Gaming Machines
By introducing a variety of performance modes and design elements into the punching machine game console, the problem of insufficient gaming experience and single display mode in the prior art is solved, and a higher game fun and visual appeal is achieved.
Patent Information
- Application Number
- JP2020142241
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-08-26
- Publication Date
- 2025-04-15
- Estimated Expiration
- 2040-08-26
AI Technical Summary
The lack of innovation in the performance design of existing punching machine games has led to insufficient gaming experience and the single display of winners and losers and lack of attractiveness.
By introducing a variety of performance modes and design elements into the punching machine game console, including different performance modes, unique performance design patterns and transformation effects, we enhance the interactive experience and visual impact of players.
It improves the fun and attractiveness of the game, enhances the player's sense of participation and experience, and provides richer game content and display methods.
Smart Images

Figure 0007662172000001 
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Figure 0007662172000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] As described in the following Patent Document 1, some conventional pachinko gaming machines judge whether or not there is a jackpot based on the ball entering the starting hole, and play the jackpot game based on the result of the judgment. In addition, in the pachinko gaming machine described in the following Patent Document 1, a variance display of the performance symbols is performed based on the result of the judgment of whether or not there is a jackpot, and then a reach performance is performed, and the result of the judgment of whether or not there is a jackpot is shown to the player by the stopping mode (predetermined combination) of the performance symbols stopped and displayed in the reach performance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2003-230714 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the pachinko gaming machine described in Patent Document 1 above, the reach effect is executed based on the result of a lottery to determine whether or not a win will occur, and simply displaying a performance pattern consisting of a predetermined combination is not interesting, so there is room for improvement in terms of increasing interest in the game. [Means for solving the problem]
[0005] The gaming machine of the present invention is A game control means for performing a lottery to determine whether or not a winning ticket has been won based on the establishment of a predetermined condition; A performance control means for executing a reach performance using a performance symbol based on the result of the lottery. The performance control means includes: One of a plurality of presentation modes including a specific presentation mode can be set; The pattern pattern of the performance pattern includes a first pattern pattern corresponding to the specific performance mode and a second pattern pattern different from the first pattern pattern, Indicating that the reach effect in the specific effect mode is advantageous to the player A specific number The performance pattern of the first pattern mode consisting of a combination Stop If displayed, The effect pattern of the first symbol mode consisting of the specific combination displayed in a stopped state is the specific number. Combination At the same time, the size of the performance pattern is different from that of the first pattern mode. This is a gaming machine characterized in that the performance pattern may be changed to the second pattern mode. Effect of the Invention
[0006] According to the present invention, it is possible to increase interest in games. [Brief description of the drawings]
[0007] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Diagram 5] 1A is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and FIG. 1B is a front view of the performance unit when the above-board movable device and the below-board movable device are in operation. [Figure 6] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 4 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 9] (A) is a winning determination table, (B) is a general game fluctuation pattern determination table, and (C) is an auxiliary game control table. [Figure 10] (A) is a jackpot determination table, (B) is a jackpot symbol type determination table, and (C) is a reach determination table. [Figure 11] This is a table for determining the fluctuation pattern of Special Chart 1. [Figure 12] This is a table for determining the fluctuation pattern of special chart 2. [Figure 13] This is a look-ahead determination table. [Figure 14] This is a jackpot game control table. [Figure 15] FIG. [Figure 16] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 17] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 18] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 19] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 20] An explanatory diagram showing a specific example of a hold effect. [Figure 21] An explanatory diagram showing a specific example of a movable object performance. [Figure 22] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Figure 23] 13 is a flowchart of a main control process. [Figure 24] 13 is a flowchart of a main-side timer interrupt process. [Diagram 25] 13 is a flowchart of a sub-control main process. [Figure 26] 13 is a flowchart of a sub-side timer interrupt process. [Figure 27] An explanatory diagram showing a specific example of the jackpot ending presentation of this embodiment. [Figure 28] FIG. 1A is an explanatory diagram showing a specific example of the display mode when the space mode in this embodiment is set, and FIG. 1B is an explanatory diagram showing a specific example of the display mode when the forest mode in this embodiment is set. [Figure 29] FIG. 13 is an explanatory diagram showing a stopping pattern indicating a jackpot when the space mode is set in this embodiment. [Diagram 30] 13 is an explanatory diagram showing a stop pattern indicating a jackpot when the forest mode is set in this embodiment. FIG. [Diagram 31] (A) is a timing chart of N jackpot fluctuations when the space mode of this embodiment is set, and (B) is a timing chart of N jackpot fluctuations when the forest mode of this embodiment is set. [Diagram 32] An explanatory diagram showing a specific example of a special chart change presentation when the space mode of this embodiment is set. [Diagram 33] An explanatory diagram showing a specific example of a special chart change presentation when the forest mode of this embodiment is set. [Diagram 34] 11 is a flowchart of a received command analysis process in the present embodiment. [Diagram 35] 5 is a flowchart of a mode status setting process in the present embodiment. [Diagram 36] 13 is a flowchart of the variable performance start processing in this embodiment. [Figure 37] This is a special chart change presentation pattern selection table when the space mode of this embodiment is set. [Figure 38] This is a special chart change presentation pattern selection table when the forest mode of this embodiment is set. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, a first embodiment of the gaming machine of the present invention will be described in detail with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, in any of the flowcharts described later, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no contradiction occurs in the process contents.
[0009] 1. Structure of the gaming machine A pachinko game machine PY1, which is a first embodiment of the game machine of the present invention, will be described. First, the structure of the pachinko game machine PY1 will be described with reference to Figs. 1 to 5. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY1 refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY1. Furthermore, "forward" refers to the direction approaching the player facing the pachinko game machine PY1 from the pachinko game machine PY1, and "rearward" refers to the direction approaching the pachinko game machine PY1 from the player facing the pachinko game machine PY1.
[0010] As shown in FIG. 1, the pachinko game machine PY1 includes a game machine frame 2. The game machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. The front door 23 includes a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m that is rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game arcade, a player in front of the pachinko game machine PY1 can see the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t may be a transparent glass plate, a transparent synthetic resin plate, etc. It is sufficient that the game area 6 can be seen from the front of the pachinko gaming machine PY1.
[0011] A handle 72k that can be rotated to launch the game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude (launch strength) of the force (the amount by which the launching device 72, described later, drives the launch solenoid) applied to the game balls to launch them. Thus, the game balls are launched with a launch strength according to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes greatly toward the front is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the upper surface of the lower decorative body 36 to store the game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.
[0012] An operable first input device (hereinafter "normal button") 40 is provided forward of the upper tray 34 on the top surface of the lower decorative body 36. The normal button 40 (operation means) is composed of, for example, a button with a depression surface, a lever with a grip, etc. Also, an operable second input device (hereinafter "special button") 41 is provided on the right decorative body 32, which is formed protruding forward from the right edge of the surface of the front frame 23m. The special button 41 (operation means) is composed of, for example, a button with a depression surface, a lever with a grip, etc.
[0013] In addition, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31 formed by protruding forward from the upper part of the surface of the front frame 23m. The speaker 52 is composed of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower plate 35 on the front of the lower decorative body 36. Furthermore, a movable frame movable device 58 is attached to the upper side of the left and right edges of the front frame 23m as a performance device for the purpose of increasing the interest in the game. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.
[0014] The positions and number of components and devices provided in the game machine frame 2 can be changed as appropriate as long as it does not interfere with play.
[0015] Next, the game board unit YU will be described mainly with reference to Figs. 2 to 5. The game board unit YU has a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. Along the opening 1A, an approximately ring-shaped inner wall portion 1B for partitioning a game area 6 in which game balls can flow down is formed so as to protrude forward. In addition, an approximately ring-shaped outer wall portion 1C for partitioning the game area 6 is also formed so as to protrude forward on the outside of the inner wall portion 1B.
[0016] A play area 6 surrounded by an inner wall portion 1B, an outer wall portion 1C, etc. is formed on the front surface of the play board 1. That is, the front surface of the play board 1 is divided into the play area 6 and the other area by the inner wall portion 1B and the outer wall portion 1C.
[0017] The play area 6 is an area where the game balls released by operating the handle 72k can flow down, and is provided for playing the pachinko game machine PY1. A large number of game nails (not shown) are protruding from the play area 6. The game nails form a path that appropriately guides the game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general winning opening 10, the gate 13, the first big winning opening 14, and the second big winning opening 15, which will be described later.
[0018] The game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which makes it possible or impossible for the ball to enter the second start hole 12.
[0019] The first start winning device 11D is immovable. Therefore, the ease with which the game ball can enter the first start hole 11 is constant (unchanging). The entry of a game ball into the first start hole 11 triggers the drawing of a first special symbol (hereinafter referred to as "special symbol 1") (obtaining and determining a random number related to special symbol 1, described below: hereinafter referred to as "special symbol 1 drawing") and the variable display of special symbol 1. In addition, when a game ball enters the first start hole 11, a predetermined number of game balls (for example, four) are paid out as prize balls.
[0020] The electric chute 12D is provided with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is usually (in a normal state) in a closed position where it is impossible or extremely difficult to insert a game ball into the second starting hole 12. Then, when a special state is entered, it moves to an open position where a game ball can be inserted into the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also called the "open state" of the second starting hole 12 or the electric chute 12D, and only when in the open state is it possible for a game ball to be inserted into the second starting hole 12. On the other hand, the electric chute opening / closing member 12k in the closed position is also called the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, the second starting hole 12 or the electric chute 12D being in the "open state" is also called "the electric chute 12D opens," and the electric chute 12D being in the "closed state" is also called "the electric chute 12D closes."
[0021] The entry of a game ball into the second starting hole 12 triggers the drawing of a second special symbol (hereinafter referred to as "special symbol 2") (obtaining and determining a random number related to special symbol 2 described below: hereinafter referred to as "special symbol 2 drawing") and the variable display of special symbol 2. In addition, when a game ball enters the second starting hole 12, a predetermined number of game balls (for example, four balls) are paid out as prize balls.
[0022] Further, a general winning opening 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (for example, three) are paid out as prize balls.
[0023] In addition, the game area 6 is provided with a gate 13 through which the game ball can pass. The passage of the game ball through the gate 13 triggers the drawing of a normal symbol (hereinafter referred to as a "normal symbol") (i.e., obtaining and determining a normal symbol random number: hereinafter referred to as a "normal symbol drawing") and the variable display of the normal symbol. The electric chute 12D is opened by the execution of the auxiliary game. In other words, the auxiliary game is a game accompanied by the opening of the electric chute 12D.
[0024] In addition, the game area 6 is provided with a first special prize device 14D (hereinafter, also referred to as a "normal AT 14D") in which a first special prize hole 14 into which a game ball can enter is formed.
[0025] The first large prize winning device 14D is provided with a normal AT opening / closing member 14k that can be operated in an open state and a closed state. The first large prize winning opening 14 is opened and closed by the operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize winning opening 14, and it is impossible or extremely difficult for a game ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k operates in an open state, the game ball can enter the first large prize winning opening 14. In this way, the game ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in an open state. When a game ball enters the first large prize winning opening 14, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls.
[0026] In addition, the game area 6 is provided with a guide stage 12g that guides the game ball to the second starting port 12. The game ball rolling on the upper surface of the guide stage 12g can flow down toward the second starting port 12.
[0027] Further, the game area 6 is provided with a second large prize winning device 15D (hereinafter also referred to as "VAT 15D") in which a second large prize winning opening 15 into which a game ball can enter is formed. The second large prize winning device 15D is provided with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize winning opening 15, and it is impossible or extremely difficult for a game ball to enter the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in an open state, it becomes easy for a game ball to enter the second large prize winning opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize winning opening 15 is also referred to as a "closed state". In this way, the second large prize winning opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a gaming ball enters the second large winning port 15, a predetermined number of gaming balls (for example, 14 balls) are paid out as prize balls.
[0028] Here, the second large prize winning device 15D will be described in detail with reference to Fig. 3. Inside the second large prize winning device 15D, a gate-shaped second large prize winning port sensor 15a is provided which detects a game ball that has entered the second large prize winning port 15 and allows the game ball to pass downward.
[0029] A specific area 16 and a non-specific area 17 through which game balls can pass (enter) are provided downstream of the second large prize opening sensor 15a. Game balls that pass through the second large prize opening sensor 15a are sorted by a sorting device 16D into the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.
[0030] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage prevention state: in a front view of FIG. 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above) in which the distribution member 16k prevents the game ball from passing through to the specific area 16. When the distribution member 16k is in the first state, it is impossible or extremely difficult for a game ball that has entered the second large prize opening 15 to pass through the specific area 16 after passing through the second large prize opening sensor 15a, and the game ball passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[0031] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, the distribution member 16k does not cover the specific area 16 directly above, and the area directly above the specific area 16 is open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.
[0032] Basically, the distribution member 16k is held in the first state. In other words, the first state is the normal state of the distribution member 16k. Then, only in a predetermined round of play (for example, 10R), the distribution solenoid 16s is energized and can be changed to the second state.
[0033] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a, which detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.
[0034] It is possible to provide only one of the first special prize device 14D and the second special prize device 15D, so long as it does not interfere with the game.
[0035] In addition, at approximately the bottom of the game area 6, two outlets 19 are provided for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. In addition, the game board 1 is provided with a board lamp 54 that can emit light.
[0036] Incidentally, the game area 6 through which the game balls can flow can be divided into a left game area (first game area) on the left side of the center in the left-right direction, and a right game area (second game area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left game area is called "left hit". On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right game area is called "right hit". In the pachinko game machine PY1, the flow path through which the game ball can flow when the game ball is launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when the game ball is launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a large number of game nails, etc.
[0037] A first start port 11 and two general winning ports 10 are provided on the first flow path R1. Therefore, a player can aim to win the first start port 11 or the general winning port 10 by shooting a game ball so that it flows down the first flow path R1 with a left hit. On the other hand, a second start port 12, a gate 13, a first large winning port 14, and a second large winning port 15 are provided on the second flow path R2. Therefore, a player can aim to pass through the gate 13 or win the second start port 12, the first large winning port 14, or the second large winning port 15 by shooting a game ball so that it flows down the second flow path R2 with a right hit.
[0038] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.
[0039] In addition, the display devices 8 are arranged on the lower left side of the play area 6 formed on the front of the game board 1 (part other than the play area 6). As shown in FIG. 4, the display devices 8 include a special chart 1 display device 81a that variably displays special chart 1, a special chart 2 display device 81b that variably displays special chart 2, and a general chart display device 82 that variably displays general chart. In addition, the display devices 8 include a special chart 1 reserved number (U1: the number of reserved variable displays of special chart 1 by the special chart 1 display device 81a) to be described later, and a special chart 2 reserved number (U2: the number of reserved variable displays of special chart 2 by the special chart 2 display device 81b) to be described later.
[0040] The variable display of the special chart 1 is executed when the special chart 1 lottery is performed in response to the entry of a game ball into the first starting hole 11. The variable display of the special chart 2 is executed when the special chart 2 lottery is performed in response to the entry of a game ball into the second starting hole 12. In the following description, the special chart 1 and the special chart 2 are collectively referred to as the special charts, and the special chart 1 lottery and the special chart 2 lottery are collectively referred to as the special chart lottery. The special chart 1 display 81a and the special chart 2 display 81b are collectively referred to as the special chart display 81. Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b are collectively referred to as the special chart reserve display 83.
[0041] The variable display of the special chart notifies the result of the special chart lottery. In the variable display of the special chart, the special chart is displayed variably and then stopped. The stopped special chart (stopped special chart, special pattern derived and displayed as a display result of the variable display) is one special chart selected from multiple types of special charts by the special chart lottery. If the stopped special chart is a predetermined specific special chart (a special chart with a specific stopping mode, i.e., a jackpot pattern), a jackpot game (an example of a special game) is played in which the jackpot opening (first jackpot opening 14 and second jackpot opening 15) is opened.
[0042] The special chart display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special chart according to the result of the special chart lottery according to the lighting state of the LEDs. For example, if the result of the special chart lottery is a big win (one of the multiple types of big wins described later), the special chart display 81 displays a big win pattern consisting of the lighting of the first, second, fifth, and sixth LEDs from the left, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special chart lottery is a loss, the special chart display 81 displays a loss pattern consisting of only the lighting of the rightmost LED, such as "■■■■■■■□". The lighting state of the LEDs corresponding to the result of the special chart lottery is not limited and can be set appropriately. Therefore, for example, all LEDs may be turned off as a loss pattern.
[0043] In addition, in the variable display of the special chart, the special chart is displayed for a predetermined variable time before the special chart is displayed in a stopped state. The mode of the variable display of the special chart is, for example, a mode in which each LED lights up so that light flows repeatedly from left to right. Note that the mode of the variable display of the special chart is not particularly limited, and if each LED is not displayed in a stopped state (lighting display in a specific mode), it may be appropriately set so that all LEDs flash at the same time.
[0044] In the pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, various random numbers (an example of numerical information or judgment information) for performing a special drawing lottery or the like are acquired (predetermined conditions are met). These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. In the following, the various random numbers acquired by the game ball entering the first start hole 11 are referred to as "special drawing 1 related random numbers", and the various random numbers acquired by the game ball entering the second start hole 12 are referred to as "special drawing 2 related random numbers". Here, the special drawing 1 related random numbers are stored as special drawing 1 reserves in the special drawing 1 reserve memory unit 105a in the special drawing reserve memory unit 105. On the other hand, the special drawing 2 related random numbers are stored as special drawing 2 reserves in the special drawing 2 reserve memory unit 105b in the special drawing reserve memory unit 105. It is possible to set an upper limit (for example, 4) for the number of reserved special drawings 1 (reserved number of special drawings 1) that can be stored in the reserved special drawing 1 storage unit 105a and the number of reserved special drawings 2 (reserved number of special drawings 2) that can be stored in the reserved special drawing 2 storage unit 105b. In the following, reserved special drawings 1 and reserved special drawings 2 are collectively referred to as "reserved special drawings", and the reserved number of special drawings 1 and the reserved number of special drawings 2 are collectively referred to as "reserved number of special drawings". In addition, the random numbers related to the special drawings 1 and the random numbers related to the special drawings 2 are collectively referred to as "random numbers related to the special drawings".
[0045] In the pachinko game machine PY1, if the variable display of the special chart is not performed immediately after the game ball enters the first start port 11 or the second start port 12, specifically, if a prize is won during the execution of the variable display of the special chart or during the execution of a jackpot game, the variable display of the special chart (or the right to draw a special chart) for that prize can be reserved. The reserved special chart stored in the reserved special chart storage unit 105 is consumed when the variable display of the special chart based on that reserved special chart becomes possible. In other words, the consumption of the reserved special chart means determining the special chart-related random number, etc. corresponding to that reserved special chart and executing the variable display of the special chart to show the result of the determination.
[0046] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by turning on the LEDs corresponding to the number of reserved special drawings.
[0047] Furthermore, the variable display of the regular map notifies the result of the regular map lottery. In the variable display of the regular map, the regular map is displayed variably and then stopped. The regular map that is stopped and displayed (stop regular map, regular map derived and displayed as a display result of the variable display) is one regular map selected from multiple types of regular maps by the regular map lottery. If the regular map that is stopped and displayed is a specific regular map that has been determined in advance (a regular map with a predetermined stopping pattern, i.e. a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.
[0048] The regular map display 82 is composed of, for example, two LEDs, and displays a regular map according to the result of the regular map lottery depending on the lighting state of the LEDs. If the result of the regular map lottery is a win, the regular map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the regular map lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are off may also be adopted as a losing pattern. The lighting state of the LEDs corresponding to the result of the regular map lottery is not limited, and can be set as appropriate.
[0049] In addition, before the normal map is displayed in a stopped state, the normal map is displayed in a variable manner for a predetermined variable time. The variable display of the normal map is, for example, a manner in which both LEDs are alternately lit. Note that the variable display of the normal map is not particularly limited, and may be appropriately set, such as all LEDs flashing at once, unless each LED is displayed in a stopped state (illuminated in a specific manner).
[0050] In the pachinko game machine PY1, when a game ball passes through the gate 13, a normal symbol random number (an example of numerical information or judgment information) for performing a normal symbol lottery may be obtained. This random number is stored in the normal symbol reserve memory unit 106 described below, on the condition that the variable display of the normal symbol or auxiliary play is not being performed. It is possible to set an upper limit (for example, 4) on the number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106. In the following, the normal symbol random number obtained when the game ball passes through the gate 13 is also referred to as a "normal symbol related random number."
[0051] Next, the presentation unit 1U attached to the back of the game board 1 will be described with reference to Fig. 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter "above-board movable device") 55, and a second board movable device (hereinafter "below-board movable device") 56.
[0052] The image display device 50 is equipped with a display unit 50a that is configured with, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display, or the like, and is capable of displaying patterns and the like.
[0053] The above-board movable device 55 is disposed forward of the display unit 50a, is movable along the display unit 50a, and includes a decorated above-board movable body 55k. The below-board movable device 56 is disposed forward of the display unit 50a, is movable along the display unit 50a, and includes a decorated below-board movable body 56k.
[0054] 5(A) shows a schematic diagram of the above-board movable body 55k and the below-board movable body 56k being held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making it difficult to see the image display device 50.
[0055] Furthermore, the positions and numbers of components and devices provided on the game board unit YU can be changed as appropriate as long as it does not interfere with gameplay.
[0056] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be described based on Fig. 6 to Fig. 7. As shown in Fig. 6 to Fig. 7, the pachinko game machine PY1 includes a game control board (hereinafter referred to as "main control board") 100 that controls game profits (progress of game) such as special chart lottery, variable display of special chart, big win game, setting of game state described later, regular chart lottery, variable display of regular chart, and auxiliary game, a performance control board (hereinafter referred to as "sub-control board") 120 that controls performances such as game performances (special chart variable performance, reserve performance, big win game performance) according to the progress of the game by the main control board 100 (game control means), customer waiting performance, and operation promotion performances that encourage operation during a period when the operation of the normal button 40 or the special button 41 is valid (operation valid period), and a payout control board 170 that controls payout of game balls, etc., on the rear side of the image display device 50 of the game board 1. The main control board 100 can be positioned as a game control unit that controls the game. The sub-control board 120 can be positioned as a performance control unit that controls the performance together with the image control board 140, the lamp control circuit 151, and the sound control circuit 161 described later. The performance control unit only needs to have at least the sub-control board 120 and be capable of controlling game performance, customer waiting performance, and operation promotion performance using performance means (image display device 50, speaker 52 (output means), frame lamp 53, board lamp 54, movable devices 55, 56, etc.).
[0057] The pachinko game machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko game machine PY1, the backup power circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. A power switch 191 is also connected to the power supply board 190. The power supply is switched between on and off by turning the power switch 191 ON or OFF. In addition, a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.
[0058] As shown in Fig. 6, a one-chip microcomputer for game control (hereinafter referred to as "microcomputer for game control") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program is mounted on the main control board 100. The microcomputer for game control 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0059] The game ROM 103 stores programs for performing the main control main processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, and an auxiliary game control table, which will be described later. The game ROM 103 may be external. The game RAM 104 also includes the special symbol reservation memory unit 105 and the normal symbol reservation memory unit 106, which have been described above.
[0060] In addition, the main control board 100 is equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for causing the game CPU 102 to clear the information stored in the game RAM 104.
[0061] The main control board 100 is connected to various sensors MS and various actuators MA via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.
[0062] The various sensors MS connected to the main control board 100 include a first start port sensor that detects a game ball that has entered the first start port 11, a second start port sensor that detects a game ball that has entered the second start port 12, a general prize port sensor that detects a game ball that has entered the general prize port 10, a gate sensor that detects a game ball that has passed through the gate 13, a first large prize port sensor that detects a game ball that has entered the first large prize port 14, a second large prize port sensor 15a that detects a game ball that has entered the second large prize port 15, a specific area sensor 16a that detects a game ball that has passed through the specific area 16 (entered the specific area 16), and a non-specific area sensor 17a that detects a game ball that has passed through the non-specific area 17 (entered the non-specific area 17). When each sensor detects a game ball, it outputs a signal according to the detection content to the main control board 100. The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0063] The various actuators MA connected to the main control board 100 include an electric chute solenoid that drives the electric chute opening and closing member 12k of the electric chute 12D, a first large prize opening solenoid that drives the normal AT opening and closing member 14k of the first large prize device 14D, a second large prize opening solenoid that drives the VAT opening and closing member 15k of the second large prize device 15D, and a distribution solenoid 16s that drives the distribution member 16k of the distribution device 16D. The type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with play.
[0064] Furthermore, displays 8 (special display 81, ordinary display 82, and special reserved display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.
[0065] The main control board 100 also transmits various commands to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, and is also connected to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).
[0066] The payout control board 170 pays out prize balls or pays out loan balls using the prize ball payout device 73 or the loan ball payout device 74 based on signals from the game control microcomputer 101 or signals from the connected card unit CU. The number of game balls to be paid out is output to the payout control board 170.
[0067] The launching device 72 is also provided with a touch switch capable of detecting contact with the handle 72k (see FIG. 1) by a person such as a player. When the player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives the launch solenoid so that the game ball is launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0068] Furthermore, the main control board 100 transmits various commands, including information related to the game, to the sub-control board 120 according to the progress of the game. The sub-control board 120 can grasp the progress of the game (control contents of the game) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that allows only the transmission of signals from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 100 and the sub-control board 120 as a communication direction restricting means.
[0069] 7, the sub-control board 120 (performance control means) is equipped with a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko game machine PY1 according to a program. The performance control microcomputer 121 includes a performance ROM 123 that stores programs for controlling the performance as the game progresses by the main control board 100, a performance RAM 124 used as a work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.
[0070] In addition, the performance ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, sub-side timer interrupt processing, etc., which will be described later. The performance ROM 123 may be external.
[0071] In addition, the sub-control board 120 is equipped with a performance I / O port unit 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time (date and time). When power is supplied to the pachinko game machine PY1 from a predetermined island power supply device (not shown), the RTC 139 operates on the power, and when power is not supplied from the island power supply device, the RTC 139 operates on the power supplied from a backup power circuit 192 provided in the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the power of the pachinko game machine PY1 is not turned on. A backup power circuit for the RTC 139 may be provided in the sub-control board 120. A circuit including a capacitor and an internal battery (such as a button battery) can be used as the backup power circuit.
[0072] An image control board 140 is connected to the sub-control board 120. The performance control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a two-way communication connection that allows both transmission of signals from the sub-control board 120 to the image control board 140 and transmission of signals from the image control board 140 to the sub-control board 120.
[0073] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 for executing the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing data of images to be displayed on the image display device 50, a VRAM 146 used for developing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images to be displayed on the image display device 50 (still image data and video data, specifically, image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns), background images, etc.).
[0074] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 according to a display list created by the image CPU 141 based on a command from the performance control microcomputer 121. The VDP 144 then appropriately synthesizes the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output to the image display device 50 as an RGB signal. As a result, various performance images are displayed on the display unit 50a.
[0075] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0076] Based on the commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the voice control circuit 161.
[0077] Audio data such as sound output from speaker 52 is stored in performance ROM 123 of sub-control board 120. Note that audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. Furthermore, in this case, a ROM may be mounted on the board and audio data may be stored in the ROM. Speaker 52 may also be connected to image control board 140 and audio control may be executed by image CPU 141 of image control board 140. Furthermore, in this case, audio data may be stored in image ROM 142 of image control board 140.
[0078] The sub-control board 120 is also connected to various switches serving as input units, various actuators SA serving as drive sources, and various lamps SL via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. The sub-control board 120 also controls the lighting of the various lamps SL via a lamp control circuit 151 based on commands received from the main control board 100.
[0079] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects that the normal button 40 has been pressed. The special button detection switch 41a detects that the special button 41 has been pressed. Each detection switch 40a, 41a outputs a signal according to the detection content to the sub-control board 120. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0080] The various actuators SA connected to the sub-control board 120 include motors that drive the above-board movable device 55, below-board movable device 56, frame movable device 58, etc., and can drive the motors to cause each movable device to perform a specified operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device, and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate within the range that does not interfere with the game.
[0081] The various lamps SL connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc., and cause each lamp to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines the on / off state, the emitted color, etc., also called lamp data) that determines the light emission mode of each lamp, and controls the emission of each lamp according to the light emission pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.
[0082] A CPU may be mounted on the lamp control circuit 151 as a substrate. In this case, the CPU may be made to execute lighting control of each lamp and operation control of each movable device. Furthermore, in this case, a ROM may be mounted on the substrate and data related to light emission patterns and operation patterns may be stored in the ROM. Also, the type and number of lamps connected to the sub-control substrate 120 may be changed as appropriate within the range that does not interfere with gameplay.
[0083] 3. Main games played on gaming machines Next, main games played on the pachinko gaming machine PY1 will be described with reference to FIGS.
[0084] 3-1. Games related to regular games First, the game related to the normal map will be explained. When the game ball that was shot passes through the gate 13, the pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 performs a variable display of the normal map (a static display after performing a variable display). Here, the statically displayed normal map includes a winning pattern and a losing pattern. The losing pattern of the normal map is also called a "losing normal map" to distinguish it from the losing pattern of the special map described later. When the winning pattern is statically displayed, the auxiliary game is executed, and the game related to the passage of the gate 13 is ended. On the other hand, when the losing normal map is statically displayed, the auxiliary game is not executed, and the game related to the passage of the gate 13 is ended. In addition, hereinafter, when the game ball passes through the gate 13 when the variable display of the normal map or the auxiliary game is not being performed, it is called "establishment of the normal map variation start condition".
[0085] When the pachinko game machine PY1 performs such a series of games (regular game lottery, variable display of regular game, auxiliary game), it acquires regular game-related random numbers when the regular game variation start condition is met. The acquired regular game-related random numbers include regular game pattern random numbers, as shown in FIG. 8(A). The regular game pattern random numbers are random numbers (judgment information) for making winning judgments. An appropriate range is set for each random number.
[0086] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not an auxiliary game is executed) using one or more hit determination tables as shown in FIG. 9(A). The hit determination table can be associated with a game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and it is possible to distinguish between a hit determination table used in a non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in a time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value (a normal pattern random number value) of the normal pattern random number is assigned to a hit or a miss, which is a result of the hit determination. Therefore, the pachinko game machine PY1 compares the acquired normal pattern random number with the hit determination table to perform a hit determination of whether or not the hit is a hit. Then, based on the result of the hit determination, a normal pattern variation pattern determination is performed to perform a variable display of the normal pattern. If the result of the hit determination is a hit, the winning pattern is basically stopped and displayed in the variable display of the normal pattern. On the other hand, if the result of the winning judgment is a loss, the loss normal map is basically displayed in a static manner in the variable display of the normal map. Also, the probability of winning can be changed appropriately.
[0087] 3-1-2. Changes in map The general map fluctuation pattern determination is a determination for determining the general map fluctuation pattern using one or more general map fluctuation pattern determination tables as shown in Figure 9 (B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general map fluctuation time.
[0088] The normal map fluctuation pattern determination table can be associated with the game state. That is, as the normal map fluctuation pattern determination table, it is possible to distinguish between a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in a non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in a time-saving state.
[0089] In each normal map variation pattern determination table, a normal map variation pattern, which is the result of the normal map variation pattern determination, is stored for each normal map to be stopped. That is, the pachinko game machine PY1 can make the normal map variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, for the variable display of the normal map when a losing normal map (losing normal map) is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined. Also, in the time-saving state, for the variable display of the normal map when a losing normal map is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined. The variable display of the normal map with the normal map variation time corresponding to the normal map variation pattern determined by this determination is performed by the normal map display device 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit judgment and the map fluctuation pattern judgment are performed, and the map display 82 displays the map in a variable manner.
[0090] 3-1-3. Supplementary games The auxiliary game is executed when a winning symbol is displayed (derived) as a static display result (result of the regular symbol lottery) during the variable display of the regular symbol.
[0091] The auxiliary game includes various elements that constitute the auxiliary game (auxiliary game components), i.e., the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state. The pachinko game machine PY1 controls the auxiliary game using one or more auxiliary game control tables as shown in FIG. 9(C) based on the game state. The auxiliary game control tables are associated with the game state. Auxiliary game components are stored in each auxiliary game control table. The number of times the electric chute 12D opens and the opening time for each opening can be changed as appropriate.
[0092] The pachinko game machine PY1 can make the opening time of the electric chute 12D different between the auxiliary game in the non-time-saving state and the auxiliary game in the time-saving state. For example, in the auxiliary game in the non-time-saving state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get the game ball to enter the electric chute 12D (for example, 0.08 seconds)). In the following, the auxiliary game in the non-time-saving state is also called a "short opening auxiliary game". In the auxiliary game in the time-saving state, the electric chute 12D is opened for a second opening time longer than the first opening time (a time during which it is easy to get the game ball to enter the electric chute 12D (for example, 3.00 seconds)). In the following, the auxiliary game in the time-saving state is also called a "long opening auxiliary game".
[0093] 3-2. Games related to special charts Next, a game related to the special chart will be explained. When the launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special chart 1 lottery. When the special chart 1 lottery is performed, the special chart 1 display 81a performs a variable display of the special chart 1 (a static display after a variable display) to notify the result of the special chart 1 lottery. Here, the statically displayed special chart 1 has a jackpot pattern and a losing pattern. That is, the results of the special chart 1 lottery include a jackpot pattern and a losing pattern. When the jackpot pattern is statically displayed, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is statically displayed, the jackpot game is not performed, and the game based on the winning is terminated.
[0094] Similarly, the pachinko game machine PY1 performs a special drawing for the 2nd drawing when the launched game ball enters the second starting hole 12. When the special drawing for the 2nd drawing is performed, the special drawing for the 2nd drawing is variably displayed (variably displayed and then stopped) on the special drawing for the 2nd drawing in the special drawing for the 2nd drawing, and the result of the special drawing for the 2nd drawing is notified. Here, the special drawing for the 2nd drawing that is stopped includes a jackpot pattern and a losing pattern. That is, the results of the special drawing for the 2nd drawing include a jackpot pattern and a losing pattern. When the jackpot pattern is stopped, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is stopped, a jackpot game is not performed, and the game based on the winning is terminated.
[0095] In the following, the entry of a game ball into the first start hole 11 is referred to as the "fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as the "fulfillment of the second start condition." In addition, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as the "fulfillment of the start condition." In addition, the losing special pattern is also referred to as the "losing special pattern" to distinguish it from the losing regular pattern described above.
[0096] When the pachinko game machine PY1 performs such a series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met, and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol change pattern random numbers, as shown in FIG. 8(B). The special symbol random numbers are random numbers for making jackpot judgments. The jackpot symbol type random numbers are random numbers for making jackpot symbol type judgments. The reach random numbers are random numbers for making reach judgments. The special symbol change pattern random numbers are random numbers for making special symbol change pattern judgments. An appropriate range is set for each random number. The random numbers are also called judgment information.
[0097] 3-2-1. Jackpot determination The jackpot determination is a determination for determining whether or not a jackpot has occurred (whether or not a jackpot game is executed) using one or more jackpot determination tables as shown in Fig. 10(A). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether the state is the normal probability state or the high probability state. In other words, it is possible to distinguish between a jackpot determination table used in the normal probability state (a jackpot determination table for normal probability) and a jackpot determination table used in the high probability state (a jackpot determination table for high probability) as the jackpot determination table.
[0098] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko game machine PY1 checks the acquired special symbol random number against the jackpot determination table to determine whether it is a jackpot or a miss. As shown in FIG. 10(A), the high probability jackpot determination table has more special symbol random number determination values that are determined to be a jackpot than the normal probability jackpot determination table. Also, the probability of winning a jackpot can be changed as appropriate.
[0099] 3-2-2. Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of the jackpot symbol (jackpot symbol type) using one or more jackpot symbol type determination tables as shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. It is possible to associate each type of jackpot symbol with the contents of the jackpot, in other words, the components of the jackpot consisting of the game benefits given to the player.
[0100] The jackpot symbol type determination table can be associated with the type of the special symbol that is variably displayed, in other words, with the type of the starting hole where the winning that caused the jackpot symbol type determination (that caused the jackpot symbol type determination) occurred. In other words, as the jackpot symbol type determination table, it is possible to distinguish between the jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of the special symbol 1 and the jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of the special symbol 2.
[0101] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY1 checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of the jackpot symbol. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is appropriately assigned to various jackpot symbols. Also, the allocation rate of the jackpot symbol type can be appropriately changed. Also, the types of jackpot symbols can be appropriately increased or decreased.
[0102] For example, as shown in FIG. 10(B), the distribution rate of the jackpot pattern type determined by the jackpot pattern type determination for the special chart 1 can be set to 50% for the jackpot pattern X and 50% for the jackpot pattern Y, and the distribution rate of the jackpot pattern type determined by the jackpot pattern type determination for the special chart 2 can be set to 100% for the jackpot pattern Z. In this way, it is possible to make the distribution rate of the jackpot pattern type different between the special chart 1 lottery performed when the game ball enters the first starting hole 11 and the special chart 2 lottery performed when the game ball enters the second starting hole 12. In this embodiment, when the jackpot pattern X is stopped and displayed at a rate of 50% as the display result (the result of the special chart lottery) in the variable display of the first special chart, the jackpot game X shown in FIG. 14 is executed. In this embodiment, when the jackpot pattern Y is stopped and displayed as a display result (a result of the special pattern lottery) in the variable display of the first special pattern with a rate of 50%, the jackpot game Y shown in Fig. 14 is executed. In this embodiment, when the jackpot pattern Z is stopped and displayed as a display result (a result of the special pattern lottery) in the variable display of the second special pattern with a rate of 100%, the jackpot game Z shown in Fig. 14 is executed.
[0103] 3-2-3. Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart change presentation described later when the result of the jackpot judgment is a miss, using one or more reach judgment tables such as those shown in Figure 10 (C).
[0104] The reach judgment table can be associated with the game state. That is, as the reach judgment table, it is possible to distinguish between a reach judgment table used in a non-time-saving state (a reach judgment table for non-time-saving) and a reach judgment table used in a time-saving state (a reach judgment table for time-saving).
[0105] In each reach judgment table, the reach random number judgment value (reach random number value) is assigned to the reach judgment result of "reach (reach occurs)" and "no reach (reach does not occur)". Therefore, the pachinko game machine PY1 checks the acquired reach random number against the reach judgment table to judge whether the reach is reached or not (whether the reach occurs or not). As shown in FIG. 10(C), it is possible to make the number of reach random numbers judged as "reach is reached (reach occurs)" different between the non-time-saving reach judgment table and the time-saving reach judgment table. In the following, "reach is reached (reach occurs)" which is performed on the premise that the result of the jackpot judgment is "miss" is referred to as "reach with miss" and "no reach (reach does not occur)" is also referred to as "no reach miss".
[0106] 3-2-4. Special chart changes The special pattern change pattern judgment is a judgment for determining the change pattern (special pattern change pattern) of the variable display of the special pattern using one or more special pattern change pattern judgment tables (special pattern change pattern judgment tables) as shown in Figs. 11 and 12, and is performed whether the result of the jackpot judgment is a jackpot or a miss. The special pattern change pattern is identification information for identifying predetermined items related to the special pattern change time and the performance flow (performance content) of the special pattern change performance described later. In addition to the special pattern change time and the performance flow (performance content) of the special pattern change performance, the special pattern change pattern can include identification information related to the result of the jackpot judgment and the reach judgment. As the special pattern change pattern, it is possible to use multiple types of special pattern change patterns each with different identification information, and the number of them can be changed appropriately.
[0107] The special pattern variation pattern judgment table can be associated with the type of special pattern that performs the variable display to be judged, in other words, the type of starting gate where the winning caused by the special pattern variation pattern judgment was made. In other words, as the special pattern variation pattern judgment table, it is possible to distinguish between the special pattern variation pattern judgment table used when performing the variable display of special pattern 1 (special pattern 1 variation pattern judgment table: Figure 11) and the special pattern variation pattern judgment table used when performing the variable display of special pattern 2 (special pattern 2 variation pattern judgment table: Figure 12).
[0108] And each special chart fluctuation pattern judgment table can be associated with a game state. That is, as the special chart 1 fluctuation pattern judgment table, it is possible to distinguish between the special chart 1 fluctuation pattern judgment table used in the non-time-saving state (special chart 1 fluctuation pattern judgment table for non-time-saving) and the special chart 1 fluctuation pattern judgment table used in the time-saving state (special chart 1 fluctuation pattern judgment table for time-saving). On the other hand, for the special chart 2 fluctuation pattern judgment table, it is also possible to distinguish between the special chart 2 fluctuation pattern judgment table used in the non-time-saving state (special chart 2 fluctuation pattern judgment table for non-time-saving) and the special chart 2 fluctuation pattern judgment table used in the time-saving state (special chart 2 fluctuation pattern judgment table for time-saving). It is not necessary to separate the special chart fluctuation pattern judgment table for each game state.
[0109] In addition, each special pattern change pattern determination table associated with the game state can be further associated with a jackpot determination result, a jackpot pattern type determination result, or a reach determination result. That is, the non-time-saving special pattern 1 change pattern determination table and the non-time-saving special pattern 2 change pattern determination table each include a jackpot (by jackpot pattern type), a reach with miss, and a reach without miss. Similarly, the time-saving special pattern 1 change pattern determination table and the time-saving special pattern 2 change pattern determination table each include a jackpot (by jackpot pattern type), a reach with miss, and a reach without miss.
[0110] Furthermore, each special chart 1 variation pattern judgment table for a miss without a reach can also be associated with the reserved number of special charts. For example, it is possible to distinguish between a special chart 1 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 0 to 2 and a special chart 1 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 3 to 4. Also, each special chart 2 variation pattern judgment table for a miss without a reach can also be associated with the reserved number of special charts. For example, it is possible to distinguish between a special chart 2 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 0 to 2 and a special chart 2 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 3 to 4.
[0111] Then, the special chart is displayed in a variable manner in the special chart display device 81 during the special chart change time according to the special chart change pattern determined by each special chart change pattern determination. When the jackpot pattern is displayed as a display result (a result of the special chart lottery) in the variable display of the special chart, the next special chart is not displayed immediately, and the jackpot game is played.
[0112] In addition, each special chart change pattern can be associated with a special chart change performance flow as shown in the second column from the right in the table of Figures 11 to 12.
[0113] As shown in the rightmost column of the table in Fig. 11-Fig. 12, the special chart variation pattern may be named in association with the special chart (jackpot determination result) and the content of the special chart variation performance. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation." On the other hand, a special chart variation pattern in which an SP reach, which is a type of reach, occurs among reach-with-misses is called an "SP miss variation," a special chart variation pattern in which an L reach, which is a type of reach, occurs among reach-with-misses is called an "L miss variation," a special chart variation pattern in which a special chart variation performance ends with an N reach (normal reach performance), which is a type of reach, among reach-with-misses is called an "N miss variation," and a special chart variation pattern related to a miss without a reach is called a "normal miss variation."
[0114] 3-2-5.Look-ahead judgment The pachinko game machine PY1 performs a look-ahead judgment using one or more look-ahead judgment tables as shown in FIG. 13 based on the acquired special symbol-related random number. The look-ahead judgment includes, for example, a judgment as to whether or not the special symbol random number is judged as a big win in the big win judgment, a judgment as to which big win symbol type the big win symbol type random number is determined to be in the big win symbol type judgment, and a judgment as to which special symbol variation pattern random number is determined to be in the special symbol variation pattern judgment. The look-ahead judgment table can be associated with the type of start port related to the start winning. That is, as the look-ahead judgment table, it is possible to distinguish between a look-ahead judgment table (first look-ahead judgment table) in the case of winning in the first start port 11 and a look-ahead judgment table (second look-ahead judgment table) in the case of winning in the second start port 12.
[0115] The look-ahead judgment table can also be associated with the game state. That is, as the look-ahead judgment table, it is possible to distinguish between a look-ahead judgment table used in a non-time-saving state (non-time-saving look-ahead judgment table) and a look-ahead judgment table used in a time-saving state (time-saving look-ahead judgment table).
[0116] In other words, the look-ahead judgment table can be distinguished between a first look-ahead judgment table used in a non-time-saving state, a first look-ahead judgment table used in a time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a time-saving state. Note that it is possible to appropriately change what judgments are included in the look-ahead judgment.
[0117] 3-3. Jackpot games Next, the jackpot game will be described. The jackpot game includes multiple round games involving the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also written as OP) from the start of the jackpot game to the start of the first round game, and an ending (also written as ED) from the end of the final round game to the end of the jackpot game. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game or the start of the ending. It is also possible not to provide an OP or an ED. In the following, a predetermined number of round games (predetermined order) is simply called a "round." For example, the first (first) round game is called "1st round (1R)," and the tenth round game is called "10th round (10R)."
[0118] The elements (jackpot game components) constituting such a jackpot game include the number of rounds, the number of times the jackpot opening port (first jackpot opening port 14 or second jackpot opening port 15) is opened in each round, the type and opening time (opening pattern) of the jackpot opening for each opening, the time to close the jackpot opening until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special chart is stopped and displayed, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables as shown in FIG. 14. The jackpot game control table stores jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games as the jackpot game.
[0119] For example, as shown in Fig. 14, from the 1st round to the 10th round, a round game is played in which the first large prize opening 14 is opened for a maximum of 29.5 seconds, or a round game is played in which the first large prize opening 14 is opened for a maximum of 0.1 seconds. Then, in the 10th round (final round), a round game is played in which the second large prize opening 15 is opened for a maximum of 29.5 seconds, or a round game is played in which the second large prize opening 15 is opened for a maximum of 0.1 seconds. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensor, the round game is ended even before the maximum opening time of the large prize openings 14, 15 has elapsed.
[0120] In addition, the number of times and the time for each element can be changed as appropriate. In addition, the big win game can be performed using both the first big win opening 14 and the second big win opening 15, or using only one of them.
[0121] Here, the specific area 16 will be described in detail. The specific area 16 can be in a closed state where a prize cannot be won and an open state where a prize can be won, by the distribution member 16k, so that the operation mode of the distribution member 16k can be called the opening and closing mode of the specific area 16. In the following, the operation mode of the distribution member 16k is also called the "opening and closing mode of the specific area 16". In this way, the distribution member 16k is controlled in a certain operation mode (the specific area 16 is in a certain opening and closing mode), and the difficulty (ease) of making the game ball enter the specific area 16 in the big win game is set by a combination of the certain operation mode of the distribution member 16k (the certain opening and closing mode of the specific area 16) and the opening and closing mode of the second big winning port 15 in the big win game. In the following, the specific area 16 being in an open state is also called "V opening".
[0122] For 15 seconds after the second large prize opening starts to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, it is easy for the game ball to pass through the specific area 16 (to enter the specific area 16) because of the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state. On the other hand, in a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to enter the specific area 16) because of the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state. In this way, it is possible to execute a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which the game ball easily passes through the specific area 16 (hereinafter also referred to as "V passing"), and a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which the game ball cannot or has difficulty passing through the specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V long opening pattern is called a "V long jackpot". On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V short opening pattern is called a "V short jackpot".
[0123] 3-4. Game status Next, the game state will be explained. As shown in FIG. 15, the pachinko game machine PY1 can be set to any one of the game states of "low probability low base game state", "low probability high base game state", "high probability low base game state", "high probability high base game state" and "jackpot game state (special game state)". The "low probability low base game state" can be abbreviated to "low probability low base state", the "low probability high base game state" to "low probability high base state", the "high probability low base game state" to "high probability low base state", and the "high probability high base game state" to "high probability high base state". The game states include a state related to the probability of being determined as a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. On the other hand, the latter includes a non-time-saving state and a time-saving state.
[0124] The normal probability state is set in a "low probability low base game state" or a "low probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is normal. The high probability state is set in a "high probability low base game state" or a "high probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is higher than the normal probability. Therefore, it can be said that the high probability state is more advantageous to the player than the normal probability state. When the power is turned on for the first time in the pachinko game machine PY1, the normal probability state is set. Then, it is possible to switch from the normal probability state to the high probability state by winning a jackpot. For example, it is possible to switch to the high probability state by the game ball passing through the specific area 16 in a jackpot game. It is also possible to switch to the high probability state depending on the type of jackpot pattern. The high probability state can be switched from the high probability state to the normal probability state by performing a predetermined number of jackpot determinations without winning a jackpot, or by winning the next jackpot.
[0125] The non-time-saving state is set in a "low probability low base game state", a "high probability low base game state", or a "jackpot game state". The time-saving state is set in a "low probability high base game state" or a "high probability high base game state", and is a game state in which the opening time of the electric chute 12D in one auxiliary game is likely to be longer than in the non-time-saving state. For example, in the time-saving state, the opening time (e.g., 3.00 seconds) is longer than the opening time (e.g., 0.08 seconds) of the electric chute 12D in the non-time-saving state. In addition, in the time-saving state, it is also possible to make the special chart fluctuation pattern judgment using a special chart fluctuation pattern judgment table that is determined so that a special chart fluctuation pattern with a short special chart fluctuation time is selected more often than in the non-time-saving state (see Figures 11 to 12). As a result, in the time-saving state, the pace of consumption of the special chart reservation is faster, and effective winning (winning that can be stored as a special chart reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.
[0126] In addition, it is possible to make the general map variation time shorter in the time-saving state than in the non-time-saving state. For example, in the time-saving state, the general map variation time (5 seconds) is determined, which is shorter than the general map variation time (30 seconds) determined in the non-time-saving state. Therefore, the number of times the general map lottery is executed per unit time is greater in the time-saving state.
[0127] In addition, the time-saving state can be more likely to be judged as a hit in the hit judgment than the non-time-saving state. For example, in the time-saving state, a hit is judged with a higher probability (e.g., 59936 / 65536) than the probability of being judged as a hit in the non-time-saving state (e.g., 6600 / 65536). Therefore, the time-saving state is judged as a hit more times per unit time.
[0128] In this way, in the time-saving state, the electric chute 12D is open for a longer period of time per unit time than in the non-time-saving state, and it becomes easier for game balls to enter the second starting hole 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving state with a high base, it is possible to aim for a jackpot without significantly reducing the number of game balls in possession. Therefore, it can be said that the time-saving state is more advantageous to the player than the non-time-saving state.
[0129] When the pachinko game machine PY1 is first powered on, the non-time-saving state is set. Then, for example, the time-saving state can be set by winning a jackpot. The time-saving state can be changed from the time-saving state to the non-time-saving state by a predetermined number of jackpot determinations being made without winning a jackpot, or by winning the next jackpot.
[0130] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win a prize, the normal map fluctuation time is more likely to be shorter, and the opening time of the electric chute 12D in one auxiliary game is more likely to be longer. Three points about the game related to the normal map are set to be advantageous to the player. However, the points set to be advantageous to the player may be only a part of these.
[0131] In addition, the game state after the power is turned on for the first time in the pachinko game machine PY1 is a "low probability low base game state" in which a normal probability state and a non-time-saving state are set. This game state is also called a "normal game state." In addition, in the "jackpot game state," a win determination is performed but a jackpot determination is not performed, so a non-time-saving state is set with the start of a jackpot game. In addition, it is possible to use all or only some of the game states described above for the game state.
[0132] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.
[0133] 4-1.Performance mode First, the presentation mode will be explained. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko game machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.
[0134] The customer waiting performance mode can be set when the special chart change performance is not performed in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state", and is a performance mode indicating a standby state in which the special chart change performance is not performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in FIG. 16 (A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display unit 50a. In addition, when the normal button 40 is operated while the customer waiting demo video G100 is displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed as shown in FIG. 16 (A-2). The performance settings include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a ("light amount setting"), and the frequency setting of the performance to be executed ("performance setting").
[0135] The normal presentation mode can be set when the special chart variation presentation is being performed in the "low probability low base game state" or the "high probability low base game state", and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in FIG. 16 (B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in FIG. 16 (B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in FIG. 16 (B-3), and can be switched under the condition that the special chart variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal pre-stage presentation mode before the reach is established in the special chart variation presentation, and a normal post-stage presentation mode after the reach is established. In the normal pre-stage presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, while in the normal post-stage presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.
[0136] The probability variation mode is a presentation mode that can be set when a special chart variation presentation is being performed in the "high probability high base game state", and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variation mode, for example, as shown in FIG. 16 (B-4), a background image representing the universe (first probability variation background image G105) is displayed on the display unit 50a.
[0137] The time-saving presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "low probability high base game state", and is a presentation mode that indicates that the state is in the normal probability state and the time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 16 (B-5), a background image (time-saving background image G106) showing the sky is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a time-saving early presentation mode before the reach is established in the special chart variation presentation, and a time-saving late presentation mode after the reach is established. In the time-saving early presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the time-saving late presentation mode, a dedicated background image according to the type of reach is displayed.
[0138] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state", and is a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of the jackpot game, as shown in FIG. 16(C-1), a jackpot opening presentation is performed in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging "right hit" are displayed on the display unit 50a. During the round of the jackpot game, as shown in FIG. 16(C-2), a round presentation is performed in which a round image G109 indicating the number of rounds and a prize ball number image G110 suggesting the number of prize balls paid out are displayed on the display unit 50a. During the ending of the jackpot game, as shown in FIG. 16(C-3), a jackpot ending presentation is performed in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 suggesting the total prize ball number paid out are displayed on the display unit 50a.
[0139] The types of presentation modes can be changed or added as appropriate.
[0140] 4-2. Special chart change performance Next, the special chart change performance (also simply called "change performance") will be explained. When the pachinko game machine PY1 starts the change display of the special chart, it executes the special chart change performance based on the special chart change pattern related to the change display of the special chart and the special chart lottery result (the jackpot determination result, the jackpot pattern type determination result, the reach determination result, and the special chart change pattern determination result). In the special chart change performance, the display unit 50a performs a change display of the performance pattern superimposed on a predetermined background image. The performance pattern is composed of, for example, number patterns of 1 to 9, and in the change display of the performance pattern, the performance pattern changes with the start of the change display of the special chart, and the performance pattern stops with the end of the change display of the special chart. That is, after the change display of the performance pattern is performed for the special chart change time, the change stops and the performance pattern is stopped. Then, the result of the special chart lottery is notified by the stop display of the performance pattern.
[0141] In addition, in the special chart variation performance, in addition to the variation display of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the normal button 40, and the special button 41. In this case, it is possible to continue other performances even after the stop display of the performance pattern.
[0142] 4-2-1.Performance pattern display area As shown in Fig. 17(A), the display unit 50a of the image display device 50 can be provided with a left performance pattern area 50b1, a middle performance pattern area 50b2, and a right performance pattern area 50b3 on the left side, center, and right side of the display unit 50a, which are divided horizontally into three approximately equal parts. The left performance pattern area 50b1 is an area that displays the left performance pattern EZ1 when the performance pattern is stopped in the special chart variable performance. Similarly, the middle performance pattern area 50b2 and the right performance pattern area 50b3 are areas that display the middle performance pattern EZ2 and the right performance pattern EZ3.
[0143] Also, as shown in Fig. 17(A), a small symbol area 50c can be provided in one section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when the special symbol is variably displayed. The small symbols KZ1, KZ2, and KZ3 are, for example, composed of number symbols 1 to 9.
[0144] In addition, in Figure 17 (A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly shown with dotted lines, but this is written to indicate the extent of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed.
[0145] 4-2-2.Normal fluctuation The pachinko game machine PY1 can perform a normal variation first in the special chart variation performance. The normal variation functions as a performance that suggests that the variable display of the special chart has started.
[0146] When the variable display of the special chart starts, for example, as shown in Fig. 17(A), the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 are displayed in a stopped state on the display unit 50a, and the left small pattern KZ1, the middle small pattern KZ2, and the right small pattern KZ3 are displayed in a stopped state, and the variable display of the special chart is not performed, and the variable display of the special chart is waiting, as shown in Fig. 17(B), the variable display of the performance patterns EZ1, EZ2, and EZ3 starts with the start, and the variable display of the small patterns KZ1, KZ2, and KZ3 starts. Note that "↓" in Fig. 17 indicates that the pattern is being displayed in a variable manner. And, when the special pattern of the variable display of the special pattern is, for example, "normal miss variation", as shown in Fig. 17(C-1), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in different stopping patterns, and then as shown in Fig. 17(D), the performance patterns EZ1, EZ2, and EZ3 stop in a stopping pattern suggesting a miss (so-called barakeme). At this time, the small patterns KZ1, KZ2, and KZ3 also stop all at once in a stopping pattern suggesting a miss. There are several types of stopping patterns suggesting a miss, such as "1·1·2" and "2·4·6", where the left and right patterns are not the same. On the other hand, when the special pattern of the variable display of the special pattern is a special pattern with a reach, such as "N miss variation", the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in the same stopping mode (so-called reach eyes), as shown in Figure 17 (C-2), and a reach is established. At this time, the variable display of the small patterns KZ1, KZ2, and KZ3 continues, and a reach performance according to the special pattern variation pattern is performed. The stopping order and stopping mode of the performance patterns EZ1, EZ2, and EZ3 can be changed as appropriate.
[0147] 4-2-3.N Reach The pachinko game machine PY1 can perform N-reach when a reach is achieved in normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot" and functions as a presentation to make the player expect a jackpot.
[0148] In the N reach, as shown in FIG. 18(A), the reach-established state is maintained for a predetermined time (for example, 10 seconds), and as shown in FIG. 18(B), the speed of change of the middle performance symbol EZ2 gradually slows down. Then, when the special symbol change pattern of the variable display of the special symbol is, for example, "N miss change," the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping state suggesting a reach miss (so-called reach miss eyes) as shown in FIG. 18(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping state suggesting a reach miss. There are several types of stopping states suggesting a reach miss, such as "7·6·7" and "5·3·5," in which the left and right symbols are the same and the middle symbol is different from the left and right symbols. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "N jackpot change," it is displayed in a stopping mode (so-called repeated numbers) that suggests a jackpot, as shown in FIG. 18 (C-2). There are multiple types of stopping modes (predetermined combinations, combinations that suggest a jackpot) that suggest a jackpot, such as "7·7·7" and "2·2·2," in which the left, right, and center symbols are the same. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stopping mode that suggests a jackpot. The performance content of the N reach is not limited to the gradual deceleration of the center performance symbol EZ2, and can be changed or added as appropriate.
[0149] 4-2-4. SP Reach The pachinko game machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than the N reach, and functions as a presentation to make the player expect a jackpot.
[0150] In the SP reach, after the N reach, for example, as shown in FIG. 19(A), a background image (background image G113 for SP reach) dedicated to the SP reach is displayed on the display unit 50a, and an image (title image G1 for the start of the SP reach) indicating that the SP reach has started is displayed in the center of the display unit 50a. After that, as shown in FIG. 19(B), a performance dedicated to the SP reach (for example, a battle performance) is performed. Then, when the final stage of the performance dedicated to the SP reach is reached, in the case where the special chart variation pattern of the variable display of the special chart is, for example, "SP big win variation", as shown in FIG. 19(C-1), a performance suggesting a big win (for example, a display in which the main character is happy about winning the battle) is performed on the display unit 50a, and the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stopping mode (so-called double numbers) that suggests a big win. At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping mode that suggests a big win. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "SP miss change," as shown in FIG. 19 (C-2), a performance suggesting a miss (for example, a display of an enemy character rejoicing at winning a battle) is performed, and the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state suggesting a reach miss. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stopped state suggesting a miss. The performance contents of the SP reach can be changed or added as appropriate.
[0151] Here, we will explain in detail the possibility (jackpot expectation) that the performance symbols EZ1, EZ2, EZ3 for each reach will stop in a manner indicating a jackpot. The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," and the execution probability of the SP reach is set to 4% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," it is possible to set the jackpot expectation for the SP reach higher than that for the N reach. Furthermore, if SP reach A and SP reach B are made executable as SP reaches, and the execution probability of SP reach A is set to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," and the execution probability of SP reach B is set to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," then it is possible to set the jackpot expectation of SP reach B higher than that of SP reach A. In this way, it is possible to set the jackpot expectation by appropriately setting the execution probability according to the result of the jackpot determination.
[0152] 4-3. Hold icon display area As shown in FIG. 20(A), the display unit 50a of the image display device 50 can be provided with a reservation icon display area 50d consisting of four display areas. The reservation icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and a reservation icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special figures 1 or the number of reserved special figures 2. For example, when the number of reserved special figures 1 is "1", the reservation icon HA is displayed in the first display area 50d1, and when the number of reserved special figures 1 is "2", the reservation icon HA is displayed in the first display area 50d1 and the second display area 50d2.
[0153] In addition, in the vicinity of the reserved icon display area 50d, as shown in Fig. 20 (A), it is possible to provide the icon display area 50e consisting of one display area. The icon display area 50e can display the reserved icon TA that is the same as or different from the reserved icon HA in response to the start of the special chart variation performance.
[0154] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. In addition, the reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them.
[0155] 4-3-1.Hold performance The pachinko game machine PY1 can perform a reserved performance in response to the game ball entering the first start hole 11 or the second start hole 12. The reserved performance can notify the player of the number of reserved special figures 1 or reserved special figures 2.
[0156] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 20 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, 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 Fig. 20 (C), and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change presentation ends and a new special chart change presentation starts, as shown in FIG. 20(D), the reserve icon HA displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1".
[0157] 4-4. Preview performance The pachinko game machine PY1 can perform a notice performance at any timing during the special chart change performance. The notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the input devices 40, 41, etc., and can suggest the result of the jackpot determination or the result of the special chart change pattern determination.
[0158] 4-4-1. Movable object production The pachinko game machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are operated, and functions as an effect that makes the player expect a big win.
[0159] In the movable body performance, for example, when the N reach progresses to the SP reach, as shown in FIG. 21(A), the on-board movable device 55 and the under-board movable device 56 are operated, and the on-board movable body 55k and the under-board movable body 56k move so as to overlap on the display unit 50a as seen by the player, suggesting the progress to the SP reach. At this time, an effect image is displayed in the space of the display unit 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in FIG. 21(B), the on-board movable body 55k and the under-board movable body 56k return to the normal standby state (initial position) and progress to the SP reach. Note that the movable body performance is not limited to the suggestion of progress to the SP reach, and can be changed or added as appropriate. Also, the operation contents of the movable device in the movable body performance can be changed or added as appropriate.
[0160] 4-4-2. Operation direction The pachinko game machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as a preview performance. The operation performance is a performance in which the player operates the normal button 40 or the special button 41, and functions as a performance that makes the player expect a big win.
[0161] In the operation presentation, for example, in the SP reach, a period (special button operation valid period) occurs during which the pressing operation of the special button 41 is valid, and with the occurrence of this special button operation valid period, as shown in FIG. 22(A), a presentation (special button operation promotion presentation) is performed to encourage the operation of the special button 41. In the special button operation promotion presentation, a special button operation promotion image G3 is displayed on the display unit 50a. The special button operation promotion image G3 includes an image (special button image G31) imitating the special button 41, an image (special button pressing operation image G32) showing the operation mode (i.e., pressing operation) of the special button 41, and an image (operation valid period remaining time image G33) showing the remaining time of the special button operation valid period. The operation valid period remaining time image G33 is composed of a progress bar that is generally curved, and changes over time so that the player can easily understand the remaining time of the operation valid period. Thereafter, in response to the special button 41 being pressed during the special button operation effective period, or after the button operation effective period has elapsed without the special button 41 being operated during the special button operation effective period, the on-board movable device 55 is actuated as shown in FIG. 22(B), and the on-board movable body 55k moves to overlap the display unit 50a as seen by the player, suggesting the likelihood of a big win. Note that the operation presentation is not limited to the actuation of the on-board movable device 55, and can be changed or added as appropriate. In addition, in the operation presentation, a period during which pressing of the normal button 40 is effective (normal button operation effective period) occurs, and with the occurrence of this normal button operation effective period, a normal button operation promotion presentation that encourages the operation of the normal button 40 may be performed.
[0162] 4-4-3. Predictive performance The pachinko game machine PY1 can perform a pre-reading performance for the special chart 1 reserve or the special chart 2 reserve for which the special chart lottery has not been performed as a notice performance. The pre-reading performance functions as a performance to suggest in advance the lottery result of the special chart lottery for the special chart 1 reserve or the special chart 2 reserve.
[0163] In the pre-reading performance, for example, when the result of the pre-reading judgment for the special chart 1 reservation is a "jackpot", the reservation icon HA, which is usually displayed as a "◯" in the reservation icon display area 50d, may be displayed as a "☆" as shown in FIG. 20(C). Also, when the result of the pre-reading judgment is a "miss", the reservation icon HA may be displayed as a "☆" as a so-called false performance. Note that the pre-reading performance can be performed for both or either the special chart 1 reservation and the special chart 2 reservation. Also, it is not limited to the change in the display mode of the reservation icon HA, and it is possible to change or add it appropriately. For example, it is also possible to change the stop mode of the performance patterns EZ1, EZ2, and EZ3 in the special chart change performance.
[0164] 5. Game control by the game control microcomputer 101 Next, the control of the game by the game control microcomputer 101 (game control means) will be described with reference to Figures 23 to 24. Note that counters, timers, buffers, etc. that appear in the control of the game by the game control microcomputer 101 described below are provided in the game RAM 104.
[0165] [1. Main control main processing] When the pachinko game machine PY1 is powered on, the game control microcomputer 101 provided on the main control board 100 reads out the main control main processing program shown in Fig. 23 from the game ROM 103 and executes it. As shown in the figure, the main control main processing first performs power-on processing (S001). In the power-on processing, settings for permission to access the game RAM 104, settings for the game CPU 102, settings for the SIO, PIO, and CTC (circuit for managing interrupt time), etc. are performed.
[0166] Following the power-on process, interrupts are prohibited (S002), and normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the counter values of the various random numbers shown in Fig. 8(A) and Fig. 8(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, at least a part of each random number may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.
[0167] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, the main side timer interrupt process (S005) is executed at a 4 msec cycle. Then, from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005), the update process of the counter values of various random numbers by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the gaming CPU 102 when the interrupt is prohibited, the main side timer interrupt process (S005) is not started immediately, but is started after the interrupt is permitted (S004).
[0168] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 24, in the main timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands and the like set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each process described below are output to the sub-control board 120, the payout control board 170, and the like.
[0169] In the input process (S102) that follows the output process (S101), the game control microcomputer 101, for example, receives a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.
[0170] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 23. That is, the update process of the counter values of various random numbers shown in Fig. 8(A) and Fig. 8(B) is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).
[0171] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S106). The sensor detection process, the normal action process, and the special action process will be described later.
[0172] Following the special operation process (S106), a sorting device control process for controlling the sorting device 16D is performed (S107).
[0173] Next, the game control microcomputer 101 executes other processes (S108) and ends the main timer interrupt process (S005). As other processes (S108), a power off monitoring process when the power is turned off, updating of a timer provided in the game RAM 104, etc. are performed. As other processes (S108), a payout control process is performed to pay out prize balls to a player. In the payout control process, a prize ball request signal is sent to the payout control board 170 in response to the entry of a game ball into each winning slot. In other words, the payout control board 170 pays out prize balls based on the prize ball request signal.
[0174] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the main control process until the next interrupt pulse is input to the game CPU 102 (see FIG. 23), and when the interrupt pulse is input (approximately 4 msec later), it again executes the main side timer interrupt process (S005). In the output process (S101) of the main side timer interrupt process (S005) executed again, the game control microcomputer 101 outputs commands and the like that were set in the output buffer of the game RAM 104 in the previous main side timer interrupt process (S005).
[0175] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning hole sensor process, the gate sensor process, the second starting hole sensor process, the first starting hole sensor process, the first large winning hole sensor process, the second large winning hole sensor process, and the specific area sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0176] In the general winning hole sensor process, it is determined whether or not a gaming ball has been detected by the general winning hole sensor. Also, depending on the result of the process, a command for the general winning hole sensor is generated.
[0177] In the gate sensor process, it is determined whether or not a gaming ball has been detected by the gate sensor. If it is determined that a gaming ball has been detected, a normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (e.g., four) are stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Also, a command for the gate sensor is generated according to the result of the process.
[0178] In the second start hole sensor process, it is determined whether or not a game ball is detected by the second start hole sensor. When it is determined that a game ball is detected, a special pattern 2 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern change pattern random number counter is acquired, and the acquired special pattern 2 related random number is stored in the special pattern 2 reserved memory unit 105b provided in the gaming RAM 104. The special pattern 2 reserved memory unit 105b has a plurality of storage areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special pattern 2 related random numbers are stored in order from the first area. Note that, if the special pattern 2 related random numbers are stored up to the nth area, the newly acquired special pattern 2 related random number is not stored. In addition, a second look-ahead judgment is performed using the acquired special pattern 2 related random number and the second look-ahead judgment table. In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserved number command representing the number of special chart 2 related random numbers (special chart 2 reserved number) stored in the special chart 2 reserved memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.
[0179] In the first start hole sensor process, it is determined whether or not a game ball is detected by the first start hole sensor. When it is determined that a game ball is detected, a special pattern 1 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 1 related random number is stored in the special pattern 1 reserved memory unit 105a provided in the gaming RAM 104. The special pattern 1 reserved memory unit 105a has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special pattern 1 related random numbers are stored in order from the first area. Note that, if the special pattern 1 related random numbers are stored up to the nth area, the newly acquired special pattern 1 related random number is not stored. In addition, a first look-ahead judgment is performed using the acquired special pattern 1 related random number and the first look-ahead judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 reserved number command representing the number of special chart 1 related random numbers (special chart 1 reserved number) stored in the special chart 1 reserved memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.
[0180] In the first big prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first big prize opening sensor. Also, a command for the first big prize opening sensor is generated according to the result of the process.
[0181] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor. Also, a command for the second large prize opening sensor is generated according to the result of the process.
[0182] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor, and a command for the specific area sensor is generated according to the result of the process.
[0183] [2-2. Normal operation process] In the normal operation process (S105), normal symbol waiting process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0184] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is performed based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is performed based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.
[0185] The normal pattern change process is a process performed during the variable display of the normal pattern. In the normal pattern change process, the normal pattern is stopped based on the winning judgment result according to the lapse of the normal pattern change time from the start of the variable display of the normal pattern being executed. Then, a normal pattern change stop command indicating the end of the variable display of the normal pattern is generated.
[0186] The normal symbol determination process is a process performed when the normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on the lapse of a predetermined stop time (for example, 0.8 seconds) from the start of the display of the normal symbol being executed. If the winning symbol is displayed, the auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.
[0187] The auxiliary game control process is a process that is performed when an auxiliary game is being played. In the auxiliary game control process, the auxiliary game is controlled based on the current game state and the auxiliary game control table. In addition, a command for controlling the auxiliary game is generated according to the result of the process.
[0188] [2-3. Special Action Processing] In the special operation process (S106), the following processes are sequentially performed: special symbol waiting process, special symbol variation process, special symbol determination process, big win game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0189] [2-3-1. Special pattern waiting process] The special symbol standby process is a process that is performed during standby when the special symbol is not being displayed variably, not in a jackpot game state. In the special symbol standby process, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed based on the special symbol 2 related random number stored in the special symbol 2 reserved memory unit 105b, and a special symbol 2 reserved memory unit shift process is performed. In addition, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed based on the special symbol 1 related random number stored in the special symbol 1 reserved memory unit 105a, and a special symbol 1 reserved memory unit shift process is performed.
[0190] In the special symbol 2 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special symbol random number among the special symbol 2 related random numbers stored in the first area of the special symbol 2 reserved memory unit 105b and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of the jackpot symbol, using the jackpot symbol type random number among the special symbol 2 related random numbers and the special symbol 2 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. Also, if the result of the jackpot determination is a miss, a symbol designation command representing a miss is generated.
[0191] The special chart 2 variation pattern determination process is a process performed after the special chart 2 determination process. In the special chart 2 variation pattern determination process, the special chart 2 variation pattern is determined using the special chart variation pattern random number among the special chart 2 related random numbers stored in the first area of the special chart 2 reservation storage unit 105b and the special chart 2 variation pattern table according to the current game state. The determination of the special chart 2 variation pattern is also associated with the number of special chart 2 related random numbers (special chart 2 reservation number) stored in the special chart 2 reservation storage unit 105b. Then, a special chart 2 variation start command representing the determined special chart 2 variation pattern is generated. The special chart 2 variation start command includes information that it is a special chart 2, information about the result of the jackpot determination, information about the result of the reach determination, information about the special chart variation time associated with the special chart 2 variation pattern, and the like. Then, the special chart 2 display unit 81b is caused to start variable display of the special chart 2 based on the special chart variation time associated with the determined special chart 2 variation pattern.
[0192] The special chart 2 reserved memory shift process is a process that is performed when the special chart 2 determination process and the special chart 2 variation pattern determination process are performed. In the special chart 2 reserved memory shift process, the special chart 2 related random numbers stored in the special chart 2 reserved memory 105b are shifted by one to the first area side, and the special chart 2 related random numbers in the first area are cleared from the special chart 2 reserved memory 105b. In this way, the special chart 2 related random numbers are consumed in the order in which they were obtained. Then, a special chart 2 reserved number command is generated that represents the special chart 2 reserved number after the process.
[0193] In the special chart 1 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 1 related random numbers stored in the first area of the special chart 1 reserved memory unit 105a and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 1 related random numbers and the special chart 1 jackpot pattern type determination table. Then, a pattern designation command representing the determined jackpot pattern type is generated. Also, if the result of the jackpot determination is a miss, a pattern designation command representing a miss is generated.
[0194] The special chart 1 variation pattern determination process is a process performed after the special chart 1 determination process. In the special chart 1 variation pattern determination process, the special chart 1 variation pattern is determined using the special chart variation pattern random number among the special chart 1 related random numbers stored in the first area of the special chart 1 reservation storage unit 105a and the special chart 1 variation pattern table according to the current game state. The determination of the special chart 1 variation pattern is also associated with the number of special chart 1 related random numbers (special chart 1 reservation number) stored in the special chart 1 reservation storage unit 105a. Then, a special chart 1 variation start command representing the determined special chart 1 variation pattern is generated. The special chart 1 variation start command includes information about being a special chart 1, information about the result of the jackpot determination, information about the result of the reach determination, information about the result of the jackpot type determination, information about the special chart variation time associated with the special chart 1 variation pattern, and the like. Then, the special chart 1 display unit 81a is caused to start variable display of the special chart 1 based on the special chart variation time associated with the determined special chart 1 variation pattern.
[0195] The special drawing 1 reserved memory shift process is a process that is performed when the special drawing 1 determination process and the special drawing 1 variation pattern determination process are performed. In the special drawing 1 reserved memory shift process, the special drawing 1 related random numbers stored in the special drawing 1 reserved memory 105a are shifted one to the first area side, and the special drawing 1 related random numbers in the first area are cleared from the special drawing 1 reserved memory 105a. In this way, the special drawing 1 related random numbers are consumed in the order in which they were obtained. Then, a special drawing 1 reserved number command is generated that represents the special drawing 1 reserved number after the process.
[0196] In this embodiment, when both the special drawing 2 reserved number and the special drawing 1 reserved number exist, the special drawing 2 determination process is performed with priority, and the variable display of special drawing 2 and the variable display of special drawing 1 are not performed in parallel.
[0197] [2-3-2. Special pattern change processing] The special symbol variation process is a process performed during the variable display of the special symbol. In the special symbol variation process, as the special symbol variation time elapses, the special symbol display device 81 ends the variable display of the special symbol and stops displaying the special symbol according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed, and if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated to indicate the end of the variable display of the special symbol.
[0198] [2-3-3. Special design confirmation process] The special pattern determination process is a process performed when the special pattern is stopped. In the special pattern determination process, if the currently stopped special pattern is a jackpot pattern, the game is transitioned to a jackpot game state. Then, an opening command indicating the start of a jackpot game is generated. The opening command includes information regarding the result of the jackpot type determination. If the currently stopped special pattern is a losing pattern and the high probability state is to be terminated, a normal probability state is set. Then, a high probability end command indicating a transition to a normal probability state is generated. If the currently stopped special pattern is a losing pattern and the time-saving state is to be terminated, a non-time-saving state is set. Then, a time-saving end command indicating a transition to a non-time-saving state is generated. Note that if the currently stopped special pattern is a losing pattern and the number of reserved special patterns 2 and the number of reserved special patterns 1 are "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is generated.
[0199] [2-3-4. Jackpot game control processing] The jackpot game control process is a process performed in the jackpot game state. In the jackpot game control process, a jackpot game is played using a jackpot game control table. After transition to the jackpot game state, each round game is started according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round game is generated. Also, an ending is started according to the end of the final round game. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot type determination (jackpot pattern X, jackpot pattern Y, jackpot pattern Z).
[0200] [2-3-5. Game status setting process] The game state setting process is a process performed when the jackpot game state ends. In the game state setting process, when changing from a normal probability state to a high probability state, the high probability state is set when the jackpot game state ends. When limiting the duration of the high probability state, the duration of the high probability state (for example, the number of times the special chart can be displayed in a variable manner in which the high probability state can continue without winning a jackpot) is also set. Then, a high probability setting command is generated that indicates the setting of the high probability state. Also, when changing from a non-time-saving state to a time-saving state, the time-saving state is set when the jackpot game state ends. When limiting the duration of the time-saving state, the duration of the time-saving state (for example, the number of times the special chart can be displayed in a variable manner in which the time-saving state can continue without winning a jackpot) is also set. Then, a time-saving setting command is generated that indicates the setting of the time-saving state.
[0201] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.
[0202] 6. Control of the performance by the performance control microcomputer 121 Next, the control of the performance by the performance control microcomputer 121 will be described with reference to Fig. 25 and Fig. 26. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of the performance by the performance control microcomputer 121 are provided in the performance RAM 124.
[0203] [1. Sub-control main processing] When the pachinko game machine PY1 is powered on, the performance control microcomputer 121 provided on the sub-control board 120 reads out the program of the sub-control main process shown in Fig. 25 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main process first performs power-on processing in response to power-on (S4001). In the power-on processing, for example, the settings of the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.
[0204] Next, interrupts are prohibited (S4002), and random number seed update processing is executed (S4003). In the random number seed update processing (S4003), the values of various random number counters for determining effects are updated to make judgments regarding various effects. The random numbers for determining effects include random numbers for determining effect patterns, random numbers for determining special pattern variation effect patterns, and random numbers for determining advance notice effects to determine various advance notice effects. As an example, the method of updating the random number counters for determining effects regarding various effects can be the same as the normal and special pattern main random number update processing performed by the main control board 100 described above. When updating, the random number values may be added by 2 instead of by 1. This is also the same as in the normal and special pattern main random number update processing performed by the main control board 100 described above.
[0205] When the random number seed update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the performance RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140 that receives the command displays an image on the display unit 50a according to the received command (executes various performances using images). In addition to the various performances performed by the image control board 140, the sub-control board 120 outputs sound from the speaker 52 via the sound control circuit 161 (executes various sound performances using sound), causes the frame lamp 53 and the board lamp 54 to emit light via the lamp control circuit 151 (executes various light emission performances using light), and operates the movable devices 55, 56, and 58 (executes various movable body performances using movements).
[0206] The performance control microcomputer 121 then permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While the interrupts are permitted, reception interrupt processing (S4010) and sub-side timer interrupt processing (S4011) can be executed.
[0207] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011).
[0208] [2. Sub timer interrupt processing] The sub-side timer interrupt processing (S4011) is executed each time an interrupt pulse with a predetermined period (for example, 1 msec period) is input to the sub-control board 120. As shown in Fig. 26, the sub-side timer interrupt processing (S4011) sequentially executes input processing (S4101), light emission data output processing (S4102), movable device control processing (S4103), watchdog timer processing (S4104), received command analysis processing (S4105), performance timer update processing (S4106), sound control processing (S4107), and performance data creation processing (S4108).
[0209] In the input process, the operation of the operation unit that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, is detected. In the light emission data output process, light emission data is output to the lamp control circuit 151 to light up lamps such as the frame lamp 53 and the board lamp 54 at a timing that matches the image-based performance, etc., based on the performance data created in the performance data creation process described later. In other words, the performance control microcomputer 121 causes the frame lamp 53, the board lamp 54, etc. to light up in a predetermined light emission mode according to the light emission data. In the movable device control process, drive data is output to perform a movable body performance that operates the movable devices 55, 56, 58, etc. at a predetermined timing based on the performance data created in the performance data creation process. In other words, the performance control microcomputer 121 performs a movable body performance that operates the movable devices 55, 56, 58, etc. in a predetermined operation mode according to the drive data. In the watchdog timer process, the watchdog timer is reset. In the switch process, the display contents of the display unit 50a are set based on the data of the operation of the operation units that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, detected in the input process. In the button valid period process, the button operation valid period of each button (normal button 40, special button 41, etc.) is set.
[0210] In the received command analysis process (S4105), the command stored in the reception buffer of the performance RAM 124 by the reception interrupt process (S4010) is analyzed, and processing according to the command (for example, selection of a performance, setting of a performance mode, setting of a command, etc.) is performed. The detailed processing performed by the performance control microcomputer 121 in the received command analysis process (S4105) will be described later. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of the operation part such as the normal button 40 and the special button 41 are measured. In the voice control process, voice data (data for controlling the output of voice from the speaker 52) is created and output to the voice control circuit 161 based on the processing result of the received command analysis process. In the performance data creation process, performance data is created based on the processing result of the received command analysis process.
[0211] 7. Description of the features of the PY1 pachinko machine The features of the pachinko game machine PY1 will be described in detail below. One of the features of the pachinko game machine PY1 of this embodiment (first embodiment) is that a "space mode" and a "forest mode" are provided as probability variable performance modes that can be set during the ending of a jackpot game (jackpot game X, jackpot game Z). In this embodiment, the probability variable performance mode can be selected for each jackpot ending performance executed during the ending of a jackpot game (jackpot game X, jackpot game Z).
[0212] Using Fig. 27, the jackpot ending performance executed during the ending of the jackpot game (jackpot game X, jackpot game Z) will be described. The jackpot ending performance shown in Fig. 27 is premised on being executed during the ending of the jackpot game (jackpot game X, jackpot game Z) when the game ball passes through the specific area 16 provided in the second large winning port 15 in the jackpot game (jackpot game X, jackpot game Z) and the state is switched to a high probability state after the end of the jackpot game. In other words, it is premised on being executed during the ending of the jackpot game (jackpot game X, jackpot game Y) when the state is controlled to a high probability high base state after the end of the jackpot game.
[0213] In the jackpot ending performance executed during the ending of the jackpot game (jackpot game X, jackpot game Z) of this embodiment, the player can select the probability variable performance mode set in the high probability high base state to be switched to after the end of the jackpot game (jackpot game X, jackpot game Z) from "space mode" or "forest mode" by pressing the normal button 40. Note that when the time during which the "space mode" or "forest mode" can be selected in the jackpot ending performance has elapsed, the setting of the selected probability variable performance mode is determined.
[0214] In the pachinko game machine PY1 of this embodiment, when the execution of the jackpot ending effect executed during the ending of the jackpot game (jackpot game X, jackpot game Z) starts, the effect example shown in FIG. 27(A) is displayed on the display unit 50a. As shown in FIG. 27(A), the display unit 50a displays a display image G114 indicating the "space mode" and a display image G116 indicating the "forest mode". Also, as shown in FIG. 27(A), the display image G115 indicating an up arrow is displayed below the display image G114 indicating the "space mode" displayed on the display unit 50a. As shown in FIG. 27(A), the display image G115 indicating an up arrow is displayed below the display image G114 indicating the "space mode" on the display unit 50a, so that it is possible to understand that the "space mode" is currently selected as the effect mode to be set when the state is switched to the high probability high base state after the end of the jackpot game. Each time the normal button 40 is pressed, the position of the display image G115 showing the up arrow is switched to below the display image G114 showing the "space mode" or below the display image G116 showing the "forest mode." Also, as shown in FIG. 27(A), the display unit 50a displays a right-hit image G108 encouraging "right hit."
[0215] Also, as shown in FIG. 27(A), a display image G117 indicating "PUSH", a remaining time character image G118 indicating "3 seconds remaining", and a character image G119 indicating "Please press the button to select a mode" are displayed below the display unit 50a. Here, by displaying the display image G117 indicating "PUSH" on the display unit 50a, it is possible to encourage the player to press the normal button 40. Also, by displaying the remaining time character image G118 indicating "3 seconds remaining" on the display unit 50a, it is possible to make the player understand that the time remaining during the execution of the jackpot ending performance during which the player can select from "space mode" or "forest mode" is 3 seconds. Furthermore, by displaying the character image G119 indicating "Please press the button to select a mode" on the display unit 50a, it is possible to make the player understand that the probability variable performance mode set in the high probability high base state to which the game is transferred after the end of the jackpot game can be selected from "space mode" or "forest mode" during the execution of the jackpot ending performance.
[0216] After the example of the performance shown in Fig. 27(A) is displayed, during the jackpot ending performance executed during the ending of the jackpot game (jackpot game X, jackpot game Z), for example, when the player presses the normal button 40 once, the display image G115 showing the up arrow displayed on the display unit 50a is displayed below the display image 116 showing the "Forest mode" as shown in Fig. 27(B-1). As shown in Fig. 27(B-1), the display image G115 showing the up arrow is displayed below the display image G116 showing the "Forest mode" displayed on the display unit 50a, so that it is possible to understand that the "Forest mode" is currently selected as the probability variable performance mode to be set when the state is switched to the high probability high base state after the end of the jackpot game. Furthermore, for example, if the player presses the normal button 40 once again before the time shown in the remaining time text image G118 has elapsed, then, although not shown in the figure, a display image G115 showing an up arrow will be displayed below the display image G114 showing "Space Mode" displayed on the display unit 50a.
[0217] As shown in Fig. 27(B-1), the remaining time text image G118 displayed on the display unit 50a indicates "1 second remaining." By displaying the remaining time text image G118 indicating "1 second remaining" on the display unit 50a, it is possible to make the player understand that there is only 1 second left to select from "Space mode" or "Forest mode" during the execution of the big win ending performance.
[0218] When the performance example shown in FIG. 27(B-1) is displayed on the display unit 50a, if one second passes without the player pressing the normal button 40 and the time during which the "Forest mode" or the "Universe mode" can be selected passes, the performance example shown in FIG. 27(C-1) is displayed on the display unit 50a. As shown in FIG. 27(C-1), the display unit 50a displays an ending image G120 indicating that the probability variable performance mode set in the high-probability high-base state after the end of the big win game is the "Forest mode". Note that, as shown in FIG. 27(C-1), the ending image G120 displayed on the display unit 50a indicates "Entering the Forest mode". As shown in FIG. 27(C-1), by displaying the ending image G120 indicating "Entering the Forest mode" on the display unit 50a, it is possible to make the player understand that the "Forest mode" is set in the high-probability high-base state after the end of the big win game. After the example of the presentation shown in FIG. 27(C-1) is displayed on the display unit 50a, the execution of the big win ending presentation ends.
[0219] On the other hand, after the example of the performance shown in Fig. 27(A) is displayed, if the player does not press the normal button 40 during the jackpot ending performance executed during the ending of the jackpot game (jackpot game X, jackpot game Z), the display image G115 showing the up arrow displayed on the display unit 50a continues to be displayed below the display image G114 showing the "space mode". As shown in Fig. 27(B-2), the display image G115 showing the up arrow is displayed below the display image G114 showing the "space mode" displayed on the display unit 50a, so that when the state is switched to the high probability high base state after the end of the jackpot game, it is possible to understand that the "space mode" is currently selected as the probability variable performance mode to be set.
[0220] The remaining time text image G118 displayed on the display unit 50a indicates "1 second remaining." By displaying the remaining time text image G118 indicating "1 second remaining" on the display unit 50a, it is possible to make the player understand that there is only 1 second left to select from the "space mode" or the "forest mode" during the execution of the big win ending performance.
[0221] When the performance example shown in FIG. 27(B-2) is displayed on the display unit 50a, for example, if one second passes without the player pressing the normal button 40, and the time during which the "forest mode" or the "space mode" can be selected passes, the performance example shown in FIG. 27(C-2) is displayed on the display unit 50a. As shown in FIG. 27(C-2), the display unit 50a displays an ending image G121 indicating that the probability variable performance mode set in the high-probability high-base state after the end of the jackpot game is the "space mode". Note that, as shown in FIG. 27(C-2), the ending image G121 displayed on the display unit 50a indicates "entering the space mode". As shown in FIG. 27(C-2), by displaying the ending image G121 indicating "entering the space mode" on the display unit 50a, it is possible to make the player understand that the "space mode" is set in the high-probability high-base state after the end of the jackpot game.
[0222] As described above, in the pachinko game machine PY1 of this embodiment, by having the player press the normal button 40 during the big win ending performance, it is possible to select a probability variable performance mode that can be set after the big win game ends. By having the player select a desired probability variable performance mode, it is possible to enjoy the special chart variation performance that is executed when the probability variable performance mode selected by the player is set in a high probability high base state.
[0223] In addition, one of the features of the pachinko game machine PY1 of this embodiment (first embodiment) is that the display mode of the performance symbols EZ1, EZ2, EZ3 when the "space mode" is set is different from the display mode of the performance symbols EZ1, EZ2, EZ3 when the "forest mode" is set. Using Fig. 28, the display mode of the performance symbols EZ1, EZ2, EZ3 when the "space mode" is set and the display mode of the performance symbols EZ1, EZ2, EZ3 when the "forest mode" is set will be described.
[0224] As shown in Fig. 28(A), the display mode of the performance symbol EZ when the space mode is set is a display mode showing Arabic numerals (second pattern mode, pattern mode consisting of a second numeral symbol), and there are nine types of display mode performance symbols. In the following, the performance symbol of the display mode showing the Arabic numeral "1" when the space mode is set is called the first performance symbol EZa1 corresponding to the space mode, the performance symbol of the display mode showing the Arabic numeral "2" when the space mode is set is called the second performance symbol EZb1 corresponding to the space mode, the performance symbol of the display mode showing the Arabic numeral "3" when the space mode is set is called the third performance symbol EZc1 corresponding to the space mode, the performance symbol of the display mode showing the Arabic numeral "4" when the space mode is set is called the fourth performance symbol EZd1 corresponding to the space mode, and the performance symbol of the display mode showing the Arabic numeral "5" when the space mode is set is called the fourth performance symbol EZd2 corresponding to the space mode. The performance pattern of the display mode showing the Arabic numeral "6" when space mode is set is referred to as the fifth performance pattern EZe1 corresponding to space mode, the performance pattern of the display mode showing the Arabic numeral "6" when space mode is set is referred to as the sixth performance pattern EZf1 corresponding to space mode, the performance pattern of the display mode showing the Arabic numeral "7" when space mode is set is referred to as the seventh performance pattern EZg1 corresponding to space mode, the performance pattern of the display mode showing the Arabic numeral "8" when space mode is set is referred to as the eighth performance pattern EZh1 corresponding to space mode, and the performance pattern of the display mode showing the Arabic numeral "9" when space mode is set is referred to as the ninth performance pattern EZi1 corresponding to space mode.
[0225] As shown in FIG. 28(B), the display mode of the performance symbol EZ when the forest mode is set is a display mode showing Roman numerals (first pattern mode, pattern mode consisting of a first numeral symbol), and there are nine types of display mode performance symbols. In the following, the performance symbol of the display mode showing the Roman numeral "I" when the forest mode is set is called the first performance symbol EZa2 corresponding to the forest mode, the performance symbol of the display mode showing the Roman numeral "II" when the forest mode is set is called the second performance symbol EZb2 corresponding to the forest mode, the performance symbol of the display mode showing the Roman numeral "III" when the forest mode is set is called the third performance symbol EZc2 corresponding to the forest mode, the performance symbol of the display mode showing the Roman numeral "IV" when the forest mode is set is called the fourth performance symbol EZd2 corresponding to the forest mode, and the performance symbol of the display mode showing the Roman numeral "V" when the forest mode is set is called the fourth performance symbol EZd3 corresponding to the forest mode. The performance pattern in this manner will be referred to as the fifth performance pattern EZe2 corresponding to Forest mode, the performance pattern in the display mode indicating the Roman numeral "VI" when Forest mode is set will be referred to as the sixth performance pattern EZf2 corresponding to Forest mode, the performance pattern in the display mode indicating the Roman numeral "VII" when Forest mode is set will be referred to as the seventh performance pattern EZg2 corresponding to Forest mode, the performance pattern in the display mode indicating the Roman numeral "VIII" when Forest mode is set will be referred to as the eighth performance pattern EZh2 corresponding to Forest mode, and the performance pattern in the display mode indicating the Roman numeral "IX" when Forest mode is set will be referred to as the ninth performance pattern EZi2 corresponding to Forest mode.
[0226] Here, Arabic numerals and Roman numerals will be described. Arabic numerals and Roman numerals are each a type of symbol that represents a number. Arabic numerals are expressed, for example, by arranging Roman numerals I, II, III, IV, V, VI, VII, VIII, and IX in the form of 1, 2, 3, 4, 5, 6, 7, 8, and 9. Roman numerals are expressed, for example, by arranging Arabic numerals 1, 2, 3, 4, 5, 6, 7, 8, and 9 in the form of I, II, III, IV, V, VI, VII, VIII, and IX in the form of I, II, III, IV, V, VI, VII, VIII, and IX in the form of 1, 2, 3, 4, 5, 6, 7, 8, and 9 ... 1, 2, 3, 4, 5, 6, 7, 8, and 9 in the form of 1,
[0227] Next, with reference to Figure 29, the types of stop modes that suggest a big win displayed during the execution of the special chart variation performance when the space mode is set will be described. As shown in Figure 29, there are nine types of stop modes with the same left, right, and center patterns in the stop modes that suggest a big win when the space mode is set. First, when the space mode is set, the stopping modes indicating a jackpot include a stopping mode indicating a jackpot where the performance symbols EZ1, EZ2, and EZ3 stop at the first performance symbol EZa1 corresponding to the space mode ("1·1·1"), a stopping mode indicating a jackpot where the performance symbols EZ1, EZ2, and EZ3 stop at the second performance symbol EZb1 corresponding to the space mode ("2·2·2"), a stopping mode indicating a jackpot where the performance symbols EZ1, EZ2, and EZ3 stop at the third performance symbol EZc1 corresponding to the space mode ("3·3·3"), a stopping mode indicating a jackpot where the performance symbols EZ1, EZ2, and EZ3 stop at the fourth performance symbol EZd1 corresponding to the space mode ("4·4·4"), and a stopping mode indicating a jackpot where the performance symbols EZ1, EZ2, and EZ3 stop at the fourth performance symbol EZd1 corresponding to the space mode ("4·4·4"). There are various stopping modes which indicate a jackpot, such as the fifth performance symbol EZe1 corresponding to space mode ("5·5·5"), the sixth performance symbol EZf1 corresponding to space mode ("6·6·6"), the seventh performance symbol EZg1 corresponding to space mode ("7·7·7"), the eighth performance symbol EZh1 corresponding to space mode ("8·8·8"), and the ninth performance symbol EZi1 corresponding to space mode ("9·9·9").
[0228] In addition, the types of stop modes that suggest a big win displayed during the execution of the special chart variation performance when the Mori mode is set will be described using Figure 30. As shown in Figure 30, there are nine types of stop modes with the same left, right, and center patterns in the stop modes that suggest a big win when the Mori mode is set. First, when the Mori mode is set, the stop modes indicating a jackpot include a stop mode indicating a jackpot where the performance symbols EZ1, EZ2, and EZ3 stop at the first performance symbol EZa2 corresponding to the Mori mode ("I·I·I"), a stop mode indicating a jackpot where the performance symbols EZ1, EZ2, and EZ3 stop at the second performance symbol EZb2 corresponding to the Mori mode ("II·II·II"), a stop mode indicating a jackpot where the performance symbols EZ1, EZ2, and EZ3 stop at the third performance symbol EZc2 corresponding to the Mori mode ("III·III·III"), a stop mode indicating a jackpot where the performance symbols EZ1, EZ2, and EZ3 stop at the fourth performance symbol EZd2 corresponding to the Mori mode ("IV·IV·IV"), and a stop mode indicating a jackpot where the performance symbols EZ1, EZ2, and EZ3 stop at the fourth performance symbol EZd2 corresponding to the Mori mode ("IV·IV·IV"). There are various stopping modes which indicate a jackpot by displaying the corresponding 5th performance pattern EZe2 ("V·V·V"), the 6th performance pattern EZf2 where EZ1, EZ2, EZ3 correspond to forest mode ("VI·VI·VI"), the 7th performance pattern EZg2 where EZ1, EZ2, EZ3 correspond to forest mode ("VII·VII·VII"), the 8th performance pattern EZh2 where EZ1, EZ2, EZ3 correspond to forest mode ("VIII·VIII·VIII"), and the 9th performance pattern EZi2 where EZ1, EZ2, EZ3 correspond to forest mode ("IX·IX·IX").
[0229] One of the features of the pachinko game machine PY1 of this embodiment (first embodiment) is that when the lottery result of the special chart is a jackpot and the forest mode is set, when the performance patterns EZ1, EZ2, and EZ3 corresponding to the forest mode are temporarily stopped and displayed in a stop state suggesting a jackpot, a pattern change performance is executed in the special chart change performance. When this pattern change performance is executed, the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the forest mode consisting of the stop state suggesting a jackpot are enlarged and changed to the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the space mode consisting of the stop state suggesting a jackpot. After the pattern change performance is finished in the special chart change performance, the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the changed space mode are temporarily stopped and displayed on the display unit 50a.
[0230] On the other hand, when the result of the special drawing is a jackpot and the space mode is set, if the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the space mode are temporarily stopped in a stop mode that suggests a jackpot, a pattern enlargement performance different from the pattern change performance is executed in the special drawing change performance. When the pattern enlargement performance is executed, the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the space mode that are temporarily stopped in a stop mode that suggests a jackpot are enlarged and displayed, but are not changed to the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the forest mode. When the execution of the pattern enlargement performance is completed in the special drawing change performance, the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the space mode, which is a stop mode that suggests a jackpot, are temporarily stopped and displayed.
[0231] Next, using Figure 31 (A), we will explain the special symbols, the performance symbols EZ1, EZ2, EZ3, and the small symbols KZ1, KZ2, KZ3 when the N jackpot variation is performed when the space mode is set. In Figure 31 (A), we will explain the case where the variation display of the second special symbol based on the special symbol variation pattern "P62" is performed.
[0232] First, when the second special symbol variable display based on the special symbol variable pattern "P62" starts, as shown in Fig. 31(A), the special symbol variable display starts, and the variable display of the performance symbols EZ1, EZ2, and EZ3 also starts. In addition, as the variable display of the second special symbol starts, the variable display of the small symbols KZ1, KZ2, and KZ3 also starts.
[0233] After that, when the variable display of the second special pattern based on the special pattern variable pattern "P62" approaches the end, the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the space mode (see FIG. 28(A)) are temporarily stopped and displayed in a stop mode suggesting a jackpot. Note that even if the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped and displayed in a stop mode suggesting a jackpot, the variable display of the small patterns KZ1, KZ2, and KZ3 will continue. After that, the pattern enlargement performance is executed in the special pattern variable performance, and after the pattern enlargement performance is executed, the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the space mode (see FIG. 28(A)) are finally stopped and displayed in a stop mode suggesting a jackpot. At this time, the small patterns KZ1, KZ2, and KZ3 will also be stopped and displayed all at once in a stop mode suggesting a jackpot. Note that in this embodiment, when a jackpot variation is performed and the space mode is set, the pattern enlargement performance is always executed.
[0234] Next, using Figure 31 (B), we will explain the special symbols, the performance symbols EZ1, EZ2, EZ3, and the small symbols KZ1, KZ2, KZ3 when the N jackpot variation is performed when the forest mode is set. In Figure 31 (B), we will explain the case where the variation display of the second special symbol based on the special symbol variation pattern "P62" is performed.
[0235] First, the display of the second special symbol based on the special symbol changing pattern "P62" starts, and as shown in Fig. 31(B), the execution of the special symbol changing performance starts, and the display of the performance symbols EZ1, EZ2, and EZ3 also starts. In addition, as the display of the second special symbol starts, the display of the small symbols KZ1, KZ2, and KZ3 also starts.
[0236] After that, when the variable display of the second special pattern based on the special pattern variable pattern "P62" approaches the end, the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the forest mode (see FIG. 28(B)) are temporarily stopped and displayed in a stop mode suggesting a big win. Even if the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped and displayed in a stop mode suggesting a big win, the variable display of the small patterns KZ1, KZ2, and KZ3 will continue. After that, the pattern change performance is executed in the special pattern variable performance, so that the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the forest mode (see FIG. 28(B)) change to the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the space mode (see FIG. 28(A)).
[0237] After changing to the performance symbols EZ1, EZ2, and EZ3 in the display mode corresponding to the space mode (see FIG. 28(A)), the performance symbols EZ1, EZ2, and EZ3 in the display mode corresponding to the space mode (see FIG. 28(A)) are finally displayed stopped in a stopping mode suggesting a big win. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping mode suggesting a big win. In this embodiment, when a big win variation is performed and the forest mode is set, the pattern change performance is always executed.
[0238] First, an example of a special chart variation effect based on the special chart variation pattern "P62" when the space mode is set will be described using Figure 32. Note that Figure 32 is an example of a special chart variation effect based on the special chart variation pattern "P62".
[0239] When the space mode is set, as shown in FIG. 32(A), a background image (first probability variation background image G105) representing the universe is displayed on the display unit 50a. As shown in FIG. 32(A), the first probability variation background image G105 is displayed on the display unit 50a, so that the player can understand that the space mode is set when the player is in a high probability high base state. Also, as shown in FIG. 32(A), a right-hit image G108 that encourages the player to "hit right" is displayed on the display unit 50a.
[0240] In addition, when the space mode is set, when the execution of the special chart variation performance based on the special chart variation pattern "P62" starts, the variation display of the performance patterns EZ1, EZ2, and EZ3 in the display mode corresponding to the space mode starts in the center of the display unit 50a as shown in Fig. 32(A). When the variation display of the performance patterns EZ1, EZ2, and EZ3 in the display mode corresponding to the space mode starts, the variation display of the small patterns KZ1, KZ2, and KZ3 in the upper left of the display unit 50a also starts as shown in Fig. 32(A).
[0241] After that, as shown in Fig. 32(B), the left performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped on the display unit 50a at the fourth performance symbol EZd1 (so-called reach eye, "4·↓·4") corresponding to the space mode, and the reach is established. As shown in Fig. 32(B), the left small symbol KZ1, the medium small symbol KZ2, and the right small symbol KZ3 are displayed in a variable manner on the display unit 50a.
[0242] In addition, when we say a definite stop display (definite stop display) or a final stop display (final stop display), we are referring to a state in which the performance pattern has completely stopped. In contrast, a provisional stop display is a state in which the speed of change of the performance pattern is "0", but the performance pattern is changing in such a way that it sways and expands and contracts repeatedly in the displayed position, and is not completely stopped. When we simply say "stop display", it can refer to either a provisional stop display or a definite stop display.
[0243] After that, during the normal reach in the special chart variation performance, the center performance symbol EZ2 is temporarily stopped and displayed in the fourth performance symbol EZd1 corresponding to the space mode, as well as the left performance symbol EZ1 and the right performance symbol EZ3. As a result, as shown in Figure 32(C), the performance symbols EZ1, EZ2, and EZ3 of the fourth performance symbol EZd1 corresponding to the space mode are temporarily stopped and displayed in a manner ("4·4·4") that suggests a jackpot (see Figure 29).
[0244] When the performance symbols EZ1, EZ2, and EZ3 of the fourth performance symbol EZd1 corresponding to the space mode are temporarily stopped in a manner suggesting a jackpot ("4·4·4"), a symbol enlargement performance is executed. The symbol enlargement performance is a performance in which, when the space mode is set, the performance symbols EZ1, EZ2, and EZ3 that are temporarily stopped in a manner suggesting a jackpot are emphasized to the player. When this symbol enlargement performance is executed, the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 are temporarily stopped on the display unit 50a with the fourth performance symbol EZd1 corresponding to the space mode, which has a display size larger than the display size on the display unit 50a of the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 that are temporarily stopped on the fourth performance symbol EZd1 corresponding to the space mode displayed on the display unit 50a in FIG. 32(C), and (See FIG. 32(D)). As a result, the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3, which are temporarily stopped in the fourth performance pattern EZd1 corresponding to the space mode, are enlarged and displayed as if they were jumping out toward the player. As shown in FIG. 32(D), the pattern enlargement performance is executed, making it easier for the player to understand that the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped and displayed in a stopping state that suggests a big win. When the pattern enlargement performance is executed, the first probability variation background image G105 displayed on the display unit 50a (see FIG. 32(C)) is changed to the background image G122 as shown in FIG. 32(D). The background image G122 is displayed on the display unit 50a, making it possible for the player to understand that the special pattern variation performance is at its final stage.
[0245] As shown in Fig. 32(C), the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 of the fourth performance pattern EZd1 corresponding to the space mode are all displayed temporarily stopped within the display unit 50a. On the other hand, when the pattern enlargement effect of this embodiment is executed, as shown in Fig. 32(D), the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 of the fourth performance pattern EZd1 corresponding to the space mode displayed temporarily stopped are all displayed enlarged, so they do not fit completely on the display unit 50a. From the above, when the pattern enlargement effect of this embodiment is executed, the left performance pattern EZ1, middle performance pattern EZ2 and right performance pattern EZ3 of the fourth performance pattern EZd1 corresponding to the space mode, which have a display size larger than the display size on display unit 50a of the left performance pattern EZ1, middle performance pattern EZ2 and right performance pattern EZ3 of the fourth performance pattern EZd1 corresponding to the space mode, are displayed in a provisionally stopped state indicating a jackpot as shown in Figure 32 (C), making it easy for the player to understand that the pattern enlargement effect has been executed.
[0246] In the pachinko game machine PY1 of this embodiment, when the space mode is set among the two types of probability variation performance modes, if the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed in a stop state that suggests a big win, a pattern enlargement performance is performed and the temporarily stopped performance symbols EZ1, EZ2, and EZ3 are simply enlarged (see FIG. 32(D)). As a result, a performance different from the forest mode in which the performance symbols EZ1, EZ2, and EZ3 are simply enlarged without changing the display state of the performance symbols EZ1, EZ2, and EZ3 is performed, which makes it possible to encourage the player to enter the space mode, and it becomes possible to entertain the player by the special pattern variation performance in the selected space mode.
[0247] When the execution of the pattern enlargement effect in the special pattern change effect is completed, the enlarged left effect pattern EZ1, center effect pattern EZ2, and right effect pattern EZ3 are reduced and temporarily stopped and displayed on the display unit 50a as shown in Fig. 32(E). When the special pattern change effect is completed, the effect patterns EZ1, EZ2, and EZ3 of the fourth effect pattern EZd1 corresponding to the space mode are finally stopped and displayed on the display unit 50a in a stopping state ("4·4·4") that suggests a big win as shown in Fig. 32(F).
[0248] When the space mode is set in the pachinko game machine PY1 of this embodiment, a special chart change performance is executed based on a miss variation (any of the variation patterns of SP miss variation (special chart variation patterns "P14", "P64"), N reach miss variation (special chart variation patterns "P15", "P65"), immediate miss variation (special chart variation patterns "P16", "P66", or shortened miss variation (special chart variation patterns "P17", "P18", "P67", "P68")). In the pachinko game machine PY1 of this embodiment, during the execution of the special chart change performance, the performance patterns EZ1, EZ2, EZ3 of the display mode corresponding to the space mode stop in a manner suggesting a reach miss (so-called reach miss), or Even if the symbols are temporarily stopped in a stop mode (so-called "variable eyes") that suggests a miss, the symbol enlargement effect will not be executed in the special symbol change effect. Therefore, during the execution of the special symbol change effect, the performance symbols EZ1, EZ2, and EZ3 in the display mode corresponding to the space mode are temporarily stopped in a stop mode (so-called "reach miss eyes") that suggests a reach miss, and then are finally stopped and displayed in a stop mode (so-called "reach miss eyes") that suggests a reach miss. Also, during the execution of the special symbol change effect, the performance symbols EZ1, EZ2, and EZ3 in the display mode corresponding to the space mode are temporarily stopped in a stop mode (so-called "variable eyes") that suggests a miss, and then are finally stopped and displayed in a stop mode (so-called "variable eyes") that suggests a miss.
[0249] Next, with reference to FIG. 33, when the forest mode is set in the pachinko game machine PY1, the special chart variation effect executed based on the special chart variation pattern "P62" will be described. When the forest mode is set, as shown in FIG. 33(A), a background image (second probability variation background image G123) representing a forest is displayed on the display unit 50a. As shown in FIG. 33(A), the second probability variation background image G123 is displayed on the display unit 50a, so that the player can understand that the forest mode is set when the player is in a high probability high base state. Also, as shown in FIG. 33(A), a right hit image G108 that encourages "right hit" is displayed on the display unit 50a.
[0250] In addition, when the forest mode is set, when the execution of the special chart variation performance based on the special chart variation pattern "P62" starts, the variation display of the performance patterns EZ1, EZ2, and EZ3 starts in the center of the display unit 50a as shown in Fig. 33(A). When the variation display of the performance patterns EZ1, EZ2, and EZ3 starts, the variation display of the small patterns KZ1, KZ2, and KZ3 in the upper left of the display unit 50a also starts as shown in Fig. 33(A).
[0251] After that, as shown in Fig. 33(B), the left performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped on the display unit 50a at the fourth performance symbol EZd2 (so-called reach eye, "IV·↓·IV") corresponding to the forest mode, and the reach is established. As shown in Fig. 33(B), the left small symbol KZ1, the medium small symbol KZ2, and the right small symbol KZ3 are displayed in a variable manner on the display unit 50a.
[0252] After that, during a normal reach in the special chart change performance, the middle performance pattern EZ2, like the left performance pattern EZ1 and the right performance pattern EZ3, is displayed as a temporary stop at the fourth performance pattern EZd2 corresponding to the forest mode (see Figure 28 (B)), and as shown in Figure 33 (C), the performance patterns EZ1, EZ2, and EZ3 of the fourth performance pattern EZd2 corresponding to the forest mode are displayed as a temporary stop in a manner suggesting a jackpot ("IV IV IV") (see Figure 30).
[0253] When the performance symbols EZ1, EZ2, and EZ3 of the fourth performance symbol EZd2 corresponding to the forest mode are temporarily stopped in a manner suggesting a jackpot ("IV IV IV"), a pattern change performance is executed. The pattern change performance is a performance in which, when the forest mode is set, the display mode (see FIG. 28(B)) of the performance symbols EZ1, EZ2, and EZ3 temporarily stopped in a manner suggesting a jackpot is changed to a display mode (see FIG. 28(A)) corresponding to the forest mode, emphasizing the change and emphasizing the performance symbols EZ1, EZ2, and EZ3 in the display mode (see FIG. 28(A)) corresponding to the space mode. When the pattern change performance is executed, first As shown in Fig. 33(D), the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 of the fourth performance pattern EZd2 corresponding to the forest mode, which is temporarily stopped and displayed on the display unit 50a, are rotated vertically. By performing the vertical rotation of the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 of the fourth performance pattern EZd2 corresponding to the forest mode on the display unit 50a, it is possible to make the player understand that the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 of the fourth performance pattern EZd corresponding to the forest mode that the player is paying attention to will change to the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 of the fourth performance pattern EZd1 corresponding to the space mode.
[0254] In addition, at the same time as the vertical rotation of the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 is performed on the display unit 50a, the background image G123 for the second probability change displayed on the display unit 50a (see FIG. 33(C)) is changed to the background image G124 as shown in FIG. 33(D). By displaying the background image G124 on the display unit 50a, it is possible to let the player understand that the vertical rotation of the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 is being performed, and that the special chart change performance is at its end.
[0255] While the performance symbols EZ1, EZ2, and EZ3 rotate vertically, they are enlarged and displayed as if they are jumping out toward the player (see FIG. 33(E)). Also, as shown in FIG. 33(E), at the same time that the performance symbols EZ1, EZ2, and EZ3 are enlarged and displayed, the left performance symbol EZ1, the center performance symbol EZ2, and the right performance symbol EZ3 of the fourth performance symbol EZd2 corresponding to the forest mode displayed on the display unit 50a are changed to the left performance symbol EZ1, the center performance symbol EZ2, and the right performance symbol EZ3 of the fourth performance symbol EZd1 corresponding to the space mode. In the pattern change presentation of this embodiment, the left performance pattern EZ1, middle performance pattern EZ2 and right performance pattern EZ3 of the fourth performance pattern EZd2 corresponding to the forest mode, which is temporarily stopped in a stopping mode indicating a jackpot (see Figure 33 (D)), are displayed in a larger display size on display unit 50a than the display size of the left performance pattern EZ1, middle performance pattern EZ2 and right performance pattern EZ3 of the fourth performance pattern EZd1 corresponding to the space mode (see Figure 33 (E)).
[0256] As shown in Fig. 33(D), the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 of the fourth performance pattern EZd2 corresponding to the forest mode are all displayed temporarily stopped within the display unit 50a. On the other hand, when the pattern change performance of this embodiment is executed, as shown in Fig. 33(E), the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 of the fourth performance pattern EZd1 corresponding to the space mode displayed temporarily stopped are all enlarged and displayed, so they do not fit completely on the display unit 50a. From the above, when the pattern change effect of this embodiment is executed, the fourth performance pattern EZd1 corresponding to the space mode, which has a display size larger than the display size on display unit 50a of left performance pattern EZ1, middle performance pattern EZ2 and right performance pattern EZ3 of the fourth performance pattern EZd2 corresponding to the forest mode, which is temporarily stopped in a stopping mode suggesting a jackpot as shown in Figure 33 (D), changes to left performance pattern EZ1, middle performance pattern EZ2 and right performance pattern EZ3 of the fourth performance pattern EZd1 corresponding to the space mode, making it easier for the player to understand the change in the left performance pattern EZ1, middle performance pattern EZ2 and right performance pattern EZ3 of the fourth performance pattern EZd1 corresponding to the space mode, and the change in the display mode of the performance patterns EZ1, EZ2 and EZ3 can entertain the player.
[0257] In the pachinko game machine PY1 of this embodiment, when the Mori mode is set among the two types of probability variation performance modes, if the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed in a manner that suggests a big win, a pattern change performance is performed, and the display manner of the temporarily stopped performance symbols EZ1, EZ2, and EZ3 is changed (see Fig. 33(D) to Fig. 33(F)). As a result, since it is a characteristic performance for the Mori mode among the two types of probability variation performance modes, it is possible to encourage the player to select the Mori mode, and to entertain the player with the special pattern change performance in the selected Mori mode.
[0258] When the execution of the pattern change performance in the special chart change performance is completed, the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 are reduced, and the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 are temporarily stopped and displayed in a display mode corresponding to the space mode, as shown in Fig. 33(F). When the special chart change performance is completed, the performance patterns EZ1, EZ2, and EZ3 of the fourth performance pattern EZd1 corresponding to the space mode are finally stopped and displayed in a stop mode ("4·4·4") that suggests a jackpot on the display unit 50a, as shown in Fig. 33(G).
[0259] The following describes a case where the special chart change performance is executed based on a miss variation (any one of the variation patterns of SP miss variation (special chart variation patterns "P14", "P64"), N reach miss variation (special chart variation patterns "P15", "P65"), immediate miss variation (special chart variation patterns "P16", "P66", or shortened miss variation (special chart variation patterns "P17", "P18", "P67", "P68"))) when the Mori mode is set in the pachinko game machine PY1 of this embodiment. In the pachinko game machine PY1 of this embodiment, during the execution of the special chart change performance, the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the Mori mode are displayed in a stopping mode suggesting a reach miss (so-called reach miss), and Even if the special pattern is temporarily stopped in a stop mode (so-called barrage eyes) that suggests a miss, the pattern change effect will not be executed in the special pattern change effect. Therefore, during the execution of the special pattern change effect, the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the forest mode are temporarily stopped in a stop mode (so-called reach miss eyes) that suggests a reach miss, and then are finally stopped and displayed in a stop mode (so-called reach miss eyes) that suggests a reach miss. Also, during the execution of the special pattern change effect, the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the forest mode are temporarily stopped in a stop mode (so-called barrage eyes) that suggests a miss, and then are finally stopped and displayed in a stop mode (so-called barrage eyes) that suggests a miss.
[0260] In conventional pachinko machines, a judgment is made as to whether or not a jackpot will be awarded based on the ball entering the starting hole, and if the result of the judgment is a jackpot, a jackpot game is executed. In such pachinko machines, a special pattern variation effect is executed based on the result of the judgment as to whether or not a jackpot will be awarded, and after the variation display of the performance pattern in the special pattern variation effect is performed, a reach performance effect is executed, and it is possible to suggest to the player the result of the judgment as to whether or not a jackpot will be awarded based on the stopping state of the performance pattern stopped and displayed in the reach performance effect.
[0261] However, simply suggesting the result of the determination of whether or not a jackpot will occur based on the stopping pattern of the stopped display of the performance pattern is not interesting, and there is room for improvement to allow players to enjoy the special chart changing performance using the performance patterns more.
[0262] Therefore, according to the pachinko game machine PY1 of this embodiment, when the forest mode is set, for example, in the normal reach of the special chart variation performance executed based on N big win variation (for example, the special chart variation pattern "P62", see FIG. 12), when the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the forest mode (display mode showing Roman numerals, see FIG. 28(B)) are temporarily stopped in a stop mode suggesting a big win, a pattern change performance is performed. After the pattern change performance is performed, the performance patterns EZ1, EZ2, and EZ3 of the display mode corresponding to the space mode (display mode showing Arabic numerals, see FIG. 28(A)) are temporarily stopped in a stop mode suggesting a big win (see FIG. 33(C) to FIG. 33(F)). This not only allows the player to know whether or not a jackpot will be reached based on the stop state of the provisionally displayed performance symbols EZ1, EZ2, and EZ3, but also changes the display state of the symbols representing different numbers when the stop state of the performance symbols EZ1, EZ2, and EZ3 indicates a jackpot. Therefore, unlike conventional pachinko game machines, even if the display state changes, not only does it allow the player to know that a jackpot has been reached by using the appropriate performance symbols EZ1, EZ2, and EZ3, but it also makes it possible to make the player more entertained by the change in the display state of the performance symbols.
[0263] In addition, according to the pachinko game machine PY1 of this embodiment, when the Mori mode is set, for example, in the normal reach of the special chart variation performance executed based on the N big win variation (for example, the special chart variation pattern "P62", see FIG. 12), when the performance patterns EZ1, EZ2, and EZ3 are displayed temporarily stopped in a stop mode suggesting a big win in a display mode corresponding to the Mori mode (display mode showing Roman numerals, see FIG. 28(B)), a pattern change performance is performed. In this pattern change performance, the vertical rotation of the performance patterns EZ1, EZ2, and EZ3 is performed in a display mode corresponding to the Mori mode (display mode showing Roman numerals, see FIG. 28(B)), and the display mode is changed to a display mode corresponding to the space mode (display mode showing Arabic numerals, see FIG. 28(A)) (see FIG. 33(C) to FIG. 33(F)). This makes it possible to emphasize to the player that the display mode of the performance symbols EZ1, EZ2, and EZ3 corresponding to the forest mode (display mode showing Roman numerals, see FIG. 28(B)) is changed to the display mode corresponding to the space mode (display mode showing Arabic numerals, see FIG. 28(A)). Therefore, by drawing attention to the change from the display mode corresponding to the forest mode of the performance symbols EZ1, EZ2, and EZ3 (display mode showing Roman numerals, see FIG. 28(B)) to the display mode corresponding to the space mode (display mode showing Arabic numerals, see FIG. 28(A)), it becomes possible to make the special chart variation performance more enjoyable by using the performance symbols.
[0264] Furthermore, according to the pachinko game machine PY1 of this embodiment, the effect patterns EZ1, EZ2, EZ3 in the display mode corresponding to the forest mode (display mode showing Roman numerals, see FIG. 28(B)) are enlarged and displayed as if they were popping out toward the front of the display unit 50a (see FIG. 33(E)). This makes it possible for the player to easily grasp the change by emphasizing to the player that the display mode corresponding to the forest mode (display mode showing Roman numerals, see FIG. 28(B)) of the effect patterns EZ1, EZ2, EZ3 has changed to the display mode corresponding to the space mode (display mode showing Arabic numerals, see FIG. 28(A)).
[0265] Furthermore, according to the pachinko game machine PY1 of this embodiment, when the space mode is set, for example, in a normal reach of a special chart change performance executed based on an N jackpot change (for example, special chart change pattern "P62", see Figure 12), even if the performance patterns EZ1, EZ2, EZ3 are displayed temporarily stopped in a stopping manner suggesting a jackpot in a display manner corresponding to the space mode (display manner showing Arabic numerals, see Figure 28(A)), the display manner of the performance patterns EZ1, EZ2, EZ3 remains as the display manner corresponding to the space mode (display manner showing Arabic numerals, see Figure 28(A)). In addition, when Mori mode is set, for example, in a normal reach of a special chart change performance executed based on an N jackpot change (for example, special chart change pattern "P62", see Figure 12), when the performance patterns EZ1, EZ2, EZ3 are displayed temporarily stopped in a stopping manner suggesting a jackpot in a display manner corresponding to Mori mode (display manner showing Roman numerals, see Figure 28(B)), the display manner of the performance patterns EZ1, EZ2, EZ3 is changed to a display manner corresponding to Space mode (display manner showing Arabic numerals, see Figure 28(A)). As a result, it is possible to provide the player with a special chart variation performance that has a performance value that can be enjoyed when the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped and displayed in a stopping mode that suggests a jackpot in the special chart variation performance based on the jackpot variation (special chart variation patterns "P11" to "P13", special chart variation patterns "P61" to "P63", see Fig. 11 and Fig. 12) in which a reach is made in the special chart variation performance only when the Mori mode selected by the player is set out of the space mode and the Mori mode that can be set in the high probability high base state. Also, even if there are two types of performance modes that can be set in the high probability high base state, the performance is performed using the display mode of the performance patterns EZ1, EZ2, and EZ3 that can only be enjoyed in one performance mode, so it becomes an opportunity to have the player actively select the Mori mode.
[0266] 8. Control of the performance by the performance control microcomputer 121 of this embodiment (first embodiment) Next, the control of the performance by the performance control microcomputer 121 of this embodiment (first embodiment) will be described with reference to Figs. 34 to 36.
[0267] [1. Received command analysis process] First, the received command analysis process (S4105) of this embodiment will be described in detail. As shown in FIG. 34, in the received command analysis process (S4105), the performance control microcomputer 121 first determines whether or not a high probability end command has been received from the main control board 100 (S4201), and if it has been received (YES in S4201), performs a mode status setting process (S4205) described later. Also, if it has not received a high probability end command (NO in S4201), it determines whether or not a time-saving end command has been received from the main control board 100 (S4202).
[0268] If the performance control microcomputer 121 receives the time-saving end command transmitted from the main control board 100 (YES in S4202), it performs the mode status setting process (S4205) described later. If the performance control microcomputer 121 does not receive the time-saving end command (NO in S4202), it determines whether or not it has received the high probability setting command from the main control board 100 (S4203).
[0269] If the performance control microcomputer 121 receives a high probability setting command transmitted from the main control board 100 (YES in S4203), it performs a mode status setting process (S4205) described later. If the performance control microcomputer 121 does not receive a high probability setting command (NO in S4203), it determines whether or not a time-saving setting command has been received from the main control board 100 (S4204).
[0270] If the performance control microcomputer 121 receives a time-saving setting command transmitted from the main control board 100 (YES in S4204), it performs a mode status setting process (S4205) described later. If the performance control microcomputer 121 does not receive a time-saving setting command (NO in S4204), it proceeds directly to S4206.
[0271] Next, the performance control microcomputer 121 judges whether or not a start winning command (the eleventh start winning command or the second start winning command) has been received from the main control board 100 (S4206), and if so, performs start winning processing (S4207). In the start winning processing (S4207), the performance control microcomputer 121 stores the received start winning command in the performance RAM 124. Next, the performance control microcomputer 121 analyzes the stored start winning command and judges whether or not to execute a look-ahead performance indicating the probability of a big win. The look-ahead performance includes a reserved icon notice that displays a reserved icon in a special manner, as well as a continuous notice performance that is performed over a series of consecutive special pattern changes. When it is decided to execute these look-ahead performances, a look-ahead performance start command for executing the determined performance is set in the output buffer of the performance RAM 124.
[0272] When the look-ahead performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and performs the look-ahead performance by image on the display unit 50a of the image display device 50. In addition, while the look-ahead performance by image is being performed by the image control board 140, the performance control microcomputer 121 can output sound from the speaker 52 via the sound control circuit 161 (execute the look-ahead performance by sound) according to the look-ahead performance content indicated by the look-ahead performance start command sent to the image control board 140, and can also light up the frame lamp 53 via the lamp control circuit 151 (execute the look-ahead performance by light emission), and operate the on-board movable body 55k and the under-board movable body 56k (execute the look-ahead performance by operation).
[0273] Next, the performance control microcontroller 121 determines whether or not it has received a special chart change start command (special chart 1 change start command, or special chart 2 change start command) from the main control board 100 (S4208), and if it has been received, performs the change performance start processing described below (S4209).
[0274] Next, the performance control microcomputer 121 judges whether or not a special symbol variation stop command has been received from the main control board 100 (S4210), and if so, performs a variation performance end process (S4211). In the variation performance end process (S4211), the performance control microcomputer 121 ends the special symbol variation performance (stops the variation display of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3, and performs a stop display).
[0275] In the variable performance end process (S4211), the performance control microcomputer 121 analyzes the special chart variable stop command, and based on the analysis result, sets a special chart variable performance end command for appropriately ending the special chart variable performance (stopping the variable display of the performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3) in the output buffer of the performance RAM 124. When the image control board 140 receives the special chart variable performance end command, it ends the special chart variable performance being executed (stops the variable performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3).
[0276] Next, the performance control microcomputer 121 judges whether an opening command has been received from the main control board 100 (S4212), and if so, performs an opening performance selection process (S4213). In the opening performance selection process (S4213), the opening command is analyzed, and a pattern (content) of the opening performance to be executed during the opening of the big win game is selected based on the analysis result. Then, an opening performance start command for starting the opening performance with the selected opening performance pattern is set in the output buffer of the performance RAM 124.
[0277] Next, the performance control microcomputer 121 judges whether or not a round play command has been received from the main control board 100 (S4214), and if so, performs a round play selection process (S4215). In the round play selection process (S4215), the round play command is analyzed, and a pattern (content) of the round play to be executed during the round play of the big win game is selected based on the analysis result. Then, a round play start command for starting the round play with the selected round play pattern is set in the output buffer of the performance RAM 124.
[0278] Next, the performance control microcomputer 121 judges whether an ending command has been received from the main control board 100 (S4216), and if so, performs an ending performance selection process (S4217). In the ending performance selection process (S4217), the performance control microcomputer 121 analyzes the ending command, and selects a pattern (content) of the big win ending performance to be executed during the ending of the big win game based on the analysis result. Then, a big win ending performance start command for starting the ending performance with the selected big win ending performance pattern is set in the output buffer of the performance RAM 124.
[0279] When the big win ending performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads a predetermined performance image from the image ROM 142 and performs a big win ending performance on the display unit 50a of the image display device 50. In addition, while the big win ending performance by the image performed by the image control board 140 is being performed, the performance control microcomputer 121 can output sound from the speaker 52 via the sound control circuit 161 according to the big win ending performance content indicated by the big win ending performance start command sent to the image control board 140, and can also light up the frame lamp 53 via the lamp control circuit 151 and operate the board-top movable body 55k and the board-bottom movable body 56k. In addition, while the image-based jackpot ending presentation is being performed by the image control board 140, the presentation control microcomputer 121 can perform an operation presentation using the normal button 40 in accordance with the content of the jackpot ending presentation indicated by the jackpot ending presentation start command sent to the image control board 140.
[0280] For example, in the ending performance selection process (S4217), the performance control microcomputer 121 analyzes the ending command, and if it selects a pattern (content) of the jackpot ending performance to be executed during the ending of jackpot game X or jackpot game Z based on the analysis result, it sets an ending performance start command to start the jackpot ending performance with the selected jackpot ending performance pattern in the output buffer of the performance RAM 124. When a jackpot ending performance start command for starting the jackpot ending performance pattern of the jackpot game X or the jackpot game Z set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image (a display image G114 indicating "space mode", a display image G116 indicating "forest mode", a display image G115 indicating an up arrow, a display image G117 indicating "PUSH", a time character image G118, and a character image G119 indicating "Please press the button to select the mode") from the image ROM 142, and performs a predetermined jackpot ending performance (see FIG. 27) on the display unit 50a of the image display device 50. This makes it possible to allow the player to select the first probability change performance mode (space mode) or the second probability change performance mode (forest mode).
[0281] Next, the performance control microcomputer 121 performs other processing (S4218) based on received commands other than the above commands (for example, processing for performing performance associated with the variable display of normal symbols, etc.). Then, the received command analysis processing (S4105) is completed.
[0282] [2. Mode status setting process] The mode status setting process (S4202) is a process for changing the setting of the presentation mode in accordance with a change to the game state. In the mode status setting process (S4202), the presentation control microcomputer 121 sets the mode status to "1" when it is set to the normal presentation mode (see Fig. 16 (B-1), Fig. 16 (B-2), Fig. 16 (B-3)) when it is controlled to the low probability low base state or the high probability low base state. Also, when it is set to the time-saving presentation mode (see Fig. 16 (B-5)) when it is controlled to the low probability high base state, it sets the mode status to "2". Also, when it is set to the space mode (see Fig. 16 (B-4), Fig. 32 (A) to Fig. 32 (C)), which is a probability change presentation mode, when it is controlled to the high probability high base state, it sets the mode status to "3". Also, when the game is controlled to a high probability high base state and the game is set to the Mori mode (see Figures 33(A) to 33(C)), which is a probability variation mode, the mode status is set to "4." The mode status is initially set to "1."
[0283] As shown in FIG. 35, in the mode status setting process (S4202), the microcomputer 121 for controlling the performance first refers to the currently set mode status (S4301). Then, the received command (high probability end command, time-saving end command, high probability setting command, time-saving setting command) is analyzed (S4302). Next, based on the information (information on the value of the probability variable counter, information on the value of the time-saving counter) included in the received command (high probability end command, time-saving end command, high probability setting command, time-saving setting command), information on the values of various performance counters is updated (S4303). Specifically, based on the information on the value of the probability variable counter, the value of the probability variable performance counter provided in the RAM 124 for performance is updated. Also, based on the information on the value of the time-saving counter, the value of the time-saving performance counter provided in the RAM 124 for performance is updated.
[0284] Next, it is determined whether or not to change the mode status based on the game state designation command (S4304). That is, it is determined whether or not the game state information (information on whether the probability variable flag is ON or not, information on whether the time-saving flag is ON or not) included in the analyzed game state designation command is different from the game state information based on the mode status referenced in S4301. If it is determined that the mode status is to be changed (YES in S4304), it proceeds to S4305. On the other hand, if it is determined that the mode status is not to be changed (NO in S4304), this process ends.
[0285] In S4505, it is determined whether the information on the game state included in the game state designation command analyzed in S4502 is information on a low base state, that is, a low-probability low base state or a high-probability low base state. If it is information on a low-probability low base state or a high-probability low base state (YES in S4305), the mode status is set to "1" (S4306), and a left-hit display command is set in the output buffer of the performance RAM 124 (S4307). As a result, when the left-hit display command is sent to the image control board 140, the image CPU 141 of the image control board 140 displays a left-hit image (not shown) in the upper left part of the display unit 50a for a predetermined time. By displaying this left-hit image, it is possible to encourage the player to hit left when the state transitions to a low-probability low base state or a high-probability low base state.
[0286] When the process proceeds to S4316 after passing through S4307, a background presentation command based on the setting of the normal presentation mode (first normal presentation mode, second normal presentation mode, third normal presentation mode) is set in the output buffer of the presentation RAM 124. As a result, when the background presentation command is transmitted to the image control board 140, the image CPU 141 of the image control board 140 displays, for example, the daytime normal background image G102 on the display unit 50a as shown in FIG. 16 (B-1) if the first normal presentation mode is set, displays the evening normal background image G103 on the display unit 50a if the second normal presentation mode is set, and displays the nighttime normal background image G104 on the display unit 50a if the third normal presentation mode is set. In this way, the player can understand that the presentation mode is set to the normal presentation mode by the display of the daytime normal background image G102, the display of the evening normal background image G103, and the display of the nighttime normal background image G104.
[0287] Also, if NO is determined in S4505, it is determined whether the information on the game state included in the game state designation command analyzed in S4302 is information on a low probability high base state (S4308). If it is information on a low probability high base state (YES in S4307), the mode status is set to "2" (S4309), and a right hit display command is set in the output buffer of the performance RAM 124 (S4310). As a result, when the right hit display command is sent to the image control board 140, the image CPU 141 of the image control board 140 displays a right hit image G108 in the upper right part of the display unit 50a. By displaying this right hit image G108, it is possible to encourage the player to hit right.
[0288] When the process proceeds to S4316 after passing through S4310, a background effect command based on the setting of the time-saving effect mode is set in the output buffer of the effect RAM 124. As a result, when the background effect command is sent to the image control board 140, the image CPU 141 of the image control board 140 displays the time-saving background image G106 on the display unit 50a (see FIG. 16(B-1)). In this way, the display of the time-saving background image G106 allows the player to understand that the effect mode is set to the time-saving effect mode (low probability high base state).
[0289] If NO is determined in S4307, it is in a high probability high base state. In this case, it is determined whether or not the space mode has been selected in the big win ending performance (S4311). If the space mode has been selected in the big win ending performance (YES in S4311), the mode status is set to "3" (S4312), and a right hit display command is set in the output buffer of the performance RAM 124 (S4313). As a result, when the right hit display command is sent to the image control board 140, the image CPU 141 of the image control board 140 displays a right hit image G108 in the upper right corner of the display unit 50a (see FIG. 32). By displaying this right hit image G108, it is possible to encourage the player to hit right.
[0290] When the process proceeds to S4316 after passing through S4313, a background effect command based on the setting of the space mode is set in the output buffer of the effect RAM 124. As a result, when the background effect command is sent to the image control board 140, the image CPU 141 of the image control board 140 displays the first probability variable background image G105 on the display unit 50a. In this way, the display of the first probability variable background image G105 allows the player to understand that the effect mode is set to the space mode (high probability time-shortening state).
[0291] If NO is determined in S4310, that is, if the forest mode is selected in the big win ending presentation (NO in S4311), the mode status is set to "4" (S4314), and a right hit display command is set in the output buffer of the presentation RAM 124 (S4315). When the right hit display command is sent to the image control board 140, the image CPU 141 of the image control board 140 displays a right hit image G108 in the upper right corner of the display section 50a (see FIG. 33). By displaying this right hit image G108, it is possible to encourage the player to hit right.
[0292] When the process proceeds to S4316 after passing through S4315, a background effect command based on the setting of the forest mode is set in the output buffer of the effect RAM 124. As a result, when the background effect command is sent to the image control board 140, the image CPU 141 of the image control board 140 displays the second probability variable background image G123 on the display unit 50a. In this way, the display of the second probability variable background image G123 allows the player to understand that the effect mode is set to the forest mode (high probability time-shortening state).
[0293] [3. Variable performance start processing] As shown in Fig. 36, in the variable performance start process (S4206), first, the performance control microcomputer 121 analyzes the variable performance start command (S4401). The variable performance start command includes information on the variable pattern (Figs. 11 and 12) and information on the special symbol stop pattern data based on the judgment of the big win, etc.
[0294] Next, the mode status value is referenced (S4402). Next, the display mode of the performance patterns EZ1, EZ2, and EZ3 is selected based on the currently set performance mode (see FIG. 28). For example, when the currently set performance mode is the "space mode", the performance control microcomputer 121 selects the performance patterns EZ1, EZ2, and EZ3 in a display mode consisting of a portion showing Arabic numerals (see FIG. 28(A)). Also, when the currently set performance mode is the "forest mode", the performance control microcomputer 121 selects the performance patterns EZ1, EZ2, and EZ3 in a display mode consisting of a portion showing Roman numerals (see FIG. 28(B)).
[0295] Next, the microcomputer 121 for controlling the performance selects the performance pattern EZ to be finally stopped and displayed in the special chart variation performance (S4403). Specifically, the microcomputer 121 for controlling the performance acquires a random number for determining the performance pattern, and selects one table from among a plurality of tables classified according to the presence or absence of a reach based on the analysis result of the variation start command, and selects the performance pattern by judging the acquired random number for determining the performance pattern using the selected table. As a result, the combination of the performance patterns EZ1, EZ2, and EZ3 to be finally stopped and displayed (for example, "7·7·7") is determined. Note that the microcomputer 121 for controlling the performance also selects the small pattern KZ to be finally stopped and displayed in the special chart variation performance in the variation performance start process (S4206). Specifically, the microcomputer 121 for controlling the performance acquires a random number for determining the small pattern, and selects one table based on the analysis result of the variation start command, and selects the small pattern by judging the acquired random number for determining the small pattern using the selected table. This determines the combination of small symbols KZ1, KZ2, and KZ3 (for example, "7·7·7") that will ultimately be displayed.
[0296] Next, in the special chart variation performance pattern selection process (S4405), the performance control microcomputer 121 selects a special chart variation performance pattern determination table for determining a special chart variation performance pattern to which the performance content of the special chart variation performance corresponds, based on the set performance mode and the special chart variation pattern indicated by the special chart variation start command. A plurality of special chart variation performance pattern determination tables are provided in association with the performance mode and the special chart variation pattern. Thus, the performance control microcomputer 121 selects one special chart variation performance pattern determination table associated with the special chart variation pattern. In each special chart variation performance pattern determination table, the value of the special chart variation performance pattern determination random number (special chart variation performance pattern determination value) is allocated to one or more special chart variation performance patterns so as to be a predetermined allocation rate (%). Next, the performance control microcomputer 121 acquires the value indicated by the special chart variation performance pattern determination random number counter as a special chart variation performance pattern determination random number, and performs special chart variation performance pattern determination based on the acquired special chart variation performance pattern determination random number. The random number used to determine the special chart change performance pattern takes a value in the range from "0" to "99".
[0297] In the special chart variation performance pattern determination, the performance control microcomputer 121 collates the acquired random number for determining the special chart variation performance pattern with the selected special chart variation performance pattern table, determines the variation performance pattern, sets data representing the determined special chart variation performance pattern in the performance RAM 124, and sets a special chart variation performance start command indicating the special chart variation performance pattern in the output buffer of the performance RAM 124. When the special chart variation performance pattern is determined, the details of the special chart variation performance, including the time of the variation performance, the variation display mode of the performance pattern, the presence or absence of reach performance, the content of the reach performance, the presence or absence of operation performance, the content of the operation performance, the performance development configuration, and the type of background of the performance pattern, are determined.
[0298] When the special chart change performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and performs a special chart change performance using an image on the display unit 50a of the image display device 50.
[0299] In addition, the special chart change performance start command includes, in addition to the special chart change performance by image performed by the image display device 50, the special chart change performance by sound output from the speaker 52, the performance content of the special chart change performance by light emission performed by the frame lamp 53, and the performance content of the special chart change performance by action performed by the above-board movable body 55k and the below-board movable body 56k.
[0300] In addition, while the special chart change performance by image is being performed by the image control board 140, the performance control microcomputer 121 outputs sound from the speaker 52 via the sound control circuit 161 (executes the special chart change performance by sound) in accordance with the special chart change performance content indicated by the special chart change performance start command sent to the image control board 140, and also causes the frame lamp 53 to light up via the lamp control circuit 151 (executes the special chart change performance by light emission), and operates the above-board movable body 55k and the below-board movable body 56k (executes the special chart change performance by movement).
[0301] When the space mode is set in the pachinko game machine PY1 of this embodiment, in the special chart change presentation pattern selection process (S4405), the presentation control microcomputer 121 determines whether the special chart change pattern indicated by the special chart change start command is SP big win change (special chart change pattern "P11", special chart change pattern "P61"), N big win change (special chart change pattern "P12", special chart change pattern "P62"), immediate big win change (special chart change pattern "P13", special chart change pattern "P64"), or the like. In the case of the special pattern variation pattern "P63"), the SP miss variation (special pattern variation pattern "P14", special pattern variation pattern "P64"), the N miss variation (special pattern variation pattern "P15", special pattern variation pattern "P65"), the immediate miss variation (special pattern variation pattern "P16", special pattern variation pattern "P66"), or the shortened miss variation (special pattern variation pattern "P17", "P18", "P67", "P68"), the special pattern variation performance pattern determination table shown in Fig. 37 is selected. The performance control microcomputer 121 that has selected the special pattern variation performance pattern determination table acquires it as a random number for determining the special pattern variation performance pattern, and performs the special pattern variation performance pattern determination based on the acquired random number for determining the special pattern variation performance pattern.
[0302] In determining the special chart change performance pattern, the performance control microcontroller 121 compares the acquired random number for determining the special chart change performance pattern with the selected special chart change performance pattern table, determines the special chart change performance pattern (special chart change performance pattern Q1 to special chart change performance pattern Q7, see Figure 37), sets data representing the determined special chart change performance pattern in the performance RAM 124, and also sets a special chart change performance start command indicating the special chart change performance pattern in the output buffer of the performance RAM 124.
[0303] When the special chart change performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and performs a special chart change performance using an image on the display unit 50a of the image display device 50.
[0304] For example, when a special chart change performance start command indicating any one of the special chart change performance patterns Q1 to Q3 is set in the output buffer of the performance RAM 124, and is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 reads a predetermined performance image (such as background image G122) from the image ROM 142, and performs a special chart change performance by image on the display unit 50a of the image display device 50 (for example, in the case of special chart change performance pattern Q2, see FIG. 32). A pattern enlargement performance is performed by a special chart change performance based on the special chart change performance pattern Q1 to the special chart change performance pattern Q3 (see FIG. 32(D)). By performing this pattern enlargement performance, the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 are temporarily stopped and displayed in the fourth performance pattern EZd1 corresponding to the space mode, which has a display size larger than the display size of the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 that are temporarily stopped and displayed in the fourth performance pattern EZd1 corresponding to the space mode. Also, by performing the pattern enlargement performance, when the background image G122 is displayed on the display unit 50a, it becomes possible to grasp that the special chart change performance is at its end.
[0305] Here, the special chart change presentation pattern selected by the special chart change presentation pattern selection table when the space mode shown in FIG. 37 is set will be explained. As shown in FIG. 37, in the case of SP jackpot change consisting of the presentation contents of normal change → reach → SP reach (special chart change patterns "P11", "P61", see FIG. 11, FIG. 12), the special chart change presentation pattern Q1 in which "pattern enlargement presentation" is displayed 100% of the time is selected. In the case of this special chart change presentation pattern Q1, when the presentation patterns EZ1, EZ2, EZ3 are temporarily stopped in a stop state suggesting a jackpot, the pattern enlargement presentation is always executed. Also, as shown in FIG. 37, in the case of N jackpot change consisting of the presentation contents of normal change → reach → N reach (special chart change patterns "P12", "P62", see FIG. 11, FIG. 12), the special chart change presentation pattern Q2 in which "pattern enlargement presentation" is displayed 100% of the time is selected. In the case of this special chart change presentation pattern Q2, when the presentation patterns EZ1, EZ2, and EZ3 are temporarily stopped in a manner that suggests a big win, the pattern enlargement presentation (see FIG. 32) is always executed. Also, as shown in FIG. 37, in the case of an immediate big win presentation consisting of a normal variation → reach presentation (special chart change patterns "P13" and "P63", see FIG. 11 and FIG. 12), the special chart change presentation pattern Q3, which shows the "pattern enlargement presentation" at a 100% rate, is selected. In the case of this special chart change presentation pattern Q3, when the presentation patterns EZ1, EZ2, and EZ3 are temporarily stopped in a manner that suggests a big win, the pattern enlargement presentation is always executed.
[0306] As shown in FIG. 37, in the case of a SP miss variation consisting of a normal variation → reach → SP reach (special chart variation patterns "P14", "P64", see FIG. 11, FIG. 12), a special chart variation performance pattern Q4 is selected in which a "pattern enlargement performance" is displayed at a rate of 0%. In the case of this special chart variation performance pattern Q4, a pattern enlargement performance is not executed in the special chart variation performance. Also, as shown in FIG. 37, in the case of an N miss variation consisting of a normal variation → reach → N reach (special chart variation patterns "P15", "P65", see FIG. 11, FIG. 12), a special chart variation performance pattern Q5 is selected in which a "pattern enlargement performance" is displayed at a rate of 0%. In the case of this special chart variation performance pattern Q5, a pattern enlargement performance is not executed in the special chart variation performance. Also, as shown in FIG. 37, in the case of an immediate miss variation consisting of the performance contents of normal variation → reach (special chart variation patterns "P16", "P66", see FIG. 11, FIG. 12), a special chart variation performance pattern Q6 in which a "pattern enlargement performance" is displayed is selected at a rate of 0%. In the case of this special chart variation performance pattern Q6, a pattern enlargement performance is not executed in the special chart variation performance. Also, as shown in FIG. 37, in the case of a shortened miss variation consisting of the performance contents of normal variation (special chart variation patterns "P17", "P18", "P67", "P68", see FIG. 11, FIG. 12), a special chart variation performance pattern Q7 in which a "pattern enlargement performance" is displayed at a rate of 0% is selected. In the case of this special chart variation performance pattern Q7, a pattern enlargement performance is not executed in the special chart variation performance.
[0307] Returning to the explanation of Fig. 35. When the forest mode is set in the pachinko game machine PY1 of this embodiment, in the special chart change presentation pattern selection process (S4405), the presentation control microcomputer 121 selects the special chart change pattern indicated by the special chart change start command as SP jackpot change (special chart change pattern "P11", special chart change pattern "P61"), N jackpot change (special chart change pattern "P12", special chart change pattern "P62"), immediate jackpot change (special chart change pattern "P13", special chart change pattern "P63"), and the special chart change pattern "P64". In the case of the SP miss variation (special chart variation pattern "P14", special chart variation pattern "P64"), N miss variation (special chart variation pattern "P15", special chart variation pattern "P65"), immediate miss variation (special chart variation pattern "P16", special chart variation pattern "P66"), or shortened miss variation (special chart variation pattern "P17", "P18", "P67", "P68"), the special chart variation performance pattern determination table shown in Fig. 38 is selected. The performance control microcomputer 121 that selected the special chart variation performance pattern determination table acquires it as a random number for determining the special chart variation performance pattern, and performs special chart variation performance pattern determination based on the acquired random number for determining the special chart variation performance pattern.
[0308] In determining the special chart change performance pattern, the performance control microcontroller 121 compares the acquired random number for determining the special chart change performance pattern with the selected special chart change performance pattern table, determines the special chart change performance pattern (special chart change performance pattern Q11 to special chart change performance pattern Q17, see Figure 38), sets data representing the determined special chart change performance pattern in the performance RAM 124, and also sets a special chart change performance start command indicating the special chart change performance pattern in the output buffer of the performance RAM 124.
[0309] When the special chart change performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads a predetermined performance image from the image ROM 142, and performs a special chart change performance (for example, a special chart change performance pattern) by an image (background image G122, background image G124, etc.) on the display unit 50a of the image display device 50. In addition, when the background image G124 is displayed on the display unit 50a by the pattern change performance, it becomes possible to understand that the display mode of the performance patterns EZ1, EZ2, and EZ3 changes. Furthermore, when the background image G122 is displayed on the display unit 50a by the pattern change performance, it becomes possible to understand that the special chart change performance is at its final stage.
[0310] For example, when a special chart change performance start command indicating any one of the special chart change performance patterns Q11 to Q13 is set in the output buffer of the performance RAM 124, the command is sent to the image control board 140 by the command sending process (S4004), and the image CPU 141 of the image control board 140 reads a predetermined performance image (background image G122, background image G124, etc.) from the image ROM 142, and performs a special chart change performance by image on the display unit 50a of the image display device 50 (for example, in the case of the special chart change performance pattern Q12, see FIG. 33). The pattern change performance is performed by the special chart change performance based on the special chart change performance pattern Q11 to the special chart change performance pattern Q13 (see FIG. 33(D) to FIG. 33(E)). By performing the pattern change performance, the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 are changed to the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 that are temporarily stopped and displayed in the fourth performance pattern EZd2 corresponding to the forest mode, which has a larger display size than the display size (see FIG. 33(D)) of the left performance pattern EZd1, the middle performance pattern EZ2, and the right performance pattern EZ3 that are temporarily stopped and displayed in the fourth performance pattern EZd2 corresponding to the forest mode (see FIG. 33(E)). Also, by performing the pattern change performance, when the background image G122 is displayed on the display unit 50a, it becomes possible to understand that the special chart change performance is at its end. Also, by performing the pattern change performance, when the background image G124 is displayed on the display unit 50a, it becomes possible to understand that the display mode of the performance patterns EZ1, EZ2, and EZ3 changes and that the special chart change performance is at its end.
[0311] Here, the special chart change presentation pattern selected by the special chart change presentation pattern selection table when the Mori mode shown in FIG. 38 is set will be explained. As shown in FIG. 38, in the case of SP jackpot change consisting of the presentation contents of normal change → reach → SP reach (special chart change patterns "P11", "P61", see FIG. 11, FIG. 12), the special chart change presentation pattern Q11 in which "pattern change presentation" is displayed 100% of the time is selected. In the case of this special chart change presentation pattern Q11, when the presentation patterns EZ1, EZ2, EZ3 are temporarily stopped in the special chart change presentation in a stop mode that suggests a jackpot, the pattern change presentation is always executed. Also, as shown in FIG. 38, in the case of N jackpot change consisting of the presentation contents of normal change → reach → N reach (special chart change patterns "P12", "P62", see FIG. 11, FIG. 12), the special chart change presentation pattern Q12 in which "pattern change presentation" is displayed 100% of the time is selected. In the case of this special chart change performance pattern Q12, when the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped in a stop state that suggests a big win in the special chart change performance, the pattern change performance (see FIG. 33) is always executed. Also, as shown in FIG. 38, in the case of an immediate big win change consisting of the performance contents of normal change → reach (special chart change patterns "P13", "P63", see FIG. 11, FIG. 12), the special chart change performance pattern Q13, which shows "pattern change performance" at a rate of 100%, is selected. In the case of this special chart change performance pattern Q13, when the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped in a stop state that suggests a big win in the special chart change performance, the pattern change performance is always executed.
[0312] As shown in FIG. 38, in the case of a SP miss variation consisting of a normal variation → reach → SP reach (special chart variation patterns "P14", "P64", see FIG. 11, FIG. 12), a special chart variation performance pattern Q14 in which a "pattern change performance" is displayed with a probability of 0% is selected. In the case of this special chart variation performance pattern Q14, a pattern change performance is not executed in the special chart variation performance. Also, as shown in FIG. 38, in the case of an N miss variation consisting of a normal variation → reach → N reach (special chart variation patterns "P15", "P65", see FIG. 11, FIG. 12), a special chart variation performance pattern Q15 in which a "pattern change performance" is displayed with a probability of 0% is selected. In the case of this special chart variation performance pattern Q15, a pattern change performance is not executed in the special chart variation performance. Also, as shown in FIG. 38, in the case of an immediate miss variation consisting of the performance contents of normal variation → reach (special chart variation patterns "P16", "P66", see FIG. 11, FIG. 12), the special chart variation performance pattern Q6 in which the "pattern change performance" is displayed is selected at a rate of 0%. In the case of this special chart variation performance pattern Q16, the pattern enlargement performance is not executed in the special chart variation performance. Also, as shown in FIG. 37, in the case of a shortened miss variation consisting of the performance contents of normal variation (special chart variation patterns "P17", "P18", "P67", "P68", see FIG. 11, FIG. 12), the special chart variation performance pattern Q17 in which the "pattern change performance" is displayed is selected at a rate of 0%. In the case of this special chart variation performance pattern Q17, the pattern change performance is not executed in the special chart variation performance.
[0313] Returning to the explanation of Fig. 35, the microcomputer 121 for performance control selects the preview performance (S4406). Specifically, the microcomputer 121 obtains a random number for determining the preview performance, and selects one table from among a plurality of tables classified according to the presence or absence of a reach based on the analysis result of the special chart variation start command, and selects the preview performance by determining the obtained random number for determining the preview performance using the selected table. This determines the contents of the preview performance, such as the so-called step-up preview performance or chance-up preview performance.
[0314] Examples of advance notice effects include a line advance notice in a gold frame indicating a high expectation of winning the jackpot (expected winning rate), a line advance notice in a green frame indicating a medium expected winning rate, and a line advance notice in a blue frame indicating a lower expected winning rate than the above. In other words, an advance notice effect is an effect that shows the expected winning rate to the player before the final winning or losing rate is notified by the performance pattern EZ.
[0315] Following S4406, the microcomputer 121 for controlling the performance sets a variable performance start command for starting the variable performance in the output buffer of the RAM 124 for performance based on the selected performance pattern, the special symbol variable performance pattern, and the advance notice performance (S4407), and ends this process. When the variable performance start command set in S4407 is sent to the image control board 140 by the command sending process (S4004), the special symbol variable performance synchronized with the variable display of the special symbol is started on the display unit 50a.
[0316] 9. Effects of the embodiment As described above in detail, according to the pachinko game machine PY1 of this embodiment, the display mode showing Arabic numerals and the display mode showing Roman numerals are both display modes showing numerals, but are different display modes (see FIG. 28). In addition, even if the performance symbols EZ1, EZ2, EZ3 in the display mode showing Arabic numerals or the performance symbols EZ1, EZ2, EZ3 in the display mode showing Roman numerals are displayed to the player, it is possible to make the player understand the displayed numbers. As a result, for example, when the performance symbols EZ1, EZ2, EZ3 in the display mode showing Roman numerals are temporarily stopped and displayed in the stop mode suggesting a jackpot in the N reach in the special chart variation performance, it is possible to provide the player with a change to the display mode showing a different Arabic numeral (see FIG. 33(C) to FIG. 33(G)). Therefore, for example, by changing the display mode of the performance patterns EZ1, EZ2, and EZ3 in the stopping mode that indicates a jackpot that is provisionally displayed in an N reach, it is possible to entertain players who are paying attention to the special pattern change performance, thereby increasing interest in the game.
[0317] In addition, according to the pachinko game machine PY1 of this embodiment, for example, when the performance symbols EZ1, EZ2, and EZ3 in a display mode showing Roman numerals are temporarily stopped in a stop mode suggesting a jackpot in an N-reach in the special chart variation performance, it is possible to change the performance symbols EZ1, EZ2, and EZ3 in a display mode showing Roman numerals that are temporarily stopped in a stop mode suggesting a jackpot to the performance symbols EZ1, EZ2, and EZ3 in a display mode showing Arabic numerals (see FIG. 33). As a result, it is possible to increase the feelings of the player who is paying attention to the performance symbols EZ1, EZ2, and EZ3 that are temporarily stopped in a stop mode suggesting a jackpot due to the change in the display mode of the performance symbols EZ1, EZ2, and EZ3, about the jackpot, and therefore it is possible to improve the interest in the game.
[0318] In addition, according to the pachinko game machine PY1 of this embodiment, for example, when the performance symbols EZ1, EZ2, and EZ3 in a display mode showing Roman numerals are temporarily stopped in a stop mode suggesting a jackpot in the N-reach of the special chart variation performance, it is possible to provide the player with a change to the performance symbols EZ1, EZ2, and EZ3 in a display mode showing Arabic numerals different from the Roman numerals (see FIG. 33). As a result, for example, when the performance symbols EZ1, EZ2, and EZ3 in a display mode showing Roman numerals are temporarily stopped in a stop mode suggesting a jackpot in the N-reach of the special chart variation performance, it is possible to provide fun with the change in the display mode of the symbols showing different numerals in the display mode of the performance symbols EZ1, EZ2, and EZ3 temporarily stopped, and therefore it is possible to improve the interest in the game.
[0319] In addition, according to the pachinko game machine PY1 of this embodiment, for example, when the performance patterns EZ1, EZ2, and EZ3 in a display mode showing Roman numerals are temporarily stopped in a stop mode suggesting a jackpot in an N-reach in the special chart change performance, a pattern change performance is executed in the special chart change performance (see Fig. 33(D) and Fig. 33(E)). By executing this pattern change performance, the performance patterns EZ1, EZ2, and EZ3 in a display mode showing Roman numerals that were temporarily stopped in a stop mode suggesting a jackpot (for example, "IV·IV·IV") are changed to the performance patterns EZ1, EZ2, and EZ3 in a display mode showing Arabic numerals and are enlarged and displayed (see Fig. 33(E)). This makes it possible to draw attention to the change from the display mode showing Roman numerals of the performance patterns EZ1, EZ2, and EZ3 that were temporarily stopped in a stop mode suggesting a jackpot to the display mode showing Arabic numerals. Therefore, it is possible for the player to easily understand that the display mode of the performance patterns EZ1, EZ2, EZ3 has changed from a display mode showing Roman numerals to a display mode showing Arabic numerals.
[0320] In addition, according to the pachinko game machine PY1 of this embodiment, for example, when the performance patterns EZ1, EZ2, and EZ3 in a display mode showing Roman numerals are temporarily stopped in a stop mode suggesting a jackpot in an N-reach in the special chart change performance, a pattern change performance is executed in the special chart change performance (see Fig. 33(D) and Fig. 33(E)). When this pattern change performance is executed, the performance patterns EZ1, EZ2, and EZ3 in a display mode showing Roman numerals in a stop mode suggesting a jackpot (for example, "IV·IV·IV") that were temporarily stopped are vertically rotated, and then are changed to the performance patterns EZ1, EZ2, and EZ3 in a display mode showing Arabic numerals in a stop mode suggesting a jackpot (for example, "4·4·4") (see Fig. 33(D), Fig. 33(E), and Fig. 33(F)). This makes it possible to emphasize to the player the change from the Roman numerals in the display mode that is temporarily stopped in the stop mode that suggests a big win to the Arabic numerals in the display mode of the EZ1, EZ2, EZ3 performance symbols. Therefore, it is possible to provide the change in the display mode of the EZ1, EZ2, EZ3 performance symbols to the player who is paying attention to the EZ1, EZ2, EZ3 performance symbols that are rotating vertically, and it is possible to increase the interest in the game.
[0321] 10.Example of changes Next, modified examples of the pachinko game machine PY1 of the above embodiment will be described. In the description of the modified examples, the same components as those of the pachinko game machine PY1 of the present embodiment will be denoted by the same reference numerals and will not be described. Of course, the modified examples may be appropriately combined to form a configuration. Furthermore, the technical features of the above first embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.
[0322] In the above embodiment, the entry of a game ball into the first start hole 11 and the entry of a game ball into the second start hole 12 correspond to the "predetermined condition", but this is not limited thereto. For example, a game may be provided with start holes other than the first start hole 11 and the second start hole 12, and the entry of a game ball into the other start hole may correspond to the "predetermined condition". The entry of a game ball into the other start hole may trigger a lottery for special symbols (first special symbol, second special symbol) (a jackpot lottery, i.e., obtaining and determining a jackpot random number, etc.).
[0323] In the above embodiment, the display mode showing the Roman numerals of the performance patterns EZ1, EZ2, and EZ3 (see FIG. 28(B)) corresponds to the "first pattern mode", and the display mode showing the Arabic numerals of the performance patterns EZ1, EZ2, and EZ3 (see FIG. 28(A)) corresponds to the "second pattern mode". However, this is not limited to this. For example, as the display mode of the performance patterns EZ1, EZ2, and EZ3, two types of display modes may be provided: a display mode showing Arabic numerals and a display mode showing Chinese numerals. In this case, the display mode showing the Arabic numerals of the performance patterns EZ1, EZ2, and EZ3 may correspond to the "first pattern mode", and the display mode showing the Chinese numerals of the performance patterns EZ1, EZ2, and EZ3 may correspond to the "second pattern mode". In addition, as the display mode of the performance patterns EZ1, EZ2, and EZ3, two types of display modes may be provided: a display mode showing Roman numerals and a display mode showing Chinese numerals. In this case, the display mode showing the Roman numerals of the performance patterns EZ1, EZ2, and EZ3 may correspond to the "first pattern mode", and the display mode showing the Chinese numerals of the performance patterns EZ1, EZ2, and EZ3 may correspond to the "second pattern mode". In addition, three types of display modes may be provided for the performance patterns EZ1, EZ2, and EZ3: a display mode showing Arabic numerals, a display mode showing Roman numerals, and a display mode showing Chinese numerals. In this case, one of the three display modes may correspond to the "first pattern mode", and one of the remaining two display modes may correspond to the "second pattern mode". Note that Chinese numerals are a type of symbol that represents numbers, just like Arabic numerals and Roman numerals. Chinese numerals are expressed in a row, for example, 1, 2, 3, 4, 5, 6, 7, 8, and 9 in Arabic numerals, and I, II, III, IV, V, VI, VII, VIII, and IX in Roman numerals. Furthermore, a display mode for showing numbers other than the display mode for showing Arabic numerals, the display mode for showing Roman numerals, and the display mode for showing Chinese numerals may be provided.
[0324] In the above embodiment, the display mode showing the Roman numerals of the performance patterns EZ1, EZ2, and EZ3 (see FIG. 28(B)) corresponds to the "first pattern mode", and the display mode showing the Arabic numerals of the performance patterns EZ1, EZ2, and EZ3 (see FIG. 28(A)) corresponds to the "second pattern mode". However, this is not limited to this. For example, as the display mode of the performance patterns EZ1, EZ2, and EZ3, a display mode in which a part showing a number (number part) and a part showing a character are combined, and a display mode showing only numbers may be provided. In this case, the display mode in which a part showing a number (number part) and a part showing a character of the performance patterns EZ1, EZ2, and EZ3 are combined may correspond to the "first pattern mode", and the display mode showing only numbers of the performance patterns EZ1, EZ2, and EZ3 may correspond to the "second pattern mode". In addition, a display mode showing only the numbers of the performance patterns EZ1, EZ2, and EZ3 may correspond to the ``first pattern mode,'' and a display mode in which the part showing the numbers (number part) of the performance patterns EZ1, EZ2, and EZ3 is combined with the part showing the characters may correspond to the ``first pattern mode.''
[0325] In the above embodiment, the stop mode (e.g., "7·7·7") indicating a big win corresponds to the "predetermined combination", but is not limited thereto. For example, a stop mode (so-called reach miss) indicating a reach miss of the performance patterns EZ1, EZ2, and EZ3 displayed as a provisional stop may be the "predetermined combination". Also, a stop mode in which the left performance pattern EZ1 and the right performance pattern EZ3 are displayed as a provisional stop in the same stop mode (e.g., "2") and the center performance pattern EZ2 is displayed as a special pattern (e.g., ☆) may be the "predetermined combination". In this case, the stop mode in which the left performance pattern EZ1 and the right performance pattern EZ3 are displayed as a provisional stop in the same stop mode (e.g., "2") and the center performance pattern EZ2 is displayed as a special pattern (e.g., ☆) may be, for example, a stop mode indicating a big win, a stop mode indicating a miss, or a stop mode indicating a development to a special reach performance.
[0326] In the above embodiment, for example, when the forest mode is set, when the performance symbols EZ1, EZ2, and EZ3 in the display mode (display mode showing Roman numerals) corresponding to the forest mode are temporarily stopped in a stop mode suggesting a jackpot in the N reach, a pattern change performance is performed. When this pattern change performance is executed, the performance symbols EZ1, EZ2, and EZ3 in the display mode showing Arabic numerals are temporarily stopped in a stop mode suggesting a jackpot (see FIG. 33(D) to FIG. 33(F)). However, this is not limited to this. For example, when the space mode is set, when the performance symbols EZ1, EZ2, and EZ3 in the display mode showing Arabic numerals are temporarily stopped in a stop mode suggesting a jackpot in the N reach, a pattern change performance is performed, and the performance symbols EZ1, EZ2, and EZ3 in the display mode (display mode showing Roman numerals) corresponding to the forest mode are temporarily stopped in a stop mode suggesting a jackpot. Also, for example, when two types of display modes of the performance symbols EZ1, EZ2, and EZ3 are provided, a display mode showing Arabic numerals and a display mode showing Chinese numerals, for example, when the performance symbols EZ1, EZ2, and EZ3 in the display mode showing Arabic numerals are temporarily stopped in a stop mode suggesting a jackpot in an N reach, a pattern change performance is performed, and the performance symbols EZ1, EZ2, and EZ3 in the display mode showing Chinese numerals temporarily displayed in a stop mode suggesting a jackpot may be changed. Also, for example, when the performance symbols EZ1, EZ2, and EZ3 in the display mode showing Chinese numerals are temporarily stopped in a stop mode suggesting a jackpot in an N reach, a pattern change performance is performed, and the performance symbols EZ1, EZ2, and EZ3 in the display mode showing Arabic numerals temporarily displayed in a stop mode suggesting a jackpot may be changed.
[0327] In the above embodiment, the stop mode suggesting a big win (for example, "7·7·7") corresponds to the "combination suggesting a win", but is not limited to this. For example, the stop mode suggesting a big win of the effect patterns EZ1, EZ2, and EZ3 that are temporarily stopped and the stop mode suggesting a small win of the effect patterns EZ1, EZ2, and EZ3 that are temporarily stopped may correspond to the "combination suggesting a win".
[0328] In the above embodiment, the stop pattern suggesting a big win (for example, "7·7·7") corresponds to the "combination suggesting a win", but is not limited to this. For example, the stop pattern suggesting a big win in which the left performance pattern EZ1 and the right performance pattern EZ3 are temporarily stopped in the same stop pattern (for example, "5") and the center performance pattern EZ2 is temporarily stopped in a special pattern (for example, ★) ("5★5") may be the "predetermined combination".
[0329] In the above embodiment, the Roman numerals correspond to the "first numeral symbol" and the Arabic numerals correspond to the "second numeral symbol". Here, numeral symbols are symbols that represent numbers. Here, the first numeral symbol can express the number indicated by the second numeral symbol as the number indicated by the first numeral symbol. Also, the second numeral symbol can express the number indicated by the first numeral symbol as the number indicated by the second numeral symbol.
[0330] In the above embodiment, the display mode showing the Roman numerals of the performance patterns EZ1, EZ2, and EZ3 (see FIG. 28(B)) corresponds to the "pattern mode consisting of the first numeral symbol", and the display mode showing the Arabic numerals of the performance patterns EZ1, EZ2, and EZ3 (see FIG. 28(A)) corresponds to the "pattern mode consisting of the second numeral symbol". However, this is not limited to this. For example, as the display mode of the performance patterns EZ1, EZ2, and EZ3, two types of display modes may be provided: a display mode showing Arabic numerals and a display mode showing Chinese numerals. In this case, the display mode showing the Arabic numerals of the performance patterns EZ1, EZ2, and EZ3 may correspond to the "pattern mode consisting of the first numeral symbol", and the display mode showing the Chinese numerals of the performance patterns EZ1, EZ2, and EZ3 may correspond to the "pattern mode consisting of the second numeral symbol". In addition, as the display mode of the performance symbols EZ1, EZ2, and EZ3, two types of display modes may be provided: a display mode showing Roman numerals and a display mode showing Chinese numerals. In this case, the display mode showing Roman numerals of the performance symbols EZ1, EZ2, and EZ3 may correspond to the "pattern mode consisting of the first numeral symbol", and the display mode showing Chinese numerals of the performance symbols EZ1, EZ2, and EZ3 may correspond to the "pattern mode consisting of the second numeral symbol". In addition, as the display mode of the performance symbols EZ1, EZ2, and EZ3, three types of display modes may be provided: a display mode showing Arabic numerals, a display mode showing Roman numerals, and a display mode showing Chinese numerals. In this case, one of the three display modes may correspond to the "pattern mode consisting of the first numeral symbol", and one of the remaining two display modes may correspond to the "pattern mode consisting of the second numeral symbol".
[0331] In the above embodiment, when the high probability high base state and the forest mode are set, the pattern change effect is executed when the performance patterns EZ1, EZ2, and EZ3, which are display modes showing Roman numerals, are temporarily stopped and displayed in a display mode that suggests a big win. By this pattern change effect, the performance patterns EZ1, EZ2, and EZ3, which are display modes showing Roman numerals and which were displayed on the display unit 50a, are changed to the performance patterns EZ1, EZ2, and EZ3, which are display modes showing Arabic numerals and have a larger display size than the performance patterns EZ1, EZ2, and EZ3, which are display modes showing Roman numerals (see FIG. 33(E)). However, the present invention is not limited to this. For example, in a high probability, high base state, when the space mode is set, when the display patterns EZ1, EZ2, and EZ3 showing Arabic numerals are temporarily stopped in a display mode suggesting a jackpot, a pattern change effect is executed, and the display size of the display patterns EZ1, EZ2, and EZ3 showing Arabic numerals may be changed to the display size of the larger display patterns EZ1, EZ2, and EZ3 showing Roman numerals.
[0332] In the pachinko game machine PY1 of the above embodiment, when the normal performance mode is set in a low probability low base state, the performance patterns EZ1, EZ2, EZ3 consisting of a display mode showing Arabic numerals provisionally stopped in a stop mode suggesting a jackpot may be configured not to be changed to a display mode different from the display mode showing Arabic numerals having a larger display size than the performance patterns EZ1, EZ2, EZ3 consisting of a display mode showing Arabic numerals when the regular performance mode is set. According to this configuration, when the forest mode, which is a probability variation performance mode, is set, the performance value of changing to the performance patterns EZ1, EZ2, EZ3 of different display modes only when the performance patterns EZ1, EZ2, EZ3 are provisionally stopped in a display mode suggesting a jackpot is increased, thereby making it possible to increase the interest in the game.
[0333] In the above embodiment, when the Mori mode is set, the vertical rotation of the performance symbols EZ1, EZ2, EZ3 in a display mode showing Roman numerals, which is performed when the performance symbols EZ1, EZ2, EZ3 in a display mode showing Roman numerals are temporarily stopped in a display mode suggesting a jackpot, corresponds to the "rotation action by the performance symbols of the first pattern mode" (see FIG. 33(D)). However, this is not limited to this. For example, when the Mori mode is set, the horizontal rotation of the performance symbols EZ1, EZ2, EZ3 in a display mode showing Roman numerals, which is performed when the performance symbols EZ1, EZ2, EZ3 in a display mode showing Roman numerals are temporarily stopped in a display mode suggesting a jackpot, may correspond to the "rotation action by the performance symbols of the first pattern mode". In this case, the left-handed rotation of the performance symbols EZ1, EZ2, and EZ3, which are display modes showing Roman numerals, may be performed, or the right-handed rotation of the performance symbols EZ1, EZ2, and EZ3, which are display modes showing Roman numerals, may be performed. The horizontal rotation of the performance symbols EZ1, EZ2, and EZ3, which are display modes showing Roman numerals, is easier for the player to confirm than the vertical rotation of the performance symbols EZ1, EZ2, and EZ3, which are display modes showing Roman numerals, so the player's eyes are more likely to be drawn to the performance symbols EZ1, EZ2, and EZ3. This makes it easier for the player to grasp the changes in the performance symbols EZ1, EZ2, and EZ3. In addition, when the Mori mode is set, the diagonal rotation of the performance symbols EZ1, EZ2, EZ3, which are formed in a display mode showing Roman numerals, performed when the performance symbols EZ1, EZ2, EZ3, which are formed in a display mode showing Roman numerals, are temporarily stopped and displayed in a display mode suggesting a jackpot, may correspond to the "rotation action by the performance symbols of the first pattern mode". In addition, for example, when the Mori mode is set, the vertical rotation and horizontal rotation of the performance symbols EZ1, EZ2, EZ3, which are formed in a display mode showing Roman numerals, performed when the performance symbols EZ1, EZ2, EZ3, which are formed in a display mode showing Roman numerals, are temporarily stopped and displayed in a display mode suggesting a jackpot, may correspond to the "rotation action by the performance symbols of the first pattern mode".
[0334] In the above embodiment, when the high probability high base state and the forest mode are set, the pattern change performance is executed when the performance patterns EZ1, EZ2, and EZ3, which are display modes showing Roman numerals, are temporarily stopped in a display mode suggesting a jackpot. This pattern change performance causes the performance patterns EZ1, EZ2, and EZ3, which are display modes showing Roman numerals and which were displayed on the display unit 50a, to be vertically rotated, and then changed to the performance patterns EZ1, EZ2, and EZ3, which are display modes showing Arabic numerals (see FIG. 33(D) to FIG. 33(F)). However, this is not limited to this. For example, when the space mode is set in the high probability high base state, the pattern change performance may be executed when the performance patterns EZ1, EZ2, and EZ3, which are display modes showing Arabic numerals, are temporarily stopped in a display mode suggesting a jackpot. Through the pattern change effect, the performance patterns EZ1, EZ2, EZ3, which have a display mode showing Arabic numerals and which were displayed on the display unit 50a, may be rotated vertically, and then changed to performance patterns EZ1, EZ2, EZ3, which have a display mode showing Roman numerals.
[0335] In the pachinko game machine PY1 of the above embodiment, when the normal performance mode is set in a low probability low base state, when the performance patterns EZ1, EZ2, EZ3 consisting of a display mode showing Arabic numerals are temporarily stopped and displayed in a display mode suggesting a big win, a configuration may be applied in which the performance patterns EZ1, EZ2, EZ3 are not changed to the performance patterns EZ1, EZ2, EZ3 consisting of a display mode different from the display mode showing Arabic numerals. According to this configuration, when the forest mode, which is a probability variation performance mode, is set, the performance value of changing to the performance patterns EZ1, EZ2, EZ3 of different display modes only when the performance patterns EZ1, EZ2, EZ3 are temporarily stopped and displayed in a display mode suggesting a big win is increased, thereby making it possible to increase the interest in the game.
[0336] In the above embodiment, even if the presentation mode of either the forest mode or the space mode is set, when the presentation patterns EZ1, EZ2, and EZ3 displayed on the display unit 50a are finally stopped in a stop mode suggesting a big win, the small patterns KZ1, KZ2, and KZ3 displayed on the display unit 50a are also stopped all at once in a stop mode suggesting a big win (see Fig. 31, Fig. 32(F), and Fig. 33(G)). However, this is not limited to this. For example, even if the presentation mode of either the forest mode or the space mode is set, when the small patterns KZ1, KZ2, and KZ3 displayed on the display unit 50a are also stopped all at once in a stop mode suggesting a big win, the presentation patterns EZ1, EZ2, and EZ3 in the stop mode suggesting a big win that has finally been stopped may not be displayed on the display unit 50a. In this case, for example, a winning game suggestion image suggesting that a small win game or a big win game will be executed may be displayed on the display unit 50a.
[0337] In the above embodiment, the probability variation performance mode may have a probability variation pre-stage performance mode before the reach is established in the special chart variation performance, and a probability variation post-stage performance mode after the reach is established. In this case, in the probability variation pre-stage performance mode, the first probability variation background image G105 or the second probability variation background image G123 is displayed on the display unit 50a, but in the probability variation post-stage performance mode, a dedicated background image according to the type of reach may be displayed.
[0338] In the above embodiment, the space mode and the forest mode are provided as the presentation modes in which the game state of the pachinko game machine PY1 can be set to a high probability high base state. However, the present invention is not limited to this. For example, the presentation mode in which the game state of the pachinko game machine PY1 can be set to a high probability high base state may be one type of probability variable presentation mode. In this case, two types of time-saving presentation modes (for example, the sky mode and the forest mode) may be provided as the presentation modes in which the game state of the pachinko game machine PY1 can be set to a low probability high base state. For example, the display mode of the presentation patterns EZ1, EZ2, and EZ3 when the sky mode is set in the low probability high base state may be a display mode showing Arabic numerals, and the display mode of the presentation patterns EZ1, EZ2, and EZ3 when the forest mode is set in the low probability high base state may be a display mode showing Roman numerals. As a result, for example, when the Mori mode is set in a low-probability high base state, in the N reach of the special chart variation performance executed, the performance patterns EZ1, EZ2, EZ3 of the display mode (display mode showing Roman numerals) corresponding to the Mori mode are temporarily stopped in a stop mode suggesting a jackpot, and the pattern change performance may be performed to change to the performance patterns EZ1, EZ2, EZ3 of the display mode (display mode showing Arabic numerals) corresponding to the empty mode that is temporarily stopped in a stop mode suggesting a jackpot. Also, for example, when the empty mode is set in a low-probability high base state, in the N reach of the special chart variation performance executed, the performance patterns EZ1, EZ2, EZ3 of the display mode (display mode showing Arabic numerals) corresponding to the empty mode are temporarily stopped in a stop mode suggesting a jackpot, and the pattern enlargement performance may be performed so that they are not changed to the performance patterns EZ1, EZ2, EZ3 of the display mode (display mode showing Roman numerals) corresponding to the Mori mode that is temporarily stopped in a stop mode suggesting a jackpot.
[0339] In the above embodiment, the display mode of the performance symbols EZ1, EZ2, and EZ3 corresponding to the space mode is a display mode showing Arabic numerals, and the display mode of the performance symbols EZ1, EZ2, and EZ3 corresponding to the forest mode is a display mode showing Roman numerals. However, this is not limited to this. For example, the display mode of the performance symbols EZ1, EZ2, and EZ3 corresponding to the space mode may be a display mode showing Chinese numerals, and the display mode of the performance symbols EZ1, EZ2, and EZ3 corresponding to the forest mode may be a display mode showing Arabic numerals. Also, the display mode of the performance symbols EZ1, EZ2, and EZ3 corresponding to the space mode may be a display mode showing Chinese numerals, and the display mode of the performance symbols EZ1, EZ2, and EZ3 corresponding to the forest mode may be a display mode showing Roman numerals.
[0340] In the above embodiment, even if the performance patterns EZ1, EZ2, and EZ3 in the display mode showing Arabic numerals are temporarily stopped in a stop mode suggesting a jackpot in the N reach of the special chart variation performance executed when the space mode is set, they are not changed to the performance patterns EZ1, EZ2, and EZ3 in the display mode showing Roman numerals temporarily stopped in a stop mode suggesting a jackpot. However, this is not limited to this. For example, even if the performance patterns EZ1, EZ2, and EZ3 in the display mode showing Arabic numerals are temporarily stopped in a stop mode suggesting a jackpot in the N reach of the special chart variation performance executed when the space mode is set, they may be changed to the performance patterns EZ1, EZ2, and EZ3 in the display mode showing Roman numerals temporarily stopped in a stop mode suggesting a jackpot.
[0341] In the pachinko game machine PY1 of the above embodiment, when the forest mode is set, the display mode (e.g., "II·II·II") of the performance symbols EZ1, EZ2, EZ3 temporarily displayed in a stop mode suggesting a jackpot may be changed to the display mode (e.g., "7·7·7") of the performance symbols EZ1, EZ2, EZ3 temporarily displayed in a stop mode suggesting a jackpot more advantageous to the player (e.g., suggesting that the game will be shifted to a high probability high base state after the jackpot game ends, or suggesting that a jackpot game with a large number of winning balls will be executed) corresponding to the space mode, which is temporarily displayed in a stop mode suggesting a jackpot more advantageous to the player than the performance symbols EZ1, EZ2, EZ3 temporarily displayed in a stop mode suggesting a jackpot (e.g., suggesting that the game will be shifted to a high probability high base state after the jackpot game ends, or suggesting that a jackpot game with a large number of winning balls will be executed) in a stop mode suggesting a jackpot. This not only changes the display mode consisting of symbols representing numbers, but also makes it possible to make the player feel that the change will lead to a jackpot that is advantageous to the player. This allows the player to focus more on the provisionally stopped display patterns EZ1, EZ2, and EZ3, making it possible to enjoy playing with the special pattern change display.
[0342] In the above embodiment, the probability variable presentation mode can be selected for each jackpot ending presentation executed during the ending of the jackpot game (jackpot game X, jackpot game Z). However, this is not limited to this, and may be changed as appropriate. For example, the selected probability variable presentation mode may continue as long as the high probability high base state continues. In addition, the selected probability variable presentation mode may be changed after the high probability high base state continues a predetermined number of times. In addition, the probability variable presentation mode may be changed each time a jackpot game is executed.
[0343] In the above embodiment, the display mode of the performance symbols EZ1, EZ2, and EZ3 when the normal performance mode, the time-saving performance mode, and the probability variable performance mode (space mode) are set is a display mode showing Arabic numerals. However, this is not limited to this. For example, the display modes of the performance symbols EZ1, EZ2, and EZ3 corresponding to the normal performance mode, the time-saving performance mode, and the probability variable performance mode (space mode) may be different. In addition, the display modes of the performance symbols EZ1, EZ2, and EZ3 corresponding to any of the performance modes of the normal performance mode, the time-saving performance mode, and the probability variable performance mode (space mode) may be partially the same.
[0344] In the above embodiment, the SP reach performed in the special chart variation performance executed when the forest mode or the space mode is set is the same, but it is not limited to this. For example, the performance content of the SP reach performed in the special chart variation performance executed when the forest mode or the space mode is set may be different. Also, the SP reach may not be performed in the special chart variation performance executed when the forest mode is set, but the SP reach may be performed in the special chart variation performance executed when the space mode is set.
[0345] As the display mode of the small symbols KZ1, KZ2, and KZ3, a display mode corresponding to the space mode (display mode showing Arabic numerals) and a display mode corresponding to the forest mode (display mode showing Roman numerals) may be provided. In this case, for example, in the special symbol variation performance when the forest mode is set, the performance symbols EZ1, EZ2, and EZ3 in the display mode corresponding to the forest mode (display mode showing Roman numerals) are temporarily stopped and displayed in a stop mode suggesting a jackpot, and when the symbol change performance is executed, the display mode of the performance symbols EZ1, EZ2, and EZ3 and the display mode of the small symbols KZ1, KZ2, and KZ3 may be changed to the display mode corresponding to the space mode (display mode showing Arabic numerals). As a result, it is possible to entertain the player by providing a novel performance in which not only the display modes of the performance symbols EZ1, EZ2, and EZ3 but also the display modes of the small symbols KZ1, KZ2, and KZ3 are changed by the symbol change performance in the special symbol variation performance. In addition, in the special chart variation performance when the space mode is set, the display patterns EZ1, EZ2, EZ3 in the display mode (display mode showing Arabic numerals) corresponding to the space mode are temporarily stopped in the stop mode suggesting a jackpot, and even if the pattern enlargement performance is executed, the display mode of the performance patterns EZ1, EZ2, EZ3 and the display mode of the small patterns KZ1, KZ2, KZ3 may not be changed to the display mode (display mode showing Roman numerals) corresponding to the forest mode. This makes it possible to make players interested in the pattern change performance executed when the display patterns EZ1, EZ2, EZ3 in the display mode (display mode showing Roman numerals) corresponding to the forest mode are temporarily stopped in the stop mode suggesting a jackpot in the special chart variation performance when the forest mode is set. Therefore, it is possible to encourage the player to select the forest mode and enjoy the special chart variation performance in the forest mode.
[0346] In addition, in the above embodiment, a first starting hole 11 (fixed starting hole) in which the ease with which the game ball can enter does not change, and a second starting hole 12 (variable starting hole, starting hole associated with the electric chute 12D) in which the ease with which the game ball can enter is variable are provided, but only one of them may be provided.
[0347] In the above embodiment, the special chart 2 determination process is performed with priority over the special chart 1 determination process (the special chart 2 variable display is performed with priority over the special chart 1 variable display), but the special chart 1 determination process may be performed with priority over the special chart 2 determination process (the special chart 1 variable display is performed with priority over the special chart 2 variable display). In this case, it is preferable to make the special chart 1 lottery a lottery that is more likely to win a jackpot than the special chart 2 lottery.
[0348] In the above embodiment, the gaming machine is configured so that the transition to a high probability state is determined based on the type of the winning jackpot pattern, but it may be a so-called V-guaranteed machine (a gaming machine that controls to a high probability state based on the passage of a specific area (V area) in the big prize winning port). In the above embodiment, the gaming machine is configured so that once it is controlled to a high probability state, it continues to be controlled to the high probability state until the start of the next jackpot game (a so-called guaranteed loop type gaming machine), but it may be configured as a so-called ST machine (a guaranteed loop type gaming machine with a limited number of times). It may also be configured as a so-called one-type two-type mixed machine or a swing type gaming machine. In other words, the invention shown in this specification can be suitably adopted for gaming machines with various game characteristics, regardless of the game characteristics of the gaming machine.
[0349] In the above embodiment, the present invention is applied to a pachinko gaming machine, but it can also be applied to other pinball gaming machines such as an arrange ball machine and a mahjong ball gaming machine.
[0350] In the above embodiment, the small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner in approximately synchronization with the variable display of the special symbols. However, instead of being configured with three symbols like the small symbols KZ1, KZ2, and KZ3, they may be configured with symbols other than three, such as two. For example, two symbols may be provided, one for the special symbol 1 and the other for the special symbol 2. Also, one symbol common to the special symbol 1 and the special symbol 2 may be provided. In these cases, the display may be displayed on the display unit 50a of the image display device 50, and the sub-control board 120 may control it. Also, an LED device that displays the symbols may be provided in an area other than the play area 6 of the game board 1. In this case, the LED device may be controlled by the main control board 100 or the sub-control board 120.
[0351] In the above embodiment, the main control board 100 performs basic control related to the progress of the game, and the sub-control board 120 performs basic control related to the progress of the presentation according to the progress of the game (game control), so that the game control and the presentation control are performed by different boards, but they may be configured to be performed by one board. In this case, the image control board 140 may be included in that one board, or may be provided separately from that one board.
[0352] 11. The invention shown in the above embodiment The above-mentioned embodiments include the following inventions (inventions relating to means A1 to A5). In the following description of the inventions, the corresponding component names and expressions in the above-mentioned embodiments and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions.
[0353] <Means A> The invention according to means A1 is as follows: A game control means (main control board 100) that performs a lottery to determine whether or not a game has been won based on the establishment of a predetermined condition (a game ball entering the first start hole 11, a game ball entering the second start hole 12), In a gaming machine (pachinko gaming machine PY1) equipped with a performance control means (sub-control board 120) that can execute reach performance (reach, N reach, SP reach) using performance symbols (performance symbols EZ1, EZ2, EZ3) based on the result of the lottery, The pattern form of the performance pattern includes a first pattern form (a display form showing Roman numerals, see FIG. 28(B)) and a second pattern form (a display form showing Arabic numerals, see FIG. 28(A)) different from the first pattern form, The first and second design patterns are pattern patterns showing numbers, When the performance pattern of the first pattern form consisting of a predetermined combination is displayed in the reach performance, it may be changed to the performance pattern of the second pattern form consisting of the predetermined combination (see Figure 33 (C) to Figure 33 (F)). This is a gaming machine characterized by the above.
[0354] According to the gaming machine of this configuration, the first and second symbol patterns are both different symbol patterns, although they show numbers. As a result, when the first symbol pattern consisting of a predetermined combination is displayed in the reach effect, it is possible to provide the player with a change to the second symbol pattern, which shows numbers but is different. Therefore, the change in the symbol pattern of the predetermined combination displayed in the reach effect can entertain the player, and increase the interest in the game.
[0355] The invention according to means A2 is as follows: In the gaming machine described in the means A1, The predetermined combination is a combination that suggests a win (a stop pattern that suggests a big win), This is a gaming machine characterized by the above.
[0356] According to the gaming machine of this configuration, when the first symbol pattern is displayed in a combination that suggests a win during the reach effect, it is possible to change the first symbol pattern to a second symbol pattern consisting of a combination that suggests a win. This makes it possible to stimulate the emotions of the player who is paying attention to the symbol pattern consisting of the combination that suggests a win by changing the symbol pattern, thereby increasing the interest in the game.
[0357] The invention according to means A3 is as follows: In the gaming machine according to the means A1 or A2, The first design mode is a design mode consisting of a first numerical symbol (a display mode showing Roman numerals, see FIG. 28(B) ), The second design pattern is a design pattern consisting of a second numeric symbol different from the first numeric symbol (a display pattern showing Arabic numerals, see FIG. 28(A) ); This is a gaming machine characterized by the above.
[0358] According to the gaming machine of this configuration, when a first pattern consisting of a first number symbol is displayed in a predetermined combination in the reach effect, it is possible to provide the player with a change to a second pattern consisting of a second number symbol different from the first number symbol. This makes it possible to make the player interested in the change in the pattern consisting of number symbols when a predetermined combination of performance symbols is displayed in the reach effect, thereby increasing the interest in the game.
[0359] ...
Claims
1. A game control means for performing a lottery to determine whether or not a winning ticket has been won based on the establishment of a predetermined condition; A performance control means for executing a reach performance using a performance symbol based on the result of the lottery. The performance control means includes: One of a plurality of presentation modes including a specific presentation mode can be set; The pattern form of the performance pattern includes a first pattern form corresponding to the specific performance mode and a second pattern form different from the first pattern form, A gaming machine characterized in that, when the performance pattern of the first pattern mode consisting of a specific combination of numbers that indicates an advantage to the player in the reach performance in the specific performance mode is displayed in a stopped state, the performance pattern of the first pattern mode consisting of the specific combination displayed in a stopped state may be changed to the performance pattern of the second pattern mode consisting of the specific combination of numbers and different in size from the performance pattern of the first pattern mode.
2. 2. The gaming machine according to claim 1, The plurality of types of presentation modes include a special presentation mode different from the specific presentation mode, The second symbol pattern is a symbol pattern corresponding to the special performance mode.
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