Gaming machine

The gaming machine enhances player engagement by using a shooting mechanism, variable ball entry, and dynamic display updates to suggest and generate profit states, addressing the lack of clear profit suggestions in existing machines and maintaining player interest.

JP7707991B2Active Publication Date: 2025-07-15SANYO BUSSAN KK
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Patent Information

Application Number
JP2022067423
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-04-15
Publication Date
2025-07-15
Estimated Expiration
2042-04-15

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and attention by providing clear and dynamic suggestions of potential profitable gaming states, making it difficult for players to understand the level of profit and maintain interest during gameplay.

Method used

The gaming machine incorporates a shooting mechanism, a starting ball entry area, a variable ball entry mechanism, and a display mechanism that dynamically updates information based on predetermined conditions, along with notification modes to suggest and generate profit states, enhancing player interaction and understanding of potential rewards.

Benefits of technology

This configuration increases player engagement by providing clear and dynamic suggestions of profitable gaming states, deepening the player's understanding of potential rewards and maintaining interest throughout the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: When a special pattern 1 small win is won in "a normal game state A", a game machine is configured such that contents of a rightward shooting informing performance executed by a third pattern display device 81 at opening timing when the small win is won are different depending on whether an expectation value of acquirable putout balls becomes higher when a big win game is generated by allowing balls to pass a specific area 65d by executing a rightward shooting game at a point of time when the small win is won, or an expectation value of acquirable putout balls becomes higher when a dynamic display of a special pattern is executed until a rescue condition satisfaction frequency by returning to "a normal game state A" without generating a big win game without executing a rightward shooting game at a point of time when the small win is won.SELECTED DRAWING: Figure 28
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Description

Technical Field

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

Background Art

[0002] Conventionally, a lottery such as a win is conducted based on the establishment of predetermined start conditions. For example, there is a gaming machine that pays out a predetermined gaming medium to a player according to the establishment of predetermined acquisition conditions when winning a win.

[0003] In this gaming machine, at least a predetermined first gaming state and a second gaming state more advantageous to the player than the first gaming state can be generated, and in the second gaming state, a winning game is selected, and again, there are those configured to be able to continuously generate the second gaming state (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Regarding gaming machines and the like as exemplified above, in order to improve the interest of the game, it is necessary to increase the degree of attention to the game, and there is still room for improvement in this regard.

[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of suitably increasing the degree of attention to the game.

Means for Solving the Problems

[0007] In order to achieve this object, the gaming machine according to claim 1 includes a shooting means capable of shooting a game ball, a starting ball entry area provided in a game area where the game ball can flow down, a determination means for executing a predetermined determination based on the entry of the game ball into the starting ball entry area, a display means for variably displaying a predetermined symbol when the game ball enters the starting ball entry area, a variable ball entry means provided in the game area, which can switch between a second state in which it is difficult or impossible for the game ball to enter and a first state in which the game ball can enter more easily than in the second state when a specific determination result is obtained by the determination means, and an update means for updating specific information based on the establishment of a predetermined update condition in the variable display. The gaming machine performs a specific display when the specific information reaches a predetermined update state in a specific gaming state in which the specific information can be updated by the update means, and is configured to generate a predetermined profit state when a profit state generation condition is satisfied after the specific display. The gaming machine includes notification control means for executing a predetermined notification mode display in a first notification mode display or a second notification mode display different from the first notification mode display. The gaming machine is configured such that the game ball shot by the shooting means enters the variable ball entry means in the first state and generates a specific profit based on the establishment of a predetermined gaming condition. In a predetermined gaming state before the occurrence of the predetermined profit state, when the determination means obtains the specific determination result, it is configured such that performing a first predetermined gaming operation thereafter may be more disadvantageous to the player than performing a second predetermined gaming operation. The notification control means is configured to be capable of executing a notification switch for switching the notification mode display such that the first notification mode display is executed at a predetermined timing earlier than the specific information reaches the predetermined update state when the determination means obtains the specific determination result, and the second notification mode display is executed at a specific timing after the predetermined timing and before the specific information reaches the predetermined update state. The notification switch is configured to be executable when the gaming state becomes the predetermined gaming state. The gaming machine executes the predetermined notification mode display in the second notification mode display for the specific determination result when the specific determination result is obtained in the predetermined gaming state.configured to be able to prompt the player to execute the second predetermined gaming operation, the gaming machine is configured to execute, between at least the predetermined timing and the specific timing when the notification switching is executed, a display different from the first notification mode display and the second notification mode display, which is not a display for instructing a gaming operation from the gaming machine to the player but a predetermined gaming operation notification display for notifying that a predetermined gaming operation can be executed based on the player's judgment, and when the second notification mode display is executed as the specific determination result by the determination means, configured to be able to execute a new variable display without generating the specific benefit based on a specific gaming operation by the player, and after the notification mode display is switched to the second notification mode display at the specific timing, configured such that the notification mode display does not switch to the first notification mode display until at least the variable ball entry means becomes the first state, and based on at least a game ball entering the start ball entry area, information corresponding to the period from the initial state to the predetermined updated state of the specific information predetermined period configured to be able to set predetermined information in a predetermined storage area, and based on the predetermined period information type the period from the initial state to reaching the specific timing can be changed. the

Advantages of the Invention

[0008] ​According to the gaming machine described in claim 1, it includes a shooting means capable of shooting game balls, a starting ball-in area provided in a game area where game balls can flow down, a determination means for executing a predetermined determination based on the entry of a game ball into the starting ball-in area, a display means for variably displaying a predetermined symbol when a game ball enters the starting ball-in area, a variable ball-in means provided in the game area that can switch states between a second state where it is difficult or impossible for a game ball to enter and a first state where a game ball can enter more easily than in the second state when a specific determination result is obtained by the determination means, and an update means for updating specific information based on the establishment of a predetermined update condition in the variable display. This gaming machine is configured to perform a specific display when the specific information reaches a predetermined update state in a specific gaming state where the specific information can be updated by the update means, and to be able to generate a predetermined profit state when a profit state generation condition is satisfied after the specific display. It is provided with notification control means for executing a predetermined notification mode display in a first notification mode display or a second notification mode display different from the first notification mode display. This gaming machine is configured such that a game ball shot by the shooting means enters the variable ball-in means in the first state and generates a specific profit based on the establishment of a predetermined gaming condition. In a predetermined gaming state before the occurrence of the predetermined profit state, when the specific determination result is obtained by the determination means, it is configured such that performing a first predetermined gaming operation thereafter can be more disadvantageous to the player than performing a second predetermined gaming operation. The notification control means is configured to be able to execute a notification switch for switching the notification mode display so as to execute the first notification mode display at a predetermined timing earlier than when the specific information reaches the predetermined update state and to execute the second notification mode display at a specific timing after the predetermined timing and before the specific information reaches the predetermined update state when the specific determination result is obtained by the determination means. The notification switch is configured to be executable when the gaming state becomes the predetermined gaming state. This gaming machine, when the specific determination result is obtained in the predetermined gaming state, executes the predetermined notification mode display in the second notification mode display for the specific determination result and prompts the player to execute the second predetermined gaming operation.possible configured such that the gaming machine can execute a predetermined game operation notification display that is different from the first notification mode display and the second notification mode display between the predetermined timing and the specific timing when executing the notification switching, and that is not a gaming operation instruction display from the gaming machine to the player but notifies that a predetermined game operation can be executed based on the player's judgment. When the second notification mode display is executed as a result of the specific determination result by the determination means, it is configured to be able to execute a new variable display without generating the specific profit based on a specific game operation by the player. After the notification mode display switches to the second notification mode display at the specific timing, it is configured such that the notification mode display does not switch to the first notification mode display until at least the variable ball entry means enters the first state. Based on at least a game ball entering the start ball entry area information corresponding to the period from the initial state to the predetermined updated state of the specific information predetermined period configured to be able to set predetermined period information type Based on the the configured such that the period from the initial state to reaching the specific timing can change based on the specific information. As a result, there is an effect that the degree of attention to the game can be suitably increased.

Brief Description of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] <First Embodiment> Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. First, with reference to FIGS. 1 to 89, a first embodiment when the present invention is applied to a pachinko game machine (hereinafter simply referred to as "pachinko machine") 10 will be described. FIG. 1 is a front view of the pachinko machine 10 in the first embodiment, FIG. 2 is a rear view of the pachinko machine 10, and FIG. 3 is a front view of the game board 13 of the pachinko machine 10.

[0011] Conventionally, there is a gaming machine that shifts to a gaming state advantageous to a predetermined player after a predetermined period has elapsed and gives the player a profit. In the advantageous gaming state, when a predetermined condition is satisfied by the player's game, the player can obtain prize balls.

[0012] In such a gaming machine, the suggestion regarding the occurrence of an advantageous gaming state for the player during a predetermined period is not sufficiently suitable, and an improvement in the content of the suggestion is required.

[0013] Specifically, for example, in a predetermined period, when the suggestion regarding the occurrence of an advantageous gaming state is uniform, it is difficult or impossible for the player to understand the level of profit that the player can obtain when the advantageous gaming state occurs. Also, it is difficult or impossible to obtain the interest generated regarding changing the suggestion according to the level of profit.

[0014] The present invention has been invented in view of the above problems, and aims to suitably suggest the occurrence of an advantageous gaming state during a predetermined period, deepen the player's understanding of the level of profit that the player can obtain when the advantageous gaming state occurs, and enhance the interest regarding the suggestion.

[0015] More specifically, for example, in the pachinko machine 10 of the first embodiment, in the "normal gaming state A", when a small winning is selected that can cause a big winning (that is, can pass through the specific area 65d), by adopting a gameplay that provides an option of whether to cause a big winning with the small winning, it aims to provide a gaming machine that enriches the variations of the game and can execute a hitting method notification in which the expected value of the balls that can be obtained is higher for the player.

[0016] To achieve this object, the pachinko machine 10 of the first embodiment includes a launching means capable of launching a game ball, a starting ball entry area provided in a game area where the game ball can flow down, a display means for variably displaying a predetermined symbol when a game ball enters the starting ball entry area, a variable ball entry means provided in the game area and performing a plurality of variable operations, and is a gaming machine comprising: an update means for updating specific information based on the establishment of a predetermined update condition in the variable display; a profit state generating means for generating a predetermined profit state at a predetermined timing after the specific information reaches a predetermined update state in a specific gaming state; a notification control means for performing a predetermined notification in a first notification mode or a second notification mode different from the first notification mode; a determination means for performing a predetermined determination based on a game ball entering the starting ball entry area; and a profit generating means for generating a specific profit when a predetermined gaming condition is satisfied based on a predetermined gaming operation by the player when a specific determination result is obtained by the determination means. The notification control means, when a specific determination result is obtained by the determination means, notifies that the specific determination result has been obtained in the first notification mode until a predetermined timing that is a predetermined period before the specific information reaches the predetermined update state, and includes a switching means for switching the notification mode to the second notification mode at a specific timing after the predetermined timing.

[0017] As a specific configuration of the present invention, this gaming machine includes an "ejection device" as the "launching means", a "start detection area" as the "starting ball entry area", a "result notification device" as the "display means", a "movable device" as the "variable ball entry means", "gaming conditions" as the "update conditions", "game information" as the "specific information", an "update process" as the "update means", an "update state" as the "specific gaming state", an "update end state" as the "predetermined update state", a "bonus" as the "predetermined profit state", a "notification mode" as the "notification aspect", a "display control" as the "notification control means", a "discrimination control" as the "determination means", a "control determination result" as the "specific determination result", a "bonus giving condition" as the "predetermined gaming condition", an "awarding value" as the "specific bonus", a "bonus giving control" as the "bonus generating means", a "predetermined time" as the "predetermined timing", and a "specific time" as the "specific timing".

[0018] The launching means may be any device that can launch a game ball so that the ball launched by the launching means can enter the starting ball entry area. Examples include an electric launching control device or a manual launching device.

[0019] The predetermined profit state may be any state that can give some profit to the player. Examples include a "probability variation state" until a predetermined number of times or at least a jackpot occurs, a "latent probability variation state" until a predetermined number of times or at least a jackpot occurs, a "time shortening state" until a predetermined number of times or at least a jackpot occurs, a gaming state more advantageous than the "normal gaming state" as other specific gaming states, the jackpot gaming state itself, the minor jackpot gaming state itself, awarding of prize balls, display of specific bonus images, output of specific bonus sounds, light emission control of specific light emission means, and so on.

[0020] Furthermore, the "specific timing" only needs to be able to suggest a specific time indicating the update status of specific information. For example, the timing when the gaming machine is powered on, the startup timing of the gaming machine, the timing of waiting for a ball to enter the start port, the execution start timing of the dynamic display of special symbols, one timing during the execution of the dynamic display of special symbols, the stop timing of the dynamic display of special symbols, the symbol determination timing of the dynamic display of special symbols, the timing when the value of the counter becomes "0" by a predetermined number of updates, the timing when the value of the counter reaches a predetermined value by a predetermined number of updates, one timing when the value of the counter becomes equal to or greater than a predetermined value by a predetermined number of updates, the timing when a predetermined flag is turned on, the timing when a predetermined flag is turned off, the timing when a predetermined time elapses, the timing when a predetermined period elapses, the timing when reaching a predetermined data among a predetermined series of data groups, one timing from reaching a predetermined data among a predetermined series of data groups until all the data groups are used, the timing when all the predetermined series of data groups are used, and the like can be mentioned.

[0021] Also, the variable ball entry means only needs to be capable of performing a plurality of variable operations. For example, a variable winning device (big winning port), a small winning port, a normal electric winning function, a non-electric winning port, and other movable ball entry means can be mentioned.

[0022] Furthermore, the specific benefit only needs to be a benefit given based on the establishment of predetermined gaming conditions. For example, the "probability variation state" until a predetermined number of times or at least until a big win occurs, the "latent probability variation state" until a predetermined number of times or at least until a big win occurs, the "time shortening state" until a predetermined number of times or at least until a big win occurs, a gaming state more advantageous than the "normal gaming state" as other specific gaming states, the big win gaming state itself, the small win gaming state itself, the awarding of prize balls, the display of specific images, the output of specific sounds, the light emission control of specific issuing means, and the like can be mentioned.

[0023] In addition, the specific information is such that when an update condition occurs in the gaming machine, the content of the information is updated to new content, and a predetermined period can be identified based on the update state. It only needs to be able to realize the gist of the present invention. For example, the value of a counter provided in the RAM, the information stored in a predetermined address of the RAM, each buffer, flag, a predetermined series of data groups, or a pointer for grasping the current update position in the data group, the number of executions of the dynamic display of special symbols, the time since the start of the execution of the dynamic display of special symbols, the time since the stop of the execution of the dynamic display of special symbols, the number of executions of the dynamic display of special symbols in a specific gaming state, the remaining number of executions of the dynamic display of special symbols until the transition from the current gaming state to another gaming state, the moving time in one movement of a movable body such as a big winning opening, the time since the stop when one movement of a movable body such as a big winning opening stops, the number of winnings in the opening of one winning opening such as a big winning opening, the drawing information for displaying the lottery result of a predetermined symbol by the display means, the time since the start of the startup process of the gaming machine, the set value of the gaming machine, the command information for transmitting from the main control device to the sub-control device, the command information for transmitting from the sub-control device to the display control device, the number of balls paid out from the gaming machine for the launch of a specific number of balls (base value), error information or notification mode for notifying the hall staff that some abnormality has occurred in the gaming machine, the occurrence information of power failure, the current time, the presence or absence of input of the frame button, etc. can be mentioned.

[0024] Furthermore, the update means for updating the specific information only needs to be able to update the content of the specific information to new content. For example, it may be update control by software, overwrite control, write control, load, etc., or it may be an update by a hard circuit.

[0025] In addition, the determination means only needs to be able to execute a predetermined determination based on the entry of a gaming ball into the start ball entry area. For example, start winning processing, special symbol variation processing, variation start processing, hit processing, gate passing processing, normal symbol variation processing, etc. can be mentioned.

[0026] Furthermore, a predetermined update state may be any state in which it can be ascertained that the result of updating specific information by the updating means has become a predetermined result. For example, the value of a counter becoming "0" after a predetermined number of updates, the value of a counter becoming equal to or greater than a predetermined value after a predetermined number of updates, a predetermined flag being turned on, a predetermined flag being turned off, a predetermined time elapsing, a predetermined period elapsing, all of a predetermined series of data groups being used, a ball entry into a predetermined area being detected, an input of a frame button by a player being detected, and the like.

[0027] Also, the start ball entry area may be any area in which a variable display of a predetermined symbol becomes possible when a game ball enters. For example, the special figure 1 start port, the special figure 2 start port, the general figure start port, and the like.

[0028] Furthermore, the display means may be any means capable of notifying the lottery result of a predetermined symbol. For example, the third symbol display device, the segment display device, the drum display device, the light guide plate of the light guide type, or the control device for displaying on each display device, and the like.

[0029] Also, a specific gaming state may be any gaming state that can generate a predetermined profit state when specific information is updated by an updating means to reach a predetermined update state. For example, it excludes gaming states where specific information is not updated even when an update condition occurs, or gaming states where the updating means does not operate. Specific gaming states include, for example, the so-called "normal gaming state" where specific information can be updated by so-called fluctuations, jackpot gaming states, minor win gaming states, "probability fluctuation states", "time shortening states", the state from power-on until a predetermined jackpot occurs, the state from power-on until a predetermined jackpot ends, the state from the start of the dynamic display of a predetermined special symbol until the end of the dynamic display, the state from the end of the dynamic display of a predetermined special symbol until the next dynamic display can be started, the state from the start to the end of the dynamic display of the special symbol that results in a jackpot until the jackpot gaming starts, the state from the start of the jackpot gaming until the end of the jackpot gaming and until the dynamic display of the special symbol can be executed, the state of waiting for a ball to enter the jackpot-winning ball entry port, the state of waiting for a ball to enter the start ball entry area without the dynamic display of the special symbol being executed, the state of waiting for a player's input of the frame button during the execution of the dynamic display of the special symbol, and so on.

[0030] Furthermore, the specific determination result may be any result derived by a determination means. For example, the dynamic display of the special symbol winning a jackpot, the dynamic display of the special symbol winning a specific jackpot type, the dynamic display of the special symbol winning a minor win, the dynamic display of the special symbol winning a specific minor win type, the dynamic display of the special symbol winning a loss, the dynamic display of the special symbol winning a time-shortening symbol, the dynamic display of the special symbol corresponding to a falling lottery, the number of executions of the dynamic display of the special symbol reaching a specific number, the variable display of the normal symbol winning a hit, the variable display of the normal symbol winning a loss, transitioning to a specific gaming state, and so on.

[0031] In addition, the predetermined game conditions may be any conditions that are satisfied when the player performs a predetermined game operation. For example, shooting a game ball, stopping the shooting of a game ball, the launched game ball entering a predetermined area, the launched game ball entering the predetermined area with a predetermined number of balls or more, the launched game ball not entering the predetermined area, performing a lottery when the game ball enters the predetermined area and obtaining a predetermined lottery result, the player operating an effect button, performing a lottery when the player operates the effect button and obtaining a predetermined lottery result, and the like.

[0032] Furthermore, the update conditions may be anything that can determine whether the variable display of a predetermined symbol has reached a predetermined state. For example, the start of the dynamic display of a special symbol, the dynamic display of a special symbol being in progress, the execution period of the dynamic display of a special symbol being a certain period or more, the execution period of the dynamic display of a special symbol being within a certain period, the stop of the execution of the dynamic display of a special symbol, the period from the stop of the execution of the dynamic display of a special symbol until the start of the execution of the next dynamic display of a special symbol is possible, the dynamic display of a special symbol being impossible to execute, the number of hold balls in the dynamic display of a special symbol reaching a specific number, the number of hold balls in the dynamic display of a special symbol becoming less than a specific number, the execution of the startup process of the gaming machine, the transmission of a command from the main control device to the sub-control device, the sub-control device receiving the command, the display control device receiving the command, the elapse of a period for executing various processes, the generation of an instruction for executing various processes, the generation of a command for executing various processes, and the like.

[0033] Also, the "predetermined timing" only needs to be able to suggest a predetermined time indicating the update status of specific information. For example, the timing when the gaming machine is powered on, the startup timing of the gaming machine, the timing of waiting for a ball to enter the start port, the execution start timing of the dynamic display of special symbols, one timing during the execution of the dynamic display of special symbols, the stop timing of the dynamic display of special symbols, the symbol determination timing of the dynamic display of special symbols, the timing when the value of the counter becomes "0" by a predetermined number of updates, the timing when the value of the counter reaches a predetermined value by a predetermined number of updates, one timing when the value of the counter becomes equal to or greater than a predetermined value by a predetermined number of updates, the timing when a predetermined flag is turned on, the timing when a predetermined flag is turned off, the timing when a predetermined time elapses, the timing when a predetermined period elapses, the timing when reaching a predetermined data among a predetermined series of data groups, one timing from reaching a predetermined data among a predetermined series of data groups until all the data groups are used, the timing when all of a predetermined series of data groups are used, and the like.

[0034] Furthermore, the notification mode only needs to enable the player to distinguish at least two types of events. For example, by varying the type of character information, the content of numerical information, the type of symbol, the type of character, their colors, their display areas, their display densities, their display times, and their display frequencies, it is possible to distinguish the suggestion of the firing mode, the suggestion of whether firing is possible, the suggestion of whether gaming is possible, the identification of the operation execution timing for the operation means, the suggestion of the gaming state, the identification of the number of bonus balls, the identification of the number of rounds, the identification of the probability-variable symbol and the normal symbol, the identification of the time-saving symbol and the normal symbol, the identification of the probability-variable symbol and the time-saving symbol, and the like.

[0035] As shown in Fig. 1, the pachinko machine 10 includes an outer frame 11 whose outer shell is formed by a wooden frame assembled in a substantially rectangular shape, and an inner frame 12 formed in substantially the same outer shape as the outer frame 11 and supported so as to be openable and closable with respect to the outer frame 11. On the outer frame 11, metal hinges 18 are attached at two upper and lower positions on the left side in the front view (see Fig. 1) to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable to the front side with the side where the hinge 18 is provided as the axis of opening and closing.

[0036] On the inner frame 12, a game board 13 (see Fig. 3) having a large number of nails and winning holes (ball entry holes) 63, 64, 71, etc. is detachably mounted from the back side. A pinball game is performed by the balls flowing down the front surface of the game board 13. Note that on the inner frame 12, a ball launch unit 112a (see Fig. 5) for launching balls into the front area of the game board 13 and a launch rail (not shown) for guiding the balls launched from the ball launch unit 112a to the front area of the game board 13 are attached. Details of the game board 13 will be described later with reference to Fig. 3.

[0037] On the front side of the inner frame 12, a front frame 14 covering the upper side of the front surface and a lower dish unit 15 covering the lower side are provided. Metal hinges 19 are attached at two upper and lower positions on the left side in the front view (see Fig. 1) to support the front frame 14 and the lower dish unit 15, and the front frame 14 and the lower dish unit 15 are supported so as to be openable and closable to the front side with the side where the hinge 19 is provided as the axis of opening and closing. Note that the locking of the inner frame 12 and the locking of the front frame 14 are respectively released by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation.

[0038] The front frame 14 is assembled with decorative resin parts, electrical parts, etc., and a window portion 14c having an opening formed in a substantially elliptical shape is provided at a substantially central portion thereof. A glass unit 16 having two plate glasses is disposed on the back side of the front frame 14, and the front surface of the game board 13 is visible on the front side of the pachinko machine 10 through the glass unit 16.

[0039] On the front frame 14, an upper tray 17 for storing balls is formed in a substantially box shape that projects forward and has an open top surface. Prize balls, lent balls, etc. are discharged onto this upper tray 17. The bottom surface of the upper tray 17 is formed with a downward slope on the right side in a front view (see Fig. 1), and due to this slope, the balls put into the upper tray 17 are guided to the ball launching unit 112a (see Fig. 5). Also, a frame button 22 is provided on the left side in a front view of the upper surface of the upper tray 17.

[0040] The frame button 22 is a button that is pressed by the player, for example, when changing the stage of the effect displayed by the third symbol display device 81 (see Fig. 3) described later. Also, the frame button 22 is used as an operation button for allowing the player to select the effect content in the preview display executed during the variable display of the third symbol (hereinafter, the variable display of the third symbol is referred to as "variable effect").

[0041] Also, the variable effect is an effect displayed by the third symbol display device 81 (see Fig. 3) described later. As will be described later, it is executed when a ball launched into the front area of the game board 13 wins a specific winning opening (for example, the first start opening 64 or the second start opening 71 (see Fig. 3) described later). After the symbol (the third symbol described later) is variably displayed for a predetermined time and then stops and is displayed, the combination of the displayed symbols presents the result of the lottery (whether it is a big win or not) for the said winning to the player.

[0042] Furthermore, the stage is an effect mode that gives unity to various effects displayed by the third symbol display device 81 (see Fig. 3) described later. In this pachinko machine 10, three stages, namely, "street stage", "empty stage", and "island stage", are provided. Various effects such as the above-mentioned variable effect and the "reach display" executed during the variable effect are designed to be performed in accordance with the themes given to each stage.

[0043] In addition, the "reach display" refers to the display immediately before the "big win display" indicating the occurrence of a big win in the variable effect executed in the third symbol display device 81 (see FIG. 3) described later. Specifically, it refers to a state in which the third symbols in the left symbol column Z1 and the right symbol column Z3 (see FIG. 4) described later stop at the same symbol, and the middle symbol column Z2 (see FIG. 4) has not yet stopped and continues to vary.

[0044] In the pachinko machine 10 of this embodiment, as the "reach display", roughly speaking, there are an element that constitutes a unit of the "normal reach" effect (hereinafter, an element that constitutes a unit of the effect is referred to as a "variable element"), a variable element of "super reach" that is developed from the variable element of the "normal reach" and has a higher big win expectancy than the variable element of the "normal reach", and a variable element of "special reach" that is also developed from the variable element of the "normal reach" and has a higher big win expectancy than the variable element of the "super reach".

[0045] The stage is changed when the frame button 22 is pressed by the player during a period when no variable effect is being performed (i.e., during the demo display) or during a variable element of "high-speed variation" in which the third symbol is rapidly varied so as to be unrecognizable to the player in the variable effect. And each time the frame button 22 is operated, it is repeatedly changed in the order of "street stage" → "empty stage" → "island stage" → "street stage" → ···. Also, immediately after the power is turned on, the "street stage" is set as the initial stage.

[0046] In addition, when the variable element of "normal reach" is started in the variable effect performed by the third symbol display device 81 (see FIG. 3) described later, when developing from the variable element of "normal reach" to the variable element of "super reach" or the variable element of "special reach", a selection screen for the variable element of "super reach" or the variable element of "special reach" may be configured to be displayed on the third symbol display device 81 within the variable element of "normal reach".

[0047] Specifically, on the selection screen, a plurality of candidates that can be selected as variable elements of "Super Reach" or variable elements of "Special Reach" are displayed. While the selection screen is being displayed, if the frame button 22 is pressed by the player, the selected candidate is configured to be changed. Then, based on the production candidate selected when developing into the variable element of "Super Reach" or the variable element of "Special Reach", the variable element of "Super Reach" or the variable element of "Special Reach" is determined, and according to the determination, the variable element of "Super Reach" and the variable element of "Special Reach" are executed by the third symbol display device 81.

[0048] In the first embodiment, it is configured as a button to be pressed for the frame button 22. However, instead of the frame button 22, it may be configured by an operation lever that can be tilted by the player in a predetermined direction (for example, forward, backward, right, and left with respect to the pachinko machine 10) with respect to the pachinko machine 10. Then, based on the direction in which the operation lever is tilted, the production stage may be selected and changed, or the variable element of "Super Reach" or the variable element of "Special Reach" may be determined.

[0049] Also, although the frame button 22 is configured to be arranged on the front side in the side view of the upper plate 17, the arrangement position of the frame button 22 may be any position as long as it is a position where the player can press it. For example, it may be arranged on the upper surface side of the upper plate 17, or may be arranged in the vicinity (upper surface or side surface) of the lower plate 50 described later.

[0050] On the front frame 14, light-emitting means such as various lamps are provided around it (for example, at the corner portions). These light-emitting means are controlled to change the light-emitting mode by lighting or flashing according to changes in the game state during a big win or a predetermined "reach display", etc., and play a role in enhancing the production effect during the game. Around the periphery of the window portion 14c, there are provided decorative parts 29 to 33 incorporating light-emitting means such as light-emitting diodes (Light Emitting Diodes. Hereinafter abbreviated as "LED").

[0051] In the pachinko machine 10, these decorative parts 29 to 33 function as effect lamps such as jackpot lamps. During a jackpot or "reach display", each of the decorative parts 29 to 33 lights up or blinks by the lighting or blinking of the built-in LEDs, indicating that it is during a jackpot or during the "reach display" just before a jackpot. Also, on the upper left part of the front frame 14 when viewed from the front, a display lamp 34 with built-in light-emitting means such as an LED is provided, which can display during the payout of prize balls and when an error occurs.

[0052] On the lower side of the right decorative part 32, a small window 35 is formed by attaching a transparent resin from the back side so that the back side of the front frame 14 can be viewed. Certificates or the like pasted in the pasting space K1 (see FIG. 3) on the front of the game board 13 are made visible from the front of the pachinko machine 10. Also, in the pachinko machine 10, in order to create a more magnificent atmosphere, a plating member 36 made of acrylonitrile butadiene styrene (hereinafter abbreviated as "ABS") resin with chrome plating is attached to the area around the decorative parts 29 to 33.

[0053] Below the window part 14c, a ball lending operation part 40 is arranged. The ball lending operation part 40 is provided with a frequency display part 41, a ball lending button 42, and a return button 43. When the ball lending operation part 40 is operated with a bill or a card or the like inserted into a card unit (ball lending unit, not shown) arranged on the side of the pachinko machine 10, balls are lent according to the operation. Specifically, the frequency display part 41 is an area where the remaining balance information of a card or the like is displayed, and the built-in LED lights up and the remaining balance is displayed numerically as the remaining balance information. The ball lending button 42 is operated to obtain lent balls based on the information recorded on a card or the like (recording medium), and lent balls are supplied to the upper tray 17 as long as there is a remaining balance on the card or the like. The return button 43 is operated when requesting the return of a card or the like inserted into the card unit.

[0054] In addition, in a pachinko machine, so-called a cash machine, in which balls are directly lent from a ball lending device or the like to the upper tray 17 without passing through the card unit, the ball lending operation unit 40 becomes unnecessary. In this case, a decorative sticker or the like may be added to the installation portion of the ball lending operation unit 40 so that the component configuration is common. It is possible to make the pachinko machine using the card unit and the cash machine common.

[0055] In the lower tray unit 15 located below the upper tray 17, a lower tray 50 for storing the balls that could not be completely stored in the upper tray 17 is formed in a substantially box shape with an open upper surface at its central portion. On the right side of the lower tray 50, an operation handle 51 operated by the player for driving the balls into the front surface of the game board 13 is provided. Inside such an operation handle 51, a touch sensor 51a for permitting the driving of the ball launching unit 112a (see FIG. 5), a push-button type stop switch 51b for stopping the launching of the balls during the period of the pressing operation, and a variable resistor (not shown) for detecting the amount of rotational operation of the operation handle 51 based on the change in the electric resistance are incorporated.

[0056] When the operation handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes corresponding to the amount of operation, and the balls are launched with a strength corresponding to the resistance value of the variable resistor that changes according to the amount of rotational operation of the operation handle 51. Thus, the balls are driven into the front surface of the game board 13 with a jumping amount corresponding to the operation of the player. Also, when the operation handle 51 is not being operated by the player, the touch sensor 51a and the stop switch 51b are turned off.

[0057] At the lower front part of the lower tray 50, a ball removal lever 52 for operating when discharging the balls stored in the lower tray 50 downward is provided. This ball removal lever 52 is constantly biased to the right direction, and by sliding it to the left against this biasing force, the bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls naturally fall and are discharged from the bottom opening. The operation of this ball removal lever 52 is usually performed with a box (generally called a "dollar box") placed below the lower tray 50 to receive the balls discharged from the lower tray 50. On the right side of the lower tray 50, the operation handle 51 is disposed as described above, and an ashtray 53 is attached to the left side of the lower tray 50.

[0058] Next, as shown in FIG. 2, on the back side of the pachinko machine 10, mainly a control board unit 90, 91 and a back pack unit 94 are provided. The control board unit 90 is unitized with a main board (main control device 110), an audio lamp control board (audio lamp control device 113), and a display control board (display control device 114) mounted thereon. The control board unit 91 is unitized with a payout control board (payout control device 111), a firing control board (firing control device 112), a power supply board (power supply device 115), and a card unit connection board 116 mounted thereon.

[0059] The back pack unit 94 is unitized with a back pack 92 forming a protection cover portion and a payout unit 93. Further, on each control board, a micro - processing unit (hereinafter abbreviated as "MPU") as a one - chip microcomputer in charge of each control, a port for communicating with various devices, a random number generator used in various lotteries, a clock pulse generation circuit used when performing time counting and synchronization, etc. are mounted as required.

[0060] Note that the main control device 110, the voice lamp control device 113, the display control device 114, the payout control device 111, the emission control device 112, the power supply device 115, and the card unit connection board 116 are respectively housed in the substrate boxes 100 to 104. The substrate boxes 100 to 104 include a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to house each control device and each substrate.

[0061] In addition, the substrate box 100 (main control device 110) and the substrate box 102 (payout control device 111 and emission control device 112) are connected in a non-openable manner (connected by a caulking structure) by a sealing unit (not shown) between the box base and the box cover. Further, a sealing tape (not shown) is attached across the connection portion between the box base and the box cover. This sealing tape is made of a brittle material, and if an attempt is made to peel off the sealing tape to open the substrate boxes 100 and 102, or if an attempt is made to forcibly open the substrate boxes 100 and 102, it will be cut between the box base side and the box cover side. Therefore, by checking the sealing unit or the sealing tape, it is possible to know whether the substrate boxes 100 and 102 have been opened.

[0062] A base display device 401 is disposed on the main board constituting the main control device 110, and is assembled so that the display screen of the base display device 401 can be seen when looking at the back side of the pachinko machine 10. On the base display device 401, a base value (the number (ratio) of balls paid out (bonus balls) for the emission of 100 balls in the normal game state) is normally displayed, while a probability setting value is displayed in the setting change mode and the setting confirmation mode. In addition, the base display device 401 is configured to be able to display an error history.

[0063] Also, on the main board that constitutes the main control device 110, there are provided a setting key 501 used when changing the set probability setting value or checking the set probability setting value, and an error display button 502 used when causing the base display device 401 to display an error history. The setting key 501 and the error display button 502 are provided so as to protrude from the main board through holes provided in the board box 100, and can be operated by hall personnel or the like without opening the board box 100.

[0064] The payout unit 93 includes a tank 130 that is located at the top of the back pack unit 94 and opens upward, a tank rail 131 that is connected below the tank 130 and gently slopes downward, a case rail 132 that is longitudinally connected to the downstream side of the tank rail 131, and a payout device 133 that is provided at the most downstream part of the case rail 132 and pays out balls by a predetermined electrical configuration of a payout motor 216 (see FIG. 5). Balls supplied from the island facilities in the game hall are sequentially replenished in the tank 130, and the payout device 133 appropriately pays out the required number of balls. A vibrator 134 for adding vibration to the tank rail 131 is attached to the tank rail 131.

[0065] Also, a state return switch 120 is provided in the payout control device 111, an operation knob 121 of a variable resistor is provided in the launch control device 112, and a RAM erase switch 503 is provided in the power supply device 115. The state return switch 120 is operated, for example, to eliminate a ball jam (return to the normal state) when a payout error occurs, such as a ball jam in the payout motor 216 (see FIG. 5) section. The operation knob 121 is operated to adjust the launch force of the launch solenoid. The RAM erase switch 503 is operated at the time of power-on when it is desired to return the pachinko machine 10 to the initial state.

[0066] Next, the specific configuration of the game board 13 will be described with reference to FIG. 3. First, as shown in FIG. 3, the game board 13 is a wooden base plate 60 cut and processed into a substantially square shape when viewed from the front, with a number of pins for guiding balls, windmills, and rails 61, 62, a general winning opening 63 where a player can obtain a predetermined number of prize balls as a benefit when the ball wins, a variable winning device 65 that is opened when a big win occurs in the third symbol, a first starting opening 64 that serves as a starting detection area for a lottery opportunity for the first special symbol, which is one of the third symbols (so-called special symbols), a second starting opening 71 that serves as a lottery opportunity for the second special symbol, which is one of the third symbols, a through gate 67 that serves as a lottery opportunity for the second symbol (so-called normal symbol), a normal electric winning device 72 that allows a ball to enter the second starting opening 71 when it is in an open state, a variable display device unit 80 having a third symbol display device 81 and a second symbol display device 83, etc., are assembled and configured, and its peripheral portion is attached to the back side of the inner frame 12.

[0067] The general winning opening 63, the first starting opening 64, the variable winning device 65, the through gate 67, the second starting opening 71, the normal electric winning device 72, and the variable display device unit 80 are disposed in through holes formed in the base plate 60 by router processing and are fixed from the front side of the game board 13 with wood screws or the like. Also, the central portion of the front surface of the game board 13 can be viewed from the front side of the inner frame 12 through the window portion 14c (see FIG. 1) of the front frame 14. Hereinafter, the configuration of the game board 13 will be mainly described with reference to FIG. 3.

[0068] On the front surface of the game board 13, an outer rail 62 formed by bending a strip-shaped metal plate into a substantially arc shape is planted, and at an inner position of the outer rail 62, an arc-shaped inner rail 61 formed of a strip-shaped metal plate similar to the outer rail 62 is planted. The front outer periphery of the game board 13 is surrounded by the inner rail 61 and the outer rail 62, and the front and back are surrounded by the game board 13 and the glass unit 16 (see FIG. 1), so that a game area where the game is played by the behavior of the ball is formed on the front surface of the game board 13. The game area is a substantially circular area (an area where winning openings and the like are arranged and the launched ball flows down) partitioned and formed on the front surface of the game board 13 by two rails 61, 62 and an arc member 70.

[0069] The two rails 61 and 62 are provided to guide the balls launched from the ball launching unit 112a (see FIG. 5) to the upper part of the game board 13. A return ball prevention member 68 is attached to the tip portion of the inner rail 61 (the upper left part in FIG. 3), preventing a situation where a ball once guided to the upper part of the game board 13 returns into the ball guiding passage again. A return rubber 69 is attached to the tip portion of the outer rail 62 (the upper right part in FIG. 3) at a position corresponding to the maximum flight portion of the ball. A ball launched with a momentum above a predetermined level hits the return rubber 69 and bounces back toward the central part while its momentum is attenuated (hereinafter, the act of launching a ball with a momentum such as hitting the return rubber 69 and passing the ball through the right side in the front view of the variable display device unit 80 is referred to as a "right hitting game", while the act of passing the launched ball through the left side in the front view of the variable display device unit 80 is referred to as a "left hitting game"). In the first embodiment, in the left hitting game, a ball can enter or is likely to enter the first starting port 64, while it is difficult or impossible for a ball to enter the second starting port 71, the variable winning device 65, and the through gate 67. Also, in the right hitting game, a ball can enter or is likely to enter the second starting port 71, the variable winning device 65, and the through gate 67, while it is difficult or impossible for a ball to enter the first starting port 64.

[0070] Also, between the tip portion on the lower right side of the inner rail 61 and the tip portion on the upper right side of the outer rail 62, a resin arc member 70 formed by providing an arc connecting the rails on the inner surface side is driven into and fixed to the base plate 60.

[0071] At the upper right part in the front view of the game area (the upper right part in FIG. 3), a special symbol display device 37 provided with a state LED group 37a, a special LED group 37b, and a right hitting notification lamp 37c, which are light emitting means composed of a plurality of LEDs, is arranged. The special symbol display device 37 performs variable displays of a first special symbol and a second special symbol according to each control performed by a main control device 110 (see FIG. 5) described later (hereinafter, the variable displays of both special symbols are referred to as "dynamic displays"), and also displays the game state of the pachinko machine 10.

[0072] The status LED group 37a indicates the number of balls in hold (balls for which the variable display has not been executed) among the balls that have won (entered the ball) the first start port 64 or the second start port 71 described later, by means of the lighting state. Also, the number of jackpot rounds (hereinafter, the round may be simply referred to as "R") and error displays are also indicated by the lighting state of the status LED group 37a corresponding to that state. Note that the status LED group 37a is configured such that the emission colors (for example, red, green, blue) of the respective LEDs are different, and by the combination of the emission colors, various game states of the pachinko machine 10 can be suggested with a small number of LEDs.

[0073] Note that the "round" in the jackpot means the period from when the big winning port opening / closing plate 65a, which is a movable device described later for separating the number of jackpot prize balls, is opened until it is closed. In the pachinko machine 10 of the first embodiment, one "round" is configured to be executed when 30 seconds have elapsed since the start of the opening of the big winning port opening / closing plate 65a, or when 10 balls win during the opening of the big winning port opening / closing plate 65a.

[0074] The special LED group 37b is composed of a total of 12 LEDs, including an upper LED group 37b1 composed of 6 LEDs and a lower LED group 37b2 also composed of 6 LEDs. The upper LED group 37b1 dynamically displays a first special symbol indicating the determination result of the first lottery game executed based on the entry of a ball into the first start port 64 as a start detection area. Also, the lower LED group 37b2 dynamically displays a second special symbol indicating the determination result of the second lottery game executed based on the entry of a ball into the second start port 71.

[0075] Specifically, in the upper LED group 37b1, until the variable time (dynamic display time) determined based on winning at the first start port 64 provided at the center of the game board 13 elapses, dynamic display is performed (in the first embodiment, the LEDs are lit one by one in order from the uppermost LED to the lowermost LED in the upper LED group 37b1, and the repeated display of the lighting pattern), and then, the symbol indicating the determination result (in the first embodiment, any one of 64 stop symbols by the combination of the lighting patterns of 6 LEDs) is stopped and displayed.

[0076] Also, in the lower LED group 37b2, until the variable time (dynamic display time) determined based on winning at the second start port 71 provided on the right side of the game board 13 elapses, dynamic display is performed (in the first embodiment, the LEDs are lit one by one in order from the uppermost LED to the lowermost LED in the lower LED group 37b2, and the repeated display of the lighting pattern), and then, the symbol indicating the determination result (in the first embodiment, any one of 64 stop symbols by the combination of the lighting patterns of 6 LEDs) is stopped and displayed.

[0077] In any of the LED groups 37b1 and 37b2, when the determination result is a miss, only the leftmost LED is lit and displayed. When the determination result is a big win, each LED group is lit and displayed in a lighting pattern corresponding to the type (category) of the big win. When the determination result is a small win, each LED group is lit and displayed in a lighting pattern corresponding to the type (category) of the small win. Details of the stop patterns of each LED group will be described later.

[0078] In the pachinko machine 10, a winning or losing determination (big win lottery) as to whether it is a big win or not is made for the balls entering the second start opening 71. When it is determined to be a big win in each winning or losing determination, the type of big win is also determined according to the winning opening 71 where the ball has won, and the variable winning device 65 as a movable device is driven to open and close according to the type of big win. Further, when it is determined to be a small win in the winning or losing determination in the dynamic display of the first special symbol or the second special symbol, the variable winning device 65 and a specific area solenoid 65f (see FIG. 5) described later are each driven to open and close. When a ball is detected by a specific area switch 65g (see FIG. 5) described later along with the opening of the specific area solenoid 65f provided in the variable winning device 65, the variable winning device 65 is driven to open and close as a big win game according to each small win type in the dynamic display of the first special symbol or the second special symbol.

[0079] As the type of big win determined in the first embodiment, based on the winning in the second start opening 71, a "10-round short-time big win (hereinafter, may be referred to as 'Short-time A')" in which the variable winning device 65 is opened 10 times is prepared (see FIG. 8).

[0080] Further, as the types of small wins determined in the first embodiment, based on the winning in the first start opening 64 as a start detection area, a "1-round short-time no-big-win small win (hereinafter, may be referred to as 'Small win A')" in which the variable winning device 65 is opened once, a "5-round short-time big win (hereinafter, may be referred to as 'Short-time B')" in which the variable winning device 65 as a movable device is opened 5 times, and a "7-round short-time big win (hereinafter, may be referred to as 'Short-time C')" in which the variable winning device 65 is opened 7 times are prepared (see FIG. 9(a)). Also, based on the winning in the second start opening 71, a "1-round short-time no-big-win small win (hereinafter, may be referred to as 'Small win B')" in which the variable winning device 65 is opened once, and a "10-round short-time big win (hereinafter, may be referred to as 'Short-time D')" in which the variable winning device 65 is opened 10 times are prepared (see FIG. 9(b)).

[0081] Here, the "normal gaming state" refers to a gaming state that is not the "normal pattern high-probability time reduction state" or the "normal pattern low-probability time reduction state" (hereinafter, the "normal pattern high-probability time reduction state" and the "normal pattern low-probability time reduction state" may be collectively referred to as the "time reduction state"). In this state, the big hit probability and small hit probability of each special symbol are fixed probabilities, and the hit probability of the normal symbol is lower than that in the "normal pattern high-probability time reduction state" (equivalent to the "normal pattern low-probability time reduction state"), and the release of the normal electric winning combination 72 is in a short time. That is, in the "normal gaming state", the big hit probability and small hit probability are the same as those in the "time reduction state", while the hit probability of the normal symbol is lower than that in the "normal pattern high-probability time reduction state", and the release time of the normal electric winning combination 72 is also short.

[0082] Details will be described later. In the "normal gaming state", when a so-called right-handed game is played, it is not a gaming state in which a ball is likely to win a prize at the second start port 71 (hereinafter, the state in which a ball is likely to win a prize at the second start port 71 may be referred to as the "prize-winning assistance state"), but rather the most disadvantageous gaming state for the player. In the "normal gaming state", when a ball launched in a right-handed game is detected (for example, detection of the passage of a ball through the through gate 67, etc.), in order to suggest to the player and the hall staff that a non-rewarded game is being executed, a predetermined alarm (for example, voice output of "Please return to the left-handed game" or display of "Please return to the left-handed game" on the third symbol display device 81, etc.) is configured to be output. By configuring it in this way, it is possible to suppress the continuous execution of a non-rewarded right-handed game in the "normal gaming state" and realize the game properties according to the game specifications.

[0083] In the pachinko machine 10 of the first embodiment, as the "normal gaming state", there are a "normal gaming state A" in which the right-handed game is prohibited and the left-handed game is rewarded, and the dynamic display of the first special symbol can be mainly executed, and a "normal gaming state B" in which the right-handed game is not prohibited and the number of reserved balls for the dynamic display of the second special symbol remains after the end of the "normal pattern high-probability time reduction state" and the "normal pattern low-probability time reduction state" are configured to be generated (see Fig. 10).

[0084] "Normal gaming state A" is a gaming state that transitions when, after initialization by RAM clearing, there are no remaining hold balls for the second special symbol at the end of the "time reduction state", or after the end of "normal gaming state B" (i.e., after the execution of all remaining holds of the dynamic display of the second special symbol). As described above, right-handed gaming is prohibited, and it is configured to be possible to conduct a game in which a ball is won into the first start port 64 by left-handed gaming (see Fig. 10).

[0085] "Normal gaming state B" (hereinafter, "normal gaming state A" and "normal gaming state B" may be collectively referred to as "normal gaming state") is a gaming state that is the same as "normal gaming state A" in terms of the jackpot probability of the special symbol and the winning probability of the normal symbol, but after the end condition of the "time reduction state" is satisfied and there are remaining hold balls for the dynamic display of the second special symbol. In the pachinko machine 10 of the first embodiment, since the dynamic display of the second special symbol is executed preferentially over the dynamic display of the first special symbol (so-called, special figure 2 priority variation), in "normal gaming state B", "normal gaming state B" continues until the lottery result of the dynamic display of the second special symbol stored in the "time reduction state" appears with all the hold balls. Also, as described above, although the winning probability of the normal symbol is a low probability and the opening time (protrusion time, driving time) of the normal electric winning combination 72 is short, and thus a ball cannot win into the second start port 71, right-handed gaming is not prohibited, and even if a ball is detected by the through gate 67 as a start detection area by right-handed gaming, the above alarm sound and alarm display are not executed. And in this "normal gaming state B", if all the hold balls of the dynamic display of the second special symbol do not win a jackpot or a minor win, it is configured to transition to "normal gaming state A".

[0086] In addition, in the pachinko machine 10 of the first embodiment, when the winning probability of the special symbol is in the low-probability state, if a jackpot state (including a jackpot based on a small win) does not occur continuously for a predetermined number of times (in the first embodiment, "800 times") in the dynamic display, as a relief measure for the player, although the jackpot probability of the special symbol and the winning probability of the normal symbol are in the low-probability state, a function (so-called ceiling function) is provided to cause a "state where the normal symbol low-probability time is shortened" in which the variation time of the normal symbol becomes shorter and the opening time (protrusion time, drive time) of the normal electric accessory 72 becomes longer. (Hereinafter, when the winning probability of the special symbol is in the low-probability state, when entering the "state where the normal symbol low-probability time is shortened" without a jackpot state occurring continuously for a predetermined number of times in the dynamic display, it is referred to as "the relief condition is satisfied", and the number of executions of the dynamic display of the special symbol when "the relief condition is satisfied" when the winning probability of the special symbol is in the low-probability state may be referred to as the "number of times the relief condition is satisfied".)

[0087] Next, the "state where the normal symbol high-probability time is shortened" means that the jackpot probability of each special symbol is in the low-probability state as in the "normal game state" and the "state where the normal symbol low-probability time is shortened" described later, but the winning probability of the normal symbol increases and the variation display time of the normal symbol (hereinafter, the variation display of the normal symbol is referred to as "variable display") is shortened, and the opening time of the normal electric accessory 72 becomes longer. (Hereinafter, the situation where the winning probability of the normal symbol increases, the variable display time of the normal symbol is shortened, and the opening time of the normal electric accessory 72 becomes longer may be referred to as the "high-probability time shortening function".) In this "state where the normal symbol high-probability time is shortened", the normal electric accessory 72 provided on the right side when viewed from the front of the second start port 71 is more likely to be in the open state, and the ball launched in the right-handed game is more likely to enter the second start port 71.

[0088] That is, in the "Normal Symbol High Probability Short Time State", although the jackpot probability of the special symbol is the same as that in the "Normal Gaming State", the hit by the normal symbol is more likely to be derived in a shorter time than in the "Normal Gaming State", and the open state of the normal electric winning combination 72 becomes longer. Therefore, in the "Normal Symbol High Probability Short Time State", it is easier to win the ball launched by the right-handed game into the second start port 71. Thus, it is possible to play a game while obtaining a prize ball (for example, 1 ball / win) based on the win in the second start port 71 and suppressing the decrease of the held balls.

[0089] In the pachinko machine 10 of the first embodiment, in the "Normal Symbol High Probability Short Time State", a plurality of states (in the first embodiment, "Normal Symbol High Probability Short Time State A" and "Normal Symbol High Probability Short Time State B") with different end conditions of the "Normal Symbol High Probability Short Time State" (described later in the short time end condition table 202m in FIG. 24) can occur. And until any of the short time end conditions is satisfied, the hit probability of the normal symbol becomes a high probability state. When the above short time end condition is satisfied, since the held balls of the dynamic display of the second special symbol remain, it is configured to shift from the "Normal Symbol High Probability Short Time State" to the above "Normal Gaming State B".

[0090] "Normal Symbol High Probability Short Time State A" is a gaming state that occurs after the end of the jackpot when winning a jackpot type or a small win type with the "High Probability Short Time Function" applied. Mainly, until the dynamic display of the second special symbol is executed once, the "High Probability Short Time Function" is applied. And mainly on the condition that the dynamic display of the second special symbol is executed once, it shifts to the "Normal Gaming State B". In addition, in the "Normal Symbol High Probability Short Time State A", when the dynamic display of the first special symbol is executed 7 times, or when the total number of dynamic displays of the first special symbol and the second special symbol is 8 times, it is determined that the end condition of the "Normal Symbol High Probability Short Time State A" is satisfied, and it shifts to the "Normal Gaming State B".

[0091] Therefore, when shifting to the "Normal Pattern High Probability Time Reduction State A", during the "Normal Pattern High Probability Time Reduction State A", the dynamic display of the second special symbol can be executed "once", and in the "Normal Gaming State B" that transitions after the end of the "Normal Pattern High Probability Time Reduction State A", the dynamic display of the second special symbol can be executed "four times" for the remaining balance. Therefore, in total, the dynamic display of the second special symbol is configured to be executable "five times".

[0092] Here, although details will be described later, the big win probability of the dynamic display of the second special symbol is 0.02 / 100 - 0.04 / 100, and the small win probability is 15.5 / 100 (see Fig. 7(b)). On average, it is configured such that a big win (big win based on winning a small win) can occur at a rate of about once every six rotations.

[0093] Therefore, when shifting to the "Normal Pattern High Probability Time Reduction State A", the probability of a big win in the "Normal Pattern High Probability Time Reduction State A" or the "Normal Gaming State B" (i.e., the so-called "continuous winning" probability) is configured to be approximately 57%.

[0094] The "Normal Pattern High Probability Time Reduction State B" (hereinafter, the "Normal Pattern High Probability Time Reduction State A" and the "Normal Pattern High Probability Time Reduction State B" may be collectively referred to as the "Normal Pattern High Probability Time Reduction State") is a gaming state that occurs after the end of a big win when winning a big win or a small win to which the "High Probability Time Reduction Function" is applied. Mainly, until the dynamic display of the second special symbol is executed five times, the state is one to which the "High Probability Time Reduction Function" is applied. And mainly, it transitions to the "Normal Gaming State B" on the condition that the dynamic display of the second special symbol has been executed five times. In addition, for the "Normal Pattern High Probability Time Reduction State B", when the dynamic display of the first special symbol is executed seven times, or when the total number of dynamic displays of the first special symbol and the second special symbol is executed twelve times, it is determined that the end condition of the "Normal Pattern High Probability Time Reduction State B" is satisfied, and it transitions to the "Normal Gaming State B".

[0095] Therefore, when shifting to the "General Pattern High Probability Time Shortening State B", the dynamic display of the second special symbol can be executed "5 times" during the "General Pattern High Probability Time Shortening State B", and in the "Normal Game State B" that shifts after the end of the "General Pattern High Probability Time Shortening State B", the dynamic display of the second special symbol can be executed for the remaining "4 times". Therefore, in total, the dynamic display of the second special symbol is configured to be executable "9 times".

[0096] Here, as described above, the jackpot probability of the dynamic display of the second special symbol is 0.02 / 100 to 0.04 / 100, and the minor jackpot probability is 15.5 / 100 (see Fig. 7(b)). On average, a jackpot (a jackpot based on a minor jackpot win) can occur at a rate of about once every 6 rotations.

[0097] Therefore, when shifting to the "General Pattern High Probability Time Shortening State B", the probability of hitting the jackpot (i.e., the so-called "continuous win" probability) in the "General Pattern High Probability Time Shortening State B" or the "Normal Game State B" is configured to be approximately 78%.

[0098] That is, when comparing the "General Pattern High Probability Time Shortening State A" and the "General Pattern High Probability Time Shortening State B", it is easier for a jackpot (a jackpot based on a minor jackpot win) to occur when shifting to the "General Pattern High Probability Time Shortening State B", and it is possible to have a "continuous win", so that more game balls can be obtained.

[0099] In addition, when it is detected that a ball has been launched by a left-handed game in the "General Pattern High Probability Time Shortening State" or the "General Pattern Low Probability Time Shortening State" (for example, detection of a ball winning in the first starting port 64), in order to suggest to the player and the hall staff that a non-rewarded game is being executed, a predetermined alarm (for example, voice output of "Please play with your right hand" or display of "Please play with your right hand") is configured to be output. By configuring it in this way, it is possible to suppress the continuous execution of a non-rewarded left-handed game in the "General Pattern High Probability Time Shortening State" or the "General Pattern Low Probability Time Shortening State", and it becomes possible to realize the game characteristics as per the game specifications.

[0100] Next, the "Normal Pattern Low Probability Short Time State" means that the jackpot probability of each special symbol is in a low probability state similar to the "Normal Game State" and the "Normal Pattern High Probability Short Time State", and the hit probability of the normal symbol is low similar to the "Normal Game State". On the other hand, the variable display time of the normal symbol is shortened, and the opening time of the normal electric winning combination 72 becomes a long time similar to the "Normal Pattern High Probability Short Time State" (hereinafter, when the hit probability of the normal symbol is low while the variable display time of the normal symbol is shortened and the opening time of the normal electric winning combination 72 becomes long, it may be referred to as the "Low Probability Short Machine Function". Also, the "High Probability Short Machine Function" and the "Low Probability Short Machine Function" may be collectively referred to as the "Short Time Function"). Therefore, the ball launched in the right-handed game is likely to enter the second start port 71.

[0101] That is, in the "Normal Pattern Low Probability Short Time State", although the jackpot probability of the special symbol and the hit probability of the normal symbol are equivalent to the "Normal Game State", the hit by the variable display of the normal symbol is more likely to be derived in a shorter time than the "Normal Game State", and the opening state of the normal electric winning combination 72 becomes long. Therefore, in the "Normal Pattern Low Probability Short Time State", it is easy to win the ball launched by the right-handed game into the second start port 71. Thus, it becomes possible to play a game while obtaining a winning ball (for example, 1 ball / winning) based on the winning in the second start port 71 and suppressing the decrease of the held balls.

[0102] This "Normal Pattern Low Probability Short Time State" shifts to this "Normal Pattern Low Probability Short Time State" when, after the jackpot ends, in the low probability state of the special symbol, no jackpot has occurred continuously for a predetermined number of times (800 times in the first embodiment), that is, when a miss is continuously extracted during a predetermined number of dynamic displays in the low probability state of the special symbol, or when no ball entry is detected by the specific area switch 65g during a small win selection and no jackpot state has occurred.

[0103] In addition, in the "Normal Symbol Low Probability Time Shortening State", while the dynamic display of special symbols is not executed for a predetermined number of times (100 times in the first embodiment) since the start of the "Normal Symbol Low Probability Time Shortening State", the variable display time of the normal symbols is shortened, and the release time of the normal electric winning combination 72 becomes long. After the dynamic display of the special symbols for the above-mentioned specified number of times is executed, it is configured to shift from the "Normal Symbol Low Probability Time Shortening State" to the above-mentioned "Normal Gaming State B".

[0104] As described above, in the "Normal Symbol Low Probability Time Shortening State", the jackpot probability of the dynamic display of the second special symbol that can be executed when a right-side hitting game is performed is 0.02 / 100 to 0.04 / 100, and the small win probability is 15.5 / 100 (see Fig. 7(b)). On average, a jackpot (jackpot based on a small win selection) can occur at a rate of about once every 6 rotations. Also, when a small win is selected, it is configured such that a jackpot can occur by passing a ball through the specific area 65d during the small win game.

[0105] Therefore, when a right-side hitting game is performed in the "Normal Symbol Low Probability Time Shortening State", the probability of a jackpot occurring before the dynamic display of the second special symbol is executed 100 times as a game condition is high. That is, when shifting to the "Normal Symbol Low Probability Time Shortening State", it becomes a state where the next jackpot is substantially promised.

[0106] When a jackpot (jackpot based on a small win selection) occurs in the dynamic display of the second special symbol in the "Normal Symbol Low Probability Time Shortening State", it shifts to the "Normal Symbol High Probability Time Shortening State B", and enters a so-called "continuous winning" state, making it easy to obtain a large number of balls.

[0107] That is, in the pachinko machine 10 of the first embodiment, while a predetermined number of dynamic displays are performed in the low probability state of the special symbol, by continuously extracting losses, or by not detecting the ball entry by the specific area switch 65g when a small win is selected and not generating a jackpot state, it is configured to shift to the "Normal Symbol Low Probability Time Shortening State" and then to a "continuous winning" state where a large number of balls can be obtained.

[0108] Also, when shifting from the "General Pattern Low Probability Time Shortening State" to the "Normal Game State", it is configured so that it cannot shift back to the "General Pattern Low Probability Time Shortening State" again. On the other hand, when the "General Pattern Low Probability Time Shortening State" occurs based on the fulfillment of the relief condition, and when the time shortening end condition based on the number of executions of the dynamic display of the special symbol is fulfilled in the "General Pattern Low Probability Time Shortening State" and it shifts to the "Normal Game State", it may be configured so that it can shift back to the "General Pattern Low Probability Time Shortening State" again when the number of executions of the dynamic display of the special symbol reaches the number of times the relief condition is fulfilled.

[0109] Here, each jackpot type will be described. The jackpot type "Time Shortening A" is a jackpot with a maximum of 10 rounds, and is a jackpot in which the large winning port opening / closing plate 65a of the variable winning device 65 as the movable device is opened from the 1st round to the 10th round. In the first embodiment, when winning the jackpot in the dynamic display of the second special symbol, this jackpot type "Time Shortening A" can be selected, and after the jackpot ends, it is configured to shift to the "General Pattern High Probability Time Shortening State B".

[0110] In the pachinko machine 10 of the first embodiment, in the jackpot random number table 202a corresponding to the first special symbol, the value of the random number for the jackpot is not set, and it is configured so that it cannot win the jackpot in the dynamic display of the first special symbol. This is because in the "Normal Game State A" where the dynamic display of the first special symbol can mainly be executed, that is, in the game state where the relief condition can be fulfilled, only the jackpot based on winning a small prize can occur.

[0111] Although details will be described later, in the pachinko machine 10 of the first embodiment, when winning the small hit type "short time B (small hit A)" or "short time C (small hit A)" described later in the "normal game state A" (hereinafter, the small hit type "short time B (small hit A)" or "short time C (small hit A)" may be referred to as "special figure 1 small hit"), depending on the remaining number of rotations up to the number of times the relief condition is satisfied at that time, rather than executing a right-handed game at the time of winning the special figure 1 small hit as the control determination result, passing the ball through the specific area 65d as the profit granting condition, and generating a jackpot game as the granted value, the right-handed game is not executed at the time of winning the special figure 1 small hit, and the jackpot game is not generated by not passing the ball through the specific area 65d, and directly returning to the "normal game state A", borrowing the game ball, or using the hand-held game ball to execute the dynamic display of the first special symbol again until the number of times the relief condition is satisfied, which is the update end state, and shifting to the "normal figure low probability time shortening state" as the granted profit may result in a higher expected value of the number of balls obtained. (Hereinafter, when winning the special figure 1 small hit in the "normal game state A", executing a right-handed game and passing the ball through the specific area 65d to generate a jackpot game may be referred to as the "right-handed game method at the time of winning a small hit". Also, when winning the special figure 1 small hit in the "normal game state A", not executing a right-handed game, not generating a jackpot game, returning to the "normal game state A", continuing the left-handed game, and executing the dynamic display of the first special symbol until the number of times the relief condition is satisfied and shifting to the "normal figure low probability time shortening state" may be referred to as the "left-handed game method at the time of winning a small hit".)

[0112] Here, if, in the jackpot random number table 202a corresponding to the first special symbol, the value of the random number for a jackpot is set, and it is possible to win the jackpot type when executing the dynamic display of the first special symbol in the "normal game state A", there is a possibility that the dynamic display of the first special symbol will win the jackpot type while aiming for the satisfaction of the relief condition by executing the left-handed game method at the time of winning a small hit. And when the dynamic display of the first special symbol wins the jackpot type, unlike winning the small hit type, regardless of the game method, the jackpot game will be unconditionally started.

[0113] When configured in this way, even though the player avoids the occurrence of a jackpot based on a minor win by following the right-hit notification effect at the time of a minor win in Special Figure 1 and consumes the held balls towards fulfilling the relief condition to execute a left-hit, a jackpot may occur before reaching the number of times the relief condition is fulfilled, resulting in the wasted consumption of the held balls.

[0114] Therefore, in the pachinko machine 10 of the first embodiment, in order to prevent such an event from occurring, in the jackpot random number table 202a corresponding to the first special symbol, the value of the random number for a jackpot is not set, and the dynamic display of the first special symbol is configured such that a jackpot cannot be won.

[0115] Next, the minor win types will be described. The minor win type "Time Short B" that can be selected in the pachinko machine 10 of the first embodiment is a minor win and a jackpot with a maximum total number of rounds of 5 rounds. During the minor win game in the first round, the variable winning device 65 as a movable device is opened, and along with the opening of the variable winning device 65 in the first round, a specific area solenoid 65f (see FIG. 5) described later is driven to open a specific area 65d. Then, during the minor win game, a right-hit game is executed to let a ball enter the variable winning device 65. As an update end state, when a ball is detected by a specific area switch 65g (see FIG. 5) provided in the specific area 65d, the large winning opening / closing plate 65a of the variable winning device 65 is opened from the second round to the fifth round as a jackpot game. After the minor win and jackpot of this minor win type "Time Short B" end, when the minor win type "Time Short B" is won in the "Normal Game State", it transitions to the "General Figure High Probability Time Shortened State A", and when the minor win type "Time Short B" is won outside the "Normal Game State" (i.e., in the "Time Shortened State"), it transitions to the "General Figure High Probability Time Shortened State B".

[0116] Next, the small win type "Time Short C" refers to a small win and a big win with a maximum total number of rounds of 7 rounds. During the small win game in the first round, the variable winning device 65 as a movable device is opened, and along with the opening of the variable winning device 65 in the first round, a specific area solenoid 65f (see Fig. 5) described later is driven to open a specific area 65d. Then, during the small win game, when a right hitting game is executed to let the ball enter the variable winning device 65 and the ball is detected by a specific area switch 65g (see Fig. 5) provided in the specific area 65d, from the second round to the seventh round as a big win game, the large winning port opening / closing plate 65a of the variable winning device 65 is opened. After the small win and big win of this small win type "Time Short C" end, when winning the small win type "Time Short C" in the "Normal Game State", it transitions to the "General Pattern High Probability Time Shortened State A", and when winning the small win type "Time Short C" outside the "Normal Game State" (i.e., in the "Time Shortened State"), it transitions to the "General Pattern High Probability Time Shortened State B".

[0117] On the other hand, even when winning the small win type "Time Short B", if a right hitting game is not executed during the small win game in the first round and the ball is not detected by the specific area switch 65g, the variable winning device 65 from the second round to the fifth round is not opened, and it is configured such that a big win game is not granted. Similarly, even when winning the small win type "Time Short C", if a right hitting game is not executed during the small win game in the first round and the ball is not detected by the specific area switch 65g, the variable winning device 65 from the second round to the seventh round is not opened, and it is configured such that a big win game is not granted. (Hereinafter, this phenomenon may sometimes be referred to as the small win type "Small Win A"). And after the small win type "Small Win A" ends, since no big win game has been executed, it returns to the game state when winning the small win type "Small Win A", and is configured such that the following dynamic display of a special symbol can be executed as a game condition.

[0118] By configuring in this way, when the small hit type "Short Time B" or the small hit type "Short Time C" (i.e., the small hit in the special drawing 1) is selected as the control determination result, a right hitting game is executed during the first-round small hit game, and whether to pass the ball through the specific area 65d as the profit giving condition can control the presence or absence of the occurrence of the jackpot game as the given value.

[0119] Therefore, for example, when winning the small hit in the special drawing 1 in the "Normal Game State A", if a right hitting game is executed during the first-round small hit game and the ball is passed through the specific area 65d, the game will shift to the jackpot game. On the other hand, if a right hitting game is not executed during the first-round small hit game and the ball is not passed through the specific area 65d, the game will not shift to the jackpot game and will return to the "Normal Game State A" again.

[0120] Here, although the details will be described later, in the pachinko machine 10 of the first embodiment, when winning the small hit in the special drawing 1 as the control determination result in the "Normal Game State A", a right hitting game is executed during the first-round small hit game, the ball is passed through the specific area 65d as the profit giving condition, and the jackpot game is generated as the given value, and when shifting to the "High Probability Normal Drawing Time Shortened State A", and comparing the two events with the case of reaching the number of times the relief condition is satisfied in the update end state and shifting to the "Low Probability Normal Drawing Time Shortened State" as the given profit, the latter case of reaching the number of times the relief condition is satisfied and shifting to the "Low Probability Normal Drawing Time Shortened State" is configured so that the expected value of the balls that the player can obtain is higher (the details will be described later in FIG. 27).

[0121] Therefore, if, in the "Normal Game State A", when winning the small hit in the special drawing 1 in the dynamic display of the special symbol one rotation before reaching the number of times the relief condition is satisfied, rather than executing a right hitting game during the small hit to pass the ball through the specific area 65d to generate the jackpot game and shifting to the "High Probability Normal Drawing Time Shortened State A", not executing a right hitting game during the small hit, not generating the jackpot game, returning to the "Normal Game State A", and executing the dynamic display of the special symbol only once to reach the number of times the relief condition is satisfied and shifting to the "Low Probability Normal Drawing Time Shortened State", the expected value of the balls that the player can obtain is higher.

[0122] That is, in the pachinko machine 10 of the first embodiment, when winning a special figure 1 small hit as a control determination result in the "normal game state A", depending on the remaining number of rotations up to the number of times the relief condition is satisfied as the update end state at that time, without executing a right hitting game at the time of winning the special figure 1 small hit, and without allowing the ball to pass through the specific area 65d, the game returns to the "normal game state A" without generating a big hit game, and using the borrowed game ball or the player-held game ball, the dynamic display of the first special symbol is executed again to reach the number of times the relief condition is satisfied as the update end state, and it is configured such that the expected value of the balls obtained may be higher when shifting to the "state of shortening the low-probability time of the general figure" as the given profit. (Hereinafter, the period in which the expected value of the balls obtained when returning to the "normal game state A" without executing a right hitting game at the time of winning a special figure 1 small hit in the "normal game state A" and continuing the left hitting game to reach the number of times the relief condition is satisfied and shifting to the "state of shortening the low-probability time of the general figure" is higher than the expected value of the balls obtained when generating a big hit game at the time of winning the special figure 1 small hit may be referred to as the "relief priority notification period". Also, the right hitting notification effect at the time of winning a special figure 1 small hit during the relief priority notification period may be referred to as the "relief priority notification effect". Further, the period in which the expected value of the balls obtained when generating a big hit game at the time of winning a special figure 1 small hit in the "normal game state A" is higher than the expected value of the balls obtained when returning to the "normal game state A" without executing a right hitting game at the time of winning the special figure 1 small hit in the "normal game state A" and continuing the left hitting game to reach the number of times the relief condition is satisfied and shifting to the "state of shortening the low-probability time of the general figure" may be referred to as the "big hit priority notification period". Also, the right hitting notification effect at the time of winning a special figure 1 small hit during the big hit priority notification period may be referred to as the "big hit priority notification effect". Furthermore, the number of rotations of the dynamic display of the special symbol at which the big hit priority notification period and the relief priority notification period switch may be referred to as the "profit and loss branching number". Note that since the profit and loss branching number is uniquely determined at the time of manufacturing the gaming machine, the branching number can be set in advance in the gaming machine (voice lamp control device 113).)

[0123] And, when winning a special figure 1 small win at a specific rotation speed in the "normal gaming state A", regarding which hitting method, either the right hitting gaming method or the left hitting gaming method at the time of winning the small win, will result in a higher expected value of the balls obtained, it is determined by the component details regarding the balls of the pachinko machine 10 (i.e., jackpot probability, small win probability, number of prize balls, etc.), the state of the gaming pins (i.e., the base value described later), the remaining number of rotations until the number of times the relief condition is satisfied, and so on.

[0124] For this reason, in the pachinko machine 10 of the first embodiment, the content of the right hitting notification effect executed by the third symbol display device 81 during the small win opening time when winning a special figure 1 small win in the "normal gaming state A" is configured to vary according to the number of executions of the special symbol (the remaining number of rotations until the number of times the relief condition is satisfied).

[0125] Specifically, when winning a special figure 1 small win as a control determination result in the "normal gaming state A", if the expected value of the balls obtained is higher when executing the right hitting gaming method at the time of winning the small win, in the right hitting notification effect at the time of winning the small win, as the first notification mode, it is configured to perform an effect that strongly suggests the right hitting gaming and emphasizes the occurrence of a jackpot (i.e., jackpot priority notification effect) (see Fig. 89(b)).

[0126] On the other hand, when winning a special figure 1 small win as a control determination result in the "normal gaming state A", if the expected value of the balls obtained is higher when executing the left hitting gaming method at the time of winning the small win, in the right hitting notification effect at the time of winning the small win, as the second notification mode, it is configured to perform an effect that does not strongly suggest the right hitting gaming more than the jackpot priority notification effect and does not emphasize the occurrence of a jackpot (i.e., relief priority notification effect) (see Fig. 89(d)).

[0127] Here, if the right-hit notification effect that is performed when a small jackpot is won on special chart 1 in the "normal game state A" is configured to consist of only one effect, and only the suggestion to play right and generate a jackpot is uniformly executed, there is a high possibility that the player will blindly accept the right-hit notification effect that is performed when a small jackpot is won, play right and generate a jackpot.

[0128] However, depending on the number of spins required to achieve the rescue condition when a small win is won, the expected number of balls that can be won by using the left-hand play method when a small win is won may be higher, so there is a risk that the expected number of balls that can be won by generating a big win game when the small win is won may be lower.

[0129] Therefore, by configuring the pachinko machine 10 of the first embodiment, when a special chart 1 small win is won during the "normal game state A", the player can determine the content of the right-hit notification effect executed by the third symbol display device 81, and can judge whether or not to perform a right-hit game during the small win game to generate a big win, thereby predicting which hitting method will increase the expected value of the balls that can be obtained, creating new gameplay and improving the interest of the game. The details of the right-hit notification effect will be described later in Figures 28, 70, and 89.

[0130] In addition, when a small jackpot other than the special chart 1 small jackpot is won in the "normal game state A", and when a jackpot is won, right-hit play is executed for both small and big jackpots, and the player who generates the jackpot is configured to have a higher expected number of winning balls. Therefore, the right-hit notification presentation in the "normal game state A" other than when the special chart 1 small jackpot is won is configured with the same presentation.

[0131] Next, the small hit type of "Time-Saving D" refers to small hits and big hits with a maximum total number of rounds of 10 rounds. During the small hit game in the first round, the variable winning device 65 is opened. Along with the opening of the variable winning device 65 in the first round, a specific area solenoid 65f (see Fig. 5) described later is driven to open a specific area 65d. When a ball is detected by a specific area switch 65g (see Fig. 5) provided in the specific area 65d, the large winning opening and closing plate 65a of the variable winning device 65 is opened from the second round to the tenth round as a big hit game. After the small hit and big hit of this "Time-Saving D" end, it is configured to shift to the "Normal Pattern High Probability Time-Saving State".

[0132] On the other hand, even if one wins the small hit of this "Time-Saving D", if a ball is not detected by the specific area switch 65g during the small hit game in the first round, the variable winning device 65 from the second round to the fifth round is not opened, and it is configured such that a big hit game is not given (hereinafter, this phenomenon may be referred to as "Small Hit B"). After the end of "Small Hit B", since no big hit game has been executed, it is configured to return to the game state at the time of winning the small hit type "Small Hit B".

[0133] Note that in the pachinko machine 10 of the first embodiment, although the passage of balls can always be detected by the specific area switch 65g, it may be configured to set the effective timing and the invalid timing of the specific area switch 65g. Specifically, for example, the detection of the passage of balls by the specific area switch 65g is set to be effective only during a small win game or only during the period when the specific area solenoid 65f is turned on, or from when the big winning opening solenoid 65b is turned on until a predetermined period has elapsed. The detection of the passage of balls by the specific area switch 65g is set to be invalid except for the timings exemplified above, and it may be configured to prevent the occurrence of a big win game state based on the passage of balls into the specific area 65d other than the timings exemplified above. In this case, when a ball passes through the specific area switch 65g in an invalid state of the specific area switch 65g, that is, other than the timings exemplified above, it may be configured to execute an abnormality detection process such as error notification on the grounds that a ball has passed through the specific area 65d due to the occurrence of some abnormality (e.g., fraud, etc.).

[0134] Here, the display modes of the special LED groups 37b for each big win type and each small win type will be described. As the stop display (lighting display) of the upper LED group 37b1 for the first special symbol, there is 1 display pattern corresponding to a loss, 31 display patterns corresponding to the small win type "short time B", and 32 display patterns corresponding to the small win type "short time C", for a total of 64 display patterns.

[0135] Also, as the stop display (lighting display) of the lower LED group 37b2 for the second special symbol, there is 1 display pattern corresponding to a loss, 1 display pattern corresponding to the small win type "short time D", and 62 display patterns corresponding to the big win type "short time A", for a total of 64 display patterns.

[0136] The right hitting notification lamp 37c of the special symbol display device 37 is a lamp for suggesting a game state in which the launch of the ball in the right hitting game is encouraged. This right hitting notification lamp 37c is in the non-lit state in the "normal game state" where the left hitting game is encouraged and the right hitting game is not encouraged. On the other hand, it is in the lit state in the "general pattern high probability time shortening state" or "general pattern low probability time shortening state" where the right hitting game is encouraged, or during the small win game or the big win game. The player can recognize whether it is a state in which the right hitting game should be performed by checking the right hitting game suggestion display on this right hitting notification lamp 37c and the third symbol display device 81.

[0137] As described above, in the pachinko machine 10 of the first embodiment, when winning a special symbol 1 small win in the "normal game state A", the content of the right hitting notification effect executed by the third symbol display device 81 during the opening time at the time of winning the special symbol 1 small win is configured to be different. However, the right hitting notification lamp 37c is configured to always be in the lit state during the opening time. By configuring in this way, the player can recognize that it is possible to obtain any prize ball by executing the right hitting game at the time of winning the small win.

[0138] In the game area of the game board 13, a plurality of general winning holes 63 are arranged, and when the ball wins, 3 to 15 balls are paid out as prize balls.

[0139] In the central part of the game area, a variable display device unit 80 is disposed. In the variable display device unit 80, taking the ball entry into the first start port 64 or the second start port 71 (hereinafter, the ball entry into the first start port 64 or the second start port 71 may be referred to as "start winning") as a trigger, while synchronizing with the dynamic display of the first special symbol or the second special symbol on the special symbol display device 37 as a result notification device, a third symbol display device 81 composed of a liquid crystal display (hereinafter simply abbreviated as "display device") that performs a variation effect of the third symbol according to the game state is provided, and a second symbol display device 83 composed of LEDs capable of executing variable display of normal symbols triggered by the passage of the ball through the through gate 67 (hereinafter, regarding the second symbol display device 83, for convenience of explanation, it may be referred to as "normal symbol display device 83"). Further, in the variable display device unit 80, a center frame 86 is disposed so as to surround the outer periphery of the third symbol display device 81.

[0140] The third symbol display device 81 is composed of a large liquid crystal display with a size of 17 inches. The display content is controlled by a display control device 114 (see FIG. 5) described later, and for example, three symbol columns Z1 to Z3 on the left, middle, and right (see FIG. 4) are displayed.

[0141] Each symbol column Z1 to Z3 (see FIG. 4) is composed of a plurality of symbols, and these symbols vertically scroll for each of the symbol columns Z1 to Z3 so that the third symbol is variably displayed on the display screen of the third symbol display device 81. The third symbol display device 81 of the first embodiment is commonly used in the first lottery game of the first special symbol and the second lottery game of the second special symbol. While the display of the game state accompanying the control of the main control device 110 is performed by the special symbol display device 37 as a result notification device, a decorative display corresponding to the display of the special symbol display device 37 is performed using the third symbol of the third symbol display device 81. Note that instead of the display device, for example, the third symbol display device 81 may be configured using reels, LEDs, or the like.

[0142] In the pachinko machine 10 of the first embodiment, when both the dynamic display of the first special symbol and the dynamic display of the second special symbol are held, the dynamic display of the second special symbol can be preferentially executed (so-called, special figure 2 priority variation). That is, during the execution of the dynamic display of the first special symbol based on the start winning in the first start opening 64, in a state where the dynamic display of the first special symbol is held based on the start winning in the first start opening 64, and further, when a start winning occurs in the second start opening 71, the dynamic display of the second special symbol that won later can be executed earlier than the dynamic display of the first special symbol that won earlier.

[0143] Here, with reference to FIG. 4, the display content of the third symbol display device 81 will be described. FIG. 4 is a drawing for explaining the display screen of the third symbol display device 81. FIG. 4(a) is a diagram schematically showing the area division setting and the effective line setting of the display screen, and FIG. 4(b) is a diagram illustrating the actual display screen.

[0144] The third symbol is composed of a total of 11 types of main symbols, including 10 types of main symbols numbered from "0" to "9" and 1 type of main symbol with the character "challenge symbol" described thereon (see FIG. 89(c)). Each main symbol is formed by attaching numbers from "0" to "9" on the rear symbol made of a wooden box. Among them, the main symbols with odd numbers ("1", "3", "5", "7", "9") have large numbers almost covering the front surface of the wooden box. In contrast, the main symbols with even numbers ("0", "2", "4", "6", "8") have accessory symbols imitating characters such as a saw, a handkerchief, and a helmet added almost covering the front surface of the wooden box, and even numbers are added in small green on the lower right side of the accessory symbol and are displayed in front of the accessory symbol. Further, the main symbol with the character "challenge symbol" described thereon is configured to appear only in the symbol column Z2, and the character "challenge symbol" is added almost covering the front surface of the wooden box (see FIG. 89(c)).

[0145] In addition, in the pachinko machine 10 of the first embodiment, when the lottery result of any special symbol by the main control device 110 (see FIG. 5) described later is a big win or a small win, a variation effect in which the same main symbol aligns is performed, and after the variation effect ends, a big win or a small win occurs. For example, during the big win priority notification period (see FIG. 28) of the "normal gaming state A", when winning the small win type "short time B (small win A)", mainly, a variation effect in which the main symbols with the numbers "0", "2", "4", "6", "8" align is performed. Also, during the relief priority notification period (see FIG. 28) of the "normal gaming state A", when winning the small win type "short time B (small win A)", mainly, a variation effect is performed in which the main symbols with the numbers "0", "2", "4", "6", "8" stop in the left symbol column Z1 and the right symbol column Z3, and the main symbol with the character "challenge symbol" stops in the middle symbol column Z2.

[0146] Furthermore, during the big win priority notification period (see FIG. 28) of the "normal gaming state A", when winning the small win type "short time C (small win A)" which has more big win rounds than the small win type "short time B (small win A)", mainly, a variation effect in which the main symbols with the numbers "1", "3", "5", "7", "9" align is performed. Also, during the relief priority notification period (see FIG. 28) of the "normal gaming state A", when winning the small win type "short time C (small win A)", mainly, a variation effect is performed in which the main symbols with the numbers "1", "3", "5", "7", "9" stop in the left symbol column Z1 and the right symbol column Z3, and the main symbol with the character "challenge symbol" stops in the middle symbol column Z2.

[0147] As described above, in the pachinko machine 10 of the first embodiment, when winning the special figure 1 small win in the "normal gaming state A", depending on the number of executions of the dynamic display of the special symbol at the time of winning the small win (the remaining number of times until the relief condition is satisfied), the left-handed gaming method at the time of winning the small win is configured such that the average number of balls that the player can obtain is larger.

[0148] Therefore, in a period (i.e., the relief priority notification period) in which the average number of balls that can be obtained is likely to be larger in the left hitting game method when hitting a small win, when winning the special figure 1 small win, instead of displaying the same main symbol with numbers "1" to "9" that the player can recognize as a big win in each symbol column, the main symbol with the characters "CHALLENGE SYMBOL" attached to the middle symbol column Z2 is configured to stop.

[0149] By configuring in this way, when winning the special figure 1 small win during the relief priority notification period, it is not necessarily better to execute the right hitting game during the small win game to generate a big win. Instead, it is possible to suggest an option of continuing the "normal game state A" without executing the right hitting game during the small win game.

[0150] Also, as described above, in the right hitting notification effect executed when winning the special figure 1 small win in the "normal game state A", different right hitting notification effects are configured according to the period of winning the small win. Therefore, the player can determine whether to execute the right hitting game during the small win game by discriminating the main symbol displayed in each symbol column and the content of the right hitting notification effect.

[0151] In the pachinko machine 10 of the first embodiment, in the "normal game state A", when a "reach display" variable effect is executed when winning the small win type "short time C" that can become a 7R big win by generating a big win state, all main symbols are configured to be able to appear. Specifically, for example, even when winning the small win type "short time C", there may be a case where a variable effect of "reach display" is performed with the same main symbol marked with the numbers "2" or "8". By configuring in this way, for example, at the time of executing the variable effect, the content of the game value that can be given cannot be determined, that is, whether winning the small win type "short time B (small win A)" with a maximum round number of 5R or winning the small win type "short time C (small win A)" with a maximum round number of 7R cannot be discriminated by the player. After notifying the player of winning a small win in the variable effect of the "reach display", a promotion effect is performed to notify the player of winning the small win type "short time C (small win A)", thereby enriching the variations of the game and improving the interest of the game.

[0152] As shown in FIG. 4(a), the display screen of the third symbol display device 81 is roughly divided into three parts in the vertical direction. The lower 2 / 3 is composed of a main display area Dm for variable effects of the third symbol and a cockpit display area Db for displaying the number of reserved balls, etc. The upper 1 / 3 other than that is a sub-display area Ds for preview effects, characters, etc.

[0153] The main display area Dm is divided into three display areas Dm1 to Dm3 on the left, middle, and right. The left symbol column Z1 is displayed in the display area Dm1, the middle symbol column Z2 is displayed in the display area Dm2, and the right symbol column Z3 is displayed in the display area Dm3.

[0154] In each symbol column Z1 to Z3, the third symbols described above are displayed in a specified order. That is, in each symbol column Z1 to Z3, the main symbols are arranged in ascending (or descending) order of numbers, and a variation effect is performed by scrolling from top to bottom periodically for each of the symbol columns Z1 to Z3. Note that in each of the symbol columns Z1 to Z3, the number arrangements may be configured to be different from each other. For example, in the left symbol column Z1, the numbers of the main symbols may be arranged so as to appear in descending order, while in the middle symbol column Z2 and the right symbol column Z3, the numbers of the main symbols may be arranged so as to appear in ascending order.

[0155] Also, in the main display area Dm, the third symbols are displayed in three upper, middle, and lower stages for each of the symbol columns Z1 to Z3. The middle part of this main display area Dm is set as the effective line L1, and in the variation effect corresponding to the special symbols set (displayed) for each game state, the third symbols are stopped and displayed on the effective line L1 in the order of the left symbol column Z1 → the right symbol column Z3 → the middle symbol column Z2. If the combinations of jackpot symbols (combinations of the same main symbols) are aligned on the effective line L1 when the third symbol stops, a jackpot video or a minor win video is displayed as a jackpot or a minor win of the special symbols set (displayed) for each game state.

[0156] The sub-display area Ds is provided horizontally above the main display area Dm and is further equally divided into three small areas Ds1 to Ds3 in the left-right direction. The small areas Ds1 to Ds3 are areas for displaying characters and preview effect images as notification modes, respectively. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of expectation of a jackpot or a minor win as a result of the variation display performed in the main display area Dm.

[0157] The cockpit display area Db is an area for displaying the number of balls in reserve, which is the number of balls that have entered the first start port 64 or the second start port 71 corresponding to the special symbols set for each game state and for which the variation display (variation effect) has not been executed (balls in reserve).

[0158] In the small area Ds3 to the right of the sub-display area Ds, a fourth symbol display area 87 for Special Figure 1 as a notification mode that can change in synchronization with the dynamic display of the first special symbol and the number of held balls, a fourth symbol display area 88 for Special Figure 2 as a notification mode that can change in synchronization with the dynamic display of the second special symbol and the number of held balls, and a right hit instruction 89 for the main display are configured to be displayable.

[0159] The fourth symbol display area 87 for Special Figure 1 is composed of a held number display 87a for Special Figure 1 that displays the number of held balls in the dynamic display of the first special symbol in numbers, and a variable area 87b for Special Figure 1 that can change in synchronization with the execution of the dynamic display (variable effect) of the first special symbol.

[0160] The held number display 87a for Special Figure 1 is configured to be able to display the number of held balls in the dynamic display of the first special symbol with numeric symbols in the range of "0" to "4". Specifically, when the held number display 87a for Special Figure 1 displays "0", it indicates that the number of held balls in the dynamic display of the first special symbol is 0; when the held number display 87a for Special Figure 1 displays "1", it indicates that the number of held balls in the dynamic display of the first special symbol is 1; when the held number display 87a for Special Figure 1 displays "2", it indicates that the number of held balls in the dynamic display of the first special symbol is 2; when the held number display 87a for Special Figure 1 displays "3", it indicates that the number of held balls in the dynamic display of the first special symbol is 3; when the held number display 87a for Special Figure 1 displays "4", it indicates that the number of held balls in the dynamic display of the first special symbol is 4.

[0161] That is, the held number display 87a for Special Figure 1 in the fourth symbol display area 87 for Special Figure 1 is displayed to match the content of the number of held balls in the dynamic display of the first special symbol in the state LED group 37a of the special symbol display device 37 described above, and in the "normal game state A" where the dynamic display of the first special symbol is displayed in the main display area Dm, it is displayed to match the content of the number of held balls in the held symbol display area Db1 described later.

[0162] The variable area 87b for Special Figure 1 is a display area for executing and showing the results of the dynamic display of the first special symbol, and the display color of the square symbol is configured to be changeable. Specifically, when the dynamic display of the first special symbol is being executed, the display color of the square symbol in the variable area 87b for Special Figure 1 changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it repeats the change again in the order of white → red → ··· during the execution of the dynamic display of the first special symbol. And when the dynamic display of the first special symbol stops, the square symbol in the variable area 87b for Special Figure 1 is displayed in the display color corresponding to the lottery result of the dynamic display.

[0163] More specifically, when the square symbol in the variable area 87b for Special Figure 1 stops in white, it indicates that the dynamic display of the first special symbol is a miss, and when the square symbol in the variable area 87b for Special Figure 1 stops in blue, it is configured to indicate that the dynamic display of the first special symbol is a small win. That is, the square symbol in the variable area 87b for Special Figure 1 is displayed corresponding to the display content of the upper LED group 37b1 of the special symbol display device 37 described above, and is configured to be synchronized with the display content of the main display area Dm in the "normal game state A" where the dynamic display of the first special symbol is displayed in the main display area Dm.

[0164] The fourth symbol display area 88 for Special Figure 2 is composed of a reserved number display 88a for Special Figure 2 that displays the number of reserved executions of the dynamic display of the second special symbol in numbers, and a variable area 88b for Special Figure 2 that can change in synchronization with the execution of the dynamic display (variable effect) of the second special symbol.

[0165] The reserved number display 88a for Special Figure 2 is configured to be able to display numeral symbols within the range of "0" to "4" for the reserved number of the dynamic display of the second special symbol. Specifically, when the reserved number display 88a for Special Figure 2 displays "0", it indicates that the reserved number of the dynamic display of the second special symbol is 0; when the reserved number display 88a for Special Figure 2 displays "1", it indicates that the reserved number of the dynamic display of the second special symbol is 1; when the reserved number display 88a for Special Figure 2 displays "2", it indicates that the reserved number of the dynamic display of the second special symbol is 2; when the reserved number display 88a for Special Figure 2 displays "3", it indicates that the reserved number of the dynamic display of the second special symbol is 3; when the reserved number display 88a for Special Figure 2 displays "4", it indicates that the reserved number of the dynamic display of the second special symbol is 4.

[0166] That is, the reserved number display 88a in the fourth symbol display area 88 for Special Figure 2 is displayed to match the content of the reserved ball number of the dynamic display of the second special symbol in the state LED group 37a of the special symbol display device 37 described above, and in all game states where the dynamic display of the second special symbol is displayed in the main display area Dm, it is displayed to match the content of the reserved ball number in the reserved symbol display area Db2 described later.

[0167] The variable area 88b for Special Figure 2 is a display area for indicating the execution and result of the dynamic display of the second special symbol. Similar to the variable area 87b for Special Figure 1, it is configured such that the display color of the square symbol can change. Specifically, when the dynamic display of the second special symbol is being executed, the display color of the square symbol in the variable area 88b for Special Figure 2 changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it repeats the change again in the order of white → red → ··· during the execution of the dynamic display of the second special symbol. And when the dynamic display of the second special symbol stops, the square symbol in the variable area 88b for Special Figure 2 is displayed in the display color corresponding to the lottery result of the dynamic display.

[0168] More specifically, when the square symbol in the variable area 88b for Special Figure 2 stops in white, it indicates that the dynamic display of the second special symbol was a miss. When the square symbol in the variable area 88b for Special Figure 2 stops in red, it indicates that the dynamic display of the second special symbol was a big win. When the square symbol in the variable area 88b for Special Figure 2 stops in blue, it is configured to indicate that the dynamic display of the second special symbol was a small win. That is, the square symbol in the variable area 88b for Special Figure 2 is displayed so as to correspond to the display content of the lower LED group 37b2 of the special symbol display device 37 described above, and is configured to be synchronized with the display content of the main display area Dm in all game states in which the dynamic display of the second special symbol is displayed in the main display area Dm.

[0169] The right hitting instruction 89 for main display always displays in synchronization with the right hitting notification lamp 37c of the special symbol display device 37, and is always displayed on the third symbol display device 81 during the "Normal Figure High Probability Time Shortening State" or "Normal Figure Low Probability Time Shortening State" in which right hitting games are encouraged, or during small win games or big win games.

[0170] Also, since the right hitting instruction 89 for main display is important display information that suggests the hitting method to the player, it is prioritized over other display contents (for example, the third symbol of each symbol column displayed in the central part of the main display area Dm or super reach effects) executed during the game on the third symbol display device 81, and is configured to be displayed in the frontmost (frontmost layer).

[0171] On the actual display screen of the third symbol display device 81, as shown in FIG. 4(b), for example, in the "normal gaming state A", a total of three main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, videos are displayed in the left small area Ds1 and the right small area Ds3, indicating a state where it is easier to transition to a big win than usual, and displays suggesting the firing mode or the like that is rewarded according to the gaming state are shown to the player. In the central small area Ds2, usually, a predetermined character (a boy wearing a headband in this embodiment) performs a predetermined action, and sometimes, as a limited effect, performs a special action different from the predetermined action, or the color of the usually black hair of the boy or the color of the usually white headband changes, or another character appears, etc., and a preview effect is performed.

[0172] In the pachinko machine 10 of the first embodiment, when a ball enters the first start port 64 while the third symbol display device 81 (the special symbol display device 37 as the result notification device) is performing a variation effect (dynamic display) of the third symbol corresponding to the first special symbol, or when a ball enters the second start port 71 while the third symbol display device 81 (the special symbol display device 37) is performing a variation effect (dynamic display) of the third symbol corresponding to the second special symbol, the number of ball entries (number of held balls) is held up to a maximum of 4 times each. The number of held balls is indicated by the special symbol display device 37, and is also displayed in the special figure 1 held number display 87a of the special figure 1 fourth symbol display area 87 or the special figure 2 held number display 88a of the special figure 2 fourth symbol display area 88. Furthermore, according to the gaming state, the variation effect of the corresponding special symbol is also shown in the first to fourth held symbol display areas Db1a to Db1d of the held symbol display area Db1 in the cockpit display area Db.

[0173] In the first to fourth held symbol display areas Db1a to Db1d, one held symbol (a "〇" symbol (white circle symbol) in the normal display mode) is displayed for each held ball (number of held ball entries: 1 time) of the first special symbol or the second special symbol whose display is set according to the gaming state. According to the number of held symbols displayed in the first to fourth held symbol display areas Db1a to Db1d, the number of held balls of the variation effect of the first special symbol or the second special symbol whose display is set (priority display) according to the gaming state is displayed.

[0174] That is, in the first to fourth held symbol display areas Db1a to Db1d, when one held symbol is displayed in the first held symbol display area Db1a, it indicates that the number of held balls of the first special symbol or the second special symbol that is set for display according to the game state is one. When a total of two held symbols, one each, are displayed in the first and second held symbol display areas Db1a and Db1b, it indicates that the number of held balls of the first special symbol or the second special symbol that is set for display according to the game state is two. When a total of three held symbols, one each, are displayed in the first to third held symbol display areas Db1a to Db1c, it indicates that the number of held balls of the first special symbol or the second special symbol that is set for display according to the game state is three. When a total of four held symbols, one each, are displayed in the first to fourth held symbol display areas Db1a to Db1d, it indicates that the number of held balls of the first special symbol or the second special symbol that is set for display according to the game state is four. Further, when no held symbol is displayed in the first to fourth held symbol display areas Db1a to Db1d, it indicates that the number of held balls of the first special symbol or the second special symbol that is set for display according to the game state is zero and there is no held variable effect.

[0175] Note that in the pachinko machine 10 of the first embodiment, only one of the lottery games of the first lottery game of the first special symbol and the second lottery game of the second special symbol can be executed, and the lottery game of the second special symbol is configured to be preferentially executable. However, it may be configured to execute the lottery game of the special symbol according to the order of winning (so-called, variable according to the winning order), and it may be configured to be able to execute the first lottery game of the first special symbol and the lottery game of the second special symbol simultaneously. Further, the variable effect of the first special symbol and the variable effect of the second special symbol may be configured to be simultaneously displayable on the third symbol display device 81.

[0176] In the central part of the cockpit display area Db, an execution symbol display area Db0 is provided, where an execution symbol indicating that a variable effect is being executed in the main display area Dm is displayed. This execution symbol display area Db0 is provided in the central part of the cockpit display area Db, that is, on the right side of the first hold symbol display area Db1a, and is configured to display an execution symbol larger than each hold symbol displayed in the hold symbol display areas Db1a to Db1d. Also, in this execution symbol display area Db0, the hold symbol that was displayed in the first hold symbol display area Db1a moves (shifts) and is displayed as an execution symbol.

[0177] The execution symbol displayed in the execution symbol display area Db0 is erased when the variable effect executed in the main display area Dm ends. Along with the erasure of the execution symbol, the displayed hold symbol moves as a lower-level hold symbol and is displayed. Specifically, for example, in a situation where there are four hold symbols of the first special symbol in the "normal gaming state A", when the execution symbol displayed in the execution symbol display area Db0 is erased with the end of the variable effect of the first special symbol, the hold symbol displayed in the first hold symbol display area Db1a moves (shifts) and is displayed as the execution symbol in the execution symbol display area Db0. Also, the hold symbol displayed in the second hold symbol display area Db1b moves (shifts) and is displayed as the hold symbol in the first hold symbol display area Db1a. Further, the hold symbol displayed in the third hold symbol display area Db1c moves (shifts) and is displayed as the hold symbol in the second hold symbol display area Db1b. Also, the hold symbol displayed in the fourth hold symbol display area Db1d moves (shifts) and is displayed as the hold symbol in the third hold symbol display area Db1c.

[0178] In the first embodiment, the number of hold balls for the variation effect based on the ball entry into the first start port 64 or the second start port 71 is configured to be held up to a maximum of 4 times each. However, the maximum number of hold balls is not limited to 4 times, and may be set to 3 times or less, or 5 times or more (for example, 8 times) each. Further, instead of displaying the hold symbol in the cockpit display area Db, the number of hold balls may be displayed numerically on a part of the third symbol display device 81, or the area divided into four may be made to have different modes (for example, color or lighting pattern) corresponding to the number of hold balls. Further, since the number of hold balls is indicated by the special symbol display device 37, it is not necessary to display the number of hold balls on the third symbol display device 81. Furthermore, four hold lamps indicating the number of hold balls may be provided in the variable display device unit 80 for each of the maximum number of holds of the first special symbol and the second special symbol, and the number of hold balls may be displayed according to the number of lit hold lamps.

[0179] Returning to FIG. 3, the description will be continued. A through gate 67 is provided on the right side in the front view of the variable display device unit 80. A through hole (not shown) for the ball to pass through is provided in the through gate 67 in the vertical direction. When the ball passes through this through gate 67, a normal symbol switch (not shown) provided in the through hole is turned on, and a hit lottery for the normal symbol is performed by the main control device 110 due to the turn-on. Note that this through gate 67 only serves as a lottery trigger for the variable display of the normal symbol, and no payout such as prize balls is made even when the ball passes through. A normal winning port capable of obtaining a lottery trigger for the normal symbol may be provided, and configured to obtain a lottery trigger for the normal symbol and pay out a predetermined number of prize balls.

[0180] A normal electric role 72 is disposed on the right side side in the front view of the variable display device unit 80. This normal electric role 72 is mainly composed of a protruding and retracting plate 72a and a normal electric role solenoid (not shown) that drives the protruding and retracting plate 72a to protrude and retract.

[0181] The main control device 110 (see FIG. 5) of the first embodiment normally maintains the state in which the protruding and retracting plate 72a of the normal electric accessory 72 is immersed in the game board 13 surface. The balls flowing down from the upper side (thru gate 67 side) in the front view of the second starting port 71 pass through the protruding and retracting plate 72a that is in the immersed state in the game board 13 surface and flow down to the lower side of the board (variable winning device 65 side) without being detected by the second starting port switch 71a serving as the starting detection area. When winning is selected in the variable display of the normal symbol, the above-mentioned normal electric accessory solenoid (not shown) is driven for a predetermined time, and the protruding and retracting plate 72a of the normal electric accessory 72 is driven to protrude from the game board 13 surface for a predetermined time. The balls flowing down from the upper side (thru gate 67 side) in the front view of the second starting port 71 roll from the upper surface of the protruding and retracting plate 72a that is in the protruding state from the game board 13 surface from the right side to the left side, and are detected as a winning by the second starting port switch 71a. Thereby, it is configured to enable the inflow of balls into the second starting port 71, and the state in which the balls flowing down on the right side in the front view of the variable display device unit 80 during the right hitting game are likely to win the second starting port 71, that is, it is configured to be in a winning assistance state.

[0182] Also, in the pachinko machine 10 of the first embodiment, when the normal electric accessory 72 is released and the protruding and retracting plate 72a is in the state of protruding from the game board 13 surface, it is configured such that it takes about 1 second for the balls flowing down from the upper side (thru gate 67 side) in the front view of the second starting port 71 to roll from the right end to the left end of the upper surface of the protruding and retracting plate 72a and be detected as a winning by the second starting port switch 71a.

[0183] On the other hand, although details will be described later, in the "normal game state (\"normal game state A\" and \"normal game state B\")", the number of times the normal electric accessory 72 is released when winning is selected in the normal symbol is 1 time, and its release time is defined in the normal electric accessory release table 202k to be "0.1 second" (see FIG. 23(c)).

[0184] That is, when a right-handed game is executed in the "normal game state", even if the variable display of the normal symbol wins and the normal electric winning device 72 is in an open state and the protruding plate 72a protrudes from the surface of the game board 13, before the ball flowing down from the upper side (the through gate 67 side) in the front view of the second start port 71 rolls from the right end to the left end of the upper surface of the protruding plate 72a and is detected as a winning by the second start port switch 71a, the normal electric winning device 72 becomes closed. Therefore, the ball rolling on the upper surface of the protruding plate 72a flows downward below the normal electric winning device 72 as the protruding plate 72a enters the state, and is configured so that it cannot be detected as a winning by the second start port switch 71a.

[0185] Here, if the opening mode of the normal electric winning device 72 in the "normal game state" is configured such that a right-handed game can cause a ball to enter the normal electric winning device 72 when it is opened (for example, the opening time is "1.0 second", etc.), when a right-handed game is executed in the "normal game state A", the normal symbol wins, the normal electric winning device 72 opens, and it is detected as a winning by the second start port switch 71a, and the dynamic display of the second special symbol is executed.

[0186] As described above, since the dynamic display of the second special symbol is configured such that a minor win or a major win can occur at an average rate of about once every six rotations, in the "normal game state A" as well, the dynamic display of the second special symbol is likely to win a minor win or a major win, resulting in a game result different from the payout rate based on the originally set game specifications, which may cause unexpected disadvantages to the game hall.

[0187] Therefore, by configuring the normal electric winning combination 72 as in the pachinko machine 10 of the first embodiment, when playing a right-handed game in the "normal game state", it can be configured to be less likely to win than the normal electric winning combination 72 in a conventional pachinko machine. Further, in the "normal game state A", when a ball launched in a right-handed game is detected (for example, detection of the ball passing through the through gate 67, etc.), in order to suggest to the player and the hall staff that a non-rewarded game is being executed, a predetermined alarm (for example, voice output of "Please return to the left-handed game" or display of "Please return to the left-handed game" on the third symbol display device 81, etc.) is output, so as to suppress the continuous execution of a non-rewarded right-handed game in the "normal game state A" and realize the game characteristics according to the game specifications.

[0188] Also, by disposing the second start opening switch 71a at a position close to the left end of the protruding and retracting plate 72a, when the maximum number of winning balls (for example, "10 balls") in one opening of the normal electric winning combination 72, which is a specific time period, is reached, the protruding and retracting plate 72a can be immediately set to the retracted state, and it can be configured so that it is difficult for winning to occur exceeding the maximum number of winning balls.

[0189] Furthermore, in the pachinko machine 10 of the first embodiment, according to the game state, the probability of winning in the variable display of the normal symbol is configured to change. Specifically, in the "normal game state" and the "normal symbol low probability time shortening state", the winning probability of the normal symbol is set to a low probability state (for example, 70 / 100), and by making it more difficult to win in the variable display of the normal symbol than in the "normal symbol high probability time shortening state", it is made difficult to make the protruding and retracting plate 72a of the normal electric winning combination 72 protrude (open state), and it is configured to be less likely to win the second start opening 71 than in the "normal symbol high probability time shortening state". On the other hand, in the "normal symbol high probability time shortening state", the winning probability of the normal symbol is set to a high probability state (for example, 99 / 100), and by making it easier to win in the variable display of the normal symbol than in the "normal game state" and the "normal symbol low probability time shortening state", it is made easy to make the protruding and retracting plate 72a of the normal electric winning combination 72 protrude (open state), and it is configured to be able to easily win the second start opening 71.

[0190] In the pachinko machine 10 of the first embodiment, in the high-probability state of the normal symbol, since the variable display derives a win with a high probability (i.e., 99%), in the "state of shortening the high-probability time of the normal symbol" where the normal symbol is in the high-probability state, many of the balls launched in the right-handed game are configured to be able to win at the second starting port 71. On the other hand, among the low-probability states of the normal symbol, in the "normal game state", although the variable display can derive a win with a low probability (i.e., 70%), since the opening time of the normal electric accessory 72 is short, the balls launched in the right-handed game are configured to be difficult to win at the second starting port 71. Further, among the low-probability states of the normal symbol, in the "state of shortening the low-probability time of the normal symbol", the variable display can derive a win with a low probability (i.e., 70%), and since the opening time of the normal electric accessory 72 is as long as that in the "state of shortening the high-probability time of the normal symbol", the balls launched in the right-handed game are configured to be able to win at the second starting port 71.

[0191] As a result, in the "state of shortening the high-probability time of the normal symbol" and the "state of shortening the low-probability time of the normal symbol", it becomes possible to play the game while allowing the balls launched in the right-handed game to win at the second starting port 71. By paying out the winning balls based on the wins at the second starting port 71, the player can play the game while suppressing the decrease in their own balls compared to the "normal game state".

[0192] Note that, like the "state of shortening the high-probability time of the normal symbol", instead of changing the winning probability of the normal symbol from the "normal game state", depending on the game state of the pachinko machine 10, the time when the retractable plate 72a of the normal electric accessory 72 as a movable device is retracted (opened), or the number of times the retractable plate 72a of the normal electric accessory 72 is retracted (opened) in one win may be changed. Specifically, in the "state of shortening the high-probability time of the normal symbol", the time when the retractable plate 72a of the normal electric accessory 72 is retracted may be made longer than that in the "normal game state", or the number of times the retractable plate 72a of the normal electric accessory 72 is retracted in one win may be made more than that in the "normal game state". Further, in the "state of shortening the high-probability time of the normal symbol", at least two of increasing the winning probability of the normal symbol, lengthening the retraction time of the retractable plate 72a of the normal electric accessory 72, and increasing the number of times the retractable plate 72a of the normal electric accessory 72 is retracted may be performed simultaneously.

[0193] The normal symbol display device 83 performs variable display that alternately lights up the symbol "○" and the symbol "×" as the display symbols (normal symbols) every time the ball passes through the through gate 67. In the pachinko machine 10, when the variable display in the normal symbol display device 83 stops at a predetermined symbol (the symbol "○" in the first embodiment), the normal electric accessory 72 provided on the right side in the front view of the second start port 71 becomes operative for a predetermined time, and when it stops at a symbol other than the predetermined symbol (the symbol "×" in the first embodiment), the normal electric accessory 72 becomes inoperative (the closed state is maintained).

[0194] The number of balls retained in the through gate 67 is retained up to a maximum of 4 times, and the number of retained balls is also lit and displayed on the second symbol retention lamp 84 (hereinafter, regarding the second symbol retention lamp 84, for convenience of explanation, it may be referred to as the "normal symbol retention lamp 84"). Four normal symbol retention lamps 84 corresponding to the maximum number of retained balls are provided and arranged symmetrically on the left and right below the third symbol display device 81. Then, the number of retained balls is displayed by the number of lit normal symbol retention lamps 84.

[0195] Note that the variable display of the normal symbol is performed by switching the lighting and non-lighting of a plurality of lamps in the normal symbol display device 83 as in the first embodiment, but it may also be performed using a part of the special symbol display device 37 or the third symbol display device 81. Similarly, the lighting of the normal symbol retention lamp 84 may be performed by a part of the third symbol display device 81. Also, the passage of the through gate 67 is not limited to a maximum of 4 times for the number of retained balls, and it may be set to 3 times or less, or 5 times or more (for example, 8 times). Further, since the number of retained balls is indicated by the special symbol display device 37, it may not be lit and displayed by the normal symbol retention lamp 84.

[0196] Below the variable display device unit 80, a first starting port 64 into which balls can enter is provided. Around this first starting port 64, gaming pins or the like are implanted so that about six balls (so-called, S1 = 6) shot in left-handed games win per minute. When a ball enters the first starting port 64 as a starting detection area, a first starting port switch (not shown) provided on the back side of the game board 13 is turned on, and due to the turning on of the first starting port switch, the main control device 110 (see FIG. 5) conducts a lottery for the first special symbol. Then, the dynamic display corresponding to the lottery result is shown by the upper LED group 37b1 of the special LED group 37b of the special symbol display device 37 as a result notification device, and a variable effect based on the first special symbol is executed by the third symbol display device 81 as a movable device according to the game state. Incidentally, the first starting port 64 also serves as one of the winning ports from which three balls are paid out as prize balls when a ball enters.

[0197] On the right side in the front view of the variable display device unit 80, a second starting port 71 into which balls can enter only when the normal electric role 72 is in an open state is provided. Around this second starting port 71, gaming pins are implanted so that when the normal electric role 72 is in an open state, about 90 balls shot in right-handed games win per minute. As described above, when the normal electric role 72 is in an open state, it is configured to be easily detected as a win by the second starting port switch 71a, and due to the turning on of the second starting port switch 71a, the main control device 110 (see FIG. 5) conducts a lottery for a big win of the second special symbol. Then, the display corresponding to the lottery result is shown by the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37 as a result notification device, and a variable effect based on the second special symbol is executed by the third symbol display device 81 according to the game state. Incidentally, the second starting port 71 also serves as one of the winning ports from which one ball is paid out as a prize ball when a ball enters.

[0198] A variable winning device 65 is disposed below the lower right side in the front view of the game board 13. The variable winning device 65 includes a big winning opening and closing plate 65a configured to protrude and retract from the surface of the game board 13, a big winning opening solenoid 65b (see FIG. 5) capable of driving the opening and closing of the big winning opening and closing plate 65a, a big winning opening switch 65c provided in the variable winning device 65, a specific area 65d, and a discharge port 65h for discharging the balls flowing into the variable winning device 65. Further, the specific area 65d is composed of a specific area opening and closing plate 65e configured to protrude and retract from the surface of the game board 13, a specific area solenoid 65f (see FIG. 5) capable of driving the opening and closing of the specific area opening and closing plate 65e, and a specific area switch 65g capable of detecting the balls passing through the specific area 65d.

[0199] The big winning opening and closing plate 65a is formed in a horizontally long plate shape and is configured to be able to change between a protruding state and a retracted state, so that the flowing direction of the balls can be changed. That is, in the normal state, the big winning opening and closing plate 65a maintains a state of protruding from the surface of the game board 13 (i.e., a closed state), and the balls flowing down from the upstream side of the variable winning device 65 (the lower right side in the front view of the variable winning device 65) roll on the upper surface of the big winning opening and closing plate 65a and flow down to the downstream side of the variable winning device 65 (the lower left side in the front view of the variable winning device 65), thereby preventing the balls from flowing into the variable winning device 65. Then, when winning a small hit or a big hit in the first special symbol or the second special symbol, the big winning opening and closing plate 65a is driven to retract into the surface of the game board 13 by the big winning opening solenoid 65b (see FIG. 5) for a predetermined time, and the balls can flow into the variable winning device 65.

[0200] The balls flowing into the variable winning device 65 are detected by the big winning opening switch 65c serving as a start detection area provided in the variable winning device 65, and then flow down to the specific area 65d side also provided in the variable winning device 65. When the balls are detected by the big winning opening switch 65c, 15 balls are configured to be paid out as prize balls.

[0201] In the pachinko machine 10 of the first embodiment, the opening mode of the variable winning device 65 as a movable device is configured to be different depending on the type of special symbol selected for a small win. Specifically, when winning the small win type "Short Time B (Small Win A)" or the small win type "Short Time C (Small Win A)" in the dynamic display of the first special symbol, the number of opening times of the variable winning device 65 in one round is set to 6 times, the opening time is set to "0.1 second", and the interval time (i.e., closing time) until the next opening after the variable winning device 65 is closed is set to "1.2 seconds" (see Fig. 19). That is, the total time of the opening time of the variable winning device 65 due to the small win of the first special symbol is set to "0.6 second". On the other hand, when winning the small win type "Short Time D (Small Win B)" in the dynamic display of the second special symbol, the number of opening times of the variable winning device 65 in one round is set to 10 times. Similar to the small win of the first special symbol, the opening time is set to "0.1 second", and the interval time until the next opening after the variable winning device 65 is closed is set to "1.2 seconds" (see Fig. 19). That is, the total time of the opening time of the variable winning device 65 due to the small win of the second special symbol is set to "1.0 second".

[0202] Therefore, when winning the small win type "Short Time B (Small Win A)" or the small win type "Short Time C (Small Win A)" in the dynamic display of the first special symbol, the total time of the opening time of the variable winning device 65 is configured to be shorter than when winning the small win type "Short Time D (Small Win B)" in the dynamic display of the second special symbol. This is because, as described above, in the relief priority notification period of the "Normal Game State A", when winning a special figure small win, the right-handed game may not be performed, and the game may return to the "Normal Game State A" without generating a big win game.

[0203] More specifically, when in the "normal gaming state A", if, upon winning a small hit in Special Figure 1, the right-side hitting game is not performed and the game directly returns to the "normal gaming state A", the player interrupts the ball launch as a profit-giving condition during the execution time of the small hit game and waits for the end of the small hit game. Therefore, if the opening time upon winning a small hit in Special Figure 1 is set for a long time, the period of interrupting the ball launch will also become longer accordingly, which may cause stress to the player and may also lead to a decrease in the operation of the pachinko machine 10.

[0204] Therefore, in the pachinko machine 10 of the first embodiment, upon winning a small hit in Special Figure 1, the right-side hitting game is executed to ensure that the period during which the ball can pass through the specific area 65d is such that, even when the right-side hitting game is not performed upon winning a small hit in Special Figure 1, the period of interrupting the ball launch does not become too long.

[0205] On the other hand, since the total opening time of the variable winning device 65 upon winning a small hit in Special Figure 1 is configured to be short, some players may have difficulty performing the right-side hitting game during the opening of the variable winning device 65, and the ball may not be allowed to pass through the specific area 65d, resulting in the unintended failure to trigger the big win game. For this reason, in the pachinko machine 10 of the first embodiment, the opening time when winning a small hit in Special Figure 1 in the "normal gaming state A" is set to be long (i.e., "10 seconds"), and by fully notifying the right-side hitting game during this opening time, such failures are less likely to occur. In addition, in the case of a small hit for either the first special symbol or the second special symbol, the maximum number of winning balls for the variable winning device 65 in one round is set to "10" (see Fig. 19).

[0206] Inside the variable winning device 65, the specific area opening / closing plate 65e disposed on the downstream side of the big winning opening switch 65c is formed in a horizontally long plate shape and can change between a protruding state and a submerged state, so that the flowing direction of the balls can be changed. That is, in the normal state, the specific area opening / closing plate 65e maintains a state of protruding from the game board 13 surface (i.e., a closed state), and the balls flowing down from the upstream side of the specific area 65d (the left side when viewed from the front of the specific area opening / closing plate 65e) roll on the upper surface of the specific area opening / closing plate 65e and flow down to the discharge port 65h side (the right side when viewed from the front of the specific area opening / closing plate 65e) inside the variable winning device 65, thereby preventing the balls flowing into the variable winning device 65 from flowing into the specific area 65d. Then, based on the establishment of a predetermined condition (in the first embodiment, after the start of the first opening of the big winning opening / closing plate 65a based on the small hit winning in the first special symbol or the second special symbol), the specific area opening / closing plate 65e is driven to be submerged into the game board 13 surface by the specific area solenoid 65f (see FIG. 5), and the balls can flow into the specific area 65d (the specific area switch 65g side).

[0207] That is, when winning a small hit in the dynamic display of the first special symbol or the second special symbol, the specific area opening / closing plate 65e is opened simultaneously with the start of the opening of the big winning opening / closing plate 65a, and the specific area 65d is in an open state while the balls can flow into the variable winning device 65. Therefore, when winning a small hit in the dynamic display of the first special symbol or the second special symbol, the balls can flow into the specific area 65d by performing a right-handed game.

[0208] The balls that have flowed into the specific area 65d flow downstream toward the discharge port (not shown) provided on the downstream side after being detected by the specific area switch 65g provided in the specific area 65d. In the pachinko machine 10 of the first embodiment, when a ball is detected by the specific area switch 65g, a jackpot game is configured to start in the same manner as when a jackpot is won in the second special symbol (so-called, a mixed type of the first and second types). The content of the jackpot that occurs when a ball is detected by the specific area switch 65g is determined according to the value of the minor winning type counter CK (see FIG. 6) described later. Note that the payout of prize balls by the specific area switch 65g is configured not to be made.

[0209] On the other hand, when winning a minor winning in the dynamic display of the first special symbol or the second special symbol, the right hitting game is not executed. When a ball is not detected by the specific area switch 65g, the jackpot game does not start and the game state at the time of winning a minor winning is configured to return.

[0210] In the pachinko machine 10 of the first embodiment, when the lottery of the second special symbol in the main control device 110 (see FIG. 5) results in a big win, after a predetermined time (fluctuation time) has elapsed, the special LED group 37b of the special symbol display device 37 is lit and displayed so as to be the stop symbol for the big win, and the stop symbol corresponding to the big win (for example, three of the same symbols in a row ("777", etc.)) is displayed on the third symbol display device 81 to indicate the occurrence of a big win game. Further, when winning a small win in the lottery of the first special symbol or the second special symbol and a ball passes through the specific area 65d in the variable winning device 65 as a movable device based on the small win while the variable winning device 65 is open, the special LED group 37b of the special symbol display device 37 as a result notification device is lit and displayed, and the third symbol display device 81 displays a display indicating that the ball has passed through the specific area 65d (for example, "V acquired", etc.) to indicate the occurrence of a big win game. Then, according to the big win type (in the case of a big win based on a small win, the small win type), the big winning opening / closing plate 65a provided in the variable winning device 65 is opened (driven to immerse into the game board 13 surface), and the game state transitions to a special game state (big win game) in which it is easy for the ball to win in the big winning opening. As this special game state, the big winning opening / closing plate 65a that is normally closed (projected from the game board 13 surface) is opened until a predetermined condition is satisfied (for example, until 30 seconds have elapsed, or until 10 balls win).

[0211] When this big winning opening / closing plate 65a is opened, if a predetermined time elapses since the opening or a predetermined number of winning detections are made, it is closed, and after the closing, the big winning opening / closing plate 65a is opened again. The opening / closing operation of this big winning opening / closing plate 65a is configured to be repeatable up to, for example, 10 times (10 rounds) at most. The state in which this opening / closing operation is being performed is a form of a special game state (big win state) advantageous to the player. For the player, by causing the ball to win in the variable winning device 65, a larger number of prize balls are paid out as an award of game value (game worth) than in the normal time. Note that during the big win game, if the right hitting game is not performed during the opening of the big winning opening / closing plate 65a and the ball is not made to enter the variable winning device 65, when 30 seconds elapse from the opening of the big winning opening / closing plate 65a, the corresponding big win round ends and the big winning opening / closing plate 65a is closed. Therefore, if the ball is not made to enter the variable winning device 65 over 10 rounds, the big win ends without the generation of prize balls, and the execution of the dynamic display of each special symbol is started.

[0212] At the left and right corners on the lower side of the game board 13, there are provided sticking spaces K1 for sticking certificates, identification labels, etc., and the certificates, etc. stuck in the sticking spaces K1 can be visually recognized through the small window 35 (see FIG. 1) of the front frame 14.

[0213] Furthermore, an out port 66 is provided in the game board 13. The balls that do not enter any of the winning ports (ball entry ports) 63, 64, 65, 71 are guided through the out port 66 to a ball discharge path (not shown). A large number of nails are implanted in the game board 13 to appropriately disperse and adjust the falling direction of the balls, and various members (effectors) such as windmills are arranged. Note that the balls that win in each winning port 63, 64, 65, 71 are also guided to the ball discharge path in the same manner as the balls that pass through the out port 66 and are discharged outside the pachinko machine 10.

[0214] Next, referring to FIG. 5, the electrical configuration of this pachinko machine 10 will be described. FIG. 5 is a block diagram showing the electrical configuration of the pachinko machine 10.

[0215] The main control device 110 is equipped with an MPU 201 as a one-chip microcomputer which is an arithmetic unit. The MPU 201 is provided with a read only memory (hereinafter abbreviated as "ROM") 202 that stores various control programs and fixed value data executed by the MPU 201, and a random access memory (hereinafter abbreviated as "RAM") 203 which is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 202. In addition, various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit are built in.

[0216] Note that, in order to instruct operations to sub-control devices such as the payout control device 111 and the voice lamp control device 113, various commands are transmitted from the main control device 110 to the sub-control device by the data transmission / reception circuit. Such commands are transmitted only in one direction from the main control device 110 to the sub-control device.

[0217] The main control device 110 executes main processes of the pachinko machine 10 such as jackpot lottery, setting of dynamic display and variation effects of each special symbol in the special symbol display device 37 and the third symbol display device 81, and lottery of the display result of variable display of the normal symbol in the normal symbol display device 83. The RAM 203 is provided with a counter buffer 203c for storing various counters for controlling these processes.

[0218] Further, the ROM 202 stores at least a jackpot random number table 202a, a jackpot type table 202b, a small win type table 202c, a reservation number table 202d, a stop pattern table 202e, a variation pattern table 202f, a jackpot release table 202g, a small win release table 202h, a normal symbol win random number table 202i, a normal symbol variation table 202j, a normal electric winning release table 202k, and a time shortening end condition table 202m. The main control device 110 executes the above main control by using various counters stored in the RAM 203 and various tables stored in the ROM 202.

[0219] Here, referring to FIG. 6, the counters and the like provided in the RAM 203 of the main control device 110 will be described. These counters and the like are used by the MPU 201 of the main control device 110 to perform jackpot lottery, setting of dynamic display of the special symbol display device 37 as a result notification device, setting of variable effects of the third symbol display device 81, lottery of display results of variable display in the normal symbol display device 83, and the like. Also, in the description of various counters, with reference to FIGS. 7 to 24, various tables stored in the ROM 202 of the main control device 110, various control timings, transitions of game states, and the like will also be described.

[0220] For the jackpot lottery, setting of dynamic display of the special symbol display device 37, and setting of variable effects of the third symbol display device 81, a jackpot random number counter C1 used for jackpot or minor jackpot lottery, a jackpot type counter C2 used for selection of the stop type of jackpot symbols, a stop pattern selection counter C3 used for selection of the effect mode of variable effects, a first initial value random number counter CINI1 used for initial value setting of the jackpot random number counter C1, a variable type counter CS1 used for variable pattern selection, and a minor jackpot type counter CK used for selection of the stop type of minor jackpot symbols are used.

[0221] Also, for the lottery of the normal symbol display device 83, a normal win counter C4 is used, and a second initial value random number counter CINI2 is used for initial value setting of the normal win counter C4.

[0222] Each of these counters is a loop counter that is incremented by 1 to the previous value each time it is updated and returns to "0" after reaching the maximum value at a specific time.

[0223] Each counter is updated at intervals of, for example, "2 milliseconds", which is the execution interval of the timer interrupt process (see FIG. 40). Also, some counters are updated irregularly during the main process (see FIG. 39), and the updated values are appropriately stored in the counter buffer 203c set in a predetermined area of the RAM 203. Although details will be described later, the RAM 203 is provided with a first reserved ball storage area 203d consisting of four reserved areas (first reserved areas 1 to 4) related to the first special symbol, and a second reserved ball storage area 203e consisting of four reserved areas (second reserved areas 1 to 4) related to the second special symbol. In the first reserved ball storage area 203d, the values of the jackpot random number counter C1, the stop pattern selection counter C3, the variation type counter CS1, and the small win type counter CK are respectively stored in accordance with the timing of the ball entry into the first start port 64 as the start detection area. In the second reserved ball storage area 203e, the values of the jackpot random number counter C1, the jackpot type counter C2, the stop pattern selection counter C3, the variation type counter CS1, and the small win type counter CK are respectively stored in accordance with the timing of the ball entry into the second start port 71.

[0224] Each counter will be described in detail. The jackpot random number counter C1 is incremented by 1 in sequence within a predetermined range (for example, "0 to 9999"), and after reaching the maximum value (for example, "9999" in the case of a counter that can take values from "0 to 9999"), it returns to "0" at a predetermined time. In particular, when the update of the jackpot random number counter C1 is completed once, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the jackpot random number counter C1, and the update of the jackpot random number counter C1 is performed from that initial value.

[0225] The first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the jackpot random number counter C1. That is, for example, when the jackpot random number counter C1 is a loop counter that can take values from "0 to 9999", the first initial value random number counter CINI1 is also a loop counter within the range of "0 to 9999". This first initial value random number counter CINI1 is updated once each time the timer interrupt process (see FIG. 40) is executed, and is repeatedly updated within the remaining time of the main process (see FIG. 39).

[0226] The value of the jackpot random number counter C1 is updated, for example, periodically (once each time the timer interrupt process (see FIG. 40) in the first embodiment). And at the timing when the ball wins (starts winning) in the first start port 64 as the start detection area, it is stored in the jackpot random number counter storage area 203d1 of any one of the first to fourth reserved areas in the first reserved ball storage area 203d provided corresponding to the first start port 64 (the first special symbol). Also, at the timing when the ball wins (starts winning) in the second start port 71, it is stored in the jackpot random number counter storage area 203e1 of any one of the second to fourth reserved areas in the second reserved ball storage area 203e provided corresponding to the second start port 71 (the second special symbol).

[0227] The value of the random number at which the jackpot random number counter C1 becomes a jackpot is set by the jackpot random number table 202a corresponding to each special symbol stored in the ROM 202 of the main control device 110. That is, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of the reserved area in the second reserved ball storage area 203e matches the value of the random number at which a jackpot is set by the jackpot random number table 202a corresponding to the second special symbol, it is determined as a jackpot.

[0228] As described above, in the pachinko machine 10 of the first embodiment, in the jackpot random number table 202a corresponding to the first special symbol, the value of the random number that results in a jackpot is not set. This is because, in the "normal game state A" in which the dynamic display of the first special symbol can mainly be executed, that is, in the game state in which the relief condition can be satisfied, only a jackpot based on a small win winning is possible.

[0229] Here, with reference to FIG. 7, the details of the jackpot random number table 202a corresponding to each special symbol will be described. FIG. 7(a) is a schematic diagram schematically showing an example of the jackpot random number table 202a1 corresponding to the first special symbol stored in the ROM 202 (hereinafter referred to as the "special figure 1 jackpot random number table 202a1"), and FIG. 7(b) is a schematic diagram schematically showing an example of the jackpot random number table 202a2 corresponding to the second special symbol stored in the ROM 202 (hereinafter referred to as the "special figure 2 jackpot random number table 202a2").

[0230] As described above, in the special figure 1 jackpot random number table 202a1 of the first embodiment, the value of the random number that results in a jackpot is not set regardless of the set value. On the other hand, in the special figure 2 jackpot random number table 202a2, the number of jackpot random numbers is set differently for each set value. Also, the increase in the number of jackpot random numbers required to shift for each setting is configured to be filled from the number of losing random numbers corresponding to a loss. That is, when increasing the number of jackpot random numbers to shift for each setting, the number of losing random numbers is decreased, and the decreased amount is allocated as the number of jackpot random numbers. In this way, by varying the number of jackpot random numbers according to the game state, the probability of getting a jackpot is changed for each setting.

[0231] On the other hand, for each special symbol, the number of small winning random values is set to be the same for each set value. That is, the number of small winning random values in the first special symbol is configured to be the same for each set value. Similarly, the number of small winning random values in the second special symbol is also configured to be the same for each set value. By making the number of small winning random values the same for each set value in each special symbol in this way, the awarding ratio of game value considering only the small winning games for all set values in each special symbol becomes equal.

[0232] In this way, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random values for each setting of the second special symbol is configured to be compensated from the number of losing random values for all set values. Also, the number of small winning random values of the first special symbol or the second special symbol is configured not to change for each setting. That is, the increase in the number of jackpot random values accompanying the setting change is compensated by reducing the number of losing random values and allocating the reduction to the jackpot random values, and the number of small winning random values of the first special symbol and the second special symbol is made the same for each setting of the first special symbol or the second special symbol. By configuring in this way, it becomes possible to calculate the payout rate for each set value by considering only the increase in the number of jackpot random values, and it is possible to suppress an increase in man-hours during the design of the game specifications.

[0233] Also, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random values accompanying the setting change is configured to be compensated from the role of the most numerous random value other than the jackpot random value that can be obtained when staying most easily during the game among the jackpot random counters C1 as game information (that is, the losing random value). By configuring in this way, for example, it is possible to make it difficult to perform setting discrimination from the number of appearances of the losing role, which is the most numerous role in the variation effect of the second special symbol. Therefore, the setting discrimination element by the player can be made only the appearance ratio of the jackpot with a lower appearance probability than the losing role, and it is difficult for the player to see through the set value of the pachinko machine 10. As a result, even in the case of a low setting (that is, set value 1 or the like), the game can be continued without the player seeing through the setting, and the operation of the pachinko machine 10 can be promoted.

[0234] Furthermore, in the pachinko machine 10 of the first embodiment, an increase in the number of jackpot random values associated with a setting change is compensated for from the number of losing random values corresponding to losing combinations that do not give the player a gaming value among the jackpot random counters C1.

[0235] Unlike jackpot combinations and minor winning combinations, losing combinations are combinations that do not give a gaming value, and are provided for each pachinko machine 10 and are not clearly (prominently) displayed on a data lamp (not shown) that displays the game results and the like in the pachinko machine 10. Here, if the number of jackpot random values corresponding to a jackpot game that is likely to be clearly (prominently) displayed on the data lamp and the number of minor winning random values corresponding to a minor winning game are both changed for each setting, the player can easily infer the setting of the pachinko machine 10 by glancing at (confirming) the appearance rates of these two elements, the jackpot game and the minor winning game, on the data lamp. As a result, for example, if the player sees through the setting of the pachinko machine 10 set to a low setting (e.g., setting value "1"), the player may not play the game on the pachinko machine 10, which may result in a decrease in the operation of the pachinko machine 10.

[0236] Therefore, by configuring the increase in the number of jackpot random values associated with a change in the probability setting value to be compensated for from the number of losing random values corresponding to losing combinations that do not give the player a gaming value and are not clearly (prominently) displayed on the data lamp, the setting discrimination factor by the player can be limited to only the appearance ratio of the jackpot, making it difficult for the player to see through the setting value of the pachinko machine 10 from the appearance rate of the minor winning. Thus, the discrimination factor of the probability setting value can be limited to the appearance rate of a combination based on one random value, and for example, even in a low setting (i.e., setting value "1" etc.) with a low ball payout rate, the game can be continued without the player seeing through the setting, promoting the operation of the pachinko machine 10.

[0237] As shown in Fig. 7(a), in the jackpot random number table 202a1 of the first embodiment, the value of the random number that results in a jackpot is not set regardless of the set value. That is, regardless of the set value, it is configured such that a jackpot (a jackpot based on the jackpot type) cannot occur in the dynamic display of the first special symbol.

[0238] Specifically, in the pachinko machine 10 of the first embodiment, when winning a minor jackpot in the special figure 1 in the "normal game state A", depending on the number of times the dynamic display of the special symbol is executed at the time of winning the minor jackpot (the remaining number of times until the relief condition is satisfied), the left hitting game method at the time of winning the minor jackpot is configured such that the average number of balls that the player can obtain is larger. And when executing the left hitting game method at the time of winning the minor jackpot, without executing the right hitting game at the time of winning the minor jackpot normally, by not passing the ball through the specific area 65d, it returns to the "normal game state A" without generating a jackpot and continues the left hitting game, and the dynamic display of the first special symbol is executed until the number of times the relief condition is satisfied, which is the update end state, and it shifts to the "general figure low probability time shortening state" as the awarded profit.

[0239] Here, if in the jackpot random number table 202a corresponding to the first special symbol, the value of the random number that results in a jackpot is set and it is possible to win the jackpot type in the "normal game state A", there is a possibility that the dynamic display of the first special symbol wins the jackpot type while executing the left hitting game method at the time of winning the minor jackpot and aiming for the satisfaction of the relief condition.

[0240] And when the dynamic display of the first special symbol wins the jackpot type, unlike winning the minor jackpot type, the jackpot game starts regardless of the player's game method. Therefore, there is a risk that the occurrence of a jackpot is avoided by the left hitting game method at the time of winning the minor jackpot, and the portion of the left hitting executed by consuming the hold balls in order to satisfy the relief condition becomes wasted.

[0241] Furthermore, even if a player continues the left-side hitting game according to the right-side hitting suggestion during normal small winning selections (in this case, the relief priority notification effect (see Fig. 89(d))), and aims to satisfy the relief conditions, there is a possibility that the player may become suspicious of the pachinko machine 10 and stop the game of the pachinko machine 10 because a big win occurs halfway through.

[0242] Therefore, in the pachinko machine 10 of the first embodiment, in order to prevent such an event from occurring, in the big win random number table 202a corresponding to the first special symbol, the value of the random number that results in a big win is not set.

[0243] Also, when the set value is "1", the number of random numbers that result in small wins (small win random numbers) in the special figure 1 big win random number table 202a1 is 33, and the values "0 to 32" are defined (set) in the special figure 1 big win random number table 202a1. That is, the small win probability in the first special symbol with the set value "1" is set to 33 / 10000 = 0.33 / 100 (i.e., 0.33%).

[0244] Therefore, when the set value is "1", the number of random numbers that result in losses (losing random numbers) in the special figure 1 big win random number table 202a1 is the remaining 9967 other than the big win random numbers and small win random numbers, and the values "33 to 9999" are defined (set) in the special figure 1 big win random number table 202a1. That is, the losing probability of the first special symbol in the first special symbol with the set value "1" is set to 9967 / 10000 = 99.67 / 100 (i.e., 99.67%).

[0245] Next, when the set value is "2", similar to the case where the set value is "1", the value of the random number that results in a big win is not set.

[0246] Also, when the setting value is "2", the number of random numbers that result in a minor win (minor win random number values) in the major win random number table 202a1 of FIG. 1 is 33, the same as when the setting value is "1", and the values "0 to 32" are defined (set) in the major win random number table 202a1 of FIG. 1. That is, the minor win probability for the first special symbol with a setting value of "2" is set to be 33 / 10000 = 0.33 / 100 (i.e., 0.33%).

[0247] Therefore, when the setting value is "2", the number of random numbers that result in a loss (loss random number values) in the major win random number table 202a1 of FIG. 1 is the remaining 9967 other than the minor win random number values, and the values "33 to 9999" are defined (set) in the major win random number table 202a1 of FIG. 1. That is, the loss probability for the first special symbol with a setting value of "2" is set to be 9967 / 10000 = 99.67 / 100 (i.e., 99.67%).

[0248] Next, when the setting value is "3", there are no set random numbers for a major win, similar to when the setting value is "1" or "2".

[0249] Also, when the setting value is "3", the number of random numbers that result in a minor win (minor win random number values) in the major win random number table 202a1 of FIG. 1 is 33, the same as when the setting value is "1" and "2", and the values "0 to 32" are defined (set) in the major win random number table 202a1 of FIG. 1. That is, the minor win probability for the first special symbol with a setting value of "3" is set to be 33 / 10000 = 0.33 / 100 (i.e., 0.33%).

[0250] Therefore, when the set value is "3", the number of losing random numbers (losing random number values) in the big win random number table 202a1 in the special figure 1 is 9,967, which are the remaining numbers other than the big win random number values and small win random number values. The values "33 to 9,999" are defined (set) in the big win random number table 202a1 in the special figure 1. That is, the losing probability of the first special symbol in the first special symbol with the set value "3" is set to be 9,967 / 10,000 = 99.67 / 100 (i.e., 99.67%).

[0251] Therefore, in the pachinko machine 10 of the first embodiment, in the dynamic display of the first special symbol, a big win based on the big win type cannot occur, and only a big win based on the small win type can occur.

[0252] By configuring in this way, in the "normal game state A" in which the dynamic display of the first special symbol can be mainly executed, that is, in the game state in which the relief condition can be satisfied, only a big win based on a small win hit can occur.

[0253] And when winning the small win in the special figure 1 as the control determination result in the "normal game state A", without executing the right hitting game and without passing the ball through the specific area 65d, return to the "normal game state A" without generating a big win as the added value, continue the left hitting game, and execute the dynamic display of the first special symbol until the number of times the relief condition is satisfied, which is the update end state, and shift to the "general figure low probability time shortening state" as the added profit.

[0254] As a result, when winning the small win in the special figure 1 during the "normal game state A", the player can determine the content of the right hitting notification effect executed on the third symbol display device 81, and by judging whether to execute the right hitting game during the small win game to generate a big win, it is possible to infer which hitting method will result in a higher expected value of the balls obtained, creating new game playability and improving the interest of the game.

[0255] Next, as shown in FIG. 7(b), in the jackpot random number table 202a2 of the first embodiment, when the set value is "1", the number of values (jackpot random numbers) of the jackpot random number counter C1 that result in a jackpot in the jackpot random number table 202a2 of FIG. 2 is 2, and the values "0, 1" are defined (set) in the jackpot random number table 202a2 of FIG. 2. That is, the jackpot probability of the second special symbol with a set value of "1" is set to be the same as that of the first special symbol, 2 / 10000 = 0.02 / 100 (i.e., 0.02%).

[0256] Here, when the set value is "1", the number of values (small win random numbers) of the random numbers that result in a small win in the jackpot random number table 202a2 of FIG. 2 is 1550, and the values "2 to 1551" are defined (set) in the jackpot random number table 202a2 of FIG. 2. That is, the small win probability of the second special symbol with a set value of "1" is set to be 1550 / 10000 = 15.50 / 100 (i.e., 15.50%).

[0257] Therefore, when the set value is "1", the number of values (losing random numbers) of the random numbers that result in a loss in the jackpot random number table 202a2 of FIG. 2 is the remaining 8448 excluding the jackpot random numbers and the small win random numbers, and the values "1552 to 9999" are defined (set) in the jackpot random number table 202a2 of FIG. 2. That is, the losing probability of the second special symbol with a set value of "1" is set to be 8448 / 10000 = 84.48 / 100 (i.e., 84.48%).

[0258] That is, in the set value "1", the increase in the number of jackpot random numbers in FIG. 2 is configured to reduce the number of losing random numbers with the highest appearance rate in the game and make up for it from the reduction amount.

[0259] In this way, the small winning probability of the second special symbol is set to a number that is extremely easy to be selected even when compared with the big winning probability. That is, in the lottery game of the second special symbol, it is set to be easy to be selected in the order of losing → small win → big win. In the dynamic display of the second special symbol that can be executed in the "time shortening state" and the "normal game state B", when a big win occurs, it is configured such that the ratio of the big win based on winning the small win game becomes high.

[0260] Next, when the set value is "2", the number of values (big win random numbers) of the big win random number counter C1 that become a big win in the special figure 2 big win random number table 202a2 is 3, and the values "0 to 2" are defined (set) in the special figure 2 big win random number table 202a2. That is, the big win probability of the second special symbol with the set value "2" is set to be 3 / 10000 = 0.03 / 100 (that is, 0.03%), the same as the first special symbol.

[0261] Here, when the set value is "2", the number of values (small win random numbers) of the random number that becomes a small win in the special figure 2 big win random number table 202a2 is 1550, the same as when the set value is "1", and the values "3 to 1552" are defined (set) in the special figure 2 big win random number table 202a2. That is, the small win probability of the second special symbol with the set value "2" is set to be 1550 / 10000 = 15.50 / 100 (that is, 15.50%).

[0262] Therefore, when the set value is "2", the number of values (losing random numbers) of the random number that becomes a loss in the special figure 2 big win random number table 202a2 is the remaining 8447 other than the big win random number value and the small win random number value, and the values "1553 to 9999" are defined (set) in the special figure 2 big win random number table 202a2. That is, the losing probability of the second special symbol with the set value "2" is set to be 8447 / 10000 = 84.47 / 100 (that is, 84.47%).

[0263] That is, at the set value "2", the increase in the number of jackpot random numbers in the special figure 2 is configured to compensate for the decrease in the number of losing random numbers, which has the highest appearance rate in the game, by reducing the number of losing random numbers.

[0264] Therefore, the set value "2" in the jackpot random number table 202a2 of the special figure 2 has the same small win probability (both 15.50%) as the set value "1", but the jackpot probability has slightly improved (0.02% → 0.03%). It can be said that this is a setting where jackpot games are more likely to occur than in the case of the set value "1".

[0265] Next, when the set value is "3", the number of values (jackpot random numbers) of the jackpot random number counter C1 that result in a jackpot in the jackpot random number table 202a2 of the special figure 2 is 4, and the values "0 to 3" are defined (set) in the jackpot random number table 202a2 of the special figure 2. That is, the jackpot probability of the second special symbol with the set value "3" is set to be 4 / 10000 = 0.04 / 100 (i.e., 0.04%), the same as that of the first special symbol.

[0266] Here, when the set value is "3", the number of values (losing random numbers) of the random numbers that result in a small win in the jackpot random number table 202a2 of the special figure 2 is 1550, the same as in the cases of the set values "1" and "2", and the values "4 to 1553" are defined (set) in the jackpot random number table 202a2 of the special figure 2. That is, the small win probability of the second special symbol with the set value "3" is set to be 1550 / 10000 = 15.50 / 100 (i.e., 15.50%).

[0267] Therefore, when the set value is "3", the number of values (losing random numbers) of the random numbers that result in a loss in the jackpot random number table 202a2 of the special figure 2 is the remaining 8446 excluding the jackpot random numbers and the losing random numbers, and the values "1554 to 9999" are defined (set) in the jackpot random number table 202a2 of the special figure 2. That is, the loss probability of the second special symbol with the set value "3" is set to be 8446 / 10000 = 84.46 / 100 (i.e., 84.46%).

[0268] That is, at the set value "3", the increase in the number of jackpot random numbers in Special Figure 2 is configured to reduce the number of losing random numbers with the highest appearance rate in the game and make up for it from the reduction amount.

[0269] Therefore, in the set value "3" of the jackpot random number table 202a2 in Special Figure 2, although the small win probability is the same as that of the set value "2" (both are 15.50%), the jackpot probability has improved slightly (0.03% → 0.04%), and it can be said that it is a setting where jackpot games are more likely to occur than in the case of the set value "2".

[0270] In the jackpot random number table 202a1 in Special Figure 1 of the first embodiment, the values of the random numbers that result in a jackpot are not set regardless of the set value. However, similar to the jackpot random number table 202a2 in Special Figure 2, it may be configured such that the random number values that result in a jackpot are set for each set value.

[0271] Returning to FIG. 6, the description will be continued. The jackpot type counter C2 determines the jackpot type when a jackpot occurs, is incremented by 1 in order within a predetermined range (for example, "0 to 99"), and returns to "0" after reaching the maximum value (for example, "99" in the case of a counter that can take values from "0 to 99"). The value of the jackpot type counter C2 is updated, for example, periodically (in the first embodiment, once every timer interrupt process (see FIG. 40)).

[0272] And at the timing when the ball wins the second start port 71, it is stored in the jackpot type counter storage area 203e2 of the same second reserved area as the second reserved area where the jackpot random number counter C1 is stored among the second reserved first to fourth areas of the second reserved ball storage area 203e of the RAM 203 provided corresponding to the second start port 71.

[0273] Note that, as described above, in the pachinko machine 10 of the first embodiment, in the jackpot random number table 202a1 in the special figure 1, the value of the random number that results in a jackpot is not set regardless of the set value, and since the dynamic display of the first special symbol cannot win a jackpot (see FIG. 7), in the first to fourth areas of the first held ball storage area 203d of the RAM 203, there is no storage area for the jackpot type counter C2.

[0274] Here, for example, if the value of the jackpot random number counter C1 stored in the first held ball storage area 203d or the second held ball storage area 203e in the held area 1 is not a random number that results in a jackpot (jackpot random number value) or a random number that results in a small win (small win random number value), that is, if it is a losing random number (losing random number value) as the control determination result, the variation pattern in the variation effect and the type of the stopped symbol (hereinafter referred to as "stop type") will be those at the time of a loss. Also, if the value of the jackpot random number counter C1 stored in the first held ball storage area 203d or the second held ball storage area 203e in the held area 1 is a random number that results in a small win (small win random number value), the variation pattern in the variation effect and the type of the stopped symbol (hereinafter referred to as "stop type") will be those at the time of a small win. On the other hand, if the value of the jackpot random number counter C1 stored in the held area 1 of the second held ball storage area 203e is a random number that results in a jackpot (jackpot random number value), the variation pattern and the stop type in the variation effect will be those at the time of a jackpot. In this case, the variation pattern and the stop type at the time of the jackpot are determined corresponding to the jackpot type indicated by the value of the jackpot type counter C2 stored in the same held area.

[0275] As described above, the value of the jackpot type counter C2 as game information in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the jackpot type is determined based on the jackpot type counter C2 and the jackpot type table 202b stored in the ROM 202.

[0276] Here, referring to FIG. 8, the jackpot type table 202b will be described. FIG. 8 is a diagram schematically showing an example of the special figure 2 jackpot type table 202b corresponding to the second special symbol stored in the ROM 202.

[0277] As shown in FIG. 8, the jackpot type table 202b is a table in which a game state and the value of the jackpot type counter C2 are associated.

[0278] In the pachinko machine 10 of the first embodiment, as a jackpot type, there is a jackpot with a maximum number of rounds of 10 rounds, and until the special symbol is performed a specified number of times (in the first embodiment, mainly 5 times of the dynamic display of the second special symbol), there is a jackpot type "Time Short A" that shifts to a "High Probability State for Normal Symbols with Shortened Time" in which the hit probability of the normal symbol becomes a high probability state compared to the "Normal Game State".

[0279] In the jackpot type table 202b, for each jackpot type, the possible values of the jackpot type counter C2 that determines that jackpot type are associated.

[0280] In the example of the jackpot type table 202b shown in FIG. 8, when a jackpot occurs in all game states, the values "0 to 99" of the jackpot type counter C2 are associated with the jackpot type "Time Short A".

[0281] That is, in the winning or losing lottery of the second special symbol in all game states, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second hold areas in the second hold ball storage area 203e is a value that results in a jackpot, the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203e2 of the same second hold area can be selected from the jackpot type table 202b, and the jackpot type "Time Short A" can be selected regardless of the value of the jackpot type counter C2.

[0282] Therefore, when winning a jackpot in the dynamic display of the second special symbol, the jackpot type "Time-Saving A" will be selected at a rate of 99 / 99. That is, when winning a jackpot in the dynamic display of the second special symbol, only the jackpot type "Time-Saving A" can be selected.

[0283] Returning to FIG. 6, the explanation will continue. The small win type counter CK determines the small win type (jackpot content) given when winning a small win and the ball passes through the specific area 65d during the small win game. It is incremented by 1 in order within a predetermined range (for example, "0 to 99"), and after reaching the maximum value which is a specific time (for example, "99" in the case of a counter that can take values from "0 to 99"), it returns to "0" at a predetermined time. The value of the small win type counter CK is updated, for example, periodically (in the first embodiment, once per timer interrupt process (see FIG. 40)).

[0284] At the timing when the ball wins in the first start port 64, among the first reserved areas 1 to 4 of the first reserved ball storage area 203d of the RAM 203 provided corresponding to the first start port 64 as the start detection area, it is stored in the small win type counter storage area 203d5 of the same first reserved area where the jackpot random number counter C1 is stored. Also, at the timing when the ball wins in the second start port 71, among the second reserved areas 1 to 4 of the second reserved ball storage area 203e of the RAM 203 provided corresponding to the second start port 71, it is stored in the small win type counter storage area 203e5 of the same second reserved area where the jackpot random number counter C1 is stored.

[0285] Here, for example, if the value of the jackpot random number counter C1 stored in the first hold ball storage area 203d or the second hold ball storage area 203e in the hold area 1 is not a random number that results in a jackpot (jackpot random number value) or a random number that results in a minor win (minor win random number value), that is, if it is a random number that results in a loss (loss random number value), the variation pattern in the variation performance and the type of stop symbol (hereinafter referred to as "stop type") will be those at the time of a loss. Also, if the value of the jackpot random number counter C1 stored in the first hold ball storage area 203d or the second hold ball storage area 203e in the hold area 1 is a random number that results in a jackpot (jackpot random number value), the variation pattern in the variation performance and the type of stop symbol (hereinafter referred to as "stop type") will be those at the time of a jackpot. On the other hand, if the value of the jackpot random number counter C1 stored in the first hold ball storage area 203d or the second hold ball storage area 203e in the hold area 1 is a random number that results in a minor win (minor win random number value), the variation pattern and stop type in the variation performance will be those at the time of a minor win. In this case, the variation pattern and stop type at the time of the minor win are determined corresponding to the minor win type indicated by the value of the minor win type counter CK stored in the same hold area.

[0286] As described above, the value of the minor win type counter CK as game information in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the minor win type is determined based on the minor win type counter CK and the minor win type table 202c stored in the ROM 202. In this minor win type table 202c, there are provided a special figure 1 minor win type table 202c1 referred to in the first lottery game of the first special symbol and a special figure 2 minor win type table 202c2 referred to in the second lottery game of the second special symbol.

[0287] Here, referring to FIG. 9, the special small win type table 202c1 for the first special symbol and the special small win type table 202c2 for the second special symbol will be described. FIG. 9(a) is a diagram schematically showing an example of the special small win type table 202c1 corresponding to the first special symbol stored in the ROM 202, and FIG. 9(b) is a diagram schematically showing an example of the special small win type table 202c2 corresponding to the second special symbol also stored in the ROM 202.

[0288] In the pachinko machine 10 of the first embodiment, as described above, when winning a small win in the lottery game of each special symbol, the variable winning device 65 (see FIG. 3) as a movable device is driven to open, and the specific area 65d in the variable winning device 65 is opened at a timing corresponding to the type of each special symbol. When a ball passes through the specific area 65d during the small win game, a jackpot game corresponding to the value of the small win type counter CK is configured to start.

[0289] As shown in FIGS. 9(a) and 9(b), the small win type table 202c is divided into those for the first special symbol and the second special symbol, and further divided according to the game state. Among them, according to whether a ball has passed through the specific area 65d during the small win, a small win type corresponding to the type of the special symbol and the value of the small win type counter CK are associated with each other in a table.

[0290] In the pachinko machine 10 of the first embodiment, as small win types, when a ball does not pass through the specific area 65d, "small win A" and "small win B" with a maximum number of rounds of 1 round are provided. On the other hand, when a ball passes through the specific area 65d, "time-saving B" with a maximum number of rounds of 1 + 4 rounds, "time-saving C" with a maximum number of rounds of 1 + 6 rounds, and "time-saving D" with a maximum number of rounds of 1 + 9 rounds are provided.

[0291] Specifically, in the lottery game of the first special symbol, when winning a minor prize in the "normal game state" (mainly "normal game state A") where the "time-saving function" is not activated, if the ball does not pass through the specific area 65d, it becomes the minor prize type "minor prize A" with only a minor prize game. On the other hand, when the ball passes through the specific area 65d, it becomes the minor prize type "time-saving B" or "time-saving C". After the jackpot game associated with the passage through the specific area 65d, the "high-probability time-saving function" is configured to be granted until the dynamic display of the second special symbol is mainly executed "once". Also, in the "normal symbol high-probability time-saving state" and the "normal symbol low-probability time-saving state", when winning a minor prize, if the ball does not pass through the specific area 65d, it becomes the minor prize type "minor prize A" with only a minor prize game. On the other hand, when the ball passes through the specific area 65d, it becomes the minor prize type "time-saving B" or "time-saving C". After the jackpot game associated with the passage through the specific area 65d, the "high-probability time-saving function" is configured to be granted until the dynamic display of the second special symbol is mainly executed "five times".

[0292] Note that in the "normal symbol high-probability time-saving state" and the "normal symbol low-probability time-saving state" in this embodiment, the right-handed game is recommended. It is possible to win a prize at the second start port 71 and the dynamic display of the second special symbol can be executed. On the other hand, it is difficult to win a prize at the first start port 64, so it is configured that the dynamic display of the first special symbol is difficult to be executed.

[0293] Next, in the lottery game of the second special symbol, when winning a minor prize in all game states, if the ball does not pass through the specific area 65d, it becomes the minor prize type "minor prize B" with only a minor prize game. On the other hand, when the ball passes through the specific area 65d, it becomes the minor prize type "time-saving D". After the jackpot game associated with the passage through the specific area 65d, the "time-saving function" is configured to be granted until the dynamic display of the second special symbol is mainly executed "five times".

[0294] Also, although details will be described later, when the number of times the relief condition is satisfied (800 times in the first embodiment) is reached in the "normal game state", as the "low-probability time reduction state", mainly until the dynamic display of the second special symbol is executed 100 times, the "low-probability time reduction function" is configured to be provided (see Fig. 24).

[0295] Therefore, after a jackpot game when winning a minor hit of special figure 1 in the "normal game state A" and the ball passes through the specific area 65d, mainly until the dynamic display of the second special symbol is executed 1 time, the "high-probability time reduction function" is provided. On the other hand, when the number of times the relief condition is satisfied in the "normal game state", mainly until the dynamic display of the second special symbol is executed 100 times, the "low-probability time reduction function" is configured to be provided.

[0296] That is, in the "normal game state (mainly the 'normal game state A')", the "low-probability time reduction state" that transitions when the number of times the relief condition is satisfied has a higher probability of winning a jackpot (including the jackpot based on winning a minor hit) in the dynamic display of the second special symbol than the "high-probability time reduction state of the general pattern" that transitions after a jackpot game when winning a minor hit of special figure 1 and the ball passes through the specific area 65d.

[0297] For this reason, in the pachinko machine 10 of the first embodiment, the "low-probability time reduction state of the general pattern" that transitions when the number of times the relief condition is satisfied has a higher expected value of the balls that can be obtained by the player than the "high-probability time reduction state A of the general pattern" that transitions after a jackpot game when winning a minor hit of special figure 1 and the ball passes through the specific area 65d in the "normal game state". Details of the expected value of the balls in each case will be described later with reference to Fig. 27.

[0298] In the special figure 1 minor hit type table 202c1 and the special figure 2 minor hit type table 202c2, for each minor hit type, the possible values of the minor hit type counter CK that determines the minor hit type are respectively associated.

[0299] In the example of the special figure 1 small hit type table 202c1 shown in FIG. 9(a), in all gaming states, when a small hit of the first special symbol occurs, depending on whether the specific area 65d is passed or not, values "0 to 99" of the small hit type counter CK are associated with "small hit A", "time reduction B", or "time reduction C".

[0300] That is, in the winning or losing lottery of the first special symbol, when the value of the big hit random number counter C1 stored in the big hit random number counter storage area 203d1 of any of the first hold areas in the first hold ball storage area 203d is a value that results in a small hit, the small hit type determined according to the value of the small hit type counter CK stored in the small hit type counter storage area 203d5 of the same first hold area is determined from the special figure 1 small hit type table 202c1. For example, depending on whether the specific area is passed or not, when the value of the small hit type counter CK is "7", "time reduction B" is determined as the small hit type, and when the value of the small hit type counter CK is "95", "time reduction C" is determined as the small hit type.

[0301] Therefore, when winning a small hit in the dynamic display of the second special symbol, if the specific area 65d is not passed, the small hit type "small hit A" will be selected at a rate of 100%. Also, if the specific area 65d is passed, it is configured such that the small hit type "time reduction B" is selected at a rate of 50.0% and the small hit type "time reduction C" is selected at a rate of 50.0%.

[0302] Next, in the example of the special figure 1 small hit type table 202c1 shown in FIG. 9(b), in all gaming states, when a small hit of the second special symbol occurs, depending on whether the specific area 65d is passed or not, values "0 to 99" of the small hit type counter CK are associated with "small hit B" or "time reduction D".

[0303] In other words, in the lottery to determine whether the second special pattern is a winning combination, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second holding areas of the second holding ball storage area 203e is a value that results in a small win, the small win type corresponding to the value of the small win type counter CK stored in the small win type counter storage area 203e5 of the same second holding area is determined from the special pattern 2 small win type table 202c2, and for example, regardless of the value of the small win type counter CK, the small win type is determined to be "small win B" or "time reduction D" depending on whether or not the specific area 65d has been passed through.

[0304] Therefore, if a small prize is won by the dynamic display of the second special pattern, depending on whether or not the specific area 65d is passed, the small prize type of “small prize B” or “time-saving D” will be won with a 100% probability.

[0305] Here, with reference to FIG. 10 and FIG. 11, the game mode in each game state in the pachinko machine 10 of the first embodiment, and the transition conditions and transition destinations of the game state in each game state will be described. FIG. 10 is a list explaining the transition trigger to the game state, the jackpot probability of the special symbol, the hit probability of the normal symbol, the recommended ball launch mode, the main winning destination, the variable time of the first special symbol, the variable time of the second special symbol, and the right-hit possibility in each game state. FIG. 11 is a diagram showing the launch mode in each game state and the transition destination of the game state based on the type of jackpot won. Note that FIG. 11 also shows the transition of the game state when playing in a non-recommended launch mode, but for convenience of explanation, the explanation is omitted here. Also, the electric support count described in FIG. 10 and FIG. 11 is the execution count of the dynamic display of the second special symbol that can be mainly executed by right-hitting play, and the time-saving end condition will be described in detail later in FIG. 24.

[0306] As shown in FIG. 10, the opportunity to shift to the "Normal Game State A" occurs when the initial state at the time of factory shipment and the RAM clear state, when winning the small hit type "Small Hit A" in the dynamic display of the first special symbol in the "Normal Game State A" (that is, when the ball does not pass through the specific area 65d during the small hit game), and when all the dynamic displays of the second special symbol held in the "Normal Game State B" are executed.

[0307] Also, as shown in FIG. 10, in the "Normal Game State A", as described above, the jackpot probability of the special symbol is in the low probability state, and the hit probability of the normal symbol is also in the low probability state. Furthermore, in the "Normal Game State A", the left hitting game is encouraged, and the ball launched in the left hitting game mainly wins the first starting port 64. And the variation time of the dynamic display of the first special symbol is in the range of "5 seconds to 210 seconds", and the variation time of the dynamic display of the second special symbol is "5 seconds to 190 seconds" (see FIGS. 12 to 17 described later). In this "Normal Game State A", when the right hitting game is performed, the emission mode is detected by the through gate 67 or the like, and based on this detection, a right hitting prohibition notification is executed by the audio output device 226 (see FIG. 5) or the like to suppress the emission in the right hitting game.

[0308] Next, the opportunity to shift to the "Normal Symbol High Probability Time Shortened State A" occurs when winning the small hit type "Time Shortened B" or the small hit type "Time Shortened C" in the dynamic display of the first special symbol in the "Normal Game State A" (that is, when the ball passes through the specific area 65d during the small hit game) (see FIG. 11).

[0309] In this "Normal Symbol High Probability Time Shortening State A", as described above, while the big hit probability of the special symbol is in a low probability state, the hit probability of the normal symbol is in a high probability state. Furthermore, in "Normal Symbol High Probability Time Shortening State A", right-handed games are encouraged, and the ball launched in the right-handed game can win in the second starting port 71 where the high probability time shortening function is activated. And, while the variation time of the dynamic display of 1 of the second special symbol is performed in "70 seconds" or "80 seconds", the variation time of the dynamic display of 1 of the first special symbol is performed in the range of "2 seconds to 190 seconds" (refer to FIGS. 12 to 17 described later). Note that in this "Normal Symbol High Probability Time Shortening State A", since right-handed games are encouraged, the above right-handed prohibition notification is not executed.

[0310] Next, the trigger for transitioning to the "Normal Symbol High Probability Time Shortening State B" is when winning either the big hit type "Time Shortening A" or the small hit type "Time Shortening D" in all game states, or when winning the small hit types "Time Shortening B" or "Time Shortening C" in the "Time Shortening State" (i.e., "Normal Symbol High Probability Time Shortening State A", "Normal Symbol High Probability Time Shortening State B", or "Normal Symbol Low Probability Time Shortening State") (refer to FIG. 11).

[0311] In this "Normal Symbol High Probability Time Shortening State B", as described above, while the big hit probability of the special symbol is in a low probability state, the hit probability of the normal symbol is in a high probability state. Furthermore, in "Normal Symbol High Probability Time Shortening State B", right-handed games are encouraged, and the ball launched in the right-handed game can win in the second starting port 71 where the high probability time shortening function is activated. And, while the variation time of the dynamic display of 1 of the second special symbol is performed in the range of "15 seconds to 190 seconds", the variation time of the dynamic display of 1 of the first special symbol is performed in the range of "2 seconds to 190 seconds" (refer to FIGS. 12 to 17 described later). Note that in this "Normal Symbol High Probability Time Shortening State B", since right-handed games are encouraged, the above right-handed prohibition notification is not executed.

[0312] Next, the opportunity to shift to the "Normal Game State B" occurs when the time shortening end condition is satisfied in the "Normal Pattern High Probability Time Shortening State A" (i.e., when any one of the following conditions is met: the dynamic display of the first special symbol is 7 times, the dynamic display of the second special symbol is 1 time, and the total number of dynamic displays of the first and second special symbols is 8 times), or when the time shortening end condition is satisfied in the "Normal Pattern High Probability Time Shortening State B" (i.e., when any one of the following conditions is met: the dynamic display of the first special symbol is 7 times, the dynamic display of the second special symbol is 5 times, and the total number of dynamic displays of the first and second special symbols is 12 times), and there are remaining hold balls for the second special symbol (see Figure 11).

[0313] In addition, when the time shortening end condition is satisfied in the "Normal Pattern Low Probability Time Shortening State" (i.e., when any one of the following conditions is met: the dynamic display of the first special symbol is 100 times, the dynamic display of the second special symbol is 100 times, and the total number of dynamic displays of the first and second special symbols is 100 times), it is also possible to shift to the "Normal Game State B". However, as described above, when a right-handed game is played in the "Normal Pattern Low Probability Time Shortening State", since the dynamic display of the second special symbol is configured such that a big win can occur at a rate of approximately once every 6 rotations on average, in this "Normal Pattern Low Probability Time Shortening State", the probability of a big win occurring before the dynamic display of the second special symbol is executed 100 times is high, and it is in a state where the next big win is substantially promised. Therefore, it is a game state where it is difficult to shift to the "Normal Game State B", and thus the corresponding opportunity to shift is not described in Figures 10 and 11.

[0314] In this "Normal Gaming State B", as described above, the probability of a big win for the special symbols is in a low probability state, and the probability of a win for the normal symbols is also in a low probability state. Further, in "Normal Gaming State B", since it is a state of waiting for the game result of the dynamic display of the second special symbol remaining as a hold ball, the right hit notification lamp 37c (see Fig. 3) is in an off state and the left hit game is encouraged. However, in the third symbol display device 81 etc., none of the firing modes are encouraged. And when the dynamic display of the first special symbol is executed, the state shifts to "Normal Gaming State A", so the dynamic display of the first special symbol is not executed, and the variation time of the dynamic display of one of the second special symbols is in the range of "15 seconds to 190 seconds" (see Figs. 12 to 17 described later).

[0315] Next, the trigger for shifting to the "Normal Symbol Low Probability Time Shortening State" is when, after the end of a big win, in the low probability state of the special symbols, a big win state does not occur continuously for a predetermined number of times (in the first embodiment, "800 times"), that is, when a loss is continuously extracted while a predetermined number of dynamic displays are being performed in the low probability state of the special symbols, or when a ball is not passed through the specific area 65d when a small win is selected (see Fig. 11).

[0316] Also, in the "Normal Symbol Low Probability Time Shortening State", as described above, the probability of a big win for the special symbols is in a low probability state, and the probability of a win for the normal symbols is also in a low probability state. However, the release time of the normal electric winning combination 72 becomes long (see Fig. 23). Further, in the "Normal Symbol Low Probability Time Shortening State", the right hit game is encouraged, and the ball fired in the right hit game can win by entering the second starting port 71 where the low probability time shortening function is activated. And while the variation time of the dynamic display of one of the second special symbols is in the range of "15 seconds to 190 seconds", the variation time of the dynamic display of one of the first special symbols is in the range of "2 seconds to 190 seconds" (see Figs. 12 to 17 described later). Note that in this "Normal Symbol Low Probability Time Shortening State", since the right hit game is encouraged, even if a ball passes through the through gate 67, the above right hit prohibition notification is not executed.

[0317] Also, as described above, in the pachinko machine 10 of the first embodiment, when a special figure 1 small hit is won as a control determination result in the "normal game state A", during the first-round small hit game, a right hitting game is executed and a ball is passed through the specific area 65d as a profit granting condition to generate a big hit game, and when shifting to the "general figure high probability time shortening state A", and when the number of times of execution of the dynamic display of the special symbol reaches the number of times of establishment of the relief condition in the update end state in the "normal game state A" and shifts to the "general figure low probability time shortening state" as the granted profit, when comparing the two events, it is configured such that the expected value of the balls that the player can obtain is higher when shifting to the latter "general figure low probability time shortening state" (see FIG. 27).

[0318] Therefore, when winning a special figure 1 small hit in the "normal game state A", depending on the remaining number of rotations up to the number of times of establishment of the relief condition at that time, without generating a big hit game at the time of winning the special figure 1 small hit, it directly returns to the "normal game state A", and the dynamic display of the first special symbol is executed again until the number of times of establishment of the relief condition is reached, and it may be that the expected value of the balls that can be obtained is higher when shifting to the "general figure low probability time shortening state".

[0319] For this reason, in a conventional pachinko machine, when winning a small hit type that can generate a big hit game (that is, when winning a small hit type that allows a ball to pass through a specific area), during the small hit game, a ball is launched and made to win in the variable winning device, and an effect is implemented by the third symbol display device or the like so as to launch a ball toward the variable winning device to pass a ball through the specific area to generate a big hit game. However, in the pachinko machine 10 of the first embodiment, depending on the number of times of execution of the special symbol (the remaining number of rotations up to the number of times of establishment of the relief condition) when winning a special figure 1 small hit in the "normal game state A", the content of the right hitting notification effect executed by the third symbol display device 81 at the small hit opening time is configured to be different.

[0320] Specifically, when the expected value of the number of balls that can be obtained is higher with the right-hit gaming method in the case of a minor winning (i.e., at the time of a minor winning in Special Figure 1 during the jackpot priority notification period), in the right-hit notification effect, as the first notification mode, it is configured to perform an effect that strongly suggests the right-hit gaming and emphasizes the occurrence of the jackpot (see Fig. 89(b)).

[0321] On the other hand, when the expected value of the number of balls that can be obtained is higher with the left-hit gaming method in the case of a minor winning (i.e., at the time of a minor winning in Special Figure 1 during the relief priority notification period), in the right-hit notification effect, as the second notification mode, it is configured to perform an effect that does not strongly suggest the right-hit gaming more than the jackpot priority notification effect and does not emphasize the occurrence of the jackpot (i.e., the relief priority notification effect) (see Fig. 89(d)). The details of the right-hit notification effect at the time of a minor winning in Special Figure 1 in the "normal gaming state A" will be described later with reference to Figs. 28, 70, and 89.

[0322] Returning to Fig. 6, the description of the various counters will be continued. The stop pattern selection counter C3 is configured to be incremented by "1" in order within a range of, for example, "0 to 99", and after reaching the maximum value (i.e., "99"), it returns to "0" at a predetermined time.

[0323] In the first embodiment, based on the number of hold variable effects held and the value of the stop pattern selection counter C3, the general effect modes of the variable effects at the time of a jackpot and a miss displayed on the third symbol display device 81 are selected. Further, in the pachinko machine 10 of the first embodiment, there are prepared a long pattern (hereinafter, may be referred to as "long") in which a relatively long variable time is likely to be selected for each effect mode, a middle pattern (hereinafter, may be referred to as "middle") in which a variable time shorter than the long pattern is likely to be selected, and a short pattern (hereinafter, may be referred to as "short") in which a variable time shorter than the middle pattern is likely to be selected.

[0324] Specifically, there are the following 10 types of performance modes that can be selected: a "non-reach (long)" performance mode in which "reach display" does not occur, a "non-reach (middle)" or "non-reach (short)" performance mode, a "normal reach" performance mode in which only the variable elements of "normal reach" are executed as "reach display", a "super reach" performance mode in which the variable elements of "super reach" are executed by developing from the variable elements of the "normal reach", a "special reach" performance mode in which the variable elements of "special reach" are executed by developing from the variable elements of the "normal reach", a "normal reach (upgrade performance)" performance mode in which an upgrade performance is performed after the execution of the variable elements of the "normal reach", a "super reach (upgrade performance)" performance mode in which an upgrade performance is performed after the execution of the variable elements of the "super reach", a "special reach (upgrade performance)" performance mode in which an upgrade performance is performed after the execution of the variable elements of the "special reach", and a "special variation" performance mode in which a fixed performance is executed in a predetermined gaming state.

[0325] Here, each performance mode will be described in detail. Among the performance modes, the "non-reach (long)" performance mode, the "non-reach (middle)" performance mode, and the "non-reach (short)" performance mode (hereinafter, the "non-reach (long)" performance mode, the "non-reach (middle)" performance mode, and the "non-reach (short)" performance mode may be collectively referred to as the "non-reach" performance mode) are performance modes in which, in the third symbol display device 81 where three symbol columns Z1 to Z3 vary as a variable display of special symbols, after the variable element of "high-speed variation" in which each of the symbol columns Z1 to Z3 is shuffled at high speed, the same third symbol does not stop in the two symbol columns Z1 and Z3 that stop first, and "reach display" does not occur.

[0326] Note that the variable element of "high-speed variation" refers to, for example, in the variation effect of the third symbol performed by the third symbol display device 81, the variable element in which the third symbols displayed in each symbol column Z1 to Z3 (see FIG. 4) are scrolled downward at high speed in the vertical direction of the display screen. In this "high-speed variation", the third symbol is varied so that the player cannot clearly recognize the display content of the third symbol, and an effect of irregularly mixing (shuffling) the stop results of the previous stopped variation effect is executed.

[0327] In the pachinko machine 10 of the first embodiment, after the variable element of "high-speed variation" is performed, the variable element of "low-speed variation" is configured to be performed except for specific effect modes ("non-reach (middle)" effect mode, "non-reach (short)" effect mode).

[0328] The variable element of "low-speed variation" refers to, in the variation effect of the third symbol performed by the third symbol display device 81, the variable element in which the third symbol is scrolled slowly at a speed visible to the player after the variable element of the above "high-speed variation". In this variable element of "low-speed variation", while allowing the player to recognize the display content of the third symbol, each symbol column Z1 to Z3 is stopped and displayed in order. When the same third symbol stops in the two symbol columns (for example, the left symbol column Z1 and the right symbol column Z3 (see FIG. 4)) that stop and display first, it is considered that a "reach display" has occurred and it develops into the variable element of "normal reach", while when different third symbols stop in the two symbol columns Z1 and Z3 that stop and display first, the remaining symbol column Z2 is stopped and displayed to end the variation effect. Details of each variable element including the variable element of "high-speed variation" or the variable element of "low-speed variation" will be described later.

[0329] Therefore, in the "Non-Reach (Long)" presentation mode, after the variation elements of "High-Speed Variation" are performed, the variation elements of "Low-Speed Variation" are performed, and each symbol column Z1 to Z3 stops in order. Different third symbols stop on the two symbol columns Z1 and Z3 that stop first, and the remaining one symbol column Z2 stops, ending one variation presentation. On the other hand, in the "Non-Reach (Middle)" presentation mode and the "Non-Reach (Short)" presentation mode, after "High-Speed Variation" is performed, the variation elements of "Low-Speed Variation" are not performed. After the end of the variation elements of the "High-Speed Variation", each symbol column Z1 to Z3 stops simultaneously. Different third symbols stop on two symbol columns Z1 and Z3 (for example, the two symbol columns that stop first in the "Non-Reach (Long)" presentation mode), and the other symbol column Z2 also stops, ending one variation presentation.

[0330] Among the presentation modes, the "Normal Reach" presentation mode is one of the "Reach Display" presentation modes in which, in the variation presentation of the third symbol in the third symbol display device 81, immediately after the same third symbol stops on the two symbol columns Z1 and Z3 that stop and display first, the variation elements of "Normal Reach" are executed and do not develop into other "Reach Displays", that is, the variation elements of "Super Reach" or the variation elements of "Special Reach".

[0331] Among the presentation modes, the "Super Reach" presentation mode is one of the "Reach Display" presentation modes in which the variation elements of "Super Reach" are executed by developing from the variation elements of "Normal Reach".

[0332] Among the presentation modes, the "Special Reach" presentation mode is one of the "Reach Display" presentation modes in which the variation elements of "Special Reach" are executed by developing from the variation elements of "Normal Reach".

[0333] Among the performance modes, the "Normal Reach (Level-up Performance)" performance mode is one of the "Reach Display" performance modes in which, in the variable element of "Normal Reach", after notifying that a small hit has been won (that is, among the symbol columns Z1 to Z3, any one of the same third symbol of "0", "2", "4", "6", or "8" stops, or the same third symbol stops in symbol columns Z1 and Z3, and a third symbol with the character of "Challenge Symbol" attached stops in the middle symbol column Z2), a variable element of "Level-up Performance" is executed to stop a third symbol with any one of the same numbers of "1", "3", "5", "7", or "9" in each of the symbol columns Z1 to Z3.

[0334] Among the performance modes, the "Super Reach (Level-up Performance)" performance mode is one of the "Reach Display" performance modes in which, after notifying that a small hit has been won in the variable element of "Super Reach", a variable element of "Level-up Performance" is executed.

[0335] Among the performance modes, the "Special Reach (Level-up Performance)" performance mode is one of the "Reach Display" performance modes in which, after notifying that a small hit has been won in the variable element of "Special Reach", a variable element of "Level-up Performance" is executed.

[0336] Among the performance modes, the "Special Variation" performance mode is a performance mode that can be selected when executing the dynamic display of the last second special symbol in the "General Symbol High Probability Time Shortening State". As a limited performance, a notification performance is executed in the third symbol display device 81 so as to execute a right-handed game and store the hold ball of the dynamic display of the second special symbol, and then a performance mode for notifying the success or failure of the variable performance is performed.

[0337] The value of the stop pattern selection counter C3 is updated, for example, periodically (in the first embodiment, once for each timer interrupt process (see FIG. 40)). And at the timing when the ball wins the first start port 64, it is stored in the stop pattern selection counter storage area 203d3 of the first hold area in which the big win random number counter C1 is stored among the first hold first to fourth areas provided in the first hold ball storage area 203d corresponding to the first start port 64 as the start detection area. Also, at the timing when the ball wins the second start port 71, it is stored in the stop pattern selection counter storage area 203e3 of the second hold area in which the big win random number counter C1 is stored among the second hold first to fourth areas provided in the second hold ball storage area 203e corresponding to the second start port 71.

[0338] In the pachinko machine 10 of the first embodiment, the stop pattern table 202e that refers to the value of the stop pattern selection counter C3 is configured to be different according to the success or failure of the variable effect, the current game state, and the number of variable effects (number of hold balls) of the two special symbols currently on hold. That is, a plurality of types of stop pattern tables 202e are provided and configured to be selected according to the number of variable effects (number of hold balls) of the two special symbols during standby.

[0339] Also, in the first embodiment, when determining the detailed variable pattern of the variable effect, first, based on the hold number table 202d provided in the ROM 202, any stop pattern table 202e corresponding to the success or failure of the variable effect, the current game state, and the current number of variable effects (number of hold balls) is selected. Then, based on the selected stop pattern table 202e and the value of the stop pattern selection counter C3, an effect mode, which is a rough mode of the variable effect, is selected. After that, based on the selected effect mode and the value of the variable type counter CS1 described later, the detailed variable pattern (variable time) of the variable effect is determined.

[0340] The plurality of provided stop pattern tables 202e are set such that the ranges of random values of the stop pattern selection counter C3 for which the presentation modes are selected are different for each stop pattern table 202e. The reason for preparing a plurality of these stop pattern tables 202e is to change the selection ratio of the presentation modes of the variable presentation according to the success or failure of the variable presentation, the game state, and the number of hold balls. That is, (1) whether a jackpot occurs in the obtained variable presentation of the third symbol, (2) whether the current game state of the pachinko machine 10 is a "normal drawing high probability time shortening state", a "normal drawing low probability time shortening state", or a "normal game state", and (3) how many hold balls of the variable presentation are held, in order to change the selection ratio of the presentation modes.

[0341] As a first reason, this is to change the expectation of hitting a jackpot for each presentation mode. That is, by configuring to vary the selection ratios of the stop patterns, that is, the "non-reach" presentation mode, the "normal reach" presentation mode, the "super reach" presentation mode, and the "special reach" presentation mode, when winning the jackpot lottery and when losing the jackpot lottery, the expectation of hitting a jackpot for each presentation mode is changed. Specifically, for example, when winning the jackpot lottery, it is configured to make it easier to select the "super reach" presentation mode or the "special reach" presentation mode, and when not winning the jackpot lottery, it is configured to make it easier to select the "non-reach" presentation mode or the "normal reach" presentation mode.

[0342] By configuring in this way, the "super reach" presentation mode and the "special reach" presentation mode can be made into presentations that are likely to result in a jackpot, and the "normal reach" presentation mode and the "non-reach" presentation mode can be made into presentations that are unlikely to result in a jackpot or do not result in a jackpot, and the jackpot expectations for each presentation mode can be differentiated. Therefore, when a presentation that is likely to result in a jackpot appears in the variable presentation, while the presentation that is likely to result in a jackpot is being performed, it suggests to the player that there is a high possibility of a jackpot occurring, enhancing the interest of the game.

[0343] In the pachinko machine 10 of the first embodiment, specifically, when the obtained lottery result is a big win, it is configured to select an aspect of the variable effect (stop pattern), which is the general content of the variable effect, based on the stop pattern table 202e that makes it easy to select an effect that is likely to result in a big win and difficult to select an effect that is unlikely to result in a big win. On the other hand, when the obtained lottery result is a loss, it is configured to select the aspect of the variable effect (stop pattern) based on the stop pattern table 202e that makes it difficult to select an effect that is likely to result in a big win and easy to select an effect that is unlikely to result in a big win. Thereby, when notifying the player of the lottery result of the third symbol in the variable effect, if an effect that is likely to result in a big win is being executed, a big win is likely to occur in that variable effect, and if an effect that is unlikely to result in a big win is being executed, a big win is unlikely to occur in that variable effect. By providing a difference in the big win expectancy for each aspect of the effect (stop pattern), the interest of the game can be enhanced during the execution of the variable effect.

[0344] Further, as a second reason, it is to minimize the waste balls (so-called non-lottery of special symbols due to overflow winning) based on the entry of balls into the first start port 64 when the number of standby times of the variable effect of the first special symbol has reached the upper limit, or the entry of balls into the second start port 71 when the number of standby times of the variable effect of the second special symbol has reached the upper limit.

[0345] Specifically, the maximum number of waiting times for the variable displays of the first special symbol and the second special symbol is set to a maximum of 4 times each, and since the variable display is executed for at least a certain period of time, in a gaming state where balls are likely to enter the second start port 71 in the "normal symbol high probability time reduction state" and the "normal symbol low probability time reduction state", it is easy to reach the maximum number of held balls of the second special symbol. In these gaming states, if a variable display with a long variable time is selected, balls frequently enter the second start port 71 in a state where the maximum number of held balls of the second special symbol has been reached. Although balls have entered the second start port 71, which is a bonus granting condition, the opportunity to draw the second special symbol cannot be obtained. Also, even in the "normal gaming state", if a variable display with a long variable time is selected in a state where the maximum number of held balls of the first special symbol has been reached, the number of held balls of the first special symbol is not consumed during the execution of the variable display. Therefore, even if a ball enters the first start port 64 during that time, the opportunity to draw the first special symbol cannot be obtained. In such a state, the player determines that no gaming value can be obtained even if a ball is made to enter the first start port 64, and stops firing the ball and interrupts the game until the variable display is completed and the number of held balls can be obtained again. When the game is interrupted, the operation rate of the pachinko machine 10 decreases, which affects the operation of the game parlor.

[0346] Therefore, in the pachinko machine 10 of the first embodiment, in a gaming state where it is easy to reach the maximum number of held balls of the third symbol (the first special symbol or the second special symbol), or when the number of held balls is close to (or equal to) the maximum number of held balls, the mode of the variable display is selected based on the stop pattern table 202e in which a short variable time is likely to be selected. Thereby, it is possible to suppress balls from entering the first start port 64 or the second start port 71 in a state where the maximum number of held balls of the third symbol (the first special symbol or the second special symbol) has been reached.

[0347] Furthermore, as a third reason, it is to maintain the state in which the variable effect is being executed for a long time by setting a long execution time to delay the end of the variable effect. Specifically, when the number of balls on hold for the variable effect is small (none), if a ball is not newly entered into either the first starting port 64 or the second starting port 71 within the variable time of the variable effect being executed, the next variable effect cannot be started, and a demo screen or the like must be displayed on the third symbol display device 81. When the variable effect is not performed on the third symbol display device 81 even though the player is shooting balls and playing the game, the player cannot obtain the interest related to the jackpot lottery that the player desires, and will become bored with the game. In addition, since the player recognizes that the pachinko machine 10 is one in which it is difficult for balls to enter the first starting port 64 and the second starting port 71 because the variable effect is not performed on the third symbol display device 81, the player may judge that it is a machine with difficult-to-obtain game value and stop playing on that pachinko machine 10.

[0348] Therefore, in the pachinko machine 10 of the first embodiment, when the number of balls on hold for the variable effect is small, the production mode of the variable effect is configured to be selected based on the stop pattern table 202e in which a long variable time is easily selected. Thereby, it is configured to hardly cause a situation where the variable effect is not performed on the third symbol display device 81, and the execution state of the variable effect on the third symbol display device 81 can be maintained for a long time.

[0349] Also, as a fourth reason, in the game state of executing the right-handed game, the execution time of the variable display of the first special symbol is set short so that the execution period of the dynamic display of the first special symbol in the game state of executing the right-handed game is shortened. As described above, in the pachinko machine 10 of the first embodiment, the right-handed game is recommended in the "normal symbol high probability time shortening state" and the "normal symbol low probability time shortening state", and when the normal electric combination 72 is in the open state by the right-handed game, a ball can enter the second starting port 71, so it is configured so that the dynamic display of the second special symbol is easily executed. And the dynamic display of the second special symbol is configured so that a jackpot (small win) can occur at a rate of about once every six rotations on average.

[0350] On the other hand, during the right-side play, it is configured such that it is difficult to win the first start port 64 and it is difficult to execute the dynamic display of the first special symbol. The dynamic display of the first special symbol is configured such that a big win (small win) can occur only at a rate of about once every 300 rotations on average. Therefore, during the right-side play, the dynamic display of the first special symbol is difficult to execute compared to the dynamic display of the second special symbol and it is a dynamic display where a big win (small win) is difficult to occur. In the pachinko machine 10 of the first embodiment, when the dynamic display of the first special symbol that results in a loss is executed in the "normal symbol high probability time reduction state" and the "normal symbol low probability time reduction state", it is configured to select the production mode of the variation production based on the stop pattern table 202e in which a short variation time is easily selected.

[0351] Thereby, in the "normal symbol high probability time reduction state" and the "normal symbol low probability time reduction state", by shortening the execution period of the dynamic display of the first special symbol that results in a loss, only the variation production of the dynamic display of the second special symbol that is likely to win a big win or a small win is made to attract the attention of the player, and the extension of the game can be suppressed.

[0352] Here, with reference to FIG. 12, the details of the hold count table 202d will be described. FIG. 12(a) is a diagram schematically showing the special figure 1 hold count table 202d1 corresponding to the first special symbol, and FIG. 12(b) is a diagram schematically showing the special figure 2 hold count table 202d2 corresponding to the second special symbol.

[0353] As described above, in the pachinko machine 10 of the first embodiment, when performing the variable display of the first special symbol based on the ball entering the first starting port 64, the success or failure of the variable display, the game state at that time, and the total number of holds of the variable display of the first special symbol at the same time are referred to the hold number table 202d1 for special figure 1, and any of the stop pattern tables 202e1 to 202e5 is selected. Further, when performing the variable display of the second special symbol based on the ball entering the second starting port 71, the success or failure of the variable display, the game state at that time, and the total number of holds of the variable display of the second special symbol at the same time are referred to the hold number table 202d2 for special figure 2, and any of the stop pattern tables 202e1 to 202e6 is selected. Then, based on any of the selected stop pattern tables 202e1 to 202e6 and the value of the stop pattern selection counter C3, the general display mode of the variable display is determined.

[0354] Specifically, as shown in the hold number table 202d1 for special figure 1 in FIG. 12(a), when extracting a loss in the "normal game state" and the number of held balls of the first special symbol is "1 to 3", the A table 202e1 (see FIG. 13(a)) of the stop pattern table 202e is selected. Further, when extracting a loss in the "normal game state" and the number of held balls of the first special symbol is "4", the B table 202e2 (see FIG. 13(b)) of the stop pattern table 202e is selected. On the other hand, when extracting the small win type "time shortening C" in the "normal game state", the C table 202e3 (see FIG. 14(a)) of the stop pattern table 202e is selected regardless of the number of held balls. Further, when extracting the small win type "time shortening B" in the "normal game state", the D table 202e4 (see FIG. 14(b)) of the stop pattern table 202e is selected regardless of the number of held balls.

[0355] Next, when extracting misses in the "general drawing high probability time reduction state" or "general drawing low probability time reduction state", regardless of the number of hold balls, the E table 202e5 of the stop pattern table 202e (see Fig. 15(a)) is selected. Also, when extracting small wins in the "general drawing high probability time reduction state" or "general drawing low probability time reduction state", regardless of the number of hold balls, the D table 202e4 of the stop pattern table 202e (see Fig. 14(b)) is selected.

[0356] Next, as shown in the hold number table 202d2 for special drawing 2 in Fig. 12(b), when extracting misses in the "normal game state A" and the number of hold balls for the second special symbol is "1 to 3", the A table 202e1 of the stop pattern table 202e (see Fig. 13(a)) is selected. Also, when extracting misses in the "normal game state A" and the number of hold balls for the second special symbol is "4", the B table 202e2 of the stop pattern table 202e (see Fig. 13(b)) is selected. On the other hand, when extracting a big win or a small win in the "normal game state A", regardless of the number of hold balls, the C table 202e3 of the stop pattern table 202e (see Fig. 14(a)) is selected.

[0357] Next, for the 5th rotation of the second special symbol in the "general drawing high probability time reduction state A" or "general drawing high probability time reduction state B", regardless of the lottery result and the number of hold balls, the F table 202e6 of the stop pattern table 202e (see Fig. 15(b)) is selected. Also, for the 1st to 4th rotations of the "general drawing high probability time reduction state B", when extracting misses in the "general drawing low probability time reduction state" or "normal game state B", regardless of the number of hold balls, the A table 202e1 of the stop pattern table 202e (see Fig. 13(a)) is selected. On the other hand, for the 1st to 4th rotations of the "general drawing high probability time reduction state B", when extracting a big win or a small win in the "general drawing low probability time reduction state" or "normal game state B", regardless of the number of hold balls, the D table 202e4 of the stop pattern table 202e (see Fig. 14(b)) is selected.

[0358] In addition, even when the first special symbol fails to appear in the "normal gaming state" or when the second special symbol fails to appear in the "normal gaming state A", the stop pattern table 202e may be configured to be different according to the number of held balls. For example, when a big win is obtained and the number of held balls is large, the stop pattern table 202e with a relatively short variation pattern may be selected.

[0359] In this case, for example, in each effect mode in which the "reach display" is executed, an effect mode is configured to be selected in which only the time of the variable element of "high-speed variation" is changed from 10 seconds to 5 seconds. By configuring in this way, for example, when starting a variable effect in a state where the maximum number of held balls of the first special symbol is 4 times, even if the variable element of "high-speed variation" is performed in 5 seconds, at the time when the variable element of the 5-second "high-speed variation" ends (the time recognized as the variable element of the 5-second "high-speed variation"), the "reach display" may occur in the variable effect. Therefore, even when the variable element of the 5-second "high-speed variation" is performed, by configuring so that an effect mode in which the "reach display" other than the "non-reach (short)" effect mode is executed is executed, it is possible not to know whether the variable effect will result in a big win or a loss at the time of executing the variable element of the 5-second "high-speed variation".

[0360] Next, with reference to FIG. 13, each stop pattern table 202e will be described. FIG. 13(a) is a diagram schematically showing an example of the A table 202e1 of the stop pattern table 202e, FIG. 13(b) is a diagram schematically showing an example of the B table 202e2 of the stop pattern table 202e, and FIG. 14(a) is a diagram schematically showing an example of the C table 202e3 of the stop pattern table 202e. Further, FIG. 14(b) is a diagram schematically showing an example of the D table 202e4 of the stop pattern table 202e, FIG. 15(a) is a diagram schematically showing an example of the E table 202e5 of the stop pattern table 202e, and FIG. 15(b) is a diagram schematically showing an example of the F table 202e6 of the stop pattern table 202e.

[0361] As shown in FIG. 13(a), in the A table 202e1 of the stop pattern table 202e, the range of the stop pattern selection counter C3 corresponding to the "non-reach (long)" presentation mode is set from "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set from "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set from "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "98" and "99".

[0362] Note that in the A table 202e1, the value of the stop pattern selection counter C3 is not allocated to the "non-reach (middle)" presentation mode, the "non-reach (short)" presentation mode, the promotion presentation mode, and the "special variation" presentation mode, and it is set so that none of the "non-reach (middle)" presentation mode, the "non-reach (short)" presentation mode, the promotion presentation mode, and the "special variation" presentation mode are selected.

[0363] Next, as shown in FIG. 13(b), in the B table 202e2 of the stop pattern table 202e, the range of the stop pattern selection counter C3 corresponding to the "non-reach (middle)" presentation mode is set from "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set from "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set from "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "98, 99".

[0364] Note that in the B table 202e2, the value of the stop pattern selection counter C3 is not allocated to the "non-reach (long)" presentation mode, the "non-reach (short)" presentation mode, the promotion presentation mode, and the "special variation" presentation mode, and it is set so that none of the "non-reach (long)" presentation mode, the "non-reach (short)" presentation mode, the promotion presentation mode, and the "special variation" presentation mode are selected.

[0365] That is, in the A table 202e1, the selection ratio is set such that the "non-reach (long)" presentation mode is 75%, the "normal reach" presentation mode is 20%, the "super reach" presentation mode is 3%, and the "special reach" presentation mode is 2%. Also, in the B table 202e2, the selection ratio is set such that the "non-reach (middle)" presentation mode is 75%, the "normal reach" presentation mode is 20%, the "super reach" presentation mode is 3%, and the "special reach" presentation mode is 2%.

[0366] That is, in the A table 202e1, the "non-reach (long)" presentation mode is selected, and in the B table 202e2, the "non-reach (middle)" presentation mode is selected instead of the "non-reach (long)" presentation mode. On the other hand, in the A table 202e1 and the B table 202e2, for each "reach display", they are configured to be selected at the same ratio.

[0367] Therefore, since the A table 202e1 and the B table 202e2 are selected such that only the long presentation mode or the middle presentation mode is different in the "non-reach" presentation mode, it can be said that the variation time of the variable presentation selected by the A table 202e1 is relatively likely to be long compared to the B table 202e2. In other words, it can be said that the variation time of the variable presentation selected by the B table 202e2 is likely to be short compared to the A table 202e1.

[0368] In this way, in the "normal game state A" where left-handed gaming is encouraged, when the lottery result of a losing draw is extracted, the presentation mode of the variable presentation is selected based on the number of held balls of the variable presentation on hold. For example, when the number of held balls of the variable presentation is large, the "non-reach (middle)" presentation mode with a relatively short variable presentation time is selected. Thereby, when the number of held balls of the variable presentation is large, the execution time of the executed variable presentation can be shortened and the number of executions of the variable presentation can be increased, so that the execution efficiency of the variable presentation can be improved.

[0369] Also, for example, when the number of balls held for variable display is small, in order to ensure the ball entry time into the first starting port 64 (the second starting port 71), a "non-reach (long)" display mode with a longer variable display time than the "non-reach (middle)" display mode is selected. As a result, since it is possible to perform a "non-reach (long)" display mode with a longer variable display time than when the "non-reach (middle)" display mode is selected, it becomes easier to ensure the ball e...

Claims

【Claim 1】 Launching means capable of launching a game ball, A starting ball-in area provided in a game area where the game ball can flow down, Determination means for performing a predetermined determination based on the game ball entering the starting ball-in area, Display means for variably displaying a predetermined symbol when a game ball enters the starting ball-in area, Variable ball-in means provided in the game area, which can switch between a second state where it is difficult or impossible for a game ball to enter and a first state where a game ball can enter more easily than in the second state when a specific determination result is obtained by the determination means, An amusement machine comprising update means for updating specific information based on the establishment of a predetermined update condition in the variable display, This amusement machine, In a specific game state in which the specific information can be updated by the update means, when the specific information reaches a predetermined update state, a specific display is performed, It is configured such that when a profit state generation condition is satisfied after the specific display, a predetermined profit state can be generated, Comprising notification control means for executing a predetermined notification mode display in a first notification mode display or a second notification mode display different from the first notification mode display as the notification mode display, This amusement machine, The game ball launched by the launching means is configured to enter the variable ball-in means in the first state and generate a specific profit based on the establishment of a predetermined game condition, In a predetermined game state before the occurrence of the predetermined profit state, when the specific determination result is obtained by the determination means, performing a first predetermined game operation thereafter may be more disadvantageous to the player than performing a second predetermined game operation, The notification control means, When the specific determination result is obtained by the determination means, the first notification mode display is executed at a predetermined timing earlier than the specific information reaching the predetermined update state, and the notification mode display is switched to execute the second notification mode display at a specific timing after the predetermined timing and before the specific information reaches the predetermined update state, The notification switching is configured to be executable when the game state becomes the predetermined game state, This amusement machine, When the specific determination result is obtained in the predetermined game state, the predetermined notification mode display is executed in the second notification mode display for the specific determination result, and it is configured to be able to prompt the player to perform the second predetermined game operation, This gaming machine is such that at least between the predetermined timing and the specific timing when the notification switching is executed, the first notification mode display and the second notification mode display are different displays, and it is configured to be able to execute a predetermined game operation notification display that notifies that a predetermined game operation can be executed based on the player's judgment rather than a game operation instruction display from the gaming machine to the player. When the second notification mode display is executed as a result of the specific determination by the determination means, it is configured to be able to execute a new variable display without generating the specific profit based on a specific game operation by the player. After the notification mode display is switched to the second notification mode display at the specific timing, it is configured such that the notification mode display does not switch to the first notification mode display until at least the variable ball entry means is in the first state. It is configured to be able to set predetermined period information, which is information corresponding to the period from the initial state to the predetermined updated state of the specific information based on at least the entry of a game ball into the start ball entry area, in a predetermined storage area. Based on the type of the predetermined period information, the period from the initial state to the specific timing of the specific information can be changed. A gaming machine characterized by the above.

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