Pachinko machine
The pachinko gaming machine addresses the issue of waning player interest by implementing a pre-announcement effect system with multiple forms and special effects, enhancing engagement and excitement through varied and dynamic gameplay experiences.
Patent Information
- Application Number
- JP2022197617
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-12
- Publication Date
- 2025-06-17
- Estimated Expiration
- 2042-12-12
AI Technical Summary
Existing pachinko gaming machines lack innovative methods to maintain player interest, as the common effects and display modes have become repetitive and less engaging.
The gaming machine introduces a pre-announcement effect system with multiple forms, including a first and second pre-announcement effect, and the option to execute the second effect after the first, along with various special effects, to create a higher degree of expectation and engagement for players.
This approach enhances player interest by providing varied and dynamic effects, suggesting the potential for achieving advantageous game states with different execution probabilities, thereby maintaining game excitement and engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine.
Background Art
[0002] Conventionally, as a pachinko gaming machine which is an example of a gaming machine, as described in Patent Document 1 below, for example, it is determined whether it is a big win, and based on the determination result, an effect of changing the display mode of the hold display for the effect from normal white to special blue, red, etc. is performed, and a gaming machine that makes a player expect a big win is known.
Prior Art Document
Patent Document
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the method of executing the effect as described in Patent Document 1 above is now a common sight, and there is room for improvement in order to provide interest to players.
Means for Solving the Problems
[0005] The gaming machine of the present invention is capable of executing a pre-announcement effect that makes a player expect to be in an advantageous state advantageous to the player, In the execution form of the pre-announcement effect, there are a first form for executing a first pre-announcement effect, a second form for executing a second pre-announcement effect having a higher degree of expectation of being in the advantageous state than the first pre-announcement effect, and a third form for executing the second pre-announcement effect after executing the first pre-announcement effect, As the second pre-announcement effect, it is possible to execute a plurality of special effects different from the normal effect over a plurality of variations, During the execution of the special performance, a specific performance that is not executed in the normal performance can be executed. The specific performance is a performance that can suggest the degree of expectation of achieving the advantageous state by being executed with different execution probabilities when it is determined to achieve the advantageous state and when it is determined not to achieve the advantageous state in the lottery for achieving the advantageous state. It ends the special performance based on the fulfillment of a predetermined end condition. The predetermined end co The piece when the specific performance is not being executed can be established in when the specific performance is being executed and is configured not to be established in A gaming machine characterized by the above.
Effects of the Invention
[0006] According to the gaming machine of the present invention, the interest of the game can be improved through the performance.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] Hereinafter, embodiments of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the drawings to be referred to, the same parts are denoted by the same reference numerals, and redundant descriptions regarding the same parts are omitted in principle. In this specification, for the sake of simplicity of description, the names of information, signals, physical quantities, members, etc. corresponding to the symbols or signs indicating them may be omitted or abbreviated by writing the symbols or signs referring to the information, signals, physical quantities, members, etc. Also, in any of the flowcharts described later, the plurality of processes in any plurality of steps can be arbitrarily changed in the execution order or executed in parallel as long as there is no contradiction in the processing content.
[0009] 1. Structure of the Gaming Machine The pachinko gaming machine PY1 of the first embodiment will be described. First, the structure of the pachinko gaming machine PY1 will be described with reference to FIGS. 1 to 5. In the following description, the left-right, up-down directions of each part of the pachinko gaming machine PY1 are the left-right, up-down directions (in the front view) for the player facing the pachinko gaming machine PY1. Also, "front" is the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rear" is the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1. In this specification, regarding the pachinko gaming machine PY1, first, a conventionally general configuration will be described, and then a characteristic configuration (characteristic part) will be described. For this reason, the configuration described before the section of "7. Characteristic part of the pachinko gaming machine PY1" may also be described after the section of "7. Characteristic part of the pachinko gaming machine PY1". In this case, the pachinko gaming machine PY1 is assumed to be configured with the content described after the section of "7. Characteristic part of the pachinko gaming machine PY1".
[0010] As shown in FIG. 1, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming machine frame 2 includes a game board mounting frame 2A to which a game board unit YU described later is attached, and a front frame 23m rotatably supported on the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed with respect 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 gaming machine PY1 is installed in a game parlor, a player in front of the pachinko gaming machine PY1 can visually recognize the game area 6 formed on the game board 1 through the transparent plate 23t. As the transparent plate 23t, a transparent glass plate, a transparent synthetic resin plate, or the like can be used. The transparent plate 23t only needs to be able to visually recognize the game area 6 from the front of the pachinko gaming machine PY1.
[0011] At the lower right part of the front surface of the front frame 23m, a handle 72k capable of rotational operation for firing a game ball is provided. The amount of operation (rotation angle) of the handle 72k is associated with the magnitude (firing intensity) of the force applied to the game ball for firing the game ball (the amount by which the firing device 72 described later drives the firing solenoid). Therefore, the game ball is fired with a firing intensity corresponding to the rotational operation of the handle 72k. Also, at the lower center of the front surface of the front frame 23m, a lower decorative body 36 protruding greatly forward is provided. On the upper surface of the lower decorative body 36, an upper plate 34 for storing the game balls supplied to the handle 72k is formed. Also, at the lower center of the front surface of the lower decorative body 36, a lower plate 35 for storing the surplus game balls that cannot be completely accommodated in the upper plate 34 is provided.
[0012] On the front side of the upper plate 34 on the upper surface of the lower decorative body 36, a first input device (hereinafter "normal button") 40 that can be pushed down is provided. Also, in a right decorative body 32 formed to protrude forward from the right edge of the surface of the front frame 23m, a second input device (hereinafter "special button") 41 that can be pushed down is provided. The normal button 40 is configured to be vibratable. That is, the normal button 40 incorporates a vibration mechanism for vibrating the normal button 40, and when the vibration motor included in this vibration mechanism is driven, the normal button 40 vibrates visibly to the player. Regarding the vibration mechanism for vibrating the normal button 40, a known configuration can be appropriately adopted. The normal button 40 is an example of an operation unit and also an example of a vibrating body.
[0013] In addition, a speaker 52 capable of outputting sound is provided on the bottom surface of an upper decorative body 31 that protrudes 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. Also, frame lamps 53 capable of emitting light are provided at the right edge of the front frame 23m and on the left and right sides of the lower dish 35 on the front surface of the lower decorative body 36. Further, a movable frame movable device 58 as an effect device for enhancing game interest is attached to the upper sides of the left and right edges of the front frame 23m. 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] Note that the positions and numbers of the members and devices provided on the gaming machine frame 2 can be appropriately changed within a range that does not interfere with the game.
[0015] Next, the game board unit YU will be mainly described with reference to FIGS. 2 to 5. The game board unit YU includes a game board 1 and an effect 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 composed of a transparent synthetic resin plate. A substantially circular opening 1A is formed at approximately the center of the game board 1 when viewed from the front. Along the opening 1A, a substantially ring-shaped inner wall portion 1B for partitioning a game area 6 through which game balls can flow down protrudes forward. Also, outside the inner wall portion 1B, a substantially ring-shaped outer wall portion 1C for partitioning the game area 6 also protrudes forward.
[0016] A game area 6 surrounded by the inner wall portion 1B, the outer wall portion 1C, etc. is formed on the front surface of the game board 1. That is, the front surface of the game board 1 is partitioned by the inner wall portion 1B and the outer wall portion 1C into the game area 6 and other areas.
[0017] The game area 6 is an area where the game balls launched by operating the handle 72k can flow down, and it is provided for playing a game on the pachinko machine PY1. A number of game nails (not shown) project in the game area 6. The game nails constitute a path for appropriately guiding the game balls entering the game area 6 and flowing down in the game area 6 to the first start port 11, the second start port 12, the general winning port 10, the gate 13, the first big winning port 14, the second big winning port 15, etc., which will be described later. Here, start ports such as the first start port 11 and the second start port 12 are referred to as ball entry ports, big winning ports such as the first big winning port 14 and the second big winning port 15 are referred to as special winning ports or specific winning ports, and the gate can be referred to as a passage port or a passage area.
[0018] Near the center of the game area 6, a center frame (center decoration body) 61 that decorates the periphery of the opening 1A is provided. The center frame 61 is provided with a stage that can guide the game ball to the first start port 11, which will be described later, and a warp that can guide the game ball to the stage.
[0019] In addition, in the game area 6, a first start winning device 11D in which the first start port 11 into which the game ball can enter is formed, and a second start winning device (so-called "electric chew") 12D that enables or disables the entry of the game ball into the second start port 12 are provided.
[0020] The first start winning device 11D is immovable. Therefore, the first start port 11 is constant (unchanged) without the ease of the game ball entering changing. The winning of the game ball into the first start port 11 triggers the lottery of the first special symbol (hereinafter referred to as "special symbol 1") (acquisition and determination of the special symbol 1-related random number described later: hereinafter also referred to as "special symbol 1 lottery") and the variable display of the special symbol 1. Also, when the game ball wins the first start port 11, a predetermined number (4 in this form) of game balls are paid out as prize balls.
[0021] The electric chute 12D is provided with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is normally (in the normal state) in a closed position where it is impossible for game balls to enter the second starting port 12. And when a special state occurs, it moves to an open position where game balls can enter the second starting port 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also referred to as the "open state" of the second starting port 12 or the electric chute 12D, and only when it is in the open state can game balls enter the second starting port 12. On the other hand, the electric chute opening / closing member 12k being in the closed position is also referred to as the "closed state" of the second starting port 12 or the electric chute 12D. Also, the second starting port 12 or the electric chute 12D becoming the "open state" is also said to be "the electric chute 12D opens", and the electric chute 12D becoming the "closed state" is also said to be "the electric chute 12D closes".
[0022] The winning of game balls into the second starting port 12 is triggered by the lottery of the second special symbol (hereinafter referred to as "Special Symbol 2") (acquisition and determination of the random number related to Special Symbol 2 described later: hereinafter also referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. Also, when a game ball wins into the second starting port 12, a predetermined number (4 in this embodiment) of game balls are paid out as bonus balls. In addition, in the game area 6, a guiding stage 12g for guiding game balls to the second starting port 12 is provided.
[0023] In addition, in the game area 6, a general winning port (ordinary winning port) 10 into which game balls can enter is provided. When a game ball wins into the general winning port 10, a predetermined number (3 in this embodiment) of game balls are paid out as bonus balls.
[0024] Also, in the game area 6, a gate 13 through which game balls can pass is provided. The passing of game balls through the gate 13 is triggered by the lottery of the normal symbol (hereinafter referred to as "Normal Symbol") (that is, acquisition and determination of the normal symbol random number: hereinafter referred to as "Normal Symbol lottery") and the variable display of the Normal Symbol. The electric chute 12D is opened by executing an auxiliary game. That is, the auxiliary game is a game accompanied by the opening of the electric chute 12D.
[0025] In addition, in the game area 6, a first large winning opening device 14D (hereinafter also referred to as "normal AT14D") in which a first large winning opening 14 into which game balls can enter is formed is provided. The first large winning opening device 14D includes a normal AT opening / closing member 14k that can be operated between an open state and a closed state. The first large 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 closes the first large winning opening 14, and it is impossible for game balls to enter the first large winning opening 14. When the normal AT opening / closing member 14k is operated to the open state, it becomes possible for game balls to enter the first large winning opening 14. Thus, it is possible for game balls to enter the first large winning opening 14 only when the normal AT opening / closing member 14k is in the open state. When a game ball wins the first large winning opening 14, a predetermined number (15 in this embodiment) of game balls are paid out as prize balls.
[0026] In addition, in the game area 6, a second large winning opening device 15D (hereinafter also referred to as "VAT15D") in which a second large winning opening 15 into which game balls can enter is formed is provided. The second large winning opening device 15D includes an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally closes the second large winning opening 15. The VAT opening / closing member 15k can take an open state. It is possible for game balls to enter the second large winning opening 15 only when the VAT opening / closing member 15k is in the open state. On the other hand, the state in which the VAT opening / closing member 15k closes the second large winning opening 15 is also referred to as the "closed state". Thus, the second large winning opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a game ball wins the second large winning opening 15, a predetermined number (15 in this embodiment) of game balls are paid out as prize balls.
[0027] Here, with reference to FIG. 3, the second large winning opening device 15D will be described in detail. Inside the second large winning opening device 15D, a gate-shaped second large winning opening sensor 15a that detects game balls that have entered the second large winning opening 15 and allows the game balls to pass downward is provided.
[0028] Below the downstream area of the second large winning opening sensor 15a, a specific area 16 and a non-specific area 17 through which the game balls can pass (enter) are provided. The game balls that have passed through the second large winning opening sensor 15a are distributed by the distribution device 16D to either the specific area 16 or the non-specific area 17. The distribution device 16D includes a distribution member 16k made of a substantially rectangular flat plate and a distribution solenoid 16s that drives the distribution member 16k. The distribution member 16k is configured to be slidable left and right by the drive of the distribution solenoid 16s.
[0029] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage blocking state: in the 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 it) that blocks the passage of the game balls to the specific area 16. When the distribution member 16k is in the first state, the game balls that have won in the second large winning opening 15 cannot pass through the specific area 16 after passing through the second large winning opening sensor 15a and pass through the non-specific area 17. The route of the game balls flowing down from this second large winning opening 15 to the non-specific area 17 is called the first route.
[0030] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state (passage allowing state: in the front view of 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 it, and the area directly above the specific area 16 is open) that allows the passage (entry) of the game balls through the specific area 16. When the distribution member 16k is in the second state, the game balls that have won in the second large winning opening 15 can easily pass through the specific area 16 after passing through the second large winning opening sensor 15a. The route of the game balls flowing down from this second large winning opening 15 to the specific area 16 is called the second route.
[0031] Basically, the distribution member 16k is held in the first state. That is to say, it can be said that the first state is the normal state of the distribution member 16k. And only in a predetermined round game (for example, 16R), the distribution solenoid 16s can be energized and changed to the second state. Note that the operation mode of the distribution member 16k can be changed as appropriate.
[0032] In the specific area 16 and the non-specific area 17, there are provided a specific area sensor 16a and a non-specific area sensor 17a for detecting the game balls that have passed through (entered) each area 16, 17 and allowing the game balls to pass downward.
[0033] In addition, it is possible to provide only one of the first major winning device 14D and the second major winning device 15D as long as it does not interfere with the game. Also, depending on the game properties, it is possible to adopt a configuration in which two major winning devices such as the first major winning device 14D without a specific area or a distribution device are provided. Further, although the first major winning device 14D and the second major winning device 15D are provided, depending on the game properties, it is possible to use only the first major winning device 14D or only the second major winning device 15D. Note that when adopting a configuration of using only the first major winning device 14D, the processing related to the second major winning device 15D is not performed, and when adopting a configuration of using only the second major winning device 15D, the processing related to the first major winning device 14D is not performed.
[0034] Also, as shown in FIG. 2, at substantially the lowermost part of the game area 6, two out ports 19 for discharging the game balls that have been driven into the game area 6 but have not won any prize openings are provided outside the game area 6. Further, the game board 1 is provided with a board lamp 54 that can emit light.
[0035] Incidentally, the game area 6 where the game balls can flow down can be divided into a left game area 6A (first game area) on the left side of the center in the left - right direction and a right game area 6B (second game area) on the right side. The operation mode of the handle 72k for firing the game ball so that the game ball flows down the left game area 6A is called "left hitting". On the other hand, the operation mode of the handle 72k for firing the game ball so that the game ball flows down the right game area 6B is called "right hitting". In the pachinko machine PY1, the flow path through which the game ball can flow down when the game ball is fired by left hitting is called the first flow path R1, and the flow path through which the game ball can flow down when the game ball is fired by right hitting is called the second flow path R2. The first flow path R1 and the second flow path R2 are also constituted by a number of game nails and the like.
[0036] On the first flow path R1, a first starting port 11 and two general winning ports 10 are provided. Therefore, the player can aim to win at the first starting port 11 or the general winning port 10 by firing the game ball so that it flows down the first flow path R1 by left hitting. On the other hand, on the second flow path R2, a second starting port 12, a general winning port 10, a gate 13, a first major winning port 14, and a second major winning port 15 are provided. Therefore, the player can aim to pass through the gate 13 or win at the second starting port 12, the general winning port 10, the first major winning port 14, or the second major winning port 15 by firing the game ball so that it flows down the second flow path R2 by right hitting.
[0037] The game balls that have not entered any of the winning ports (the first starting port 11, the second starting port 12, the general winning port 10, the first major winning port 14, and the second major winning port 15) are guided to the out port 19 and discharged. Also, the number of prize balls for winning at each winning port can be set appropriately.
[0038] 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.
[0039] The variable display of the special chart 1 is executed when the special chart 1 lottery is performed triggered by 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 triggered by the entry of a game ball into the second starting hole 12. In the following explanation, the special chart 1 and the special chart 2 are collectively referred to as the special chart or special pattern, 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.
[0040] 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 displayed still. The special chart that is displayed still (the stopped special chart, the special pattern that is derived and displayed as the 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 openings (first jackpot opening 14 and second jackpot opening 15) are opened. The game state in which the jackpot game is being played is called a jackpot game state. The jackpot game state is an example of a special game state that is advantageous to the player.
[0041] The special figure display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged horizontally, and displays a special figure according to the result of the special figure lottery based on its lighting mode. For example, when the result of the special figure lottery is a big win (one of multiple types of big wins described later), the special figure display 81 displays a big win pattern composed of lighting of the LEDs at the 1st, 2nd, 5th, and 6th positions from the left, such as "□□■■□□■■" (□: lit, ■: extinguished). Also, when the result of the special figure lottery is a loss, the special figure display 81 displays a loss pattern composed of lighting of only the rightmost LED, such as "■■■■■■■□". Note that the lighting mode of the LEDs corresponding to the result of the special figure lottery is not limited and can be set as appropriate. Therefore, for example, all the LEDs may be extinguished as the loss pattern.
[0042] Also, in the variable display of the special figure, before the special figure is stopped and displayed, the special figure is variably displayed for a predetermined variable time. The mode of the variable display of the special figure is, for example, a mode in which each LED lights up so that light repeatedly flows from left to right. Note that the mode of the variable display of the special figure is not particularly limited, and may be set as appropriate, such as all the LEDs flashing simultaneously as long as each LED is not stopped and displayed (lit in a specific mode).
[0043] Incidentally, in the pachinko gaming machine PY1, when a game ball wins a prize (enters) the first start port 11 or the second start port 12, various random numbers (an example of determination information) for performing special drawing selections and the like may be acquired. These various random numbers are temporarily stored in a special drawing reservation memory unit 105 described later as a special drawing reservation. Hereinafter, the various random numbers acquired by the winning (entry) of a game ball into the first start port 11 are referred to as "special drawing 1-related random numbers", and the various random numbers acquired by the winning (entry) of a game ball into the second start port 12 are referred to as "special drawing 2-related random numbers". Here, the special drawing 1-related random numbers are stored as a special drawing 1 reservation in a special drawing 1 reservation memory unit 105a in the special drawing reservation memory unit 105. On the other hand, the special drawing 2-related random numbers are stored as a special drawing 2 reservation in a special drawing 2 reservation memory unit 105b in the special drawing reservation memory unit 105. An upper limit (in this embodiment, 4) is set for the number of special drawing 1 reservations (special drawing 1 reservation number) that can be stored in the special drawing 1 reservation memory unit 105a and the number of special drawing 2 reservations (special drawing 2 reservation number) that can be stored in the special drawing 2 reservation memory unit 105b. The upper limits of the special drawing 1 reservation number and the special drawing 2 reservation number can be changed as appropriate, and the upper limit may be set to "none". Hereinafter, the special drawing 1 reservation and the special drawing 2 reservation are collectively referred to as "special drawing reservation", and the special drawing 1 reservation number and the special drawing 2 reservation number are collectively referred to as "special drawing reservation number". Also, the special drawing 1-related random numbers and the special drawing 2-related random numbers are collectively referred to as "special drawing-related random numbers".
[0044] In the pachinko gaming machine PY1, when the variable display of the special drawing is not performed immediately after the game ball wins a prize at the first start port 11 or the second start port 12, specifically, when a prize is won during the execution of the variable display of the special drawing or during the execution of a jackpot game, the variable display of the special drawing (or the right to conduct a special drawing selection) for that prize can be reserved. The special drawing reservation stored in the special drawing reservation memory unit 105 is consumed when the variable display of the special drawing based on that special drawing reservation becomes possible. That is, the digestion of the special drawing reservation means determining the special drawing-related random numbers and the like corresponding to that special drawing reservation and executing the variable display of the special drawing to show the determination result.
[0045] Then, the reserved special figure number is displayed on the special figure reservation display 83. Each of the special figure 1 reservation display 83a and the special figure 2 reservation display 83b is composed of, for example, four LEDs, and it is possible to display the reserved special figure number by lighting the LEDs corresponding to the number of reserved special figures.
[0046] Also, the variable display of the general figure notifies the result of the general figure lottery. In the variable display of the general figure, the general figure stops displaying after variable display. The general figure to be stopped displaying (the stopped general figure, the general figure derived and displayed as the display result of the variable display) is one general figure selected from a plurality of types of general figures by the general figure lottery. When the stopped general figure is a predetermined specific general figure (the general figure in a predetermined stopped mode, that is, the winning symbol), an auxiliary game for opening the second start port 12 (the electric chute 12D) is performed.
[0047] The general figure display 82 is composed of, for example, two LEDs, and displays a general figure corresponding to the result of the general figure lottery according to its lighting mode. When the result of the general figure lottery is a win, the general figure display 82 displays a winning symbol composed of lighting both LEDs, such as "□□" (□: lit, ■: extinguished). When the result of the general figure lottery is a loss, it displays a losing symbol composed of lighting only the right LED, such as "■□". A mode of extinguishing all LEDs may be adopted as the losing symbol. Note that the lighting mode of the LEDs corresponding to the result of the general figure lottery is not limited and can be set as appropriate.
[0048] Also, before the general figure stops displaying, the general figure is variably displayed for a predetermined variable time. The mode of the variable display of the general figure is, for example, a mode in which both LEDs alternately light up. Note that the mode of the variable display of the general figure is not particularly limited, and if each LED is not in a stopped display (lit display in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.
[0049] In the pachinko gaming machine PY1, when a game ball passes through gate 13, a normal symbol random number (an example of determination information) for performing a normal drawing lottery may be obtained. This random number is stored in a normal symbol hold memory unit 106 described later on the condition that the variable display of the normal symbols or the auxiliary game is not being executed. An upper limit (four in this embodiment) is set for the number of normal symbol holds (normal symbol hold number) that can be stored in the normal symbol hold memory unit 106. The upper limit of the normal symbol hold number can be changed as appropriate, and it may be set to "none". Hereinafter, the normal symbol random number obtained when the game ball passes through gate 13 is also referred to as a "normal symbol related random number". Also, in this embodiment, a normal symbol hold display for displaying the normal symbol hold number is not provided, but a normal symbol hold display may be added to the displays 8. As the normal symbol hold display, for example, one having the same configuration as the special symbol hold display 83 can be adopted.
[0050] Next, with reference to FIG. 5, the effect unit 1U attached to the back surface of the game board 1 will be described. The effect unit 1U is a unitized assembly of a plurality of devices mainly for performing effects. The effect unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as the "on-board movable device") 55, and a second board movable device (hereinafter referred to as the "under-board movable device") 56.
[0051] The image display device 50 is composed of a 3D liquid crystal display with a predetermined screen size and has a display unit (display screen) 50a capable of displaying 3D images. Note that the image display device 50 may be composed of a plurality of liquid crystal displays or an EL (Electro Luminescence) display, etc., as long as it can display images, and may be other display devices.
[0052] The on-board movable device 55 is configured to be movable along the display unit 50a and includes an on-board movable body 55k with decorations. The under-board movable device 56 is configured to be movable along the display unit 50a and includes an under-board movable body 56k with decorations.
[0053] FIG. 5(A) schematically shows a state in which the on-board movable body 55k and the under-board movable body 56k are held in a normal standby state (initial position) without operating. When the drive source of the on-board movable device 55 is driven, the on-board movable body 55k moves downward (descends), and when the drive source of the under-board movable device 56 is driven, the under-board movable body 56k moves upward (ascends). At this time, the image display device 50 is covered by the descended on-board movable body 55k or the ascended under-board movable body 56k, and the image display device 50 becomes difficult to view.
[0054] Note that the positions and numbers of the members and devices provided in the game board unit YU can be appropriately changed within a range that does not interfere with the game.
[0055] 2. Electrical Configuration of the Gaming Machine Next, based on FIGS. 6 to 7, the electrical configuration of the pachinko gaming machine PY1 will be described. As shown in FIGS. 6 to 7, the pachinko gaming machine PY1 includes a game control board (hereinafter referred to as the "main control board") 100 that performs control (game progress) related to game benefits such as special figure lottery, variable display of special figures, jackpot games, setting of game states to be described later, general figure lottery, variable display of general figures, and auxiliary games, an effect control board (hereinafter referred to as the "sub control board") 120 that performs control related to game effects (such as special figure variation effects, hold effects, operation effects, jackpot game effects, etc.) and customer waiting effects according to the progress of the game by the main control board 100, and a payout control board 170 that performs control related to the payout of game balls, etc., provided on the back 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 (main control unit) that controls the game. Also, the sub control board 120 can be positioned together with an image control board 140, a lamp control circuit 151, and an audio control circuit 161 to be described later as an effect control unit (sub control unit) that controls the effects. Note that the effect control unit only needs to include at least the sub control board 120 and be able to control various effects using effect means (image display device 50, speaker 52, frame lamp 53, board lamp 54, and movable devices 55, 56, 58, etc.).
[0056] In addition, the pachinko gaming machine PY1 is equipped with 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 supplies necessary power to other devices via these boards. The power supply board 190 is provided with a pushable RAM clear switch 191. The RAM clear switch 191 (specific operation means) is used to cause the gaming CPU 102 to clear (hereinafter referred to as "RAM clear") the game information (such as information on the game state in a high-probability state, information on the number of special figure holds, and the winning / losing determination result of a big win) stored in the game RAM 104 of the game control microcomputer 101 described later when the power is turned on. As shown in FIG. 8, the RAM clear switch 191 is provided on the power supply board 190 arranged on the back side of the pachinko gaming machine PY1. Therefore, only employees of the game parlor who can open and close the front door 23 can operate the RAM clear switch 191. That is, the RAM clear switch 191 can be said to be an operation means that is substantially impossible to operate by the player. When the RAM clear switch 191 is pushed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcomputer 101. In this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the arrangement position of the RAM clear switch 191 can be changed as appropriate. For example, it may be provided on the main control board 100 or a dedicated board.
[0057] The power supply board 190 is provided with a backup power supply circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the effect 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 effect RAM 124 of the sub-control board 120 is retained even when the power of the pachinko gaming machine PY1 is cut off. Also, a power switch 193 is connected to the power supply board 190. The ON / OFF operation of the power switch 193 switches the power on / off. Note that 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, or a backup power supply circuit for the effect RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.
[0058] As shown in FIG. 6, a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 for controlling the progress of the game of the pachinko gaming machine PY1 according to a program is mounted on the main control board 100. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs, tables, etc. 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 main control main processing, main-side timer interrupt processing, etc., which will be described later. Also, the game ROM 103 stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special figure variation pattern determination table, a pre-reading determination table, a jackpot game control table, a hit determination table, a normal figure variation pattern determination table, an auxiliary game control table, etc., which will be described later. Note that the game ROM 103 may be external.
[0060] The game RAM 104 is also provided with the aforementioned special figure retention memory section 105, general figure retention memory section 106, etc. The game RAM 104 is also provided with a non-volatile memory section 107. The non-volatile memory section 107 is provided with a total prize ball number memory section 107a, a total launched ball number memory section 107b, and a difference ball number memory section 107c. In the non-volatile memory section 107, even when a RAM clear is executed, the game CPU 102 does not erase the stored content.
[0061] The game control microcomputer 101 counts the total prize ball number at any time after the power is turned on, and the information on the counted total prize ball number is stored in the total prize ball number memory section 107a. The total prize ball number is the number of prize balls that the player obtains (is paid out to the player) in all game states (such as the normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). Also, the game control microcomputer 101 counts the total launched ball number at any time after the power is turned on, and the information on the counted total launched ball number is stored in the total launched ball number memory section 107b. The total launched ball number is the number of launched balls that the player has launched in all game states. Then, the game control microcomputer 101 calculates the difference ball number obtained by subtracting the total launched ball number from the total prize ball number at any time after the power is turned on, and the information on the calculated difference ball number is stored in the difference ball number memory section 107c. The game control microcomputer 101 makes the game unexecutable on the condition that the difference ball number (an example of a specific measurement number) becomes equal to or greater than a reference number (for example, "80,000"). This function is called the excessive prize ball prevention function. The excessive prize ball prevention function may be activated in response to the maximum difference ball number (which may also be referred to as the maximum held balls, MY, etc.) reaching a predetermined reference number. The maximum difference ball number is the difference between the lowest difference ball number, which is the lowest value of the measured difference ball number, and the peak (highest value) of the difference ball number after the lowest difference ball number is measured. In this case, the maximum difference ball number corresponds to the specific measurement number.
[0062] The main control board 100 is also provided with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operation means) (see Fig. 8). As shown in Fig. 9, the 7-segment display 300 is a so-called 4-connected 7-segment, and has a total of 32 lit (emitting light) parts. Specifically, the 7-segment display 300 includes a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340 in order from left to right. And the four display areas 310, 320, 330, and 340 have eight lit parts (LED elements) LB1 to LB8, LB9 to LB16, LB17 to LB24, and LB25 to LB32 so that they can each represent numbers from "0" to "9". The display control of the 7-segment display 300 is performed by the game control microcomputer 101.
[0063] The setting key cylinder 180 functions as an operation means when setting a set value corresponding to the jackpot determination probability. The inside of this setting key cylinder 180 is rotated between an initial position and a rotation position with a setting key (not shown) inserted. Therefore, in this pachinko machine PY1, by rotating the setting key cylinder 180 to the rotation position and turning on the power while pressing the RAM clear switch 191, it is possible to shift to a setting mode in which the set value can be set. And in this setting mode, the set value can be set to "1". However, in this pachinko machine PY1, only one type of set value, "1", is provided. Therefore, the set value cannot be changed from "1". When the setting key cylinder 180 is rotated from the rotation position to the standby position while the setting mode is set, the setting mode ends and the RAM clear is executed.
[0064] The main control board 100 is also provided with a special reset switch 181 that can be pressed. As shown in FIG. 8, the special reset switch 181 is provided on the main control board 100 arranged on the back side of the pachinko game machine PY1. Therefore, unless it is a casino employee or the like who can open and close the front door 23, the special reset switch 181 cannot be operated. That is to say, the special reset switch 181 can be said to be an operation means that cannot be substantially operated by the player. The function of the special reset switch 181 will be described in detail later. Also, the main control board 100 is mounted with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals.
[0065] Also, various sensors MS and actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by various sensors MS are input to the main control board 100. Also, the main control board 100 outputs signals to various actuators MA.
[0066] The various sensors MS connected to the main control board 100 include a first start port sensor 11a, a second start port sensor 12a, a general winning port sensor 10a, a gate sensor 13a, a first big winning port sensor 14a, a second big winning port sensor 15a, a specific area sensor 16a, and a non-specific area sensor 17a.
[0067] The first start port sensor 11a detects the game balls that have won in the first start port 11. The second start port sensor 12a detects the game balls that have won in the second start port 12. The general winning port sensor 10a detects the game balls that have won in the general winning port 10. The general winning port sensor 10a is provided for each general winning port 10. The gate sensor 13a is provided at the gate 13 and detects the game balls that have passed through the gate 13. The first major winning port sensor 14a detects the game balls that have won in the first major winning port 14. The second major winning port sensor 15a detects the game balls that have won in the second major winning port 15. The specific area sensor 16a detects the game balls that have passed through (entered) the specific area 16. The non-specific area sensor 17a detects the game balls that have passed through (entered) the non-specific area 17. When each sensor detects a game ball, it outputs a signal corresponding to the detection content to the main control board 100.
[0068] Although not shown in FIG. 6, the various sensors MS include a discharge port sensor that detects all the game balls (total number of balls launched) flowing down in the game area 6. Here, the game balls that have flowed down outside the game area 6 are discharged to the outside of the pachinko game machine PY1 through a discharge path (not shown) provided at the lower part of the game board mounting frame 2A. Therefore, the discharge port sensor is provided in the discharge path. The various sensors MS also include a magnetic sensor that detects abnormal magnetism. The magnetic sensor detects the magnetism generated when a player uses a magnet or the like to illegally make a game ball win in various winning ports 10, 11, 12, 14, 15. When each of the above sensors detects a game ball, it outputs a signal corresponding to the detection content to the main control board 100.
[0069] In addition, various sensors MS include a front door opening sensor that detects the opening of the outer frame 22 of the front door 23, and a front frame sensor that detects the opening of the game board mounting frame 2A of the front frame 23m. When the front door opening sensor detects the opening of the front door 23, it outputs a signal corresponding to the detection content to the main control board 100. When the front frame sensor detects the opening of the front frame 23m, it outputs a signal corresponding to the detection content to the main control board 100. Note that the types and numbers of sensors connected to the main control board 100 can be appropriately changed within a range that does not interfere with the game.
[0070] Also, various actuators MA connected to the main control board 100 include an electric chute solenoid 12s, a first large winning opening solenoid 14s, a second large winning opening solenoid 15s, and a distribution solenoid 16s. The electric chute solenoid 12s drives the electric chute opening / closing member 12k of the electric chute 12D. The first large winning opening solenoid 14s drives the normal AT opening / closing member 14k of the first large winning device 14D. The second large winning opening solenoid 15s drives the VAT opening / closing member 15k of the second large winning device 15D. The distribution solenoid 16s drives the distribution member 16k of the distribution device 16D.
[0071] Note that the types and numbers of actuators connected to the main control board 100 can be appropriately changed within a range that does not interfere with the game.
[0072] Furthermore, displays 8 (special figure display 81, general figure display 82, and special figure hold display 83) are connected to the main control board 100. The display control of these displays 8 is performed by the game control microcomputer 101.
[0073] In addition, the main control board 100 transmits various commands to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. Connected to the payout control board 170 are a card unit CU (installed adjacent to the pachinko gaming machine PY1 and enabling ball lending based on information such as prepaid cards inserted therein) and a prize ball payout device 73, and a firing device 72 is connected via a firing control circuit 175. Note that the firing device 72 includes a handle 72k (see FIG. 1).
[0074] Based on signals from the game control microcomputer 101 and signals from the connected card unit CU, the payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or to pay out lent balls. The game balls to be paid out are detected by a prize ball sensor 73a for counting, and a detection signal from the prize ball sensor 73a is output to the payout control board 170.
[0075] In addition, the firing device 72 is provided with a touch switch 72a capable of detecting contact of a person such as a player with the handle 72k (see FIG. 1). When the player operates the handle 72k, the touch switch 72a detects the contact of the player with the handle 72k and outputs a detection signal to the payout control board 170. Also connected to the firing device 72 is a firing volume knob 72b capable of detecting the rotation angle (operation amount) of the handle 72k. The firing device 72 drives a firing solenoid 72s so that a game ball is fired with a strength corresponding to the rotation angle of the handle 72k detected by the firing volume knob 72b. In the pachinko gaming machine PY1, one game ball is fired approximately every 0.6 seconds while the rotation operation of the handle 72k is maintained.
[0076] Also, the payout control board 170 is connected to the external terminal board 160. That is, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits the external end signal sent from the main control board 100 to an external unit GU (data counter, hall computer, etc.) provided outside the pachinko gaming machine PY1. The information included in the external end signal includes, for example, information indicating whether a big win has been won, information on the gaming state, and information indicating an error or irregularity (abnormality). Note that although the external terminal board 160 transmits the external end signal to the external unit GU by parallel communication, it may transmit the external end signal by asynchronous serial communication (a common asynchronous serial communication port). Also, although the main control board 100 is connected to the external terminal board 160 via the payout control board 170, the main control board 100 may be connected to the external terminal board 160 via a board other than the payout control board 170 (for example, a relay board), or the main control board 100 and the external terminal board 160 may be directly connected.
[0077] Also, 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 status of the game (the control content of the game) by the main control board 100 based on the various commands sent from the main control board 100. Note that the connection between the main control board 100 and the sub-control board 120 is a one-way communication connection that allows only the transmission of signals from the main control board 100 to the sub-control board 120. That is, a unidirectional circuit (for example, a circuit using a diode), not shown in the figure, as a communication direction regulating means is interposed between the main control board 100 and the sub-control board 120.
[0078] As shown in FIG. 7, on the sub-control board 120, an effect control one-chip microcomputer (hereinafter referred to as the "effect control microcomputer") 121 for controlling the effects of the pachinko gaming machine PY1 according to a program is mounted. The effect control microcomputer 121 includes an effect ROM 123 that stores programs and the like for controlling effects as the game progresses by the main control board 100, an effect RAM 124 used as a work memory, and an effect CPU 122 that executes the programs stored in the effect ROM 123.
[0079] In addition, the effect ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, 1 ms timer interrupt processing, 10 ms timer interrupt processing, etc., which will be described later. Note that the effect ROM 123 may be external.
[0080] Also, on the sub-control board 120, an effect I / O port section 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139 are mounted. The RTC 139 measures the current date and time (date and time). The RTC 139 operates by the power supplied from a predetermined island power supply device (not shown) when power is supplied to the pachinko gaming machine PY1, and operates by the power supplied from the backup power circuit 192 provided in the power supply board 190 when power is not supplied from the island power supply device. For this reason, the RTC 139 can measure the current date and time even when the power of the pachinko gaming machine PY1 is not turned on. Note that a backup power circuit for the RTC 139 may be provided on the sub-control board 120. A circuit including a capacitor and a built-in battery (button battery, etc.) can be adopted for the backup power circuit.
[0081] An image control board 140 is connected to the sub-control board 120. The effect control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to perform display control of the image display device 50 based on the commands received from the main control board 100, that is, according to the progress of the game by the main control board 100. Note that the connection between the sub-control board 120 and the image control board 140 is a bidirectional communication connection that enables both the transmission of signals from the sub-control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the sub-control board 120.
[0082] The image control board 140 includes an image ROM 142 that stores programs for image control and the like, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 that stores 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 one chip. The CGROM 145 stores, for example, image data (still image data, moving image data, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including effect symbols) and background images) for displaying images on the image display device 50.
[0083] Based on the commands from the effect control microcomputer 121, the VDP 144 reads out image data from the CGROM 145 and develops it in the development area in the VRAM 146 according to the display list created by the image CPU 141. Then, the developed image data is appropriately combined to draw an image in the frame buffer in the VRAM 146. Then, the image drawn in the frame buffer is output to the image display device 50 as an RGB signal. As a result, various effect images are displayed on the display unit 50a.
[0084] Note that the display list is composed of a group of commands for instructing the execution of drawing on a frame-by-frame basis. The display list contains information on various parameters such as the type of image to be drawn, the position where the image is to be drawn, the display priority, the display magnification, and the transmittance of the image.
[0085] The effect control microcomputer 121 outputs voices, music, sound effects, etc. from the speaker 52 via the voice control circuit 161 based on the commands received from the main control board 100, that is, according to the progress of the game by the main control board 100.
[0086] The voice data such as voices output from the speaker 52 is stored in the effect ROM 123 of the sub-control board 120. Note that the voice control circuit 161 may be a board with a CPU mounted thereon. In this case, the CPU may be made to execute voice control. Further, in this case, a ROM may be mounted on the board and the voice data may be stored in the ROM. Also, the speaker 52 may be connected to the image control board 140 and the image CPU 141 of the image control board 140 may be made to execute voice control. Further, in this case, the voice data may be stored in the image ROM 142 of the image control board 140.
[0087] Also, various switches serving as input parts, various actuators SA serving as drive sources, and various lamps SL are connected to the sub-control board 120 via a predetermined relay board (not shown). Signals output from the various switches are input to the sub-control board 120. Also, the sub-control board 120 outputs signals to the various actuators SA. Also, the sub-control board 120 performs lighting control of the various lamps SL via the lamp control circuit 151 based on commands and the like received from the main control board 100.
[0088] 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 corresponding to the detection content to the sub-control board 120. Note that the type and number of switches connected to the sub-control board 120 can be appropriately changed within a range that does not interfere with the game.
[0089] The various actuators SA connected to the sub-control board 120 include an on-board drive motor 55m that drives the on-board movable device 55, an under-board drive motor 56m that drives the under-board movable device 56, a frame drive motor 58m that drives the frame movable device 58, and the like. The effect control microcomputer 121 can drive these motors to cause the respective movable devices to perform predetermined operations. Specifically, the effect 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. Also, it is assumed that a vibration motor (not shown) for vibrating the normal button 40 is connected to the sub-control board 120. Note that the type and number of actuators connected to the sub-control board 120 can be appropriately changed within a range that does not interfere with the game.
[0090] The various lamps SL connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, and the like. The effect control microcomputer 121 can cause each lamp to emit light. Specifically, the effect control microcomputer 121 creates light emission pattern data (data that determines the light emission mode of each lamp, such as lighting / extinguishing and light emission color, also referred to as lamp data), and controls the light emission of each lamp according to the light emission pattern data. Note that data stored in the effect ROM 123 of the sub-control board 120 is used to create the light emission pattern data.
[0091] Note that the lamp control circuit 151 may be used as a circuit board on which the CPU is mounted. In this case, the CPU may execute lighting control for each lamp and operation control for each movable device. Further, in this case, a ROM may be mounted on the circuit board, 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 board 120 can be appropriately changed as long as it does not interfere with the game.
[0092] 3. Main Games by the Gaming Machine Next, the main games performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 10 to 17. Note that each table shown in FIGS. 10 to 17 is a general one for the purpose of explaining this item. In the description of the "characteristic part of the pachinko gaming machine PY1" to be described later, if a different table is shown, it is assumed that the pachinko gaming machine PY1 uses that table. However, for configurations where a different table is not shown in the description of the "characteristic part of the pachinko gaming machine PY1" to be described later, it is assumed that the table shown in this item is used. Also, for configurations where a different table is shown in the description of the "characteristic part of the pachinko gaming machine PY1" to be described later, it is assumed that it is possible to change to the table shown in this item.
[0093] 3-1. Games Related to the General Diagram First, the games related to the general diagram will be described. When the launched game ball passes through the gate 13, the pachinko gaming machine PY1 performs a general diagram lottery. When the general diagram lottery is performed, the general diagram display 82 performs variable display (stop display after variable display) of the general diagram. Here, the general diagram that stops and is displayed includes a winning symbol and a losing symbol. Note that the losing symbol of the general diagram is also referred to as a "losing general diagram" in order to distinguish it from the losing symbol of the special diagram to be described later. When the winning symbol is stopped and displayed, an auxiliary game is executed, and the game related to the passage of the gate 13 ends. On the other hand, when the losing general diagram is stopped and displayed, no auxiliary game is performed, and the game related to the passage of the gate 13 ends. Also, hereinafter, the passing of the game ball through the gate 13 is referred to as the "fulfillment of the general diagram start condition".
[0094] When the pachinko gaming machine PY1 performs such a series of games (general drawing lottery, variable display of general drawings, auxiliary games), it obtains general drawing-related random numbers when the general drawing start condition is satisfied. As shown in Fig. 10(A), the general drawing-related random numbers obtained include normal symbol random numbers. The normal symbol random numbers are random numbers for performing a winning determination. Random numbers are also referred to as determination information. Appropriate ranges are provided for the random numbers.
[0095] 3-1-1. Winning determination The winning determination is a determination for deciding whether it is a win (whether to execute an auxiliary game) according to a winning determination table as shown in Fig. 11(A). The winning determination table is associated with the game state described later. That is, there are a winning determination table used in the non-time-saving state (non-time-saving winning determination table) and a winning determination table used in the time-saving state (time-saving winning determination table). In each winning determination table, the determination values (normal symbol random number values) of the normal symbol random numbers are distributed to wins and losses, which are the results of the winning determination. Therefore, the pachinko gaming machine PY1 performs a winning determination of win or loss by determining the obtained normal symbol random number according to the winning determination table. Then, based on the result of the winning determination, a general drawing variation pattern determination for performing a variable display of the general drawing is performed. If the result of the winning determination is a win, basically, a winning symbol is stopped and displayed in the variable display of the general drawing. On the other hand, if the result of the winning determination is a loss, basically, a losing general drawing is stopped and displayed in the variable display of the general drawing. Note that the winning probability can be changed as appropriate. Also, the winning determination table does not have to be divided for each game state.
[0096] 3-1-2. General drawing variation The general drawing variation pattern determination is a determination for determining a general drawing variation pattern according to a general drawing variation pattern determination table as shown in Fig. 11(B). The general drawing variation pattern is identification information regarding predetermined matters related to the variable display of the general drawing, such as the general drawing variation time.
[0097] The normal pattern variation determination table is associated with the game state (non-time-limited state / time-limited state). That is, the normal pattern variation determination table includes a normal pattern variation determination table (non-time-limited normal pattern variation determination table) used in the non-time-limited state and a normal pattern variation determination table (time-limited normal pattern variation determination table) used in the time-limited state. Note that it is not necessary to divide the normal pattern variation determination table for each game state.
[0098] Each normal pattern variation determination table stores one normal pattern variation pattern, which is the result of normal pattern variation determination, for each normal pattern to be stopped. That is, the pachinko gaming machine PY1 can vary the normal pattern variation time between the non-time-limited state and the time-limited state. For example, in the non-time-limited state, for the variable display of the normal pattern when displaying a losing normal pattern (losing normal pattern) to stop, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 30 seconds, and for the variable display of the normal pattern when displaying a winning symbol to stop, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 30 seconds. Also, in the time-limited state, for the variable display of the normal pattern when displaying a losing normal pattern to stop, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 5 seconds, and for the variable display of the normal pattern when displaying a winning symbol to stop, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 5 seconds. The variable display of the normal pattern with the normal pattern variation time corresponding to the normal pattern variation pattern determined by this determination is performed on the normal pattern display 82. Also, these normal pattern variation times can be changed as appropriate. In this way, by performing the winning determination and the normal pattern variation pattern determination, the variable display of the normal pattern is performed on the normal pattern display 82.
[0099] 3-1-3. Auxiliary Game The auxiliary game is executed when a winning symbol is stopped and displayed (derived) as the display result (the result of the normal pattern lottery) in the variable display of the normal pattern.
[0100] The elements that make up the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D is opened and the opening time for each opening. And each of these elements is associated with the game state (non-time-limited state / time-limited state). The pachinko machine PY1 controls the auxiliary game according to the auxiliary game control table as shown in FIG. 11(C) based on the game state (non-time-limited state / time-limited state). The auxiliary game control table is associated with the game state (non-time-limited state / time-limited state). Each auxiliary game control table stores the auxiliary game components. Note that the number of openings and the opening time of each of these elements can be changed as appropriate.
[0101] The pachinko machine PY1 makes the opening time of the electric chute 12D different between the auxiliary game in the non-time-limited state and the auxiliary game in the time-limited state. For example, in the auxiliary game in the non-time-limited state, the electric chute 12D is opened for only the first opening time (a time when it is difficult for the game ball to win in the electric chute 12D (for example, 0.08 seconds)). Hereinafter, the auxiliary game in the non-time-limited state is also referred to as the "short opening auxiliary game". Also, in the auxiliary game in the time-limited state, the electric chute 12D is opened for only the second opening time that is longer than the first opening time (a time when it is easy for the game ball to win in the electric chute 12D (for example, 3.0 seconds)). Hereinafter, the auxiliary game in the time-limited state is also referred to as the "long opening auxiliary game". Note that the opening time of the electric chute 12D may be the same between the auxiliary game in the non-time-limited state and the auxiliary game in the time-limited state.
[0102] 3-2. Games related to the special figure Next, the game related to the special figure will be described. When a game ball launched into the pachinko gaming machine PY1 wins a prize at the first start port 11, a special figure 1 lottery is conducted. When the special figure 1 lottery is conducted, the special figure 1 display 81a performs a variable display (stop display after variable display) of the special figure 1 to notify the result of the special figure 1 lottery. Here, the special figure 1 that stops displaying includes a jackpot symbol and a losing symbol. That is, the results of the special figure 1 lottery include a jackpot and a loss. When the jackpot symbol stops displaying, a jackpot game is executed, a new game state is set, and the game based on the said winning ends. On the other hand, when the losing symbol stops displaying, no jackpot game is conducted, and the game based on the said winning ends.
[0103] Similarly, when a game ball launched into the pachinko gaming machine PY1 wins a prize at the second start port 12, a special figure 2 lottery is conducted. When the special figure 2 lottery is conducted, the special figure 2 display 81b performs a variable display (stop display after variable display) of the special figure 2 to notify the result of the special figure 2 lottery. Here, the special figure 2 that stops displaying includes a jackpot symbol and a losing symbol. That is, the results of the special figure 2 lottery include a jackpot and a loss. When the jackpot symbol stops displaying, a jackpot game is executed, a new game state is set, and the game based on the said winning ends. On the other hand, when the losing symbol stops displaying, no jackpot game is conducted, and the game based on the said winning ends.
[0104] In the following, when a game ball wins a prize at the first start port 11, it is referred to as "the establishment of the first start condition", and when a game ball wins a prize at the second start port 12, it is referred to as "the establishment of the second start condition". Also, "the establishment of the first start condition" and "the establishment of the second start condition" are collectively referred to as "the establishment of the start condition". Also, the losing symbol of the special symbol is also referred to as "losing special figure" in order to distinguish it from the losing symbol of the general figure described above.
[0105] When the pachinko gaming machine PY1 performs such a series of games (special figure lottery, variable display of special figures, jackpot game, setting of game state), upon the establishment of the start condition, it acquires special figure-related random numbers and makes various determinations about the random numbers. As shown in FIG. 10(B), the special figure-related random numbers to be acquired include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers (winning symbol type random numbers), reach random numbers, and special figure variation pattern random numbers. The special symbol random number is a random number for making a jackpot determination. The jackpot symbol type random number is a random number for making a jackpot symbol type determination (winning symbol type determination). The reach random number is a random number for making a reach determination. The special figure variation pattern random number is a random number for making a variation pattern determination of the special symbol. Random numbers are also referred to as determination information. Appropriate ranges are provided for each random number.
[0106] 3-2-1. Jackpot Determination The jackpot determination is a determination for deciding whether it is a jackpot (whether to execute a jackpot game) according to a jackpot determination table as shown in FIG. 12(A). The jackpot determination table is associated with the game state, specifically, whether it is a normal probability state or a high probability state. That is, there are a jackpot determination table (jackpot determination table for normal probability) used in the normal probability state and a jackpot determination table (jackpot determination table for high probability) used in the high probability state in the jackpot determination table.
[0107] In each jackpot determination table, the jackpot, which is the result of the jackpot determination, and a miss are assigned the determination values (special symbol random number values) of the special symbol random numbers. The pachinko gaming machine PY1 determines whether it is a jackpot or a miss by determining the acquired special symbol random number according to the jackpot determination table. As shown in FIG. 12(A), the jackpot determination table for high probability has more special symbol random number determination values set as being determined as a jackpot than the jackpot determination table for normal probability. Also, the winning probability of the jackpot can be changed as appropriate. Also, when configured to be able to win a minor jackpot, the result of the jackpot determination can include a minor jackpot win.
[0108] 3-2-2. Jackpot Symbol Type Determination (Winning Symbol Type Determination) The jackpot symbol type determination is a determination for determining the type of jackpot symbol (jackpot symbol type) according to the jackpot symbol type determination table as shown in FIG. 12(B) when the result of the jackpot determination is a jackpot. For each type of jackpot symbol, the content of the jackpot, in other words, the components of the jackpot composed of game bonuses given to the player, etc. are associated.
[0109] The jackpot symbol type determination table is associated with the type of the variable-display special symbol (Special Symbol 1 / Special Symbol 2), in other words, the type of the winning opening (First Winning Opening 11 / Second Winning Opening 12) where the winning (the winning that caused the jackpot symbol type determination) that caused the jackpot symbol type determination occurred. That is, there are a jackpot symbol type determination table (First Jackpot Symbol Type Determination Table) used when performing the variable display of Special Symbol 1 and a jackpot symbol type determination table (Second Jackpot Symbol Type Determination Table) used when performing the variable display of Special Symbol 2 in the jackpot symbol type determination table.
[0110] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, the determination value (jackpot symbol type random number value) of the jackpot symbol type random number (winning symbol type random number) is allocated to the jackpot symbol type which is the result of the jackpot symbol type determination. Therefore, the pachinko machine PY1 determines the type of the jackpot symbol by determining the acquired jackpot symbol type random number according to the jackpot symbol type determination table. And in the First Jackpot Symbol Type Determination Table and the Second Jackpot Symbol Type Determination Table, the jackpot symbol type random number values are appropriately allocated to various jackpot symbols. Note that the allocation rate of the jackpot symbol type can be changed appropriately. Also, the type of the jackpot symbol can be increased or decreased appropriately.
[0111] For example, as shown in FIG. 12(B), the distribution rate of the jackpot symbol type determined by the jackpot symbol type determination for Special Figure 1 is set such that the jackpot symbol A is 50% and the jackpot symbol B is 50%, and the distribution rate of the jackpot symbol type determined by the jackpot symbol type determination for Special Figure 2 is set such that the jackpot symbol C is 100%. In this way, it is possible to vary the distribution rate of the jackpot symbol type between the Special Figure 1 lottery conducted when a game ball wins the first start port 11 and the Special Figure 2 lottery conducted when a game ball wins the second start port 12. Further, when configured to be able to win a small win, it can be configured to determine the type of the small win symbol when winning a small win. The symbol type determination for winning includes the determination of the type of the jackpot symbol and the determination of the type of the small win symbol. The determination of the type of the small win symbol is also performed using a winning symbol type random number, similar to the determination of the type of the jackpot symbol.
[0112] 3-2-3. Reach determination The reach determination is a determination for deciding whether to generate a reach in a special figure variation effect described later according to a reach determination table as shown in FIG. 12(C) when the result of the jackpot determination is a miss.
[0113] The reach determination table is associated with the game state (non-time-limited state / time-limited state). That is, the reach determination table includes a reach determination table (non-time-limited reach determination table) used in the non-time-limited state and a reach determination table (time-limited reach determination table) used in the time-limited state. Note that it is not necessary to divide the reach determination table for each game state.
[0114] In each reach determination table, reach random number determination values (reach random number values) are assigned to the results of reach determination, namely, "reach exists (generating a reach)" and "reach does not exist (not generating a reach)". Therefore, the pachinko gaming machine PY1 determines whether a reach exists or not (whether to generate a reach) by determining the acquired reach random number according to the reach determination table. As shown in Fig. 12(C), the number of reach random number values determined as "reach exists (generating a reach)" is different between the non-time-saving reach determination table and the time-saving reach determination table. Note that the probability of determining that a reach exists can be changed as appropriate. Hereinafter, "reach exists (generating a reach)" under the premise that the result of the jackpot determination is "loss" is sometimes referred to as "reach exists with loss", and "reach does not exist (not generating a reach)" is sometimes referred to as "reach does not exist with loss".
[0115] 3-2-4. Special Figure Variation Pattern Determination The special figure variation pattern determination is a determination for determining the variation pattern (special figure variation pattern) of the variable display of the special figure using a special figure variation pattern determination table (special figure variation pattern determination table) as shown in Figs. 13 to 14, and is performed in both cases where the result of the jackpot determination is a jackpot and a loss. The special figure variation pattern is identification information for identifying predetermined matters such as the special figure variation time and the production flow (production content) of the special figure variation production described later. Note that the special figure variation pattern includes, in addition to the special figure variation time and the production flow (production content) of the special figure variation production, identification information regarding the result of the jackpot determination and the result of the reach determination. The identification information included in the special figure variation pattern can be changed as appropriate. Also, as the special figure variation pattern, it is possible to use a plurality of types of special figure variation patterns with different identification information respectively, and the number thereof can be changed as appropriate.
[0116] The special figure variation pattern determination table is associated with the type of special symbol (special figure 1 / special figure 2) that performs the variable display to be determined, in other words, the type of start port (first start port 11 / second start port 12) where the winning that causes the special figure variation pattern determination occurred. That is, in the special figure variation pattern determination table, there is a special figure variation pattern determination table (special figure 1 variation pattern determination table: FIG. 13) used when performing the variable display of special figure 1, and a special figure variation pattern determination table (special figure 2 variation pattern determination table: FIG. 14) used when performing the variable display of special figure 2. Note that the special figure variation pattern determination table may not be divided according to the type of special symbol (special figure 1 / special figure 2).
[0117] And each special figure variation pattern determination table is also associated with the game state (non-time-limited state / time-limited state). That is, in the special figure 1 variation pattern determination table, there is a special figure 1 variation pattern determination table (non-time-limited special figure 1 variation pattern determination table) used in the non-time-limited state, and a special figure 1 variation pattern determination table (time-limited special figure 1 variation pattern determination table) used in the time-limited state. On the other hand, for the special figure 2 variation pattern determination table as well, there is a special figure 2 variation pattern determination table (non-time-limited special figure 2 variation pattern determination table) used in the non-time-limited state, and a special figure 2 variation pattern determination table (time-limited special figure 2 variation pattern determination table) used in the time-limited state. Note that the special figure variation pattern determination table may not be divided for each game state.
[0118] In addition, each special figure variation pattern determination table associated with the game state (non-time-limit state / time-limit state) is further associated with the jackpot determination result and the reach determination result. That is, the special figure 1 variation pattern determination table for non-time-limit use and the special figure 2 variation pattern determination table for non-time-limit use each have those for jackpot, for reach-with-loss, and for non-reach-with-loss. Similarly, the special figure 1 variation pattern determination table for time-limit use and the special figure 2 variation pattern determination table for time-limit use each have those for jackpot, for reach-with-loss, and for non-reach-with-loss. Note that the special figure variation pattern determination table does not necessarily have to be divided according to the jackpot determination result or the reach determination result.
[0119] Furthermore, each special figure 1 variation pattern determination table for non-reach-with-loss is associated with the number of special figures on hold. For example, there is a special figure 1 variation pattern determination table for non-reach-with-loss used when the number of special figures 1 on hold (U1) is 0 to 2, and a special figure 1 variation pattern determination table for non-reach-with-loss used when the number of special figures 1 on hold (U1) is 3 to 4. Also, each special figure 2 variation pattern determination table for non-reach-with-loss is associated with the number of special figures on hold. Specifically, there is a special figure 2 variation pattern determination table for non-reach-with-loss used when the number of special figures 2 on hold (U2) is 0 to 2, and a special figure 2 variation pattern determination table for non-reach-with-loss used when the number of special figures 2 on hold (U2) is 3 to 4. Note that the special figure variation pattern determination table does not necessarily have to be divided according to the number of special figures on hold.
[0120] Then, the variable display of the special figure with the special figure variation time corresponding to the special figure variation pattern determined by each special figure variation pattern determination is performed on the special figure display 81. And when a jackpot symbol stops and is displayed as the display result (the result of the special figure lottery) during the variable display of the special figure, the next variable display of the special figure is not immediately performed, and subsequently, a jackpot game is executed.
[0121] In addition, each special figure variation pattern is associated with a production flow of the special figure variation production as shown in the second column from the right in the tables of FIGS. 13 to 14. Note that it is not necessary to associate a production flow of the special figure variation production with the special figure variation pattern.
[0122] Also, as shown in the rightmost column of the tables of FIGS. 13 to 14, the special figure variation pattern may be called by a name associated with the special figure (big win determination result) and the production content of the special figure variation production, etc. For example, the special figure variation pattern related to a big win is called "big win variation", and the special figure variation pattern related to a loss is called "loss variation". Among the big win variations, the special figure variation pattern in which a SP reach, which is a kind of reach, is performed is called "SP big win variation", the special figure variation pattern in which an L reach is performed is called "L big win variation", the special figure variation pattern in which the special figure variation production ends with an N reach is called "N big win variation", and the special figure variation pattern in which the eyes become aligned immediately when a reach is established is called "instant big win variation". On the other hand, among the losses with a reach, the special figure variation pattern in which a SP reach, which is a kind of reach, is performed is called "SP loss variation", the special figure variation pattern in which an L reach, which is a kind of reach, is performed is called "L loss variation", the special figure variation pattern in which the special figure variation production ends with an N reach, which is a kind of reach, is called "N loss variation", and the special figure variation pattern related to a loss without a reach is called "normal loss variation". There are three types of variations with different variation times in the normal loss variation (normal A loss variation, normal B loss variation, normal C loss variation). Also, the special figure variation pattern related to a loss without a reach and having a shorter variation time than the "normal loss variation" is called "shortened loss variation". There are two types of variations with different variation times in the shortened loss variation (shortened A loss variation, shortened B loss variation). Note that when collectively referring to the SP big win and the SP loss variation, it is called the SP variation or the SP reach variation.
[0123] 3-2-5. Look-ahead determination The pachinko gaming machine PY1 performs a prediction determination according to a prediction determination table as shown in FIG. 15 based on the acquired special drawing-related random numbers. The prediction determination is performed before the jackpot determination (specifically, for example, when winning a prize at the start port). For the prediction determination, there are, for example, determinations such as whether the special symbol random number is determined to be a jackpot in the jackpot determination, which jackpot symbol type the jackpot symbol type random number is determined to be in the jackpot symbol type determination, and which special drawing variation pattern the special drawing variation pattern random number is determined to be in the special drawing variation pattern determination. The prediction determination table is associated with the type of the start port (the first start port 11 / the second start port 12) related to the start prize. That is, the prediction determination table includes a prediction determination table (the first prediction determination table) when winning a prize at the first start port 11 and a prediction determination table (the second prediction determination table) when winning a prize at the second start port 12. Since the first start port 11 is the start port that triggers the lottery for special drawing 1, the first prediction determination table can also be referred to as the special drawing 1 prediction determination table. Also, since the second start port 12 is the start port that triggers the lottery for special drawing 2, the second prediction determination table can also be referred to as the special drawing 2 prediction determination table. Note that the prediction determination table does not necessarily need to be divided according to the type of the start port (the first start port 11 / the second start port 12). Also, the start prize means winning a prize at the start port.
[0124] In addition, the prediction determination table is also associated with the gaming state (non-time-limited state / time-limited state). That is, the prediction determination table includes a prediction determination table (non-time-limited use prediction determination table) used when in the non-time-limited state and a prediction determination table (time-limited use prediction determination table) used when in the time-limited state.
[0125] That is, the pre-reading determination table includes a first pre-reading determination table used in the non-time-saving state, a first pre-reading determination table used in the time-saving state, a second pre-reading determination table used in the non-time-saving state, and a second pre-reading determination table used in the time-saving state. Note that the pre-reading determination table does not necessarily need to be divided according to each game state. Also, what kind of determination is included in the pre-reading determination can be appropriately changed.
[0126] 3-3. Jackpot Game Next, the jackpot game will be described. The jackpot game includes a plurality of rounds of game with opening and closing of the big winning opening (the first big winning opening 14 or the second big winning opening 15), an opening (also denoted as OP) from the start of the jackpot game until the start of the first round of game, and an ending (also denoted as ED) from the end of the last round of game until the end of the jackpot game. Each round of game starts by the end of the opening or the end of the previous round of game, and ends by the start of the next round of game or the start of the ending. Also, it is possible not to provide OP or ED. In the following, the round of game at a predetermined turn number (predetermined order) is simply referred to as "round". For example, the first (1st) round of game is referred to as "1 round (1R)", and the 10th round of game is referred to as "10 rounds (10R)".
[0127] Elements constituting such a jackpot game (jackpot game constituent elements) include the number of rounds of game, the number of times the big winning opening (the first big winning opening 14, the second big winning opening 15) is opened in each round of game, the type and opening time of the big winning opening for each opening, the time to be closed until the next opening (closing time or interval time), the opening time (opening time), and the ending time (ending time). The pachinko gaming machine PY1 controls the jackpot game according to the jackpot game control table as shown in FIG. 16 after the stop display in the special figure.
[0128] As shown in FIG. 16, the jackpot game control table stores jackpot game components for each jackpot game (for example, for each of jackpot games A to C). In each jackpot game, from 1R to 15R, a round game in which the first major winning opening 14 is opened for a maximum of 29.5 seconds, or a round game in which the first major winning opening 14 is opened for a maximum of 0.1 second, is played. And in 16R (the final round), a round game in which the second major winning opening 15 is opened for a maximum of 29.5 seconds, or a round game in which the second major winning opening 15 is opened for a maximum of 0.1 second, is played. Also, in each round game, when a predetermined number (for example, 10) of game balls are detected by the major winning opening sensors 14a and 15a, the round game is ended even before the maximum opening time of the major winning openings 14 and 15 has elapsed.
[0129] Note that the jackpot game A shown in FIG. 16 is executed when the type of the winning jackpot symbol is jackpot symbol A (see FIG. 12(B)), the jackpot game B is executed when the type of the winning jackpot symbol is jackpot symbol B, and the jackpot game C is executed when the type of the winning jackpot symbol is jackpot symbol C.
[0130] Also, the number of times and the time in each jackpot game component can be changed as appropriate. Also, it is possible to conduct the jackpot game using both the first major winning opening 14 and the second major winning opening 15, or using only one of them. In the case of a configuration in which only the first major winning opening 14 is used for the jackpot game, or a configuration in which only the second major winning opening 15 is used for the jackpot game, it may be a configuration without the unused major winning opening. Also, the number of types of executable jackpot games may be multiple types or one type.
[0131] Here, the specific area 16 will be described in detail. Since the distribution member 16k causes the specific area 16 to take a non-winning closed state and a winning open state, the operation mode of the distribution member 16k can be referred to as the opening and closing mode of the specific area 16. In the following, the operation mode of the distribution member 16k will also be referred to as the "opening and closing mode of the specific area 16". Also, the specific area 16 being in the open state is also referred to as "V release", and the specific area 16 being in the closed state is also referred to as "V closure".
[0132] The distribution member 16k is controlled in a certain operation mode (that is, the specific area 16 is controlled in a certain opening and closing mode). For example, for 15 seconds after the opening of the second large winning opening 15 starts, 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 winning opening 15 is open for up to 29.5 seconds, from the relationship between the opening time and timing of the second large winning opening 15 and the time and timing of the distribution member 16k being controlled to the second state, it is easy for the game ball to pass through the specific area 16 (to enter the specific area 16 with the game ball). On the other hand, in a round game in which the second large winning opening 15 is open for up to 0.1 second, from the relationship between the opening time and timing of the second large winning opening 15 and the time and timing of the distribution member 16k being controlled to the second state, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to enter the specific area 16 with the game ball). Thus, it is possible to set the difficulty (ease) of causing the game ball to enter the specific area 16 in the jackpot game by combining a certain operation mode of the distribution member 16k (a certain opening and closing mode of the specific area 16) with the opening and closing mode of the second large winning opening 15 in the jackpot game. Note that the operation mode of the distribution member 16k can be changed as appropriate. When another operation mode is shown in the description of the "characteristic part of the pachinko machine PY1" described later, it is assumed that the pachinko machine PY1 adopts that operation mode.
[0133] During a jackpot game, a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) that facilitates the passage of the game ball to the specific area 16 (hereinafter also referred to as "V passage") is called a "V long jackpot", and a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) that makes it impossible or difficult for the game ball to pass through the specific area 16 is called a "V short jackpot".
[0134] 3-4. Game State Next, the game state will be described. As shown in FIG. 17, the pachinko gaming 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". Note that the "low probability low base game state" may be abbreviated as "low prob low base state", the "low probability high base game state" as "low prob high base state", the "high probability low base game state" as "high prob low base state", and the "high probability high base game state" as "high prob high base state", respectively. The states constituting the game state 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 of the electric stop 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.
[0135] The normal probability state is set in the "low probability low base game state" or the "low probability high base game state", and is a state where the probability of being judged as a big win in the big win determination is the normal probability. The high probability state is set in the "high probability low base game state" or the "high probability high base game state", and is a state where the probability of being judged as a big win in the big win determination is a high probability higher than the normal probability. Therefore, it can be said that the high probability state is a game state more advantageous to the player than the normal probability state. When the pachinko machine PY1 is powered on for the first time, the normal probability state is set. And by winning a big win, it becomes possible to switch from the normal probability state to the high probability state. For example, in the big win game, it is possible to switch to the high probability state by the game ball passing through the specific area 16. Also, it is possible to switch to the high probability state depending on the type of big win symbol. Whether the trigger to switch to the high probability state is the V passage or the type of big win symbol is assumed to be predetermined according to the desired game performance. In the high probability state, it is possible to switch from the high probability state to the normal probability state by performing a big win determination a predetermined number of times without winning a big win, or by winning the next big win.
[0136] The non-time-short state is set in the "low probability low base game state", the "high probability low base game state" or the "big win game state". The time-short state is set in the "low probability high base game state" or the "high probability high base game state", and is a game state where the opening time of the electric chute 12D in one auxiliary game is likely to be longer than that in the non-time-short state. For example, in the time-short state, the opening time (for example, 3.0 seconds) is longer than the opening time of the electric chute 12D in the non-time-short state (for example, 0.08 seconds). Also, in the time-short state, the special figure variation pattern determination is performed according to the special figure variation pattern determination table determined so that the special figure variation pattern with a short special figure variation time is selected more often than in the non-time-short state (see FIGS. 13 to 14). As a result, in the time-short state, the pace of digestion of the special figure hold becomes faster, and an effective winning (a winning that can be stored as a special figure hold) to the start port is likely to occur. Therefore, it is possible to aim for a big win under the smooth progress of the game.
[0137] Also, in the short-time state, compared with the non-short-time state, the general drawing variation time tends to be shorter. For example, in the short-time state, a general drawing variation time (5 seconds) shorter than the general drawing variation time (30 seconds) determined in the non-short-time state is determined (FIG. 11(B)). Therefore, in the short-time state, the number of times the general drawing lottery is executed per unit time is larger.
[0138] Also, in the short-time state, compared with the non-short-time state, it is easier to be judged as a win in the winning judgment. For example, in the short-time state, it is judged as a win with a higher probability (e.g., 59936 / 65536) than the probability (e.g., 6600 / 65536) of being judged as a win in the non-short-time state (FIG. 11(A)). Therefore, in the short-time state, the number of times of being judged as a win in the winning judgment per unit time is larger.
[0139] Thus, in the short-time state, compared with the non-short-time state, the opening time of the electric pachinko 12D per unit time becomes longer, and the game balls are more likely to frequently win the second start port 12. As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes higher. Therefore, in the short-time state with a high base, it is possible to aim for a jackpot win without significantly reducing the number of game balls in hand. Therefore, it can be said that the short-time state is a game state more advantageous to the player than the non-short-time state.
[0140] When the pachinko machine PY1 is powered on for the first time, the non-short-time state is set. And, for example, the short-time state can be set by winning the jackpot. In the short-time state, it is possible to change from the short-time state to the non-short-time state by performing a jackpot judgment a predetermined number of times without winning the jackpot or by winning the next jackpot.
[0141] In addition, in the time-saving state, compared with the non-time-saving state, it is easier to win per hit, the general pattern variation time is likely to be shorter, and the opening time of the electric chute 12D in one auxiliary game is likely to be longer. That is, for the game related to the general pattern, it is set advantageously for the player in three aspects. However, the points set advantageously for the player may be only a part of these. Also, the special pattern variation pattern determination table in the time-saving state does not necessarily need to be such that a special pattern variation pattern with a shorter special pattern variation time is more likely to be selected than that in the non-time-saving state.
[0142] Note that the game state after the power is first turned on for the pachinko machine PY1 is the "low probability low base game state" in which the normal probability state and the non-time-saving state are set. This game state is also referred to as the "normal game state". Note that in the "big win game state", although the general pattern lottery (hit determination regarding the general pattern) is performed, the special pattern lottery (big win determination) is not performed. Therefore, with the start of the big win game, the non-time-saving state is set. Also, regarding the game state, it is possible to use all of the above-described game states or only a part of them. Also, regarding the various game states described in this specification, it is assumed that they can be arbitrarily expressed in the form of the "nth game state" (n is an integer of 1 or more). Also, the low probability low base game state (low probability non-time-saving state) is called the low probability non-time-saving state, the low probability high base game state (low probability time-saving state) is called the low probability time-saving state, the high probability low base game state (high probability non-time-saving state) is called the high probability non-time-saving state, and the high probability high base game state (high probability time-saving state) is called the high probability time-saving state.
[0143] 4. Main effects by the gaming machine Next, the main effects performed by the pachinko machine PY1 will be described with reference to FIGS. 18 to 24.
[0144] 4-1. Effect mode First, the effect mode will be described. The effect mode is the classification of the effects (or the higher-conceptual attributes). The pachinko machine PY1 can set the customer waiting effect mode, the normal effect mode, the probability variation effect mode, the time-saving effect mode, and the big win effect mode as the effect modes.
[0145] The customer-waiting performance mode can be set when no special figure variation performance is being carried out 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 it is a performance mode indicating a waiting state where no special figure variation performance is being carried out. When the customer-waiting performance mode is set, a customer-waiting performance is carried out. In the customer-waiting performance, for example, as shown in FIG. 18(A-1), a customer-waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a. Also, when the normal button 40 is operated while the customer-waiting demo video G100 is being displayed, as shown in FIG. 18(A-2), a setting screen G101 for setting the performance of the pachinko gaming machine PY1 is displayed. The settings related to the performance include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a, the frequency setting of the executed performance, and the like.
[0146] The normal performance mode can be set when a special figure variation performance is being carried out in the "low probability and low base game state" or "high probability and low base game state", and it is a performance mode indicating a non-time-saving state. In the normal performance mode, for example, as shown in FIG. 18(B-1), there is a first normal performance mode in which a background image representing a daytime mountain view (daytime normal background image G102) is displayed on the display unit 50a; as shown in FIG. 18(B-2), there is a second normal performance mode in which a background image representing an evening mountain view (evening normal background image G103) is displayed on the display unit 50a; as shown in FIG. 18(B-3), there is a third normal performance mode in which a background image representing a nighttime mountain view (nighttime normal background image G104) is displayed on the display unit 50a. One condition for switching is that one or more special figure variation performances are carried out without winning a big hit. Furthermore, in each of the first to third normal performance modes, in the special figure variation performance, there are a normal pre-stage performance mode before a reach is established and a normal post-stage performance mode after a reach is established. In the normal pre-stage performance 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, but in the normal post-stage performance mode, a dedicated background image corresponding to the type of reach is displayed. Also, a special performance mode that is set only in the "high probability and high base game state" may be provided.
[0147] The probability-variable performance mode is a performance mode that can be set when a special figure variation performance is being carried out in the "high probability and high base game state", and it is a performance mode indicating a high probability state and a time-saving state. In the probability-variable performance mode, for example, as shown in FIG. 18(B-4), a background image representing the universe (probability-variable background image G105) is displayed on the display unit 50a. Furthermore, in the probability-variable performance mode, in the special figure variation performance, there are a probability-variable pre-stage performance mode before a reach is established and a probability-variable post-stage performance mode after a reach is established. In the probability-variable pre-stage performance mode, the probability-variable background image G105 is displayed on the display unit 50a, but in the probability-variable post-stage performance mode, a dedicated background image corresponding to the type of reach is displayed.
[0148] The short-time performance mode is a performance mode that can be set when the special figure variation performance is being carried out in the "low-probability high-base game state", and it is a performance mode indicating the normal probability state and the short-time state. In the short-time performance mode, for example, as shown in FIG. 18(B-5), a background image representing emptiness (short-time background image G106) is displayed on the display unit 50a. Further, the short-time performance mode includes, in the special figure variation performance, a short-time pre-reach performance mode before the reach is established and a short-time post-reach performance mode after the reach is established. In the short-time pre-reach performance mode, the short-time background image G106 is displayed on the display unit 50a, but in the short-time post-reach performance mode, a dedicated background image corresponding to the type of reach is displayed.
[0149] The jackpot performance mode is a performance mode that can be set when the jackpot game is being carried out in the "jackpot game state", and it is a performance mode indicating that the jackpot game is being carried out. In the jackpot performance mode, for example, during the opening of the jackpot game, as shown in FIG. 18(C-1), on the display unit 50a, a jackpot opening performance is carried out in which a jackpot opening image G107 suggesting the start of the jackpot game and a right-hit image G108 prompting "right hit" are displayed. During the round of the jackpot game, as shown in FIG. 18(C-2), on the display unit 50a, a round performance is carried out 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. During the ending of the jackpot game, as shown in FIG. 18(C-3), on the display unit 50a, a jackpot ending performance is carried out in which an ending image G111 suggesting the performance mode set after the jackpot game and a total prize ball number image G112 suggesting the total number of prize balls paid out are displayed.
[0150] Note that the types of performance modes can be appropriately changed or added.
[0151] 4-2. Special Figure Variation Performance Next, a special figure variation effect (also simply referred to as "variation effect") will be described. When the variable display of the special figure starts on the pachinko gaming machine PY1, a special figure variation effect is executed based on the special figure variation pattern related to the variable display of the special figure and the special figure lottery result (big win determination result, big win symbol type determination result, reach determination result, and special figure variation pattern determination result). In the special figure variation effect (an example of a notification effect), on the display unit 50a, the variable display of the effect symbols is superimposed on a predetermined background image. In the variable display of the effect symbols, the effect symbols stop after changing. That is, after the special figure variation time and the variable display of the effect symbols are performed, the variation stops and the stop display of the effect symbols is performed. Then, the result of the special figure lottery is notified by the stop display of the effect symbols.
[0152] In addition, in the special figure variation effect, in addition to the variable display of the effect symbols, other effects using various effect devices such as the image display device 50, the speaker 52, the frame lamp 53, the panel lamp 54, the movable devices 55, 56, 58, the normal button 40, and the special button 41 can be performed. In this case, it is possible to continue performing other effects even after the stop display of the effect symbols.
[0153] 4-2-1. Effect Symbol Display Area As shown in FIG. 19(A), on the display unit 50a of the image display device 50, a left effect symbol area 50b1, a middle effect symbol area 50b2, and a right effect symbol area 50b3 can be provided on the left, center, and right sides respectively, which divide the display unit 50a into three substantially equal parts in the horizontal direction. The left effect symbol area 50b1 is an area for displaying the left effect symbol EZ1 when the stop display of the effect symbols in the special figure variation effect is performed. Similarly, the middle effect symbol area 50b2 and the right effect symbol area 50b3 are areas for displaying the middle effect symbol EZ2 and the right effect symbol EZ3.
[0154] Also, as shown in FIG. 19(A), a small symbol area 50c can be provided in a 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 for variably displaying the small symbols KZ1, KZ2, and KZ3 when the variable display of the special figure is being performed.
[0155] In FIG. 19(A), the left effect symbol area 50b1, the middle effect symbol area 50b2, the right effect symbol area 50b3, and the small symbol area 50c are indicated by a two-dot chain line, but this is described to represent the ranges of the left effect symbol area 50b1, the middle effect symbol area 50b2, the right effect symbol area 50b3, and the small symbol area 50c, and they are not actually displayed. Also, the ranges of the respective areas can be changed as appropriate. Further, not only the effect symbols EZ1, EZ2, EZ3 (left effect symbol EZ1, middle effect symbol EZ2, right effect symbol EZ3) but also the small symbols KZ1, KZ2, KZ3 are symbols displayed on the display unit 50a for the effect, and thus are an example of "effect symbols".
[0156] 4-2-2. Normal Variation The pachinko gaming machine PY1 can first perform a normal variation in the special figure variation effect. The normal variation functions as an effect suggesting that the variable display of the special figure has started.
[0157] When the variable display of the special figure starts, for example, as shown in FIG. 19(A), on the display unit 50a, the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3 are stopped and displayed, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are stopped and displayed. The variable display of the special figure is not being performed, and from the state of waiting for the variable display of the special figure, as shown in FIG. 19(B), along with the start thereof, the variable display of the effect symbols EZ1, EZ2, and EZ3 is started, and the variable display of the small symbols KZ1, KZ2, and KZ3 is started. And when the special figure variation pattern of this special figure variable display is, for example, the case of "normal losing variation", as shown in FIG. 19(C-1), after the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in different stop modes, as shown in FIG. 19(D), the effect symbols EZ1, EZ2, and EZ3 stop and are displayed in a stop mode (so-called scattered state) suggesting a loss. At this time, the small symbols KZ1, KZ2, and KZ3 also stop and are displayed all at once in a stop mode suggesting a loss. On the other hand, when the special figure variation pattern of the special figure variable display is, for example, a special figure variation pattern with a reach such as "N-loss variation", as shown in FIG. 19(C-2), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in the same stop mode, and a reach is established. Specifically, first, the left effect symbol EZ1 stops at a certain symbol (for example, 5 symbols), and then the right effect symbol EZ3 stops at the same symbol (5 symbols) as the left effect symbol EZ1, and a reach is established. At this time, the variable display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach effect according to the special figure variation pattern is performed. Note that the stop order and stop mode of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0158] 4-2-3.N Reach The pachinko gaming machine PY1 can perform an N-reach when a reach is established in a normal variation. The N-reach is an effect suggesting that there may have been a "big win" as a result of the big win determination, and functions as an effect to make the player expect a big win.
[0159] In the N-reach, as shown in Fig. 20(A), the state in which the reach is established is maintained for a predetermined time (e.g., 10 seconds). As shown in Fig. 20(B), the variation speed of the middle performance symbol EZ2 gradually decreases. Then, when the special figure variation pattern of the variable display of the special figure is, for example, the "N-loss variation", as shown in Fig. 20(C-1), the performance symbols EZ1, EZ2, and EZ3 stop displaying in a stop mode (so-called scattered pattern) suggesting a loss. At this time, the small symbols KZ1, KZ2, and KZ3 also stop displaying simultaneously in a stop mode suggesting a loss. On the other hand, when the special figure variation pattern of the variable display of the special figure is, for example, the "N-jackpot variation", as shown in Fig. 20(C-2), it stops displaying in a stop mode (so-called aligned pattern) suggesting a jackpot. At this time, the small symbols KZ1, KZ2, and KZ3 also stop displaying simultaneously in a stop mode suggesting a jackpot. Note that the performance content of the N-reach is not limited to the gradual deceleration of the middle performance symbol EZ2, and can be appropriately changed or added.
[0160] Also, regarding the stop mode of the performance symbols EZ1, EZ2, and EZ3 suggesting a loss, the scattered pattern when the reach is not established is called the "non-reach scattered pattern" or "non-reach loss pattern", and the scattered pattern when the reach is established is called the "reach scattered pattern" or "reach loss pattern". How to combine each of the performance symbols EZ1, EZ2, and EZ3 constituting the non-reach scattered pattern (e.g., "2·3·1", "5·8·6", etc.), and how to combine each of the performance symbols EZ1, EZ2, and EZ3 constituting the reach scattered pattern (e.g., "2·1·2", "5·4·5", etc.) are selected by the performance control microcomputer 121. Also, how to combine each of the performance symbols EZ1, EZ2, and EZ3 constituting the stop mode (aligned pattern) suggesting a jackpot (e.g., "2·2·2", "7·7·7", etc.) is selected by the performance control microcomputer 121 based on the type of the selected jackpot symbol.
[0161] 4-2-4.SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is an effect suggesting that the possibility of the jackpot determination result being "jackpot" is higher than that of the N reach, and functions as an effect to make the player expect a jackpot.
[0162] In the SP reach, after the N reach, for example, as shown in FIG. 21(A), a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display unit 50a, and an image (SP reach start title image) G1 indicating that the SP reach has started is displayed at the center of the display unit 50a. Then, as shown in FIG. 21(B), an SP reach dedicated effect (for example, a battle effect) is performed. When reaching the final stage of the SP reach dedicated effect, if the variable display pattern of the special figure in the special drawing is, for example, "SP jackpot variation", as shown in FIG. 21(C-1), on the display unit 50a, an effect suggesting a jackpot (for example, a display where the protagonist character (one of the ally characters) wins the battle and stands as the king) is performed, and the effect symbols EZ1, EZ2, EZ3 stop and are displayed in a stop mode suggesting a jackpot (so-called same-symbol state). At this time, the small symbols KZ1, KZ2, KZ3 also stop and are displayed simultaneously in a stop mode suggesting a jackpot. On the other hand, if the variable display pattern of the special figure in the special drawing is, for example, "SP loss variation", as shown in FIG. 21(C-2), an effect suggesting a loss (for example, a display where the enemy character wins the battle and stands as the king) is performed, and the effect symbols EZ1, EZ2, EZ3 stop and are displayed in a stop mode suggesting a loss (so-called scattered state). At this time, the small symbols KZ1, KZ2, KZ3 also stop and are displayed simultaneously in a stop mode suggesting a loss. Note that the content of the SP reach effect can be appropriately changed or added.
[0163] Here, the probability (big win expectancy) that the production symbols EZ1, EZ2, and EZ3 for each reach stop in a mode indicating a big win will be described in detail. The big win expectancy for each reach is determined by the execution probability based on the result of the big win determination. For example, if the execution probability of a variation that ends at the N reach is set to 10% when the result of the big win determination is "loss" and 50% when the result of the big win determination is "big win", and the execution probability of a variation that develops into the SP reach is set to 4% when the result of the big win determination is "loss" and 50% when the result of the big win determination is "big win", it is possible to set the big win expectancy of the SP reach to be higher than that of the N reach. Also, if SP reach A and SP reach B are made executable as SP reaches, the execution probability of SP reach A is set to 2% when the result of the big win determination is "loss" and 30% when the result of the big win determination is "big win", and the execution probability of SP reach B is set to 2% when the result of the big win determination is "loss" and 20% when the result of the big win determination is "big win", it is possible to set the big win expectancy of SP reach A to be higher than that of SP reach B. In this way, it is possible to set the big win expectancy by appropriately setting the execution probability according to the result of the big win determination.
[0164] 4-2-5. L Reach The pachinko gaming machine PY1 can perform an L reach after the N reach. The L reach is an effect that suggests that the probability that the lottery result of the special figure lottery is "big win" is lower than that of the SP reach but higher than that of the N reach, and functions as an effect to make the player expect a big win. Note that the execution time of the reach effect of the L reach is shorter than the effect time of the reach effect of the SP reach (FIGS. 13 and 14). Therefore, in the reach effect of the L reach, for example, a shorter video than the reach effect of the SP reach is displayed on the display unit 50a. Note that the content of the reach effect of the L reach can be changed as appropriate. Also, a special figure variation pattern in which the reach effect of the SP reach is executed developmentally after the reach effect of the L reach may be provided.
[0165] 4-3. Reserved Icon Display Area As shown in Fig. 22(A), it is possible to provide a held icon display area 50d composed of four display areas in the display unit 50a of the image display device 50. The held 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 it is possible to display a held icon HA in each of the display areas 50d1, 50d2, 50d3, 50d4 according to the number of holds in Fig. 1 or the number of holds in Fig. 2. For example, when the number of holds in Fig. 1 is '1', the held icon HA is displayed in the first display area 50d1, and when the number of holds in Fig. 1 is '2', the held icon HA is displayed in the first display area 50d1 and the second display area 50d2.
[0166] Also, as shown in Fig. 22(A), it is possible to provide the relevant icon display area 50e composed of one display area near the held icon display area 50d. The relevant icon display area 50e can display the same relevant icon TA (also referred to as the held icon TA) as the held icon HA in response to the start of the special figure variation effect. Note that, as the relevant icon TA, an icon different from the held icon HA may be displayed.
[0167] Note that the number of display areas constituting the held icon display area 50d can be appropriately changed. Also, the held icon display area 50d can be a display area for displaying both the number of holds in Fig. 1 and the number of holds in Fig. 2, or a display area for displaying only one of them. Also, a configuration can be adopted in which the held icon display area 50d is provided but the relevant icon display area 50e is not provided, or a configuration in which neither of them is provided.
[0168] 4-3-1. Held Effect The pachinko gaming machine PY1 can perform a held effect in response to a game ball winning in the first start port 11 or the second start port 12. The held effect can inform the player of the number of holds in Fig. 1 or the number of holds in Fig. 2.
[0169] In the hold performance, when a game ball wins a prize at the first start port 11 when the hold count of special figure 1 is '0', the special figure variation performance is started. For example, as shown in Fig. 22(B), the icon TA is displayed in the icon display area 50e. Then, when two more game balls win a prize at the first start port 11 during the special figure variation performance, as shown in Fig. 22(C), the hold icons HA are displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, and the player is informed that the hold count of special figure 1 is '2'. After that, when the special figure variation performance ends and a new special figure variation performance is started, as shown in Fig. 22(D), the hold icon HA displayed in the first display area 50d1 of the hold icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the hold icon HA displayed in the second display area 50d2 of the hold icon display area 50d moves to the first display area 50d1 and is displayed, and the player is informed that the hold count of special figure 1 is '1'.
[0170] 4-4. Advance Notice Performance The pachinko gaming machine PY1 can perform an advance notice performance at any timing during the special figure variation performance. The advance notice performance is an effect 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 device (normal button 40, special button 41), etc., and can suggest the result of the jackpot determination or the result of the special figure variation pattern determination.
[0171] 4-4-1. Movable Object Performance The pachinko gaming machine PY1 can perform a movable object performance using the movable devices 55, 56, 58 as an advance notice performance. The movable object performance is an effect of operating the movable devices 55, 56, 58, and functions as an effect to make the player expect a jackpot.
[0172] In the moving body performance, for example, when developing from an N reach to an SP reach, as shown in FIG. 23(A), the on-board moving device 55 and the under-board moving device 56 operate, and the on-board moving body 55k and the under-board moving body 56k move so as to overlap on the display unit 50a, suggesting development to an SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the on-board moving body 55k and the under-board moving body 56k. Then, as shown in FIG. 23(B), the on-board moving body 55k and the under-board moving body 56k return to the normal standby state (initial position) and develop to an SP reach. This moving body performance is an example of a development performance. Note that the moving body performance is not limited to suggesting development to an SP reach and can be changed or added as appropriate. Also, the operation details of the moving device in the moving body performance can be changed or added as appropriate. Also, the moving device to be operated in the moving body performance can be changed as appropriate. Also, when the performance does not develop (for example, in the case of N miss variation), it is also possible to perform a moving body performance as a so-called fake performance. The moving body performance is also called a moving body drive performance.
[0173] 4-4-2. Operation Performance The pachinko gaming machine PY1 can perform an operation performance using the normal button 40 and the special button 41 as a preview performance. The operation performance is a performance that causes the player to operate the normal button 40 or the special button 41, and functions as a performance for making the player expect a big win.
[0174] In the operation performance, for example, in the SP reach, a period during which the pressing operation of the input device (special button 41) is effective (operation effective period) occurs. Along with the occurrence of this operation effective period, as shown in FIG. 24(A), a performance that prompts the operation of the special button 41 (operation promotion performance) is performed. In the operation promotion performance, an operation promotion image G30 is displayed on the display unit 50a. The operation promotion image G30 includes an image imitating the special button 41 (special button image G31), an image representing the operation method of the special button 41 (i.e., the pressing operation) (operation method instruction image G32), and an image representing the remaining time of the operation effective period (effective period image G33). Note that the effective period image G33 is generally composed of a substantially curved progress bar and changes as time passes so that the player can easily understand the remaining time of the operation effective period. Thereafter, in response to the special button 41 being pressed during the operation effective period, or after the operation effective period has elapsed without the special button 41 being operated during the operation effective period, as shown in FIG. 24(B), the on-board movable device 55 operates, and the on-board movable body 55k moves so as to overlap the display unit 50a, suggesting the jackpot expectancy. Note that the operation performance is not limited to the operation of the on-board movable device 55 and can be appropriately changed or added. In addition, the operation promotion performance that prompts the operation of operation means (operation unit) such as the special button 41 and the normal button 40 is also referred to as an operation instruction performance.
[0175] 4-4-3. Anticipation performance The pachinko gaming machine PY1 can perform an anticipation performance for the hold of special figure 1 or the hold of special figure 2 for which the special figure lottery is not performed as a preview performance. The anticipation performance functions as a performance for suggesting in advance the lottery result of the special figure lottery for the hold of special figure 1 or the hold of special figure 2.
[0176] In the preview effect, for example, when the result of the preview determination for the hold of FIG. 1 is a "big win", as shown in FIG. 22(C), the hold icon HA that is normally displayed as "〇" in the hold icon display area 50d may be displayed as "☆". Also, when the result of the preview determination is a "loss", the hold icon HA may be displayed as "☆" as a so-called fake effect. In this way, the preview effect of displaying the hold icon HA and the icon TA in a special mode (in this form, for example, "☆", also referred to as the special display mode) instead of the normal mode (in this form, "〇", also referred to as the normal display mode) is called the hold change effect or the hold display change effect. Also, the hold icon HA and the icon TA are collectively referred to as the hold display or the predetermined icon. In this form, as the hold display, the hold icon HA and the icon TA are displayed, but it may also be configured to display only the hold icon HA and not display the icon TA. Also, the timing of performing the hold display in the special mode in the hold change effect may be at the occurrence of the start winning that triggers the hold display, or at the time of the shift display of the hold display (when the display area of the hold icon HA is changed), or during the execution of the FIG. change corresponding to the hold display (so-called the said change) (when it is displayed as the icon TA). Also, there may be a plurality of types of special modes of the hold display.
[0177] Note that the preview effect can be performed for both or either one of the hold of FIG. 1 and the hold of FIG. 2. Also, the preview effect is not limited to the change in the display mode of the hold icon HA, and can be appropriately changed or added. Examples of the preview effect other than the hold change effect include so-called continuous announcements.
[0178] 5. Control of the game by the game control microcomputer 101 Next, the control of the game by the game control microcomputer 101 will be described with reference to FIGS. 25 to 26. Note that the 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.
[0179] [1. Main Control Main Process] When the pachinko gaming machine PY1 is powered on, the game control microcomputer 101 provided on the main control board 100 reads and executes the program of the main control main process shown in Fig. 25 from the game ROM 103. As shown in the figure, in the main control main process, first, the power-on process (S001) is performed. In the power-on process, permission settings for accessing the game RAM 104, settings for the game CPU 102, settings for SIO, PIO, CTC (a circuit for managing interrupt times), etc. are performed.
[0180] Also, in the power-on process (S001), when the game control microcomputer 101 inputs a signal based on the pressing operation of the RAM clear switch 191, it executes RAM clear. When RAM clear is executed, the game information stored in the game RAM 104 (for example, information on the game state such as the high-probability state, the number of special figure holds, and the result of the big win determination) is erased. As a result, the game state is set to the normal game state (low-probability low-base state, low-probability non-time-short state). However, even if RAM clear is executed, the information on the total number of prize balls stored in the total prize ball number storage unit 107a, the information on the total number of fired balls stored in the total fired ball number storage unit 107b, and the information on the number of difference balls stored in the difference ball number storage unit 107c are not cleared.
[0181] Following the power-on process, interrupts are prohibited (S002), and the normal symbol and special symbol main random number update process (S003) is executed. In this normal symbol and special symbol main random number update process (S003), the counter values of various random numbers shown in Figs. 10(A) and 10(B) are incremented by 1 for update. When the counter value of each random number reaches the upper limit value, 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 randomly changed. Also, at least a part of each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like.
[0182] When the normal symbol / special symbol main random number update process (S003) ends, interrupts are enabled (S004). While interrupts are enabled, the main-side timer interrupt process (S005) can be executed. The main-side timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a cycle of 4 msec. That is, the main-side timer interrupt process (S005) is executed at a cycle of 4 msec. And after the main-side timer interrupt process (S005) ends and before the next main-side timer interrupt process (S005) starts, 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 when an interrupt pulse is input to the game CPU 102 while the interrupt is disabled, the main-side timer interrupt process (S005) is not started immediately but is started after interrupts are enabled (S004).
[0183] [2. Main-side Timer Interrupt Process] Next, the main-side timer interrupt process (S005) will be described. As shown in FIG. 26, in the main-side timer interrupt process (S005), first, an input process (S102) is executed. In the input process (S102), the game control microcomputer 101 captures, for example, a detection signal from a lower dish full switch that detects the fullness of the lower dish 35 and stores it in the output buffer of the game RAM 104 as lower dish full data.
[0184] The subsequent normal symbol / special symbol main random number update process (S103) is the same as the normal symbol / special symbol main random number update process (S003) performed in the main control main process of FIG. 25. That is, the update process of the counter values of various random numbers shown in FIGS. 10(A) and 10(B) is performed in both the execution period of the main-side timer interrupt process (S005) and the other period (the period after the main-side timer interrupt process (S005) ends and before the next main-side timer interrupt process (S005) starts).
[0185] Following the main random number update process for the normal and special symbols (S103), the game control microcomputer 101 performs sensor detection processing (S104), then normal operation processing (S105), and further special operation processing (S107). The sensor detection processing, normal operation processing, and special operation processing will be described later.
[0186] Following the special operation processing (S107), a distribution device control process (S108) for controlling the distribution device 16D is performed. Note that the distribution device 16D is activated when a special game using the second large winning device 15D is being played. However, the distribution device 16D may be activated with a constant operation at all times since the power is turned on.
[0187] Next, the game control microcomputer 101 executes output processing (S112). In the output processing (S112), commands and the like set in the output buffer provided in the game RAM 104 of the main control board 100 in each of the above processes are output to the sub-control board 120, the payout control board 170, and the like.
[0188] After that, the game control microcomputer 101 executes other processing (S113) to end the main side timer interrupt processing (S005). As the other processing (S113), power-off monitoring processing when the power is turned off, updating of the timer provided in the game RAM 104, and the like are performed. Also, as the other processing (S113), payout control processing for paying out prize balls to the player is performed. In the payout control processing, a prize ball request signal is transmitted to the payout control board 170 in response to the entry of game balls into each winning port. That is, the payout control board 170 pays out prize balls based on the prize ball request signal.
[0189] Then, the game control microcomputer 101 repeatedly executes the processing of steps S002 to S004 of the main control main process until an interrupt pulse is input to the game CPU 102 (see FIG. 25). When an interrupt pulse is input (after about 4 msec), the main side timer interrupt processing (S005) is executed again.
[0190] [2-1. Sensor Detection Processing] In the sensor detection process (S104), the general winning opening sensor process, gate sensor process, second start opening sensor process, first start opening sensor process, first big winning opening sensor process, second big winning opening sensor process, specific area sensor process, and discharge opening sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0191] In the general winning opening sensor process, it is determined whether a game ball is detected by the general winning opening sensor 10a. Also, according to the result of the process, a command for the general winning opening sensor is generated.
[0192] In the gate sensor process, it is determined whether a game ball is detected by the gate sensor 13a. When it is determined that a game ball is detected, the 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 hold memory unit 106 provided in the game RAM 104. Note that when a predetermined number (for example, 4) of normal symbol random numbers are stored in the normal symbol hold memory unit 106, the newly acquired normal symbol random number is not stored. Also, according to the result of the process, a command for the gate sensor is generated.
[0193] In the second start port sensor process, it is determined whether a game ball is detected by the second start port sensor 12a. When it is determined that a game ball has been detected, special symbol random number counters, jackpot symbol type random number counters, reach random number counters, and special pattern 2 related random numbers consisting of special pattern variation pattern random number counters are obtained, and the obtained special pattern 2 related random numbers are stored in the special pattern 2 hold memory unit 105b provided in the game RAM 104. The special pattern 2 hold 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, for example, "4"), and the obtained special pattern 2 related random numbers are stored in order from the first area. Note that when the special pattern 2 related random numbers are stored up to the nth area, the newly obtained special pattern 2 related random numbers are not stored. Also, a second pre-reading determination is made using the obtained special pattern 2 related random numbers and the second pre-reading determination table. Also, according to the result of the process, a second start port sensor command including a special pattern 2 hold number command representing the number of special pattern 2 related random numbers (special pattern 2 hold number) stored in the special pattern 2 hold memory unit 105b and a second start winning command representing the result of the second pre-reading determination is generated.
[0194] In the first start port sensor process, it is determined whether a game ball is detected by the first start port sensor 11a. When it is determined that a game ball has been detected, special symbol random number counters, jackpot symbol type random number counters, reach random number counters, and special pattern 1 related random numbers consisting of special pattern variation pattern random number counters are obtained, and the obtained special pattern 1 related random numbers are stored in the special pattern 1 hold memory unit 105a provided in the game RAM 104. The special pattern 1 hold memory unit 105a has a plurality of storage areas from the first area to the nth area (n is an integer of 2 or more, for example, "4"), and the obtained special pattern 1 related random numbers are stored in order from the first area. Note that when the special pattern 1 related random numbers are stored up to the nth area, the newly obtained special pattern 1 related random numbers are not stored. Also, a first pre-reading determination is made using the obtained special pattern 1 related random numbers and the first pre-reading determination table. Also, according to the result of the process, a first start port sensor command including a special pattern 1 hold number command representing the number of special pattern 1 related random numbers (special pattern 1 hold number) stored in the special pattern 1 hold memory unit 105a and a first start winning command representing the result of the first pre-reading determination is generated.
[0195] In the first major winning opening sensor process, it is determined whether a game ball is detected by the first major winning opening sensor 14a. Also, a command for the first major winning opening sensor is generated according to the result of the process.
[0196] In the second major winning opening sensor process, it is determined whether a game ball is detected by the second major winning opening sensor 15a. Also, a command for the second major winning opening sensor is generated according to the result of the process.
[0197] In the specific area sensor process, it is determined whether a game ball is detected by the specific area sensor 16a. Also, a command for the specific area sensor is generated according to the result of the process.
[0198] In the discharge port sensor process, it is determined whether a game ball is detected by the discharge port sensor.
[0199] [2-2. Normal operation process] In the normal operation process (S105), the normal symbol standby process, the normal symbol variation process, the normal symbol determination process, and the sub-game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0200] The normal symbol standby process is a process performed during standby when the variable display of the normal symbol and the sub-game are not being performed. In the normal symbol standby process, a winning determination is made based on the normal symbol random number stored in the normal symbol hold memory unit 106. Also, a normal symbol variation pattern determination is made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command including information regarding the results of the winning determination and the normal symbol variation pattern is generated. Then, based on the normal symbol variation time associated with the determined normal symbol variation pattern, the variable display of the normal symbol is started on the normal symbol display 82.
[0201] The normal symbol variation process is a process performed during the variable display of the normal symbol. In the normal symbol variation process, in response to the elapse of the normal symbol variation time since the start of the variable display of the normal symbol being executed, the normal symbol is stopped and displayed based on the hit determination result. Then, a normal symbol variation stop command indicating the end of the variable display of the normal symbol is generated.
[0202] The normal symbol determination process is a process performed when the normal symbol is stopped and displayed. In the normal symbol determination process, in response to the elapse of a predetermined stop time (for example, 0.8 seconds) since the start of the stopped display of the normal symbol being executed, it is determined whether the stopped-displayed normal symbol is a winning symbol. If the winning symbol is stopped and displayed, based on the current game state and the auxiliary game control table, an auxiliary game is started, and an auxiliary game start command indicating the start of the auxiliary game is generated.
[0203] The auxiliary game control process is a process performed when the 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. Also, an auxiliary game control command is generated according to the result of the process.
[0204] [2-3. Special operation process] In the special operation process (S107), a special symbol waiting process, a special symbol variation process, a special symbol determination process, a big win game control process, and a game state setting process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0205] [2-3-1. Special symbol waiting process] The special symbol waiting process is a process performed during the standby when the variable display of the special symbol is not being performed, rather than in the big win game state. In the special symbol waiting process, based on the special symbol 2 related random number stored in the special symbol 2 hold memory unit 105b, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed, and a special symbol 2 hold memory unit shift process is performed. Also, based on the special symbol 1 related random number stored in the special symbol 1 hold memory unit 105a, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed, and a special symbol 1 hold memory unit shift process is performed.
[0206] In the special figure 2 determination process, a jackpot determination is performed to determine whether it is a jackpot or a loss using the special symbol random number among the special figure 2-related random numbers stored in the first area of the special figure 2 save memory unit 105b and the 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 figure 2-related random numbers and the special figure 2 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a loss, a symbol designation command representing a loss is generated. Note that a plurality of types of losses may be provided, and if the result of the jackpot determination is a loss, the type of the losing symbol may be determined. In this case, the symbol designation command may include information indicating the type of the losing symbol.
[0207] The special figure 2 variation pattern determination process is a process performed after the special figure 2 determination process. In the special figure 2 variation pattern determination process, the special figure 2 variation pattern is determined using the special figure variation pattern random number among the special figure 2-related random numbers stored in the first area of the special figure 2 save memory unit 105b and the special figure 2 variation pattern determination table according to the current game state. In the special figure 2 variation pattern determination process when the result of the jackpot determination is a loss, a reach determination is made, and the special figure 2 variation pattern is determined according to the result of the reach determination. Note that the determination of the special figure 2 variation pattern is also associated with the number of special figure 2-related random numbers (special figure 2 save number) stored in the special figure 2 save memory unit 105b. Then, a special figure 2 variation start command representing the determined special figure 2 variation pattern is generated. The special figure 2 variation start command includes information regarding that it is special figure 2, information regarding the result of the jackpot determination, information regarding the result of the jackpot symbol type determination, information regarding the result of the reach determination, information regarding the special figure variation time associated with the special figure 2 variation pattern, and the like. Then, based on the special figure variation time associated with the determined special figure 2 variation pattern, the variable display of special figure 2 is started on the special figure 2 display 81b.
[0208] The special figure 2 reserved memory shift process is a process that is performed when the special figure 2 determination process and the special figure 2 variation pattern determination process are carried out. In the special figure 2 reserved memory shift process, the special figure 2 related random number stored in the special figure 2 reserved memory unit 105b is shifted one by one to the first area side, and the special figure 2 related random number in the first area is cleared from the special figure 2 reserved memory unit 105b. In this way, the special figure 2 related random numbers are consumed in the order in which they are acquired. Then, a special figure 2 reserved number command representing the special figure 2 reserved number after the process is generated.
[0209] In the special figure 1 determination process, a jackpot determination is performed to determine whether it is a jackpot or a loss using the special symbol random number among the special figure 1 related random numbers stored in the first area of the special figure 1 reserved memory unit 105a and the jackpot determination table according to the current gaming 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 figure 1 related random numbers and the special figure 1 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a loss, a symbol designation command representing a loss is generated. Note that a plurality of types of losses may be provided, and if the result of the jackpot determination is a loss, the type of the losing symbol may be determined. In this case, the symbol designation command may include information indicating the type of the losing symbol.
[0210] The special figure 1 variation pattern determination process is a process performed after the special figure 1 determination process. In the special figure 1 variation pattern determination process, the special figure variation pattern random number among the special figure 1 related random numbers stored in the first area of the special figure 1 hold memory unit 105a and the special figure 1 variation pattern determination table according to the current game state are used to determine the special figure 1 variation pattern. In the special figure 1 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and according to the result of the reach determination, the special figure 1 variation pattern is determined. Note that the determination of the special figure 1 variation pattern is also associated with the number of special figure 1 related random numbers (special figure 1 hold number) stored in the special figure 1 hold memory unit 105a. Then, a special figure 1 variation start command representing the determined special figure 1 variation pattern is generated. The special figure 1 variation start command includes information regarding that it is the special figure 1, information regarding the result of the jackpot determination, information regarding the result of the jackpot symbol type determination, information regarding the result of the reach determination, information regarding the special figure variation time associated with the special figure 1 variation pattern, and the like. And based on the special figure variation time associated with the determined special figure 1 variation pattern, the variable display of the special figure 1 is started on the special figure 1 display 81a.
[0211] The special figure 1 hold memory unit shift process is a process performed when the special figure 1 determination process and the special figure 1 variation pattern determination process are performed. In the special figure 1 hold memory unit shift process, the special figure 1 related random numbers stored in the special figure 1 hold memory unit 105a are shifted one by one to the first area side, and the special figure 1 related random numbers in the first area are cleared from the special figure 1 hold memory unit 105a. In this way, the special figure 1 related random numbers are consumed in the order in which they are acquired. Then, a special figure 1 hold number command representing the special figure 1 hold number after the process is generated.
[0212] Note that when both the special figure 2 hold number and the special figure 1 hold number exist, the special figure 2 determination process is preferentially performed so that the variable display of the special figure 2 and the variable display of the special figure 1 are not performed in parallel. That is, the game control microcomputer 101 does not perform the special figure 1 determination process even if there is a special figure 1 hold when there is a special figure 2 hold. Note that the variable displays of the special figure 2 and the special figure 1 may be configured to be performed in the winning order or to be performed simultaneously.
[0213] [2-3-2. Special Symbol Variation Process] The special symbol variation process is a process performed during the variable display of the special figure. In the special symbol variation process, as the special figure variation time elapses, the variable display of the special figure is terminated on the special figure display 81, and a special figure corresponding to the result of the jackpot determination is stopped and displayed. If the result of the jackpot determination is a jackpot, a jackpot symbol indicating the jackpot is stopped and displayed. If the result of the jackpot determination is a loss, a loss symbol indicating the loss is stopped and displayed. Then, a special figure variation stop command indicating the end of the variable display of the special figure is generated.
[0214] [2-3-3. Special Symbol Determination Process] The special symbol determination process is a process performed when the special figure is stopped and displayed. In the special symbol determination process, if the currently stopped and displayed special figure is a jackpot symbol, the game state is shifted to the jackpot game state. Then, an opening command indicating the start of the jackpot game is generated. The opening command includes information regarding the result of the jackpot symbol type determination. Also, if the currently stopped and displayed special figure is a loss symbol and the high probability state is terminated, the normal probability state is set. Then, a high probability end command indicating the transition to the normal probability state is generated. Also, if the currently stopped and displayed special figure is a loss symbol and the time-saving state is terminated, the non-time-saving state is set. Then, a time-saving end command indicating the transition to the non-time-saving state is generated. Note that if the currently stopped and displayed special figure is a loss symbol and the number of reserved special figures 2 and the number of reserved special figures 1 are "0", a customer waiting command indicating that the pachinko machine PY1 is in the standby state is generated.
[0215] [2-3-4. Jackpot Game Control Process] The jackpot game control process is a process performed in the jackpot game state. In the jackpot game control process, the jackpot game is played according to the jackpot game control table. After transitioning to the jackpot game state, each round game is started according to the passage of the opening time or the closing time. Then, a round game command indicating the start of the round game is generated. Also, when the final round game is ended, the ending is started. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot symbol type determination.
[0216] [2-3-5. Game State 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 the normal probability state to the high probability state, the high probability state is set at the end of the jackpot game state. When restricting the duration of the high probability state, the duration of the high probability state (for example, the number of variable displays of special symbols for which the high probability state can continue without winning the jackpot) is also set accordingly. Then, a high probability setting command indicating the setting of the high probability state is generated. Also, when changing from the non-time-saving state to the time-saving state, the time-saving state is set at the end of the jackpot game state. When restricting the duration of the time-saving state, the duration of the time-saving state (for example, the number of variable displays of special symbols for which the time-saving state can continue without winning the jackpot) is also set accordingly. Then, a time-saving setting command indicating the setting of the time-saving state is generated.
[0217] Note that the commands generated by the game control microcomputer 101 in each process can be appropriately added or changed.
[0218] 6. Control of Effects by the Effect Control Microcomputer 121 Next, the control of effects by the effect control microcomputer 121 will be described based on FIGS. 27 to 29. Note that the counters, timers, flags, buffers, etc. that appear in the following description of the control of effects by the effect control microcomputer 121 are provided in the effect RAM 124.
[0219] [1. Sub-control main process] When the pachinko gaming machine PY1 is powered on, the effect control microcomputer 121 provided on the sub-control board 120 reads out and executes the program of the sub-control main process shown in FIG. 27 from the effect ROM 123. As shown in the figure, in the sub-control main process, first, a power-on process in response to power-on is performed (S4001). In the power-on process, for example, settings of the effect CPU 122, settings of SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.
[0220] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various effect determination random number counters for making determinations regarding various effects are updated. As an example, the method for updating the effect determination random number counters for various effects can be the same as the random number update process performed by the aforementioned main control board 100. Instead of adding the random number value by 1 each time during the update, it may be added by 2 each time. This is the same in the random number update process performed by the aforementioned main control board 100.
[0221] When the random number update process ends, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the effect RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command displays an image on the display unit 50a according to the received command (performs various effects by the image). Note that the sub-control board 120, together with various effects performed by the image control board 140, outputs sound from the speaker 52 via the audio control circuit 161 (performs various sound effects by the sound), causes the frame lamp 53 and the panel lamp 54 to emit light via the lamp control circuit 151 (performs various light emission effects by the light emission), and operates the movable devices 55, 56, 58 (performs various movable body effects by the operation). In this way, various effects (such as special figure variation effects, hold effects, operation effects, prediction effects, other notice effects, jackpot game effects, customer waiting effects, control of effect modes, etc.) are realized.
[0222] Subsequently, the dedicated microcomputer 121 for performance allows interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are permitted, reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012) can be executed.
[0223] The reception interrupt processing (S4010) is executed each time various commands sent from the main control board 100 are input to the dedicated microcomputer 121 for performance. In the reception interrupt processing (S4010), the dedicated microcomputer 121 for performance stores the various commands transmitted and received by the output processing (S112) of the main control board 100 in the reception buffer of the performance RAM 124. This reception interrupt processing is executed with priority over other interrupt processing (S4011, S4012).
[0224] [2.1 ms Timer Interrupt Processing] The 1 ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a 1 msec period is input to the sub-control board 120. In the 1 ms timer interrupt processing (S4011), as shown in FIG. 28, input processing (S4101), light emission data output processing (S4102), movable device control processing (S4103), and watchdog timer processing (S4104) are sequentially performed.
[0225] In the input process, operations on operation units that can be operated by a player, such as a normal button detection switch 40a and a special button detection switch 41a, are detected, and commands are set or production data is created according to the detection results. In the light emission data output process, based on the production data created in the input process and the production data creation process described later, light emission data is output to the lamp control circuit 151 so that lamps such as the frame lamp 53 and the board lamp 54 emit light at a timing suitable for production by an image or the like. That is, the production control microcomputer 121 causes the frame lamp 53, the board lamp 54, etc. to emit light in a predetermined light emission mode according to the light emission data. In the movable device control process, based on the production data created in the input process and the production data creation process described later, drive data is output to perform a movable body production in which movable devices such as movable devices 55, 56, 58 operate at a predetermined timing. That is, the production control microcomputer 121 performs a movable body production in which the movable devices 55, 56, 58, etc. operate in a predetermined operation mode according to the drive data. In the watchdog timer process, a reset setting of the watchdog timer is performed.
[0226] [3.10ms Timer Interrupt Process] The 10ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10msec cycle is input to the sub-control board 120. In the 10ms timer interrupt process (S4012), as shown in FIG. 29, a received command analysis process (S4201), a production timer update process (S4202), an audio control process (S4203), and a production data creation process (S4204) are sequentially performed.
[0227] In the received command analysis process, the command stored in the reception buffer of the effect RAM 124 by the reception interrupt process (S4010) is analyzed, and processing corresponding to the command (for example, selection of an effect, setting of an effect mode, setting of a command, etc.) is performed. In the effect timer update process, a timer for measuring the time related to each effect is updated. For example, in the effect timer update process, the start timing and end timing of the operation valid period of the operation unit such as the normal button 40 and the special button 41 are measured. In the voice control process, based on the processing results of the input process and the received command analysis process, creation of voice data (data for controlling the output of voice from the speaker 52) and output to the voice control circuit 161 are performed. In the effect data creation process, based on the processing results of the received command analysis process, creation of effect data is performed.
[0228] Here, an example of the processing when the effect control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the effect control microcomputer 121 is a special figure variation start command (special figure 1 variation start command or special figure 2 variation start command). When the effect control microcomputer 121 determines in the received command analysis process (S4201) that it has received a special figure variation start command, as the processing at the time of receiving the variation start command, based on the special figure variation pattern indicated by the command, it selects an effect pattern (sub-variation pattern) of the special figure variation effect, sets the information of the sub-variation pattern, and sets a variation effect start command including the information of the sub-variation pattern in the output buffer. For example, when the special figure variation pattern indicated by the special figure variation start command is an SP variation (SP jackpot variation or SP loss variation), it selects a sub-variation pattern that performs an SP reach and sets a variation effect start command corresponding to the sub-variation pattern in the output buffer. Thereafter, by executing each process (command transmission process (S4004), light emission data output process (S4102), movable device control process (S4103), voice control process (S4203), etc.), a special figure variation effect corresponding to the selected sub-variation pattern is realized. Note that the flow of the process regarding the realization of such an effect is basically the same for other effects such as jackpot game effects, customer waiting effects, preview effects, and so-called notice effects accompanying the said variation.
[0229] 7. Features of Pachinko Machine PY1 Hereinafter, the features of the pachinko machine PY1 will be described in detail.
[0230] First, the game board 1 in the pachinko gaming machine PY1 will be described with reference to FIG. 30. Assume that the pachinko gaming machine PY1 includes the game board 1 shown in FIG. 30. In the description of FIG. 30, components that play the same role as those of the game board 1 in FIG. 2 described above will be given the same reference numerals as above, and the description thereof will be omitted. As shown in FIG. 30, the pachinko gaming machine PY1 has a first gate 28 in the left game area 6A in the game area 6 and a second gate 29 in the right game area 6B. Inside the first gate 28, a first gate sensor (not shown) for detecting a game ball that has passed through the first gate 28 is provided, and inside the second gate 29, a second gate sensor (not shown) for detecting a game ball that has passed through the second gate 29 is provided. Whether a game ball passes through the first gate 28 (when the first gate sensor detects the game ball) or a game ball passes through the second gate 29 (when the second gate sensor detects the game ball), the game control microcomputer 101 performs a normal symbol lottery (acquisition and determination of normal symbol random numbers). That is, both the first gate 28 and the second gate 29 are passing areas that serve as the trigger for executing the normal symbol lottery.
[0231] Also, in this embodiment, whether the game ball has passed through the left game area 6A or the right game area 6B, the solenoid 12D is arranged at the confluence of the first flow path R1 and the second flow path R2 so that winning the second starting port 12 is possible. Therefore, not only when hitting the ball to the right in the time-shortened state, but also when hitting the ball to the left in the non-time-shortened state, the game ball may win the second starting port 12. In this embodiment, even in the non-time-shortened state, the result of the normal symbol lottery may be a winning (see Fig. 11(A)). In this case, the normal symbol stops and is displayed as a winning symbol after 30 seconds of variable display (see Fig. 11(B)), and the solenoid 12D is opened for 0.08 seconds (see Fig. 11(C)). Therefore, even when playing the game by hitting the ball to the left in the non-time-shortened state, if the game ball passes through the first gate 28, the solenoid 12D is opened and a winning at the second starting port 12 may occur. And the pachinko gaming machine PY1 is configured to prioritize the resolution of the special figure 2 hold (the win / loss determination and the special figure variation based on the special figure 2 hold) over the resolution of the special figure 1 hold (the win / loss determination and the special figure variation based on the special figure 1 hold) when there are a special figure 1 hold based on winning the first starting port 11 and a special figure 2 hold based on winning the second starting port 12.
[0232] Next, the display content of the display unit 50a in the pachinko gaming machine PY1 will be described with reference to FIG. 31. When the pachinko gaming machine PY1 is in the non-time-saving state, as shown in FIG. 31, for example, while displaying the daytime normal background image G102 (hereinafter sometimes referred to as the "normal background"), the effect symbols EZ1, EZ2, EZ3 and the small symbols KZ1, KZ2, KZ3 can be displayed on the display unit 50a. Also, when the pachinko gaming machine PY1 is in the non-time-saving state, a hold icon (referred to as the special figure 1 hold icon HA1) corresponding to the hold of the special figure 1 based on the winning in the first start port 11 can be displayed in the special figure 1 hold icon display area HR1, and a hold icon (referred to as the special figure 2 hold icon HA2) corresponding to the hold of the special figure 2 based on the winning in the second start port 12 can be displayed in the special figure 2 hold icon display area HR2. Further, the pachinko gaming machine PY1 can display the relevant icon TA corresponding to the winning during the execution of the variable effect in the icon display area TR. Note that the special figure 1 hold icon display area HR1 and the special figure 2 hold icon display area HR2 each have four display areas for displaying the hold icon HA corresponding to the first special figure hold, the hold icon HA corresponding to the second special figure hold, the hold icon HA corresponding to the third special figure hold, and the hold icon HA corresponding to the fourth special figure hold (that is, the number of display areas corresponding to the upper limit number of special figure holds). Therefore, the special figure 1 hold icon HA1 and the special figure 2 hold icon HA2 can each be displayed up to four at most.
[0233] When a winning occurs in the first start port 11 and when a winning occurs in the second start port 12, the pachinko gaming machine PY1 can execute a hold display change effect and a chance zone effect as a pre-reading effect based on the result of the pre-reading determination. Note that the special figure hold corresponding to the winning that triggers the execution of the pre-reading effect is called the target hold.
[0234] The hold display change effect is an effect that displays the display mode of the hold display (hold icon HA or the icon TA) in a special display mode different from the normal display mode. In this form, the hold display is a circular icon. As shown in FIG. 32, the display modes of the hold display include a normal display mode in which the icon is displayed in white, a first special display mode in which the icon is displayed as if it is blinking white, a second special display mode in which the icon is displayed in blue, and a third special display mode in which the icon is displayed in red. Note that different values are assigned as hold display mode data to each display mode of the hold display, and the effect control microcomputer 121 displays the hold display on the display unit 50a based on the value of this hold display mode data. Also, the effect control microcomputer 121 performs a lottery for the hold display change effect so that the relationship of the jackpot expectation degree for each display mode is normal display mode (white) < first special display mode (white blinking) < second special display mode (blue) < third special display mode (red). Note that the hold display change effect is an example of the first hint effect and the first notice effect. Also, the blue display mode (second special display mode) is an example of the first mode, and the red display mode (third special display mode) is an example of the second mode.
[0235] FIG. 33 is a lottery table for the hold display change effect in the non-time-saving state, and FIG. 34 is a lottery table for the hold change scenario. When the effect control microcomputer 121 receives a start winning command (first start winning command, second start winning command, see FIG. 15) from the game control microcomputer 101 in the non-time-saving state, it determines the final display mode of the hold display based on the table shown in FIG. 33 and determines the hold change scenario based on the table shown in FIG. 34. Note that the hold change scenario is a scenario that defines the transition of the display mode of the hold display.
[0236] In the lottery for the reserved display change effect, as shown in FIG. 33, when the prediction determination result indicated by the start winning command received from the game control microcomputer 101 by the effect control microcomputer 121 is "big win", as the final display mode of the reserved display, the display mode of "white" (normal display mode) is selected at a rate of 10%, the display mode of "white dot blinking" (first special display mode) is selected at a rate of 15%, the display mode of "blue" (second special display mode) is selected at a rate of 30%, and the display mode of "red" (third special display mode) is selected at a rate of 45%.
[0237] Also, when the prediction determination result indicated by the start winning command received from the game control microcomputer 101 by the effect control microcomputer 121 is "SP reach loss" (that is, a loss in which SP reach is performed), as the final display mode of the reserved display, the display mode of "white" (normal display mode) is selected at a rate of 20%, the display mode of "white dot blinking" (first special display mode) is selected at a rate of 25%, the display mode of "blue" (second special display mode) is selected at a rate of 40%, and the display mode of "red" (third special display mode) is selected at a rate of 15%.
[0238] Also, when the prediction determination result indicated by the start winning command received from the game control microcomputer 101 by the effect control microcomputer 121 is "L reach loss" (that is, a loss in which L reach is performed), or "N reach loss" (that is, a loss that ends with N reach), as the final display mode of the reserved display, the display mode of "white" (normal display mode) is selected at a rate of 50%, the display mode of "white dot blinking" (first special display mode) is selected at a rate of 30%, the display mode of "blue" (second special display mode) is selected at a rate of 15%, and the display mode of "red" (third special display mode) is selected at a rate of 5%.
[0239] In this embodiment, when the prediction determination result indicated by the start winning command received from the game control microcomputer 101 by the effect control microcomputer 121 is "normal loss" (that is, a loss in which reach is not established), the display mode of the reserved display is not changed, and the reserved display in the normal display mode is always displayed.
[0240] In this embodiment, in order to determine the final display mode of the hold display at the distribution rate shown in FIG. 33, the jackpot expectation for each display mode of the hold display increases in the order of the normal display mode (white) < the first special display mode (white dot blinking) < the second special display mode (blue) < the third special display mode (red). Also, when the preliminary reading determination result is a SP reach miss, compared to the case where the preliminary reading determination result is an L reach miss or an N reach miss, the blue or red display modes are more likely to be selected, and the white or white dot blinking display modes are less likely to be selected. Therefore, the blue and red display modes also function as an effect that makes the user expect that a variation effect that develops until SP reach is executed. Note that the distribution rate shown in FIG. 33 is an example, and can be appropriately changed as long as it does not interfere with the function of the hold display change effect. This also applies to the execution lottery of other effects.
[0241] After determining the final display mode of the hold display based on the lottery table shown in FIG. 33, the effect control microcomputer 121 determines a hold change scenario based on the lottery table shown in FIG. 34. In the lottery for the hold change scenario, as shown in FIG. 34, when the final display mode of the hold display is "red", if the special figure hold that is the trigger for this lottery occurs as the fourth hold, the hold change scenario of "No. 011" is selected at a rate of 50%, and the hold change scenario of "No. 012" is selected at a rate of 50%. Also, if the special figure hold that is the trigger for this lottery occurs as the third hold, the hold change scenario of "No. 013" is selected at a rate of 50%, and the hold change scenario of "No. 014" is selected at a rate of 50%. Also, if the special figure hold that is the trigger for this lottery occurs as the second hold, the hold change scenario of "No. 015" is selected at a rate of 100%, and if the special figure hold that is the trigger for this lottery occurs as the first hold, the hold change scenario of "No. 016" is selected at a rate of 100%.
[0242] Note that the change mode of the hold display according to the "Pending Change Scenario No." is as shown in FIG. 34. Specifically, if one example of the transition of the display mode of the hold display is explained, for example, when the pending change scenario of "No. 012" is selected, the effect control microcomputer 121, while the target holds for which the execution opportunity of the hold display change effect is the 4th special figure hold (hold 4) and the 3rd special figure hold (hold 3), displays a hold display with a white dot blinking (the 1st special display mode) as the hold display corresponding to this target hold. When the target hold becomes the 2nd special figure hold (hold 2) (when the hold display corresponding to the target hold is shifted and displayed from the display area corresponding to the 3rd to the display area corresponding to the 2nd), it is changed to a hold display in blue (the 2nd special display mode). Further, when the target hold becomes the 1st special figure hold (hold 1) (when the hold display corresponding to the target hold is shifted and displayed from the display area corresponding to the 2nd to the display area corresponding to the 1st), it is changed to a hold display in red (the 1st special display mode). And during the fluctuation (the said fluctuation) based on the target hold, the hold display in red (the 1st special display mode) is displayed as the icon TA. When the display mode of the hold display has changed to "red" in this way, it is possible to make the player recognize that the big hit expectation degree of the fluctuation based on this target hold is high, and increase the player's sense of expectation.
[0243] Also, when the final display mode of the hold display is "green", the effect control microcomputer 121 selects the pending change scenario of "No. 021" at a ratio of 50% and the pending change scenario of "No. 022" at a ratio of 50% if the special figure hold that is the opportunity for this lottery has occurred as the 4th hold. Also, if the special figure hold that is the opportunity for this lottery has occurred as the 3rd hold, it selects the pending change scenario of "No. 023" at a ratio of 50% and the pending change scenario of "No. 024" at a ratio of 50%. Also, if the special figure hold that is the opportunity for this lottery has occurred as the 2nd hold, it selects the pending change scenario of "No. 025" at a ratio of 100%, and if the special figure hold that is the opportunity for this lottery has occurred as the 1st hold, it selects the pending change scenario of "No. 026" at a ratio of 100%.
[0244] Also, when the final display mode of the hold display is "white dot blinking", if the figure hold that is the trigger for this lottery occurs as the fourth hold, the hold change scenario of "No.031" is selected at a rate of 50%, and the hold change scenario of "No.032" is selected at a rate of 50%. Also, if the figure hold that is the trigger for this lottery occurs as the third hold, the hold change scenario of "No.033" is selected at a rate of 50%, and the hold change scenario of "No.034" is selected at a rate of 50%. Also, if the figure hold that is the trigger for this lottery occurs as the second hold, the hold change scenario of "No.035" is selected at a rate of 100%, and if the figure hold that is the trigger for this lottery occurs as the first hold, the hold change scenario of "No.036" is selected at a rate of 100%.
[0245] In addition, when comparing the hold change scenarios of "No.022" and "No.024" with the hold change scenarios of "No.012" and "No.014", the display modes of the hold display are common until the target hold is the second figure hold. Therefore, when the display mode of the hold display is "white dot blinking" until the target hold is the third figure hold, and the display mode of the hold display when the target hold is the second figure hold is "blue", the player will pay attention to how the display mode of the hold display changes when the target hold becomes the first figure hold.
[0246] Also, when comparing the hold change scenarios of "No.031" and "No.033" with the hold change scenarios of "No.022", "No.024", "No.012", and "No.014", the display modes of the hold display are common until the target hold is the third figure hold. Therefore, when the display mode of the hold display is "white dot blinking" until the target hold is the third figure hold, the player will pay attention to how the display mode of the hold display changes when the target hold becomes the second figure hold.
[0247] Also, when the final display mode of the hold display is "white" and the special figure hold that is the trigger for this lottery occurs as the fourth hold, if the result of the preliminary reading determination is "big win", the hold change scenario of "No.041" is selected at a rate of 70%, and the hold change scenario of "No.042" is selected at a rate of 30%. On the other hand, if the result of the preliminary reading determination is "reach loss" (any of SP reach loss, L reach loss, N reach loss), the hold change scenario of "No.041" is selected at a rate of 98%, and the hold change scenario of "No.042" is selected at a rate of 2%. Also, when the special figure hold that is the trigger for this lottery occurs as the third hold, if the result of the preliminary reading determination is "big win", the hold change scenario of "No.043" is selected at a rate of 70%, and the hold change scenario of "No.044" is selected at a rate of 30%. On the other hand, if the result of the preliminary reading determination is "reach loss", the hold change scenario of "No.043" is selected at a rate of 98%, and the hold change scenario of "No.044" is selected at a rate of 2%. Also, when the special figure hold that is the trigger for this lottery occurs as the second hold, regardless of whether the result of the preliminary reading determination is "big win" or "reach loss", the hold change scenario of "No.045" is selected at a rate of 100%. When the special figure hold that is the trigger for this lottery occurs as the first hold, regardless of whether the result of the preliminary reading determination is "big win" or "reach loss", the hold change scenario of "No.046" is selected at a rate of 100%.
[0248] Here, for the hold change scenarios of "No.041", "No.043", "No.045", and "No.046", regardless of whether the display position of the hold indication corresponds to the position of the first special drawing hold (hold 1) or the position of the fourth special drawing hold (hold 4), a white (normal display mode) hold indication is displayed, and even when the display position of the hold indication reaches the position corresponding to the change, it remains a white (normal display mode) hold indication without change. In contrast, for the hold change scenarios of "No.042" and "No.044", although the final display mode of the hold indication is "white" (normal display mode), from the hold indication displayed at the start of winning to the hold indication corresponding to the second special drawing hold (hold 2), it is a characteristic hold change scenario in which a hold indication in a special display mode is displayed.
[0249] Specifically, when the hold change scenarios of "No.042" or "No.044" are selected, until the target hold that triggers the execution of the hold display change effect is the third special figure hold (hold 3), as the hold display corresponding to this target hold, a hold display with a white dot blinking (the first special display mode) is shown. When the target hold becomes the second special figure hold (hold 2) (when the hold display corresponding to the target hold is shifted and displayed from the display area corresponding to the third to the display area corresponding to the second), it is changed to a hold display in blue (the second special display mode). And when the target hold becomes the first special figure hold (hold 1) (when the hold display corresponding to the target hold is shifted and displayed from the display area corresponding to the second to the display area corresponding to the first), it is changed to a hold display in white (the normal display mode), and during the variation based on the target hold (such variation), the hold display in white (the normal display mode) is shown as the icon TA. That is, when the hold change scenarios of "No.042" or "No.044" are selected, when the game control microcomputer 121 shifts and displays the hold display from the display position corresponding to hold 2 to the display position corresponding to hold 1, it executes a "hold change cancellation effect" that returns the display mode of the hold display from the special display mode to the normal display mode. Due to this hold change cancellation effect, it is possible to give the player a sense of tension that even if a hold display in the special display mode is shown, it may eventually return to the normal display mode. As a result, in this form, it is possible to prevent the game from becoming monotonous and expect an improvement in the gaming interest. Note that the hold change cancellation effect can also be said to be an effect that degrades the display mode of the hold display from a high jackpot expectation level to a low one. The hold change cancellation effect is an effect that gives a big surprise to the player who is playing the game thinking that the display mode of the hold display will not change from a high jackpot expectation level to a low one.
[0250] As described above, the allocation rates of the hold change scenarios of "No.042" and "No.044" with the hold cancellation effect are different depending on whether the result of the preview determination is "big win" or "reach miss" (any of SP reach miss, L reach miss, N reach). Specifically, when a special figure hold where the final display mode of the hold display is determined to be "white" in the lottery of the hold display change effect occurs as hold 4, if the result of the preview determination is "big win", "No.042" with the hold cancellation effect is selected at a rate of 30%, and "No.041" where the display mode of the hold display does not change at all is selected at a rate of 70%. On the other hand, if the result of the preview determination is "reach miss", "No.042" with the hold cancellation effect is selected at a rate of 2%, and "No.041" where the display mode of the hold display does not change at all is selected at a rate of 98%. Similarly, when a special figure hold where the final display mode of the hold display is determined to be "white" in the lottery of the hold display change effect occurs as hold 3, if the result of the preview determination is "big win", "No.044" with the hold cancellation effect is selected at a rate of 30%, and "No.043" where the display mode of the hold display does not change at all is selected at a rate of 70%. On the other hand, if the result of the preview determination is "reach miss", "No.044" with the hold cancellation effect is selected at a rate of 2%, and "No.043" where the display mode of the hold display does not change at all is selected at a rate of 98%. That is, when the 4th or 3rd special figure hold occurs due to the start winning, and the result of the preview determination related to that start winning is "big win" and the final display mode of the hold display is determined to be "white", the hold cancellation effect is executed at a certain rate (30% in the embodiment). However, when the 4th or 3rd special figure hold occurs due to the start winning, and the result of the preview determination related to that start winning is "reach miss" and the final display mode of the hold display is determined to be "white", almost no hold cancellation effect is executed. Therefore, in this embodiment, although the hold cancellation effect is an effect in which the hold display change effect that displays the hold display in a special display mode ends and the hold display is displayed in the normal display mode, it is actually an effect with a high big win expectation.However, it is assumed that the probability of the holding change cancellation effect occurring during the game does not change so much as to change the fact that the display mode with the lowest jackpot expectation among the respective display modes of the hold display is white (normal display mode).
[0251] Also, if we compare the hold change scenarios of "No.042" and "No.044" with the hold change cancellation effect, and the hold change scenarios of "No.012" and "No.014", the display modes of the hold display are common until the target hold is the second special figure hold. When the target hold becomes the first special figure hold, there is a difference in whether the display mode of the hold display returns from "blue" (second special display mode) to "white" (normal display mode) or is promoted from "blue" (second special display mode) to "red" (third special display mode). Therefore, the hold display change effect of the hold change scenarios of "No.042" and "No.044" can be said to be an effect that terminates the hold display change effect of the hold change scenarios of "No.012" and "No.014" halfway.
[0252] Next, the lottery of the chance zone effect will be explained. The chance zone effect is an effect that can be executed over a plurality of fluctuations from the special figure fluctuation (or fluctuation effect) based on the special figure hold before the target hold that triggered the execution of the chance zone effect to the special figure fluctuation (or fluctuation effect) based on the target hold. It is an effect that changes the background image displayed on the display unit 50a from a normal background such as the daytime normal background image G102 to a different chance background (in this form, the "forest background image G70" representing a forest, see Fig. 37(B)). The effect mode in which the forest background image G70 is displayed (the effect mode in which the chance zone effect is being executed) is called the chance zone. The chance zone effect is also an effect that controls the effect mode to the chance zone. Note that the chance zone effect is an example of the second prior suggestion effect and the second notice effect. Also, the setting to the chance zone where the forest background image G70 (chance background) can be displayed is an example of a special effect, and the setting to the normal effect mode where a normal background such as the daytime normal background image G102 can be displayed is an example of a normal effect.
[0253] FIG. 35 is a lottery table for the chance zone effect in the non-time-limited state. When the effect control microcomputer 121 receives a start winning command (the first start winning command, the second start winning command, see FIG. 15) from the game control microcomputer 101 in the non-time-limited state, it determines whether to execute the chance zone effect based on the table shown in FIG. 35. Note that the lottery for the chance zone effect is performed after the lottery for the hold display change effect.
[0254] As shown in FIG. 35, whether to execute the chance zone effect is lottery-linked to the presence or absence of the execution of the above-described hold change cancellation effect and the final display mode of the hold display. Specifically, in the lottery for the hold display change effect, as shown in FIG. 35, when the prediction determination result indicated by the start winning command received by the effect control microcomputer 121 from the game control microcomputer 101 is "big win" and the execution of the hold change cancellation effect is scheduled, the chance zone effect is executed at a rate of 99%, and the chance zone effect is not executed at a rate of 1%. On the other hand, when the prediction determination result is "big win" and the execution of the hold change cancellation effect is not scheduled, if the final display mode of the hold display is the "white" display mode (normal display mode), the chance zone effect is executed at a rate of 60%, and the chance zone effect is not executed at a rate of 40%. If the final display mode of the hold display is a special display mode ("white dot blinking", "blue", or "red" display mode), the chance zone effect is not executed.
[0255] In addition, when the prediction determination result indicated by the start winning command received from the game control microcomputer 101 by the effect control microcomputer 121 is "SP reach miss" and the execution of the preservation change cancellation effect is scheduled, the chance zone effect is executed at a rate of 25%, and the chance zone effect is not executed at a rate of 75%. On the other hand, when the prediction determination result is "SP reach miss" and the execution of the preservation change cancellation effect is not scheduled, if the final display mode of the hold display is the "white" display mode (normal display mode), the chance zone effect is executed at a rate of 15%, and the chance zone effect is not executed at a rate of 85%. If the final display mode of the hold display is a special display mode ("white blinking", "blue", or "red" display mode), the chance zone effect is not executed.
[0256] In addition, when the prediction determination result indicated by the start winning command received from the game control microcomputer 101 by the effect control microcomputer 121 is "L reach miss" or "N reach miss" and the execution of the preservation change cancellation effect is scheduled, the chance zone effect is executed at a rate of 15%, and the chance zone effect is not executed at a rate of 85%. On the other hand, when the prediction determination result is "L reach miss" or "N reach miss" and the execution of the preservation change cancellation effect is not scheduled, if the final display mode of the hold display is the "white" display mode (normal display mode), the chance zone effect is executed at a rate of 2%, and the chance zone effect is not executed at a rate of 98%. If the final display mode of the hold display is a special display mode ("white blinking", "blue", or "red" display mode), the chance zone effect is not executed.
[0257] In this embodiment, when the prediction determination result indicated by the start winning command received from the game control microcomputer 101 by the effect control microcomputer 121 is "normal miss" (that is, a miss where a reach is not achieved), the chance zone effect is not executed.
[0258] Thus, in this embodiment, when the execution of the hold change cancellation effect is planned, if the result of the prediction determination is "big win", the chance zone effect is configured to be almost executed. On the other hand, if the result of the prediction determination is not "big win" (if it is "SP reach loss", "L reach loss", or "N reach loss"), the chance zone effect is configured not to be executed very much. Also, when the execution of the hold change cancellation effect is not planned and the final display mode of the hold display is "white", the execution probability of the chance zone effect is lower than when the execution of the hold change cancellation effect is planned regardless of the result of the prediction determination. However, if the result of the prediction determination is "big win", the chance zone effect is likely to be executed, and if it is not a big win, the tendency that the chance zone effect is difficult to be executed does not change. Therefore, the chance zone effect functions as an effect that suggests to the player that the big win expectancy of the variation based on the target hold of the effect is high.
[0259] In this embodiment, it is assumed that the chance zone effect is executed as an effect with a higher big win expectancy than the hold display change effect whose final display mode is red. Therefore, when the chance zone effect is executed, the player will strongly expect a big win more than when a red hold display is shown.
[0260] Also, as shown in the remarks column of FIG. 35, the execution timing of the chance zone effect when the hold change cancellation effect is not executed is at the first shift of the target hold which is the trigger for the execution of the chance zone effect. That is, it is when the hold display is first shifted after the occurrence of the target hold. On the other hand, the execution timing of the chance zone effect when the hold change cancellation effect is executed is immediately after the execution of the hold change cancellation effect. Therefore, by executing the chance zone effect, it is possible to give a pleasant joy to the player who has been disappointed that the big win expectancy has decreased due to the hold change cancellation effect, thinking that there may still be an expectation of a big win.
[0261] Here, when the pachinko gaming machine PY1 controls the effect mode to the chance zone (that is, during the execution of the chance zone effect), it can execute a chance zone exclusive SP reach (an example of a specific effect). The chance zone exclusive SP reach is an SP reach that cannot be executed when not controlling the chance zone. FIG. 36 is a lottery table for SP reaches in the non-time-limited state. In the non-time-limited state, as shown in FIG. 36, when the pattern of the special figure variation indicated by the special figure variation start command (refer to the special figure 1 variation start command, the special figure 2 variation start command, FIGS. 13 and 14) received by the effect control microcomputer 121 from the game control microcomputer 101 is "SP jackpot variation", if it is during the non-execution of the chance zone effect (that is, when a normal background such as the daytime normal background image G102 is displayed on the display unit 50a), the chance zone exclusive SP reach is not selected, and the common SP reach that can be executed whether the chance zone effect is being executed or not is selected at a rate of 100%. On the other hand, if it is during the execution of the chance zone effect (that is, when the chance background (forest background image G70) is displayed on the display unit 50a), the chance zone exclusive SP reach is selected at a rate of 50%, and the common SP reach is selected at a rate of 50%.
[0262] Also, when the pattern of the special figure variation indicated by the special figure variation start command received by the effect control microcomputer 121 from the game control microcomputer 101 is "SP miss variation", if it is during the non-execution of the chance zone effect (during the display of the normal background), the chance zone exclusive SP reach is not selected, and the common SP reach is selected at a rate of 100%. On the other hand, if it is during the execution of the chance zone effect (that is, during the display of the chance background (forest background image G70)), the chance zone exclusive SP reach is selected at a rate of 2%, and the common SP reach is selected at a rate of 98%.
[0263] Thus, in this embodiment, if the variation when set in the chance zone is a big hit variation of the SP, the rate at which the dedicated SP reach for the chance zone is executed is a relatively high 50%. However, if it is a miss variation of the SP, the rate at which the dedicated SP reach for the chance zone is executed is extremely low at 2%. Therefore, the dedicated SP reach for the chance zone functions as an effect with a higher expectation of a big hit than the common SP reach.
[0264] Next, the effect contents of the chance zone effect, the dedicated SP reach for the chance zone, and the common SP reach will be specifically described. FIG. 37 is a diagram showing a specific example of the chance zone effect. FIG. 37(A) shows a scene in which the variation effect corresponding to the icon TA has ended while the daytime normal background image G102 (normal background) is displayed on the display unit 50a (a scene in which the effect symbols EZ1, EZ2, EZ3 and the small symbols KZ1, KZ2, KZ3 have stopped being displayed definitely). In this scene, four special figure 1 hold icons HA1 are displayed (four special figure 1 holds are stored), and it is assumed that the execution of the chance zone effect is determined by the preview lottery at the occurrence of the fourth special figure 1 hold. That is, it is assumed that the fourth special figure 1 hold is the target hold of the chance zone effect. Note that the display mode of the hold icon HA corresponding to the target hold is the normal display mode (white).
[0265] When the following variable display starts from the state shown in FIG. 37(A), as shown in FIG. 37(B), each reserved icon HA1 of FIG. 1 is shifted and displayed in the adjacent (next) display area. That is, the first reserved icon HA1 of FIG. 1 is displayed as the icon TA, and the second to fourth reserved icons HA1 of FIG. 1 are displayed as the first to third reserved icons HA1 of FIG. 1. When the first shift display of the reserved icon HA corresponding to this target reservation is performed, the effect control microcomputer 121 executes a chance zone effect. Specifically, the background image displayed on the display unit 50a is changed from the daytime normal background image G102 to the forest background image G70, and the zone entry image G72 including the character image of "CHANCE zone" is displayed at the center of the top, bottom, left, and right of the display unit 50a. The zone entry image G72 functions as a display suggesting that the chance zone effect has started (the transition to the chance zone).
[0266] Then, as shown in FIG. 37(C), the effect control microcomputer 121 displays the zone entry image G72 for a predetermined time (3 seconds in this embodiment) and then makes it non-displayed, displays a strip image G74 including the character of "CHANCE zone" at the upper part of the display unit 50a, and also displays a zone end selection image G76 at the lower right part of the display unit 50a. The strip image G74 is an image for indicating that the current effect mode is the chance zone. The zone end selection image G76 is an image indicating that a chance zone end operation (hereinafter simply referred to as "zone end operation") for ending the chance zone and returning to the normal effect mode (the effect mode in which the normal background is displayed) is possible. That is, in this embodiment, when the chance zone is set, the player can arbitrarily end the chance zone and return to the normal effect mode (the mode in which the normal background is displayed). This point will be described in detail later.
[0267] Figs. 38 to 40 are diagrams showing specific examples of the chance zone exclusive SP reach. Fig. 38(A) shows a scene where a variable effect based on a target hold that triggered the execution of the chance zone effect is started while the chance zone is set (while the forest background image G70 (chance background) etc. is being displayed on the display unit 50a). That is, the icon TA shown in Fig. 38(A) is a hold display related to the target hold that triggered the execution of the chance zone effect. Note that the display mode of the hold icon HA corresponding to the target hold is the normal display mode (white). Also, it is assumed that the effect control microcomputer 121 has determined to execute the chance zone exclusive SP reach in this variable effect based on the target hold.
[0268] The chance zone exclusive SP reach is an SP reach that starts immediately without showing the process of the reach being established when the variable display of the effect symbols EZ1, EZ2, EZ3 starts. That is, it is an SP reach that is executed using almost all of the variable time of the SP jackpot variation. Such an SP reach is referred to as a direct SP reach. In this embodiment, the effect control microcomputer 121 executes a battle reach in which the main character (knight) and a specific enemy character (a horse character with a horse motif) battle as the chance zone exclusive SP reach. The effect content of this chance zone exclusive SP reach can be roughly divided into a front stage and a subsequent rear stage. The front stage of the chance zone exclusive SP reach has the growth process of the main character becoming a knight so that he can fight the enemy character as the effect content (Fig. 38). In contrast, the rear stage of the chance zone exclusive SP reach has the battle scene between the grown main character and a specific enemy character (horse character) as the effect content (Figs. 39 and 40). That is, the chance zone exclusive SP reach has an effect content that allows the player to deeply understand the main character.
[0269] Specifically, in the variable display with a dedicated SP reach for the chance zone, as shown in FIGS. 38(A) and (B), immediately after the variable display of the effect symbols EZ1, EZ2, and EZ3 starts, the words "Direct SP" are displayed in white letters on a solid black background. This indicates to the player that the SP reach has started. When displaying the words "Direct SP", the effect control microcomputer 121 displays both the left effect symbol EZ1 and the right effect symbol EZ3 with 7 symbols each. Also from this, the player can recognize that the started effect is a reach effect because the effect symbols have reached. In the variable display with a dedicated SP reach for the chance zone in this way, without showing the process of the effect symbols EZ1, EZ2, and EZ3 reaching at all, an image (the character image of "Direct SP") suggesting the start of the SP reach and the effect symbols in the reach state are suddenly displayed along with the start of the variable display (FIG. 38(B)).
[0270] Subsequently, the effect control microcomputer 121 returns to the screen where the forest background image G70 is being displayed and displays the process of the main character growing up in the forest. That is, first, a scene where the infant main character in the forest is interested in a sword toy is displayed (FIG. 38(C)), and then, a scene where the slightly grown main character is playing with the sword toy proudly is displayed (FIG. 38(D)). Then, a scene where the main character who has grown into a young man is engrossed in swordsmanship practice in the forest is displayed (FIGS. 38(E) and (F)), and after that, a scene where the main character has grown further into a splendid knight is displayed (FIGS. 38(G) and (H)). Such a series of effects shown in FIGS. 38(B) to (H) is the front part of the dedicated SP reach for the chance zone. In this form, during the display of the forest background image G70, an image G78 of a mini character (a fruit character with a fruit motif) representing a fairy living in the forest is appropriately displayed (see FIGS. 38(A), (C) to (H)). By displaying this image G78 of the mini character, it is expressed that the forest where the main character has grown is a special forest.
[0271] When the front part of the dedicated SP reach for the chance zone ends, the production control microcomputer 121 subsequently starts the rear part of the dedicated SP reach for the chance zone. In the rear part of the dedicated SP reach for the chance zone, first, an image showing that a battle between the protagonist character and a specific enemy character (horse character) starts in the forest is displayed (Fig. 39(A)). After that, a battle scene between the protagonist character and the specific enemy character (horse character) is displayed. As the battle scene, a scene where the protagonist character performs a technique in the forest is displayed (Fig. 39(B)), or a scene where the specific enemy character (horse character) performs a technique in the forest is displayed (Fig. 39(C)). Note that this horse character is the master of the forest displayed as the background image. That is, the production contents of the dedicated SP reach for the chance zone, both in the front part and the rear part, are related to the contents of the chance zone production (display of the forest background image G70).
[0272] Finally, at the latter stage of the dedicated SP reach for the chance zone, a scene where the main character and the horse character fight against each other with the forest background image G70 as the background is displayed (Fig. 40(A)), and a win / loss branch (success / failure branch) is encountered. In the win / loss branch, an operation effect that prompts the operation of the normal button 40 is performed on top of the scene where the main character and the horse character fight against each other in the forest (Fig. 40(B)). When the player operates the normal button 40 within the operation valid period of this operation effect, or when the operation valid period elapses without the normal button 40 being operated, in the case of a dedicated SP reach for the chance zone based on a big win variation, a victory effect (success effect, success mode) showing a scene where the main character wins in the forest is displayed (Fig. 40(C)). Then, following the victory effect, while the forest background image G70 is displayed, the performance symbols EZ1, EZ2, EZ3 stop and are definitely displayed in a triple-bar (stop mode indicating a big win selection), and the small symbols KZ1, KZ2, KZ3 stop and are displayed in a triple-bar (Fig. 40(D)). On the other hand, in the case of a dedicated SP reach for the chance zone based on a losing variation, a defeat effect (failure effect, failure mode) showing a scene where the main character loses in the forest is displayed (Fig. 40(E)). Then, following the defeat effect, while the forest background image G70 is displayed, the performance symbols EZ1, EZ2, EZ3 stop and are definitely displayed in a non-reach losing combination (stop mode indicating a loss), and the small symbols KZ1, KZ2, KZ3 stop and are displayed in a losing combination (Fig. 40(F)).
[0273] As described above, in this embodiment, the dedicated SP reach for the chance zone, which consists of the former stage shown in Figs. 38(B) to (H) and the latter stage shown in Figs. 39 and 40, may be executed only when it is set in the chance zone. And since this SP reach is a direct SP reach starting from the start point of the variation effect, compared to a gaming machine where an SP reach that simply performs a battle scene can be performed after N reaches, it is possible to provide a high level of interest in terms of the unexpectedness of the start timing of the SP reach and the richness of the performance content of the SP reach.
[0274] After the dedicated SP reach for the chance zone starts, even during the setting of the chance zone, the band image G74 and the zone end selection image G76 are made non-displayed (Figs. 38 to 40). The band image G74 is made non-displayed to prevent the production from becoming complicated. Also, the zone end selection image G76 is made non-displayed because, as will be described later, after the dedicated SP reach for the chance zone starts, the zone end operation becomes impossible.
[0275] Fig. 41 is a diagram showing a specific example of the common SP reach. The common SP reach is an SP reach that is executed after the production symbols EZ1, EZ2, and EZ3 reach in the variable production and then pass through N reaches (see Figs. 19 and 20). It is an SP reach that may be executed whether the normal production mode (the production mode in which the normal background is displayed on the display unit 50a) or the chance zone (the production mode in which the forest background image G70 (chance background) is displayed on the display unit 50a) is set.
[0276] In this form, as the common SP reach, a battle production is performed in which the protagonist character (knight) battles a predetermined enemy character (enemy characters other than the horse character that appears in the dedicated SP reach for the chance zone). The enemy characters in the common SP reach are characters not related to the forest background image G70.
[0277] Specifically, in the common SP reach, first, an image indicating that the battle between the protagonist character and a predetermined enemy character starts at a location other than the forest is displayed (Fig. 41(A)). Subsequently, a battle scene between the protagonist character and the predetermined enemy character is displayed. As the battle scene, a scene where the protagonist character attacks the predetermined enemy character is displayed (Fig. 41(B)), and a hit or miss branch (success or failure branch) is encountered. If the ongoing common SP reach is based on a big win variation, a victory effect (success effect, success mode) indicating that the protagonist character has won is displayed superimposed on the victory background image (Fig. 41(C)). Then, following this victory effect, the background image is basically returned to the one before the execution of the SP reach (in this example, it is returned to the daytime normal background image G102), and the performance symbols EZ1, EZ2, EZ3 are definitely stopped and displayed in a matching combination (a stop mode indicating a big win), and the small symbols KZ1, KZ2, KZ3 are stopped and displayed in a matching combination (Fig. 41(D)).
[0278] On the other hand, in the case of a common SP reach based on a losing variation, a defeat effect (failure effect, failure mode) indicating that the protagonist character has lost is displayed superimposed on the defeat background image (Fig. 41(E)). Then, following this defeat effect, the background image is basically returned to the one before the execution of the SP reach (in this example, it is returned to the daytime normal background image G102), and the performance symbols EZ1, EZ2, EZ3 are definitely stopped and displayed in a non-winning combination (a stop mode indicating a loss), and the small symbols KZ1, KZ2, KZ3 are stopped and displayed in a non-winning combination (Fig. 41(F)).
[0279] Next, based on FIGS. 42 to 44, the chance zone end operation will be described. In this embodiment, when set in the chance zone, except for a predetermined inoperable period for ending, by performing a chance zone end operation using the operation unit (the normal button 40 and the up, down, left, and right select keys (not shown)), the player can end the chance zone. This is a function that takes into account the player's preference that the normal performance mode (the performance content when a normal background such as the daytime normal background image G102 is displayed) suits the player's preference better than the performance content of the chance zone. That is, even when set in the chance zone, the player does not necessarily have to continue the game without any changes in that performance mode, but can end the chance zone according to their preference and return to the normal performance mode. Although not shown, it is assumed that the pachinko gaming machine PY1 has a select key composed of four direction keys for up, down, left, and right near the normal button 40. For the configuration related to the select key, a known configuration may be appropriately adopted. Note that the occurrence of a chance zone end operation is an example of a predetermined end condition.
[0280] Figures 42 and 43 are timing charts showing the relationship between the chance zone performance, the SP reach, and the chance zone end operation. Figure 42 shows the case where, after a target hold that triggers the execution of the chance zone performance occurs as hold 4, the target hold changes as hold 3 → hold 2 → hold 1 → the said change and progression, and a chance zone exclusive SP reach is executed in the change based on the target hold. In this case, the execution of the chance zone performance starts when the target hold shifts to hold 3, and the execution of the chance zone performance ends when the change based on the target hold ends (Figure 42(A)). Also, along with the start of the change based on the target hold, the chance zone exclusive SP reach is executed, and along with the end of the change based on the target hold, the chance zone exclusive SP reach ends (Figure 42(B)). In this case, the period during which the chance zone end operation is possible is the period from when the chance zone performance starts until the chance zone exclusive SP reach starts, and during the execution of the chance zone exclusive SP reach, it becomes a period during which the chance zone end operation is impossible (Figure 42(C)).
[0281] This is because the performance content of the chance zone exclusive SP reach is related to the forest background image G70 displayed in the chance zone. That is, when the chance zone exclusive SP reach starts, it means that the performance related to the forest background image G70 has already been executed, and it is not preferable to stop this performance midway, so the chance zone end operation is made impossible.
[0282] Figure 43 shows a case where, after a target hold that triggers the execution of the chance zone effect occurs as hold 4, the target hold changes from hold 3 → hold 2 → hold 1 → the said change and progression, and a common SP reach is executed in the change based on the target hold. In this case, when the target hold shifts to hold 3, the execution of the chance zone effect starts, and when the change based on the target hold ends, the execution of the chance zone effect ends (Figure 43(A)). Also, in the change based on the target hold, after normal changes and N reaches are performed, the common SP reach starts, and a little before the end of the change based on the target hold (before the time for displaying the background image according to the effect mode and definitely stopping the display of the effect symbols EZ1, EZ2, EZ3), the common SP reach ends (Figure 43(B)). In this case, the period during which the chance zone end operation is possible is the period from when the chance zone effect starts until the common SP reach ends (Figure 43(C)). That is, unlike during the execution of the chance zone exclusive SP reach, during the execution of the common SP reach, it is the end operation possible period during which the chance zone end operation is possible.
[0283] This is because the effect content of the common SP reach is not related to the forest background image G70 displayed in the chance zone. That is, even if a chance zone end operation is performed after the start of the common SP reach, no contradiction occurs in the effect content. Therefore, in this form, the chance zone end operation is made possible even during the execution of the common SP reach.
[0284] Figure 44 shows a specific example of a case where a common SP reach is executed in the change based on the target hold that triggered the execution of the chance zone effect after the chance zone effect is executed. As shown in Figure 44(A), as the hold display related to the target hold, the said icon TA in the normal display mode is displayed, and as the background image, the forest background image G70 is displayed on the display unit 50a. Also, a band image G74 suggesting that it is set to the "chance zone" and a zone end selection image G76 indicating that the chance zone end operation is possible are also displayed on the display unit 50a.
[0285] While the forest background image G70, the band image G74, and the zone end selection image G76 are being displayed like this, the effect symbols EZ1, EZ2, and EZ3 reach a reach (Fig. 44(B)), and then the common SP reach is started. When the common SP reach is started, the forest background image G70 becomes non-displayed, and a background image (not shown) for the common SP reach showing a scene that is not a forest is displayed, and the band image G74 also becomes non-displayed, but the zone end selection image G76 continues to be displayed (Fig. 44(C)). That is, even during the execution of the common SP reach, the chance zone end operation is possible. If the common SP reach ends without the chance zone end operation being performed, as shown in Fig. 44(D), the definite stop display of the effect symbols EZ1, EZ2, EZ3 and the small symbols KZ1, KZ2, KZ3 is performed with the same forest background image G70 as the background image before the execution of the common SP reach.
[0286] On the other hand, if the chance zone end operation is performed during the execution of the common SP reach (Fig. 44(E)) and the common SP reach ends, as shown in Fig. 44(F), the definite stop display of the effect symbols EZ1, EZ2, EZ3 and the small symbols KZ1, KZ2, KZ3 is performed with the daytime normal background image G102 (normal background) as the background image.
[0287] Here, the chance zone end operation will be explained. The chance zone end operation is an operation of moving the selection cursor displayed on the zone end selection image G76 from the default NO position (see Fig. 44(C)) to the YES position (see Fig. 44(D)) by operating the select keys (up arrow key, down arrow key), and determining (confirming) it by operating the normal button 40. In this embodiment, the zone end selection image G76 includes a character image of "Zone End?" asking whether to end the chance zone, an image of options (NO image, YES image) in the form of answering that question, and images of the up arrow key and the down arrow key indicating that the selection cursor can be moved with the up arrow key and the down arrow key. The method of the chance zone end operation can be changed as appropriate, and the display content of the zone end selection image G76 can be changed as appropriate according to the method of the chance zone end operation.
[0288] Next, an example of the execution of a composite effect executed based on the results of the lottery for the hold display change effect, the lottery for the chance zone effect, and the lottery for the SP reach described above will be described with reference to FIG. 45. FIG. 45 is a table showing the transition of the states of each effect element of the hold display, the background image, and the reach effect when the target hold that triggered the execution of the hold display change effect or the chance zone effect progresses as hold 4 → hold 3 → hold 2 → hold 1 → the fluctuation (fluctuation based on the target hold). Note that the target hold in each effect execution example shown in FIG. 45 is assumed to be a special figure hold related to an SP fluctuation (SP jackpot fluctuation, SP loss fluctuation).
[0289] "Performance Execution Example 1" shown in FIG. 45 is an example where when the fourth special figure hold occurs, it is determined to execute the hold display change performance of hold change scenario No. 012 (see FIG. 34) with the final display mode being red, it is determined not to execute the chance zone performance, and it is determined to execute the common SP reach at the start of the variation based on the target hold. In this "Performance Execution Example 1", when the target hold occurs, the blinking white hold icon HA is displayed. When the hold icon HA related to the target hold shifts from the hold 3 position to the hold 2 position, it is changed to a blue hold icon HA. Further, when the hold icon HA related to the target hold shifts from the hold 2 position to the hold 1 position, it is changed to a red hold icon HA. And as the hold display related to the said variation, the red icon TA is also displayed. During this time, as the background image, a normal background such as the daytime normal background image G102 is continuously displayed. In the variation performance based on the target hold, after reaching the performance symbols EZ1, EZ2, EZ3, it develops into a common SP reach. According to this Performance Execution Example 1, the player's anticipation of winning a big prize gradually increases as the blinking white hold icon HA is displayed when the target hold occurs and the blue hold icon HA is displayed when the target hold reaches hold 2, and finally the anticipation of winning a big prize is further increased as it changes to the red hold icon HA. In this form, it is assumed that the icon TA and the hold icon HA are not displayed during the SP reach, but it may also be configured to continuously display the icon TA and the hold icon HA during the SP reach.
[0290] Here, FIG. 46 is a diagram showing the display unit 50a from the occurrence of target hold to the start of the variable effect based on the target hold in the effect execution example 1. As shown in FIGS. 46(A) and (B), while the daytime normal background image G102 (normal background) is being displayed, the target hold icon HA1 of the special figure 1 with white dot blinking (the first special display mode) is displayed as the hold display corresponding to the fourth special figure 1 hold. As shown in FIG. 46(C), even when the target hold is hold 3, the target hold icon HA1 of the special figure 1 with white dot blinking (the first special display mode) is displayed. Then, as shown in FIG. 46(D), when the hold display related to the target hold is shifted from hold 3 to hold 2, the display mode of the target hold icon HA1 of the special figure 1 corresponding to the target hold changes to blue (the second special display mode). Further, as shown in FIG. 46(E), when the hold display related to the target hold is shifted from hold 2 to hold 1, the display mode of the target hold icon HA1 of the special figure 1 corresponding to the target hold changes to red (the third special display mode). When the variation based on the target hold is started, as shown in FIG. 46(F), the red icon TA is displayed as the hold display related to the target hold. In addition, in this variation based on the target hold, the common SP reach shown in FIG. 41 is executed.
[0291] "Performance Execution Example 2" shown in Fig. 45 is an example where, when the fourth special figure hold occurs, hold change scenario No. 041 (see Fig. 34), which does not change the display mode of the hold display while it remains white, is determined, it is determined to execute the chance zone performance, no chance zone end operation is performed during the chance zone performance, and it is determined to execute the common SP reach at the start of the variation based on the target hold. In this "Performance Execution Example 2", when the target hold occurs, a white hold icon HA is displayed, and while the hold icon HA related to the target hold is at the hold 3 position and until it becomes the icon TA, it does not change while remaining in the white display mode. On the other hand, regarding the background image, when the target hold becomes the third special figure hold (hold 3), it is changed from the normal background to the forest background image G70 (chance background). The forest background image G70 is displayed until the common SP reach is executed in this variation. According to this performance execution example 2, the player enhances the sense of expectation for a big win by having the chance zone performance executed when the target hold becomes hold 3 (see Fig. 37).
[0292] "Performance Execution Example 3" shown in FIG. 45 is an example where, when the fourth special figure hold occurs, hold change scenario No. 041 (see FIG. 34) is determined in which the display mode of the hold display is not changed while remaining white, it is determined to execute the chance zone performance, no chance zone end operation is performed during the chance zone performance, and it is determined to execute the chance zone exclusive SP reach at the start of the variation based on the target hold. In this "Performance Execution Example 3", when the target hold occurs, a white hold icon HA is displayed, and the hold icon HA related to the target hold remains unchanged in the white display mode even while it is in the position of hold 3 to hold 1 and even after it becomes the icon TA. On the other hand, regarding the background image, when the target hold becomes the third special figure hold (hold 3), it is changed from the normal background to the forest background image G70 (chance background). The forest background image G70 is displayed until the end of the variation. In this variation, the chance zone exclusive SP reach is executed in response to the start of the variation. According to this Performance Execution Example 3, the player's expectation for a big win is increased by the execution of the chance zone performance when the target hold becomes hold 3 (see FIG. 37), and the player's expectation for a big win is further increased by the execution of the chance zone exclusive SP reach in the variation based on the target hold (see FIGS. 38 to 40).
[0293] "Performance Execution Example 4" shown in FIG. 45 is an example where, when the fourth special figure hold occurs, hold change scenario No. 041 (see FIG. 34) is determined in which the display mode of the hold display is not changed while remaining white, it is determined to execute the chance zone performance, a chance zone end operation is performed when the target hold is the second special figure hold (hold 2), and it is determined to execute a common SP reach at the start of the variation based on the target hold. In this "Performance Execution Example 4", when the target hold occurs, a white hold icon HA is displayed, and the hold icon HA related to the target hold remains unchanged in the white display mode even while it is at the position of hold 3 to the position of hold 1 and even after it becomes the icon TA. On the other hand, for the background image, when the target hold becomes the third special figure hold (hold 3), it is changed from the normal background to the forest background image G70 (chance background). However, since a chance zone end operation is performed when the target hold is hold 2, when the target hold becomes the first (hold 1), it is returned from the forest background image G70 (chance background) to the normal background. That is, in this form, when a zone end operation is performed while the target hold is between hold 3 and hold 1, it is returned to the normal background at the start of the next variation. In addition, when a zone end operation is performed after the start of the variation based on the target hold and before the end of the common SP reach, the background image after the end of the common SP reach in the variation based on the target hold is returned to the normal background (see FIGS. 44(E)(F)).
[0294] In Performance Execution Example 4, the normal background returned from the forest background image G70 is displayed until a common SP reach is executed in the variation based on target retention. According to this Performance Execution Example 4, the player can enhance the expectation for a big win by having the chance zone performance executed when the target retention reaches retention 3, and can end the chance zone that is not to their liking and enjoy the variation based on target retention in the normal performance mode. In this regard, in this embodiment, since the dedicated SP reach for the chance zone is a performance with an extremely high big win expectation level (Fig. 36), for players who do not prefer such a performance with a big win expectation level setting, they can eliminate the possibility of the dedicated SP reach for the chance zone being selected as the SP reach for the variation based on target retention by performing the chance zone end operation, and can obtain the pleasure of waiting for the result of whether or not they win the big win with the common SP reach.
[0295] "Performance Execution Example 5" shown in Fig. 45 is an example where when the fourth special figure retention occurs, a retention change scenario No. 042 (see Fig. 34) in which the final display mode becomes white with a retention cancellation performance is determined, and it is determined to execute the chance zone performance, and it is determined to execute the dedicated SP reach for the chance zone at the start of the variation based on target retention without a chance zone end operation being performed during the chance zone performance. In this "Performance Execution Example 5", when the target retention occurs, a retention icon HA with a white dot blinking (the first special display mode) is displayed, and when the retention icon HA related to the target retention shifts from the retention 3 position to the retention 2 position, it is changed to a retention icon HA in blue (the second special display mode). Up to this point, it is the same as the above-mentioned Performance Execution Example 1. Therefore, the player gradually enhances the expectation for winning the big win by having the retention icon HA with a white dot blinking displayed when the target retention occurs and having the retention icon HA in blue displayed when the target retention reaches retention 2.
[0296] However, in this production execution example 5, when the hold icon HA related to target hold shifts from the hold 2 position to the hold 1 position, it changes to a white (normal display mode) hold icon HA. That is, the display mode of the hold display is changed back from the special display mode to the normal display mode to end the hold display change production (execute the hold change cancellation production). Thereafter, the display mode of the hold display remains white (normal display mode) until the change based on the target hold ends.
[0297] Also, as the background image, a normal background such as the daytime normal background image G102 is displayed until the target hold is from hold 4 to hold 2. However, when the target hold becomes hold 1 and the hold change cancellation production is executed, it is soon changed from the normal background to the forest background image G70 (chance background). That is, in production execution example 5, after the hold change cancellation production is executed, the chance zone production is executed. For this reason, the player, once, feels surprised that it is novel as the hold display that was once blue changes to white with a lower jackpot expectation, but also feels disappointed. However, soon after, the chance zone production is performed, and the player begins to have expectations for a jackpot win again. That is, according to this form, a novel production that shakes the player's emotions can be executed.
[0298] The forest background image G70 is displayed until the end of the change based on the target hold. In the change based on the target hold, a chance zone exclusive SP reach is executed in response to the start of the change. By the execution of this chance zone exclusive SP reach, the player strongly expects a jackpot win, thinking that although the hold change cancellation production was executed, perhaps they still won the jackpot.
[0299] Here, the specific presentation from the occurrence of target hold in the presentation execution example 5 until the start of the variable presentation based on the target hold follows the flow shown in FIGS. 46(A) to (D) and FIG. 47. That is, as shown in FIGS. 46(A) and (B), while the daytime normal background image G102 (normal background) is being displayed, the hold icon HA1 of FIG. 1 with white blinking (first special display mode) is displayed as the hold display corresponding to the fourth hold of FIG. 1. As shown in FIG. 46(C), when the target hold is hold 3, the hold icon HA1 of FIG. 1 with white blinking (first special display mode) is also displayed. Then, as shown in FIG. 46(D), when the hold display related to the target hold is shifted from hold 3 to hold 2, the display mode of the hold icon HA1 of FIG. 1 corresponding to the target hold changes to blue (second special display mode). Up to this point, it is the same as the above-described presentation execution example 1.
[0300] However, when the hold display related to the target hold is shifted from hold 2 to hold 1, as shown in FIG. 47(A), the display mode of the hold icon HA1 of FIG. 1 corresponding to the target hold changes to white (normal display mode). That is, the hold change cancellation presentation is executed. At this time, above the white hold icon HA1 of FIG. 1 related to the target hold, a speech bubble image G80 with the characters "Hold change cancelled!" is displayed. This speech bubble image G80 is an image suggesting that the hold display change presentation has been cancelled. This speech bubble image G80 is made non-displayed in a predetermined time (2 seconds in this form), and subsequently, while the previous change of the target hold is still being performed, as shown in FIG. 47(B), the background image is changed to the forest background image G70 and the zone entry image G72 is displayed. That is, the chance zone presentation is executed. Then, while the forest background image G70 is being displayed, the variable presentation based on the target hold is started (see FIG. 47(C)), and in this variable presentation, a chance zone exclusive SP reach is performed (see FIGS. 38 to 40).
[0301] Note that the transition format of the hold display mode in Performance Execution Example 1 shown in FIG. 45 (the format shown in FIGS. 46(A) to (F)) is an example of the first format of the hold display change performance. Also, the transition format of the hold display mode in Performance Execution Example 5 shown in FIG. 45 (the format shown in FIGS. 46(A) to (D) and FIG. 47) is an example of the second format.
[0302] Next, based on FIGS. 48 to 50, the prohibition rules of the preview performance will be described. As described above, the pachinko gaming machine PY1 of this embodiment produces a winning in the first start port 11 and a winning in the second start port 12 when hitting the left button in the non-time-limited state (see FIG. 30). Therefore, when a winning in the first start port 11 and a winning in the second start port 12 occur simultaneously (when a hold in Special Drawing 1 and a hold in Special Drawing 2 occur simultaneously), if the lottery for the hold display change performance and the lottery for the chance zone performance are executed in the same way as when only one of the winnings occurs, various preview performances will be mixed, and there is a risk that it will become difficult for the player to recognize which variation to expect. Therefore, in this embodiment, as shown in FIG. 48, the lottery for the hold display change performance and the lottery for the chance zone performance are performed.
[0303] Specifically, when a winning occurs at the first start port 11 and no winning occurs at the second start port 12, the effect control microcomputer 121 conducts a lottery for a hold display change effect (Figs. 33 and 34) based on the generated special figure 1 hold, and also conducts a lottery for a chance zone effect (Fig. 35) (see the timing t1 shown in Fig. 48). Also, when a winning occurs at the second start port 12 and no winning occurs at the first start port 11, the effect control microcomputer 121 conducts a lottery for a hold display change effect based on the generated special figure 2 hold, and also conducts a lottery for a chance zone effect (see the timing t2 shown in Fig. 48). In contrast, when a winning occurs at the first start port 11 and a winning occurs at the second start port 12 simultaneously, for the preview effect based on the generated special figure 1 hold, the effect control microcomputer 121 only conducts a lottery for a chance zone effect without conducting a lottery for a hold display change effect. On the other hand, for the preview effect based on the generated special figure 2 hold, the effect control microcomputer 121 conducts a lottery for a hold display change effect and further conducts a lottery for a chance zone effect (see the timing t3 shown in Fig. 48). Note that for the lottery of the chance zone effect based on the winning at the first start port 11 in this case, the execution of the chance zone effect is determined according to the white table without the "hold change cancellation effect" shown in Fig. 35 based on the "final display mode of the hold display".
[0304] Fig. 49 is a diagram showing an example of the execution of a hold display change effect when a winning occurs at the first start port 11 and a winning occurs at the second start port 12 simultaneously (when a special figure 1 hold and a special figure 2 hold occur simultaneously). Fig. 49(A) shows a situation where two special figure 1 holds have accumulated and no special figure 2 hold has accumulated while the daytime normal background image G102 is being displayed. In such a situation, assume that a winning occurs at the first start port 11 and a winning occurs at the second start port 12 simultaneously. In this case, the display mode of the hold display based on the winning at the first start port 11 is determined to be the white display mode without going through the lottery for the hold display change effect. On the other hand, the display mode of the hold display based on the winning at the second start port 12 is determined by the lottery for the hold display change effect. In this example, assume that it is determined that the red hold icon HA is to be displayed from the hold display at the time of winning as the display mode of the hold display based on the winning at the second start port 12.
[0305] In this case, as shown in FIG. 49(B), a white special drawing 1 hold icon HA1 is displayed as a hold indication related to the third special drawing 1 hold, and a red special drawing 2 hold icon HA2 is displayed as a hold indication related to the first special drawing 2 hold. In this embodiment, the change of the special drawing 2 is executed prior to the change of the special drawing 1. Therefore, the next change will be the change related to the red special drawing 2 hold icon HA2. Thus, the player can focus only on the change related to the red hold indication and expect a big win. If, hypothetically, a red special drawing 1 hold icon HA1 were also displayed as a hold indication related to the third special drawing 1 hold, there would be a concern that the player would not be able to enjoy the game by concentrating the sense of expectation for a big win on the change related to the red special drawing 2 hold icon HA2 that is executed first. In this embodiment, when a winning occurs at the first start port 11 and a winning occurs at the second start port 12 simultaneously (when the special drawing 1 hold and the special drawing 2 hold occur simultaneously), the hold indication change effect is not executed based on the generated special drawing 1 hold, so it is possible to eliminate the above concern.
[0306] Note that in this embodiment, unless a winning occurs at the first start port 11 and a winning occurs at the second start port 12 simultaneously, when a hold indication of a special display mode related to one of the start ports is being displayed, it is possible to display a hold indication of a special display mode related to the other start port. This is because in this case, it is considered that there is little risk of being confused by the effect content by accepting the meaning of the effects one by one in the order of occurrence.
[0307] Even if winning the first start port 11 and winning the second start port 12 occur simultaneously, the lottery for the chance zone effect is conducted separately for each of the two winnings. In this embodiment, when the preservation change stop effect is not executed, the chance zone effect with the special figure 2 hold as the target hold is conducted at the first shift of the special figure 2 hold, and the chance zone effect with the special figure 1 hold as the target hold is conducted at the first shift of the special figure 1 hold. Therefore, even when it is determined to execute the chance zone effect in both the lottery for the chance zone effect based on the newly generated special figure 2 hold and the lottery for the chance zone effect based on the special figure 1 hold, the execution of the chance zone effect based on the special figure 2 hold ends first, and then the execution of the chance zone effect based on the special figure 1 hold is started. Thus, it is considered that there is no fear that the player will be confused by the effect content and the gaming interest will decline.
[0308] 8. Effects of the Embodiment As described in detail above, according to the pachinko gaming machine PY1 of this embodiment, as a prediction effect, it is possible to execute a hold display change effect (FIG. 46) that can progress step by step and a chance zone effect (FIG. 37). The hold display change effect can be executed in a first format (the format shown in FIGS. 46(A) to (F)) and in a second format (the format shown in FIGS. 46(A) to (D) and FIG. 47) that ends in the middle of the first format. Therefore, a sense of tension that the hold display may return to the normal display mode (white) even when it is displayed in a special mode (white dot blinking or blue) can be generated, and an improvement in interest can be expected.
[0309] Also, according to the pachinko gaming machine PY1 of this embodiment, even when the hold display change effect is conducted in the second format accompanied by the preservation change stop effect, after returning to the hold display in the normal display mode (white), the chance zone effect may be executed (FIGS. 47, 35). Therefore, it is possible to maintain the expectation for a big win, and an improvement in interest can be expected.
[0310] Also, according to the pachinko gaming machine PY1 of this embodiment, even if balls enter the first start port 11 and the second start port 12 simultaneously, the held display change effect is executed only based on the ball entering the second start port 12 (Figs. 48 and 49). Therefore, it is possible to prevent the effect from becoming complicated and to prevent a decline in the level of interest.
[0311] Also, according to the pachinko gaming machine PY1 of this embodiment, the ratio at which the chance zone effect is executed after the held display change effect is higher when the display mode of the held display (the effect mode of the held display change effect) is not red than when it is red, which is a color with a high jackpot expectation level (the third special mode) (Figs. 34 and 35). Therefore, even when the held display is displayed in white blinking (the first special display mode) or blue (the second special display mode), it is possible to maintain the sense of expectation for a jackpot win, and an improvement in the level of interest can be expected.
[0312] Also, according to the pachinko gaming machine PY1 of this embodiment, it can also be said that the ratio at which the chance zone effect is executed after the held display change effect is higher when the held display change effect is executed in the second format (the format shown in Figs. 46(A) to (D) and Fig. 47), which ends in the middle, than when it is executed in the first format (the format shown in Figs. 46(A) to (F)) (Figs. 34 and 35). Therefore, even when the held display change effect ends in the middle of the first format, it is possible to expect the execution of the chance zone effect, and an improvement in the gaming interest can be expected.
[0313] Also, according to the pachinko gaming machine PY1 of this embodiment, since the chance zone dedicated SP reach corresponding to the chance zone effect after the held display change effect can be executed along with the variable effect (the notification effect for notifying the result of the special drawing) (Figs. 36 and 38 to 40), it is possible to suitably improve the interest in the variable effect during the chance zone.
[0314] Also, according to the pachinko gaming machine PY1 of this embodiment, it is configured such that a player can arbitrarily end the chance zone by performing a chance zone end operation. Since this chance zone end operation is only possible when the dedicated SP reach for the chance zone is not being executed (Figs. 42 and 43), during the execution of the dedicated SP reach for the chance zone, the player's attention can be focused on the said effect, and it is possible to suppress a decrease in the interest of the chance zone and the dedicated SP reach for the chance zone.
[0315] 9. Modification Example Hereinafter, modification examples of the pachinko gaming machine PY1 will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.
[0316] <Second Embodiment> In the above-described first embodiment, when the final display mode of the hold display is determined to be white (normal display mode), a hold change scenario with a hold cancellation effect (No. 42 or No. 44 shown in Fig. 34) can be selected. On the other hand, the pachinko gaming machine of the second embodiment is configured not to have a hold change scenario with a hold cancellation effect. That is, as shown in Fig. 50, when the final display mode of the hold display is determined to be white (normal display mode), a white (normal display mode) hold icon HA is displayed for any hold display related to the special figure hold from the 4th to the 1st, and the icon TA is also displayed in white (normal display mode). That is, when the final display mode of the hold display is determined to be white (normal display mode), no hold display change effect is performed. Note that the final display mode of the hold display is determined based on the table shown in Fig. 33, similar to the first embodiment.
[0317] In the pachinko gaming machine of the second embodiment, the lottery for the chance zone effect following the lottery for the hold change display effect is performed based on the table shown in FIG. 51. Specifically, as shown in FIG. 51, when the result of the prediction determination is a jackpot, if the final display mode of the hold display is "white", the chance zone effect is executed at a rate of 65%, and the chance zone effect is not executed at a rate of 35%. Also, if the final display mode of the hold display is "white dot blinking", the chance zone effect is executed at a rate of 60%, and the chance zone effect is not executed at a rate of 40%. Also, if the final display mode of the hold display is "blue", the chance zone effect is executed at a rate of 55%, and the chance zone effect is not executed at a rate of 45%. Also, if the final display mode of the hold display is "red", the chance zone effect is executed at a rate of 50%, and the chance zone effect is not executed at a rate of 50%.
[0318] Also, when the result of the prediction determination is a SP reach miss, if the final display mode of the hold display is "white", the chance zone effect is executed at a rate of 15%, and the chance zone effect is not executed at a rate of 85%. Also, if the final display mode of the hold display is "white dot blinking", the chance zone effect is executed at a rate of 12%, and the chance zone effect is not executed at a rate of 88%. Also, if the final display mode of the hold display is "blue", the chance zone effect is executed at a rate of 9%, and the chance zone effect is not executed at a rate of 91%. Also, if the final display mode of the hold display is "red", the chance zone effect is executed at a rate of 6%, and the chance zone effect is not executed at a rate of 94%.
[0319] In addition, when the result of the prediction determination is a loss in the L reach or a loss in the N reach, if the final display mode of the hold display is "white", the chance zone effect is executed at a rate of 4%, and the chance zone effect is not executed at a rate of 96%. Also, if the final display mode of the hold display is "white dot blinking", the chance zone effect is executed at a rate of 3%, and the chance zone effect is not executed at a rate of 97%. Also, if the final display mode of the hold display is "blue", the chance zone effect is executed at a rate of 2%, and the chance zone effect is not executed at a rate of 98%. Also, if the final display mode of the hold display is "red", the chance zone effect is executed at a rate of 1%, and the chance zone effect is not executed at a rate of 99%.
[0320] In addition, when it is determined to execute the chance zone effect, in any case, when the first shift of the target hold that triggers the execution of the chance zone effect occurs, the execution of the chance zone effect is started.
[0321] As described above, in the second embodiment, the chance zone effect is more likely to be executed when the prediction determination result is a big win than when it is a loss (SP reach loss, L reach loss, N reach loss). Also. The chance zone effect is most likely to be executed when the final display mode of the hold display is "white", which has the lowest big win expectancy, regardless of whether the prediction determination result is a big win, SP reach loss, L reach loss, or N reach loss. The chance zone effect is next most likely to be executed when the final display mode of the hold display is "white dot blinking", which has the next lowest big win expectancy. The chance zone effect is then next most likely to be executed when the final display mode of the hold display is "blue", which has the next lowest big win expectancy. The chance zone effect is least likely to be executed when the final display mode of the hold display is "red", which has the highest big win expectancy. That is, in this embodiment, the lower the big win expectancy of the hold display's display mode, the more likely the chance zone effect with a high big win expectancy is to be executed. Therefore, even when the display mode of the hold display has a relatively low big win expectancy, the chance zone effect can be expected to be executed, so the degree of disappointment can be suppressed and an improvement in the gaming interest can be anticipated.
[0322] In the second embodiment, among the hold change scenarios, a scenario (such as the scenarios No. 32 and No. 34 shown in FIG. 50) is included in which, while the hold display at the time of winning is in the normal display mode, the target hold of the hold display change effect is changed to a special display mode until it reaches the said variation. However, when there is a case where it may be displayed in the special display mode, it may also be configured to always be displayed in some special display mode from the time of winning. This also applies to the first embodiment described above. In such a configuration, it can be said that the execution timing (at the time of winning) of the hold display change effect is earlier than the execution timing (at the time of shifting the special figure hold) of the chance zone effect (with the execution timing based on the occurrence of the target hold being earlier).
[0323] Also, in the second embodiment, by varying the execution ratio of the chance zone effect based on the type of the final display mode of the hold display, a configuration is realized in which a display mode with a lower jackpot expectation is more likely to be set in the chance zone than a higher display mode. On the other hand, the setting timing (execution timing of the chance zone effect) of the chance zone is configured to be selected by lottery from among "at the time of winning", "when the target hold is hold 3", "when the target hold is hold 2", "when the target hold is hold 1", and "at the time of variation based on the target hold". In this lottery, referring also to the lottery result of the hold change scenario, the timing when the display mode of the hold display related to the target hold is a display mode with a lower jackpot expectation is more likely to be selected when the prediction result is a jackpot, and less likely to be selected when it is a loss, thereby realizing a configuration in which a display mode with a lower jackpot expectation is more likely to be set in the chance zone than a higher display mode. This is because the chance zone effect (high-expectation preview effect) performed when the expectation of winning the jackpot is small can make the player feel a stronger sense of exhilaration than the chance zone effect performed when already having high expectations. In addition, when configured in this way, the hold display change effect in which the final display mode of the hold display is red may be more likely to be set in the chance zone than the hold display change effect in which the final display mode of the hold display is blue or white dot blinking.
[0324] <Other Modification Examples> The types of hold change scenarios and the types of display modes of hold displays shown in the above embodiments (the first embodiment and the second embodiment) are merely examples, and can be appropriately changed as long as the game is not hindered.
[0325] In the above embodiment, the zone end operation during the chance zone cannot be performed during the execution of the chance zone-exclusive SP reach, and can be performed when the chance zone-exclusive SP reach is not being executed (Figs. 42 and 43). In other words, it is configured such that it is easier to end the chance zone by the zone end operation when the chance zone-exclusive SP reach in the chance zone is not being executed than when it is being executed. On the other hand, the zone end operation during the chance zone may be configured to be executable only during the chance zone-exclusive SP reach. Specifically, for example, a configuration may be adopted in which the zone end operation is accepted only during the execution period of the front stage of the chance zone-exclusive SP reach, which is a direct SP reach, and when the zone end operation is performed during this period, instead of the latter stage of the chance zone-exclusive SP reach, another SP reach with the same production time as this latter stage (for example, the common SP reach in the above embodiment) is executed. Even in such a configuration, the connection between the production content of the front stage of the chance zone-exclusive SP reach (the process of the protagonist character growing into a knight) and the production content of another subsequent SP reach (the battle between the protagonist character and the enemy character) does not break down. And according to such a configuration, it is possible to satisfy the needs of players who want to see the production of the front stage of the chance zone-exclusive SP reach but want to see a battle with an enemy character different from the enemy character of the chance zone-exclusive SP reach as a battle scene, and prevent the interest in the chance zone and the chance zone-exclusive SP reach from decreasing. Note that such a configuration means that it is easier to end the chance zone by the zone end operation (a configuration in which the end condition of the chance zone is more likely to be satisfied) when the chance zone-exclusive SP reach in the chance zone is being executed than when it is not being executed.
[0326] In the above-described embodiment, the chance zone can be terminated based on the zone termination operation (the configuration where the zone termination condition is that the zone termination operation is performed). However, it may also be configured such that the chance zone can be terminated based on the passage of the game ball through the second gate 29 that can be passed through by a right hit (the configuration where the zone termination condition is the passage of the game ball through the second gate 29). Note that the period during which the chance zone can be terminated by the passage of the game ball through the second gate 29 can be set, for example, to the same period as the period during which the zone termination operation is possible in the above-described embodiment.
[0327] Also, in the above-described embodiment, it may be configured such that the period during which the chance zone termination operation is possible is provided based on a lottery. In this case, during the execution of the chance zone dedicated SP reach, compared to when the chance zone dedicated SP reach is not being executed, the period during which the chance zone termination operation is possible may be configured to be less likely to be set, or during the execution of the chance zone dedicated SP reach, compared to when the chance zone dedicated SP reach is not being executed, the period during which the chance zone termination operation is possible may be configured to be more likely to be set. The lottery for setting the period during which the chance zone termination operation is possible can be configured to be performed at a predetermined cycle (for example, every 20 seconds).
[0328] Also, in the above-described embodiment, when a winning occurs at the first start port 11 and a winning occurs at the second start port 12 simultaneously, the hold display change effect is not executed based on the winning at the first start port 11, but the chance zone effect may be executed. In contrast, it may be configured such that neither the hold display change effect nor the chance zone effect is executed based on the winning at the first start port 11.
[0329] Also, in the above-described embodiment, when a winning occurs at the first start port 11 and a winning occurs at the second start port 12 simultaneously, no lottery for the hold display change effect based on the winning at the first start port 11 is conducted. However, after conducting the lottery for the hold display change effect based on the winning at the first start port 11, it may be configured such that the hold display change effect of this hold change scenario is not performed only when a hold change scenario accompanied by a hold change cancellation effect is selected. This is because when this hold change scenario is selected, the effect becomes more likely to be complicated due to the novel effect of the hold change cancellation effect compared to when other hold change scenarios are selected.
[0330] Conversely, after conducting the lottery for the hold display change effect based on the winning at the first start port 11, it may be configured such that the hold display change effect of this hold change scenario is performed only when a hold change scenario accompanied by a hold change cancellation effect is selected, and the hold display change effect is not performed when other hold change scenarios are selected. Since the hold change scenario accompanied by the hold change cancellation effect is a novel effect, by not performing the penalty process only for such a special effect, it is possible to suppress a decrease in the gaming interest.
[0331] Also, even when a winning at the first start port 11 and a winning at the second start port 12 occur simultaneously, a lottery for a hold display change effect based on the winning at the first start port 11 is to be conducted. When it is determined that a hold display change effect such as "white dot blinking" or "blue" is to be performed for the final display mode, the hold display change effect is performed. However, when it is determined that a hold display change effect of "red" is to be performed for the final display mode, the hold display change effect may not be performed. In such a configuration, a situation where a red hold display is included in both the special drawing 1 hold icon HA1 and the special drawing 2 hold icon HA2 can be avoided, and the player's attention can be focused on one effect with a high jackpot expectation, thereby enhancing the gaming interest. Conversely, when it is determined that a hold display change effect such as "white dot blinking" or "blue" is to be performed for the final display mode, the hold display change effect may not be performed. However, when it is determined that a hold display change effect of "red" is to be performed for the final display mode, the hold display change effect may be performed. In such a configuration, the opportunity to execute the hold display change effect of "red" with a high jackpot expectation is not impaired, so a decrease in gaming interest can be suppressed.
[0332] Also, in the above aspect, when a winning at the first start port 11 and a winning at the second start port 12 occur simultaneously, the execution of the hold display change effect based on the winning at the first start port 11 is restricted. However, when the effect of this configuration is not required, a configuration without such a restriction may be adopted.
[0333] Also, in the above embodiment, the special drawing 2 determination process is configured to be performed preferentially over the special drawing 1 determination process (the variable display of special drawing 2 is performed preferentially over the variable display of special drawing 1). However, it may also be configured such that the special drawing 1 determination process is performed preferentially over the special drawing 2 determination process (the variable display of special drawing 1 is performed preferentially over the variable display of special drawing 2). In this case, the special drawing 1 lottery may be set to be a lottery that is more likely to win a big prize advantageously than the special drawing 2 lottery. Also, in this case, when winning occurs simultaneously at the first start port 11 and the second start port 12, any of the hold display change effects and the chance zone effects based on winning at the first start port 11 can be executed. However, it is preferable to configure such that the hold display change effect is not executed based on winning at the second start port 12 and only the chance zone effect can be executed.
[0334] Also, in the above embodiment, the chance zone effect is executed as a preview effect (an effect that can be performed over a plurality of variations based on a preview determination and is a preview effect that makes the player expect to win a big prize). However, the chance zone effect may be configured to be executed not as a preview effect but as a variation-time preview (an effect that is performed only in that variation based on a lottery at the start of the variation and is a preview effect that makes the player expect to win a big prize). In this case, the setting of the chance zone is performed only for one variation based on the special drawing variation start command. Also, when executing a chance zone exclusive SP reach in the variation set for the chance zone, the chance zone exclusive SP reach (Figs. 38(B) to (H), Fig. 39, Fig. 40) may be executed immediately after executing an effect (Fig. 37(B)) that suggests the setting of the chance zone.
[0335] Also, in the above embodiment, as the hold change scenario with a hold change cancellation effect, the configuration is such that it only has a scenario in which the display mode of the hold display immediately returns from blue (the second special display mode) to white (the normal display mode). However, in addition to this scenario, or instead of this scenario, it may be configured to have a scenario in which the hold display in blue (the second special display mode) once drops by one rank to the hold display with white dot blinking (the first special display mode), and then returns to the hold display in white (the normal display mode) (ending the hold display change effect).
[0336] Also, in the above-described embodiment, the selection ratio of each lottery can be appropriately changed within a range that does not interfere with the game. For example, regarding the effect that has a distribution rate of 0% (a configuration that is not executed) in the above-described embodiment, as long as the role of the effect is not inhibited, it may be configured to be executed with a slight probability (for example, about 1%).
[0337] Also, in the above-described embodiment, it may be configured such that the dedicated SP reach for the chance zone can be performed only when the preservation cancellation effect is executed.
[0338] Also, in the above-described embodiment, the hold display change effect and the chance zone effect are performed during the non-time-limited state. However, the game states in which these effects are performed are not limited to the non-time-limited state. Also, in the above-described embodiment, setting to the normal effect mode in which a normal background such as the daytime normal background image G102 is displayed is regarded as corresponding to "normal effect". However, when the hold display change effect and the chance zone effect are configured to be performed in the high-probability state or the time-limited state, setting to the probability-variable effect mode in which the probability-variable background image G105 is displayed or setting to the time-limited effect mode in which the time-limited background image G106 is displayed will correspond to the normal effect.
[0339] Also, in the above-described embodiment, the jackpot expectation degree of the chance zone effect is higher than that of the hold display of red (the third special display mode). However, the jackpot expectation degrees of both may be the same, or may be the reverse of the above-described embodiment.
[0340] Also, in the above-described embodiment, the content of each effect can be appropriately changed within a range that does not inhibit the function of the effect.
[0341] In the above embodiment, a hold display change effect in which the display mode of the hold display (hold icon HA and the icon TA) can transition step by step, and a chance zone effect that sets the effect mode to the chance zone are configured to be executable over a plurality of fluctuations as a pre-reading effect based on the pre-reading determination. The hold display change effect corresponds to the first pre-suggestion effect or the first notice effect, and the chance zone effect corresponds to the second pre-suggestion effect or the second notice effect. However, the types of effects of the first pre-suggestion effect or the first notice effect may be other than the hold display change effect, and the types of effects of the second pre-suggestion effect or the second notice effect may be other than the chance zone effect. For example, an image change effect that gradually transitions a predetermined image such as a background image, and a stock effect that displays a suggestion icon indicating the type of effect to be executed may be configured to be executable over a plurality of fluctuations as a pre-reading effect based on the pre-reading determination. In this case, the image change effect corresponds to the first pre-suggestion effect or the first notice effect, and the stock effect corresponds to the second pre-suggestion effect or the second notice effect. As the image change effect, for example, various special backgrounds (backgrounds different from the normal background) in which the jackpot expectation relationship is "first special background < second special background < third special background" may be sequentially changed from the first special background → second special background → third special background during the period from the occurrence of the target hold to the end of the fluctuation based on the target hold. Also, as the stock effect, for example, an effect may be executed in which a suggestion icon indicating that a special operation effect for operating the special button 41 occurs due to a fluctuation based on the target hold is displayed on the display unit 50a before the fluctuation based on the target hold is started. Note that the jackpot expectation of the stock effect may be set higher than the jackpot expectation of the display of the third special background. Also, the background change effect may have a pattern (format) of returning to the normal background after the second special background is displayed. When this pattern is executed, the stock effect may be configured to be executed with a higher probability than when the background change effect is executed in other patterns after returning from the special background to the normal background. Note that the special operation effect suggested to be executed by the above stock effect is an example of a specific effect. Also, the type of effect suggested to be executed by the stock effect can be changed as appropriate.
[0342] Also, when configured to be able to execute the above-described image change effect, the image change effect may be executed as "notification at the time of the change" instead of "preview effect". Also, when configured to be able to execute the above-described stock effect, the stock effect may be executed as "notification at the time of the change" instead of "preview effect".
[0343] Also, in the above embodiment, the first starting port 11 (fixed starting port) where the easiness of the game ball entering is not changed and the second starting port 12 (variable starting port, starting port related to the electric chute 12D) where the easiness of the game ball entering can be changed are provided, but only either one of them may be provided.
[0344] Also, in the above embodiment, the present invention is applied to a pachinko game machine, but it is also possible to apply it to other ball game machines such as an arrangement ball machine and a sparrow ball game machine. Also, when the present invention is applied to a pachinko game machine, the game properties of the game machine can be appropriately changed within a range that does not interfere with the game. That is, the present invention can be appropriately adopted for so-called symbol sure-change machines (game machines in which a transition to a high-probability state is determined based on the type of the selected symbol), so-called V-sure machines (game machines that are controlled to a high-probability state based on passing through a specific area (V area) in the big winning port), so-called sure-change loop type game machines (game machines in which once controlled to a high-probability state, the control to the high-probability state continues until the start of the next big win game), so-called ST machines (game machines with a cut-off number of sure-changes), so-called one-type two-type mixed machines, and honeycomb type game machines, etc., as long as they do not interfere with the game. Also, the present invention may be applied to a game machine of a type in which game balls enclosed in the game machine without having a configuration such as the lower tray 35 circulate (so-called enclosed game machine, circulating game machine, management game machine, smart pachinko).
[0345] Also, in the above embodiment, the variable display of the small symbols KZ1, KZ2, and KZ3 is performed in approximate synchronization with the variable display of the special figure. However, instead of being composed of three symbols such as the small symbols KZ1, KZ2, and KZ3, it may be composed of two or other numbers of symbols other than three. For example, two symbols divided by the special figure 1 and the special figure 2 may be provided. Also, one common symbol may be provided for the special figure 1 and the special figure 2. And in these cases, it may be displayed on the display unit 50a of the image display device 50 and the sub-control board 120 may perform the control. Also, an LED device for displaying symbols may be provided in an area other than the game area 6 of the game board 1. In this case, the main control board 100 or the sub-control board 120 may perform the control of the LED device.
[0346] Also, in the above embodiment, the main control board 100 performs the basic control related to the progress of the game, and the sub-control board 120 performs the basic control related to the progress of the effect according to the progress of the game (control of the game). That is, the control of the game and the control of the effect are performed on different boards, but it may be configured to be performed on one board. In this case, the image control board 140 may be included in the one board, or may be provided separately from the one board.
[0347] Note that when referring to "a state advantageous to the player (advantageous gaming state, advantageous state, or special gaming state)", it is not necessary for all jackpot gaming states to fall under this. For example, a jackpot gaming state that is scheduled to be controlled to a high-probability state later may be configured to fall under "a state advantageous to the player", or a jackpot gaming state in which a relatively large number of prize balls such as substantially 10R can be obtained may be configured to fall under "a state advantageous to the player". Also, "a state advantageous to the player" may not be a jackpot gaming state, but may be a minor winning gaming state (a state in which a minor winning game is being executed), or may be a high-probability state or a high-base state (time-saving state). In a gaming machine equipped with two types of jackpots, a series of gaming states including a minor winning gaming state and a jackpot gaming state based on the passage of a gaming ball through a specific area 16 in the minor winning gaming state may be set as a state advantageous to the player. Also, when "a state advantageous to the player" is a high-probability state or a high-base state (time-saving state), various effects that make the player expect to enter "a state advantageous to the player" may be effects not limited to those during the variable display of the special symbol, but may be effects performed at other timings such as during a jackpot game.
[0348] 10. The inventions shown in the embodiments and their modification examples The above-described embodiments and their modification examples show the inventions of the following respective means. In the explanations of the means described below, the corresponding component names, expressions, and reference numerals used in the drawings in the above-described embodiments and the like are appended in parentheses for reference. However, the components of each invention are not limited to this appendix. Note that means A is a general term for the following means A1 ...
Claims
【Claim 1】 It is possible to execute a preview performance that makes the player expect to be in an advantageous state The execution formats of the preview performance include a first format for executing a first preview performance, a second format for executing a second preview performance with a higher expectation of being in the advantageous state than the first preview performance, and a third format for executing the second preview performance after executing the first preview performance. As the second preview performance, it is possible to execute a plurality of special performances different from the normal performance over a plurality of variations. During the execution of the special performance, it is possible to execute a specific performance that is not executed in the normal performance. The specific performance is a performance that can suggest the degree of expectation of being in the advantageous state by being executed with different execution probabilities depending on whether it is determined to be in the advantageous state or not in the lottery for being in the advantageous state. It ends the special performance based on the establishment of a predetermined end condition. The predetermined end condition is configured to be able to be established when the specific performance is not being executed and not to be able to be established when the specific performance is being executed, and is characterized by a gaming machine.
Citation Information
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