, a title image including a text image of "enemy attack advance notice" is displayed (FIG. 50(B)). The title image includes the image of the enemy character in the enemy attack advance notice. That is, if "enemy character X" is selected as the enemy character for the enemy attack advance notice, the enemy character X is displayed on the display unit 50a as shown in FIG. 50(B). This indicates to the player that this is an advance notice performance whose content is that enemy character X has launched an attack. In the enemy attack advance notice, "enemy character S" may be selected as the enemy character, and in this case, the performance control microcomputer 121 displays enemy character S in the title image as shown in FIG. 53(A), and indicates to the player that this is an advance notice performance whose content is that enemy character S has launched an attack.
[0342] The title image also includes images of a four-person team of ally characters that fend off the enemy character's attack. As described above, the special mission team is the one that fends off the enemy character's attack in the enemy attack advance notice. Therefore, in the title image of the enemy attack advance notice, the four ally characters constituting the special mission team, that is, the three ally characters belonging to the first squad (ally characters A, B, C) and the leader character (ally character M) are displayed. This indicates to the player that the four-person team of ally characters A, B, C, and M will fend off the enemy character. In addition, on the title image, the text "VS" meaning that the two sides will fight from now on is also displayed between the special mission team and the enemy character. When the enemy attack advance notice is started, the performance symbols EZ1, EZ2, EZ3 are displayed at the upper left part of the display unit 50a.
[0343] In the enemy attack announcement, following the title image (Fig. 50(B)), the effect control microcomputer 121 controls the display unit 50a to display a split screen formed with four vertically partitioned display areas, and displays the ally characters A, B, C, and M constituting the special mission team one by one in each display area. In addition, the effect control microcomputer 121 displays the text "You are the members!" at the upper part of the display unit 50a, and displays the text "~Special Mission Team~" at the lower part of the display unit 50a. This informs the player again that it is the special mission team that will confront the enemy character. The image shown in Fig. 50(C) is referred to as a member designation image.
[0344] Then, in the enemy attack announcement, following the member designation image (Fig. 50(C)), the effect control microcomputer 121 continues displaying the ally characters A, B, C, and M as shown in Fig. 50(D), and displays the text image "Maintain the team!" on the display unit 50a. By displaying this text image, the player is informed that the enemy attack announcement is an effect of challenging the mission to "maintain the team". The image shown in Fig. 50(D) is referred to as a mission notification image.
[0345] In the enemy attack announcement, the enemy army launches a maximum of 3 attacks. Following the mission notification image shown in Fig. 50(D), the effect control microcomputer 121 displays the scene of the first attack by the enemy army on the display unit 50a (see Fig. 51(A)). As shown in Fig. 51(A), as the first attack scene, a scene in which a characterized bomb assaults the special mission team is displayed. If the first pattern of the failure mode is selected in the aforementioned execution lottery for the enemy attack announcement (see Fig. 49(A)), a scene (dissolution image) in which the attack hits and the special mission team is dissolved is displayed (Fig. 51(B)). On the other hand, if the pattern for evading the first attack is selected, as shown in Fig. 51(C), the bomb does not hit and moves out of view toward the lower left part of the display unit 50a, showing that the ally characters A, B, C, and M are unharmed on the display unit 50a, and at the same time, the text image "Maintain the team!" is displayed on the display unit 50a again.
[0346] Following the image shown in Figure 51(C), the effect control microcomputer 121 displays the scene of the second attack by the enemy army on the display unit 50a (see Figure 51(D)). As shown in Figure 51(D), as the second attack scene, a scene where another seemingly more dangerous bomb assaults the special mission team is displayed. If the second pattern of the failure mode is selected in the aforementioned execution lottery for the enemy attack notice (see Figure 49(A)), a scene (disbandment image) where this attack hits and the special mission team is disbanded is displayed (Figure 51(E)). On the other hand, if the pattern of avoiding the second attack is selected, as shown in Figure 51(F), the bomb does not hit and moves out of view toward the lower right part of the display unit 50a, showing that the ally characters A, B, C, and M are unharmed on the display unit 50a, and at the same time, the text image of "Maintain the team!" is displayed again on the display unit 50a.
[0347] Following the image shown in Figure 51(F), the effect control microcomputer 121 displays the scene of the third attack by the enemy army on the display unit 50a (see Figure 52(A)). As shown in Figure 52(A), as the third attack scene, a scene where a large missile assaults the special mission team is displayed. If the third pattern of the failure mode is selected in the aforementioned execution lottery for the enemy attack notice (see Figure 49(A)), a scene (disbandment image) where this attack hits and the special mission team is disbanded is displayed (Figure 52(B)). On the other hand, if the pattern of avoiding even the third attack (that is, the enemy attack reach of the success mode) is selected, as shown in Figure 52(B), the missile does not hit and crashes toward the lower left part of the display unit 50a, showing that the ally characters A, B, C, and M are unharmed on the display unit 50a, and at the same time, the text image of "Success!" is displayed on the display unit 50a. This suggests to the player that the game will develop into the enemy attack reach of the short SP reach.
[0348] When a failure mode is displayed in the enemy attack advance notice, regardless of which of the first pattern (Fig. 51(B)), the second pattern (Fig. 51(E)), or the third pattern (Fig. 52(B)) it is, the effect control microcomputer 121 switches from the enemy attack advance notice screen to a normal variation screen with the background image set as the normal background image G102, continues the variable display of the effect symbols EZ1, EZ2, EZ3 for the remaining variation time (Fig. 52(D)), and finally stops and displays the effect symbols EZ1, EZ2, EZ3 in a non-winning arrangement (scattered arrangement) (Fig. 52(E)). This indicates to the player that the result is a loss.
[0349] On the other hand, when a success mode is displayed in the enemy attack advance notice, the effect control microcomputer 121 displays, on the display unit 50a, a scene in which the special mission team (the four-person group of ally characters A, B, C, M) and the enemy character (enemy character X in this example) face each other as a background image, as shown in Fig. 52(F), and superimposes the effect symbols EZ1, EZ2, EZ3 in a large size in a ready-to-win state in front of this image. After that, the effect control microcomputer 121 displays the effect symbols EZ1, EZ2, EZ3 in a small size at the upper left part of the display unit 50a, and additionally displays the effect title of "Enemy Attack Ready-to-Win" (Fig. 52(G)). The image shown in Fig. 52(G) is an introduction image in the enemy attack ready-to-win of the short SP ready-to-win. As described above, in the present embodiment, execution of the enemy attack ready-to-win is started following the success mode enemy attack advance notice. Since the enemy attack ready-to-win of the short SP ready-to-win does not include a member selection effect, after displaying the introduction image shown in Fig. 52(G), the effect control microcomputer 121 displays, on the display unit 50a, an image of a battle scene in which the special mission team and the enemy character (enemy character X in this example) battle. The images after the battle scene are the same as the images after the battle scene in the enemy attack ready-to-win of the long SP ready-to-win, and are as already described based on Fig. 47.
[0350] In the above description, the enemy character in the enemy attack advance notice is described as being enemy character X, but in the enemy attack advance notice, "enemy character S" may be selected as the enemy character. In this case, the effect control microcomputer 121, following the enemy attack advance notice in the success mode (FIG. 52(C)), displays on the display unit 50a as a background image the scene where the special mission team (the four-person group of ally characters A, B, C, M) confronts enemy character S, as shown in FIG. 53(B), and superimposed in front of this image, prominently displays the effect symbols EZ1, EZ2, EZ3 in a ready-to-win mode. This suggests to the player that the degree of expectation of winning the jackpot is higher than when enemy character X is displayed. After the image shown in FIG. 53(B), a ready-to-win effect of assault ready-to-win in which the special mission team battles enemy character S is executed.
[0351] <Relationship between appearing characters in enemy attack effects and jackpot expectation degree> As described above, in the pachinko game machine PZ3 of the third embodiment, an enemy attack ready-to-win (long SP ready-to-win) including a member selection effect is executed, or a combined effect (a series of consecutive effects with connected content) of an enemy attack ready-to-win (short SP ready-to-win) that does not include a member selection effect and an enemy attack advance notice is executed. In each of these effects, ally characters and enemy characters play an important role in suggesting the jackpot expectation degree. In the following, a description of the relationship between character variations and the jackpot expectation degree will be added.
[0352] First, the jackpot expectation degree when the dream team is displayed will be considered. In the present embodiment, the long SP ready-to-win is executed in 50% of jackpot winning instances, and is executed in 20% of ready-to-win present losing instances (FIG. 40). The proportion of cases where the dream team is displayed in the long SP ready-to-win is 60% in long SP jackpot variation, and 40% in long SP losing variation (FIG. 48(A)). Therefore, the proportion of cases where the dream team is displayed is 30% (50% × 60%) across all jackpot winning instances, and 8% (20% × 40%) across all ready-to-win present losing in...
Claims
1. The advantageous state can be controlled based on the result of a lottery to determine whether to put the player in an advantageous state. A gaming machine capable of displaying a first element and a second element different from the first element, During the first period, the first element is displayed in a predetermined specific combination, In a second period different from the first period, the first element can be displayed in any combination of any of the multiple unspecified patterns (hereinafter referred to as "unspecified patterns"), During the second period, the combination of the unspecified configurations can be displayed multiple times. A gaming machine characterized in that the probability of the result of the lottery indicating the advantageous state being shown after the first unspecified combination is displayed as the last combination of the multiple rounds is the same as the probability of the result of the lottery indicating the advantageous state being shown after the specific combination has been continuously displayed during the first period.
2. A gaming machine according to claim 1, The gaming machine is characterized in that the first unspecified mode is a mode that leads to the expectation of achieving the advantageous state compared to a second unspecified mode that is not the first unspecified mode.
3. A gaming machine according to claim 1 or claim 2, The display of the set of the specified form during the first period is carried out based on the first condition, The display of the unspecified combination of forms during the second period is performed based on a second condition different from the first condition, characterized in that it is a gaming machine.
Citation Information
Patent Citations
Game machine
JP2022084126A