Gaming machine
The gaming machine addresses the lack of engagement in progressive effects by implementing staged progressive effects and character displays to increase player interest and interaction.
Patent Information
- Application Number
- JP2022103801
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-06-28
- Publication Date
- 2025-07-23
- Estimated Expiration
- 2042-06-28
AI Technical Summary
Existing gaming machines that can execute a progressive effect lack sufficient interest and engagement for players, necessitating improvements to enhance gaming experience.
The gaming machine incorporates game control means to determine a special gaming state based on predetermined conditions, with a progressive effect that can proceed in multiple stages, and displays character images suggesting progression to increase the likelihood of entering a special gaming state, featuring different character images indicating ongoing progression and varying player control.
This enhances player interest and engagement by providing a more dynamic and interactive gaming experience through staged progressive effects and character imagery.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko gaming machine or the like.
Background Art
[0002] In a pachinko gaming machine, which is an example of a gaming machine, it is determined whether it is a big win based on the ball entry into the start port. Based on the result of the determination, after a plurality of effect symbols are variably displayed, a variation effect of stopping the display of the plurality of effect symbols is executed. For example, as described in Patent Document 1 below, in the variation effect, a pseudo continuous effect (progressive effect) of variably displaying a plurality of effect symbols pseudo once or a plurality of times may be executed.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, since there are many gaming machines capable of executing a progressive effect like the gaming machine described in Patent Document 1 above, simply being capable of executing a progressive effect may lack interest, and there is room for improvement in this regard.
Means for Solving the Problems
[0005] The gaming machine of the present invention includes game control means capable of determining whether to control to a special gaming state advantageous to the player based on the establishment of a predetermined condition, effect control means capable of executing a progressive effect that can proceed in a plurality of stages and the higher the number of progressions, the higher the possibility of being controlled to the special gaming state, a display unit capable of displaying an image, and the effect control means In the progress presentation, a character image that suggests the progress from a predetermined stage to the next stage can be displayed on the display unit. The character image includes The in-execution image indicating that the progress performance is being executed and a first character and including a first character image, and a second character that is more likely to be controlled in the special game state than the first character image, and the in-execution image and a third character in which a second character is added to the first character image and the form of the first character changes and including a second character image. The gaming machine is characterized by this.
Effect of the Invention
[0006] According to the present invention, it becomes possible to enhance the gaming interest.
Brief Description of the Drawings
[0007]
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Embodiments for Carrying Out the Invention
[0008] Hereinafter, the first embodiment of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the drawings to be referred to, the same parts are denoted by the same reference numerals, and redundant explanations regarding the same parts are omitted in principle. In this specification, for the sake of simplicity of description, the name of information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated by writing the symbol or code referring to the information, signal, physical quantity, member, etc. Also, in any of the following flowcharts, the plurality of processes in any plurality of steps can be arbitrarily changed in the execution order or executed in parallel within a range where there is no contradiction in the processing content.
[0009] 1. Structure of the gaming machine A pachinko gaming machine PY1, which is the first embodiment of the gaming machine of the present invention, will be described. First, the structure of the pachinko gaming machine PY1 will be described with reference to FIGS. 1 to 5. In the following description, the left-right, up-down directions of each part of the pachinko gaming machine PY1 are the left-right, up-down directions (in the front view) for the player facing the pachinko gaming machine PY1. Also, "front" is the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rear" is the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.
[0010] As shown in FIG. 1, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed with respect to the outer frame 22. Further, the front door 23 includes a game board mounting frame 2A to which a game board unit YU described later is attached, and a front frame 23m that is rotatably supported on the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed with respect to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko gaming machine PY1 is installed in a game parlor, a player in front of the pachinko gaming machine PY1 can visually recognize the game area 6 formed on the game board 1 through the transparent plate 23t. As the transparent plate 23t, a transparent glass plate, a transparent synthetic resin plate, or the like can be used. It suffices that the game area 6 can be visually recognized from the front of the pachinko gaming machine PY1.
[0011] At the lower right part of the front surface of the front frame 23m, a handle 72k capable of rotational operation for firing a game ball is provided. The amount of operation (rotation angle) of the handle 72k is associated with the magnitude (firing intensity) of the force applied to the game ball for firing the game ball (the amount by which the firing device 72 described later drives the firing solenoid). Therefore, the game ball is fired with a firing intensity corresponding to the rotational operation of the handle 72k. Also, at the lower center of the front surface of the front frame 23m, a lower decorative body 36 protruding greatly forward is provided. On the upper surface of the lower decorative body 36, an upper dish 34 for storing the game balls supplied to the handle 72k is formed. Also, at the lower center of the front surface of the lower decorative body 36, a lower dish 35 for storing surplus game balls that cannot be completely accommodated in the upper dish 34 is provided.
[0012] On the front side of the upper dish 34 on the upper surface of the lower decorative body 36, an operable first input device (hereinafter "normal button") 40 is provided. The normal button 40 (operation means) is composed of, for example, a button having a pressed surface, a lever having a grip portion, etc. Also, in a right decorative body 32 formed to protrude forward from the right edge portion of the surface of the front frame 23m, an operable second input device (hereinafter "special button") 41 is provided. The special button 41 (operation means) is composed of, for example, a button having a pressed surface, a lever having a grip portion, etc.
[0013] Also, on the bottom surface of an upper decorative body 31 formed to protrude forward from the upper part of the surface of the front frame 23m, a speaker 52 capable of outputting sound is provided. The speaker 52 is composed of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. Also, frame lamps 53 capable of emitting light are provided at the right edge portion of the front frame 23m, and on the left and right sides of the lower dish 35 on the front surface of the lower decorative body 36. Further, on the upper sides of the left and right edge portions of the front frame 23m, a movable frame movable device 58 as an effect device for enhancing the gaming interest is attached. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.
[0014] Incidentally, the position and number of members and devices provided on the gaming machine frame 2 can be appropriately changed within a range that does not interfere with the game.
[0015] Next, the game board unit YU will be mainly described with reference to FIGS. 2 to 5. The game board unit YU includes a game board 1 and a production unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. A substantially circular opening 1A is formed at approximately the center of the game board 1 when viewed from the front. Along the opening 1A, a substantially ring-shaped inner wall portion 1B for partitioning a game area 6 through which game balls can flow down is formed to protrude forward. Also, outside the inner wall portion 1B, a substantially ring-shaped outer wall portion 1C for partitioning the game area 6 is formed to protrude forward.
[0016] On the front surface of the game board 1, a game area 6 surrounded by the inner wall portion 1B, the outer wall portion 1C, etc. is formed. That is, the front surface of the game board 1 is partitioned by the inner wall portion 1B and the outer wall portion 1C into the game area 6 and other areas.
[0017] The game area 6 is an area through which game balls launched by operating the handle 72k can flow down, and is provided for playing a pachinko game on the pachinko machine PY1. A number of game nails (not shown) project in the game area 6. The game nails constitute a path for appropriately guiding game balls that enter the game area 6 and flow down through the game area 6 to the first starting port 11, the second starting port 12, the general winning port 10, the gate 13, the first big winning port 14, and the second big winning port 15, etc., which will be described later.
[0018] In the game area 6, a first starting winning device 11D in which a first starting port 11 into which game balls can enter is formed, and a second starting winning device (so-called "electric chew") 12D that enables or disables the entry of game balls into the second starting port 12 are provided.
[0019] The first start winning device 11D is stationary. Therefore, the first start port 11 has a constant (unchanged) ease of entry for game balls without any change. The winning of game balls into the first start port 11 triggers the lottery of the first special symbol (hereinafter referred to as "special symbol 1") (acquisition and determination of a random number related to special symbol 1 described later: hereinafter referred to as "special symbol 1 lottery") and the variable display of special symbol 1. Also, when a game ball wins in the first start port 11, a predetermined number (for example, 4) of game balls are paid out as prize balls.
[0020] The electric chute 12D is provided with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is normally (in the normal state) in a closed position where it is impossible or extremely difficult for game balls to enter the second start port 12. And when in a special state, it moves to an open position where game balls can enter the second start port 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also referred to as the "open state" of the second start port 12 or the electric chute 12D, and only when in the open state can game balls enter the second start port 12. On the other hand, the fact that the electric chute opening / closing member 12k is in the closed position is also referred to as the "closed state" of the second start port 12 or the electric chute 12D. Also, the fact that the second start port 12 or the electric chute 12D becomes the "open state" is also referred to as "the electric chute 12D opens", and the fact that the electric chute 12D becomes the "closed state" is also referred to as "the electric chute 12D closes".
[0021] The winning of game balls into the second start port 12 triggers the lottery of the second special symbol (hereinafter referred to as "special symbol 2") (acquisition and determination of a random number related to special symbol 2 described later: hereinafter referred to as "special symbol 2 lottery") and the variable display of special symbol 2. Also, when a game ball wins in the second start port 12, a predetermined number (for example, 4) of game balls are paid out as prize balls.
[0022] Also, in the game area 6, a general winning port 10 into which game balls can enter is provided. When a game ball wins in the general winning port 10, a predetermined number (for example, 3) of game balls are paid out as prize balls.
[0023] In addition, a gate 13 through which the game balls can pass is provided in the game area 6. The passage of the game balls through the gate 13 triggers the lottery of the normal symbol (hereinafter referred to as the "normal symbol") (that is, the acquisition and determination of the normal symbol random number: hereinafter referred to as the "normal symbol lottery") and the variable display of the normal symbol. The execution of the auxiliary game opens the electric chute 12D. That is, the auxiliary game is a game accompanied by the opening of the electric chute 12D.
[0024] In addition, a first major winning device 14D (hereinafter also referred to as the "normal AT14D") in which a first major winning port 14 into which the game balls can enter is formed is provided in the game area 6.
[0025] The first major winning device 14D includes a normal AT opening / closing member 14k that can operate between an open state and a closed state. The first major winning port 14 opens and closes by the operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that closes the first major winning port 14, and it is impossible or extremely difficult for the game balls to enter the first major winning port 14. When the normal AT opening / closing member 14k operates to the open state, it becomes possible for the game balls to enter the first major winning port 14. Thus, the game balls can enter the first major winning port 14 only when the normal AT opening / closing member 14k is in the open state. When the game balls win the first major winning port 14, a predetermined number (for example, 14) of game balls are paid out as bonus balls.
[0026] In addition, a guiding stage 12g for guiding the game balls to the second starting port 12 is provided in the game area 6. Note that the game balls rolling on the upper surface of the guiding stage 12g can flow downward toward the second starting port 12.
[0027] In addition, in the game area 6, a second large winning device 15D (hereinafter also referred to as "VAT15D") in which a second large winning opening 15 into which a game ball can enter is formed is provided. The second large winning device 15D includes an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally closes the second large winning opening 15, and it is impossible or extremely difficult for a game ball to enter the second large winning opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in the open state, it becomes easy for a game ball to enter the second large winning opening 15. On the other hand, the state in which the VAT opening / closing member 15k closes the second large winning opening 15 is also referred to as the "closed state". Thus, the second large winning opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a game ball wins through the second large winning opening 15, a predetermined number (for example, 14) of game balls are paid out as prize balls.
[0028] Here, with reference to FIG. 3, the second large winning device 15D will be described in detail. Inside the second large winning device 15D, a gate-shaped second large winning opening sensor 15a capable of detecting a game ball that has entered the second large winning opening 15 and allowing the game ball to pass downward is provided.
[0029] Below the downstream area of the second large winning opening sensor 15a, a specific area 16 and a non-specific area 17 through which a game ball can pass (enter) are provided. The game ball that has passed through the second large winning opening sensor 15a is distributed by a distributing device 16D to either the specific area 16 or the non-specific area 17. The distributing device 16D includes a distributing member 16k made of a substantially rectangular flat plate and a distributing solenoid 16s that drives the distributing member 16k. The distributing member 16k is configured to be slidable left and right by the drive of the distributing solenoid 16s.
[0030] When the sorting solenoid 16s is not energized, the sorting member 16k is in a first state (a passing-blocking state) that obstructs the passage of game balls to the specific area 16. In this state, as shown in the front view of Fig. 3(A), the left end of the sorting member 16k is located slightly to the right of the left end of the specific area 16, and the sorting member 16k covers the specific area 16 directly above it. When the sorting member 16k is in the first state, a game ball that has won a prize through the second major winning opening 15 cannot or extremely difficult to pass through the specific area 16 after passing through the second major winning opening sensor 15a, and instead passes through the non-specific area 17. The route of the game ball flowing from the second major winning opening 15 to the non-specific area 17 is called the first route.
[0031] On the other hand, when the sorting solenoid 16s is energized, the sorting member 16k is in a second state (a passing-permitting state) that allows the passage (entry) of game balls through the specific area 16. In this state, as shown in the front view of Fig. 3(B), the left end of the sorting member 16k is located slightly to the left of the right end of the specific area 16, and the sorting member 16k does not cover the specific area 16 directly above it, leaving the area directly above the specific area 16 open. When the sorting member 16k is in the second state, a game ball that has won a prize through the second major winning opening 15 can easily pass through the specific area 16 after passing through the second major winning opening sensor 15a. The route of the game ball flowing from the second major winning opening 15 to the specific area 16 is called the second route.
[0032] Basically, the sorting member 16k is held in the first state. That is to say, it can be said that the first state is the normal state of the sorting member 16k. And only in a predetermined round game (for example, 10R), the sorting solenoid 16s can be energized and change to the second state.
[0033] In the specific area 16 and the non-specific area 17, there are provided a specific area sensor 16a and a non-specific area sensor 17a for detecting game balls that have passed through (entered) each area 16, 17 and allowing the game balls to pass downward.
[0034] Note that it is possible to provide only one of the first major winning device 14D and the second major winning device 15D as long as it does not interfere with the game.
[0035] Also, at substantially the lowermost part of the game area 6, two out ports 19 are provided for discharging game balls that have been launched into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. The game board 1 is provided with board lamps 54 that can emit light.
[0036] Incidentally, the game area 6 through which the game balls can flow down can be divided into a left game area (first game area) on the left side of the center in the left - right direction and a right game area (second game area) on the right side. The operation mode of the handle 72k for launching the game balls so that the game balls flow down the left game area is called "left shot". On the other hand, the operation mode of the handle 72k for launching the game balls so that the game balls flow down the right game area is called "right shot". In the pachinko gaming machine PY1, the flow path through which the game balls can flow down when the game balls are launched with a left shot is called the first flow path R1, and the flow path through which the game balls can flow down when the game balls are launched with a right shot is called the second flow path R2. The first flow path R1 and the second flow path R2 are also constituted by a number of game pins and the like.
[0037] On the first flow path R1, a first start hole 11 and two general winning holes 10 are provided. Therefore, the player can aim to win in the first start hole 11 or the general winning hole 10 by launching the game balls so that they flow down the first flow path R1 with a left shot. On the other hand, on the second flow path R2, a second start hole 12, a gate 13, a first major winning hole 14, and a second major winning hole 15 are provided. Therefore, the player can aim to pass through the gate 13 or win in the second start hole 12, the first major winning hole 14, or the second major winning hole 15 by launching the game balls so that they flow down the second flow path R2 with a right shot.
[0038] Note that the game balls that have not entered any of the winning holes (the first start hole 11, the second start hole 12, the general winning hole 10, the first major winning hole 14, and the second major winning hole 15) are guided to the out port 19 and discharged. Also, the number of prize balls for winning in each winning hole can be set appropriately.
[0039] In addition, the display devices 8 are arranged on the lower left side of the play area 6 formed on the front of the game board 1 (part other than the play area 6). As shown in FIG. 4, the display devices 8 include a special chart 1 display device 81a that variably displays special chart 1, a special chart 2 display device 81b that variably displays special chart 2, and a general chart display device 82 that variably displays general chart. In addition, the display devices 8 include a special chart 1 reserved number (U1: the number of reserved variable displays of special chart 1 by the special chart 1 display device 81a) to be described later, and a special chart 2 reserved number (U2: the number of reserved variable displays of special chart 2 by the special chart 2 display device 81b) to be described later.
[0040] The variable display of the special chart 1 is executed when the special chart 1 lottery is performed in response to the entry of a game ball into the first starting hole 11. The variable display of the special chart 2 is executed when the special chart 2 lottery is performed in response to the entry of a game ball into the second starting hole 12. In the following description, the special chart 1 and the special chart 2 are collectively referred to as the special charts, and the special chart 1 lottery and the special chart 2 lottery are collectively referred to as the special chart lottery. The special chart 1 display 81a and the special chart 2 display 81b are collectively referred to as the special chart display 81. Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b are collectively referred to as the special chart reserve display 83.
[0041] The variable display of the special chart notifies the result of the special chart lottery. In the variable display of the special chart, the special chart is displayed variably and then stopped. The stopped special chart (stopped special chart, special pattern derived and displayed as a display result of the variable display) is one special chart selected from multiple types of special charts by the special chart lottery. If the stopped special chart is a predetermined specific special chart (a special chart with a specific stopping mode, i.e., a jackpot pattern), a jackpot game (an example of a special game) is played in which the jackpot opening (first jackpot opening 14 and second jackpot opening 15) is opened.
[0042] The special figure display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special figure corresponding to the result of the special figure lottery according to its lighting pattern. For example, when the result of the special figure lottery is a big win (one of multiple types of big wins described later), the special figure display 81 displays a big win pattern composed of lighting of the LEDs at the 1st, 2nd, 5th, and 6th positions from the left, such as "□□■■□□■■" (□: lit, ■: extinguished). Also, when the result of the special figure lottery is a loss, the special figure display 81 displays a loss pattern composed of lighting of only the rightmost LED, such as "■■■■■■■□". Note that the lighting pattern of the LEDs corresponding to the result of the special figure lottery is not limited and can be set as appropriate. Therefore, for example, all the LEDs may be extinguished as the loss pattern.
[0043] Also, in the variable display of the special figure, before the special figure is stopped and displayed, the special figure is variably displayed for a predetermined variable time. The mode of the variable display of the special figure is, for example, a mode in which each LED lights up so that light repeatedly flows from left to right. Note that the mode of the variable display of the special figure is not particularly limited, and may be set as appropriate, such as all the LEDs flashing simultaneously as long as each LED is not stopped and displayed (lit in a specific mode).
[0044] Incidentally, in the pachinko gaming machine PY1, when a game ball wins a prize (enters) the first start port 11 or the second start port 12, various random numbers (an example of numerical information or determination information) for performing special drawing selections and the like may be acquired. These various random numbers are temporarily stored in a special drawing reservation memory unit 105 described later as special drawing reservations. Hereinafter, the various random numbers acquired by the winning (entry) of a game ball into the first start port 11 are referred to as "special drawing 1-related random numbers", and the various random numbers acquired by the winning (entry) of a game ball into the second start port 12 are referred to as "special drawing 2-related random numbers". Here, the special drawing 1-related random numbers are stored as special drawing 1 reservations in a special drawing 1 reservation memory unit 105a in the special drawing reservation memory unit 105. On the other hand, the special drawing 2-related random numbers are stored as special drawing 2 reservations in a special drawing 2 reservation memory unit 105b in the special drawing reservation memory unit 105. It is possible to set an upper limit (for example, 4) for the number of special drawing 1 reservations (special drawing 1 reservation number) that can be stored in the special drawing 1 reservation memory unit 105a and the number of special drawing 2 reservations (special drawing 2 reservation number) that can be stored in the special drawing 2 reservation memory unit 105b. Hereinafter, special drawing 1 reservations and special drawing 2 reservations are collectively referred to as "special drawing reservations", and the special drawing 1 reservation number and the special drawing 2 reservation number are collectively referred to as "special drawing reservation numbers". Also, the special drawing 1-related random numbers and the special drawing 2-related random numbers are collectively referred to as "special drawing-related random numbers".
[0045] In the pachinko gaming machine PY1, when the variable display of the special drawing is not performed immediately after a game ball wins a prize at the first start port 11 or the second start port 12, specifically, when a prize is won during the execution of the variable display of the special drawing or during the execution of a jackpot game, the variable display of the special drawing (or the right to perform a special drawing selection) for that prize can be reserved. Incidentally, when there is a winning (entry) of a game ball into the first start port 11 or the second start port 12, the acquisition of various random numbers (an example of numerical information or determination information) for performing special drawing selections and the like corresponds to a "predetermined condition". The special drawing reservations stored in the special drawing reservation memory unit 105 are consumed when the variable display of the special drawing based on that special drawing reservation becomes possible. That is, the digestion of a special drawing reservation means determining the special drawing-related random numbers and the like corresponding to that special drawing reservation and executing the variable display of the special drawing to show the determination result.
[0046] Then, the reserved special figure number is displayed on the special figure reservation display 83. Each of the special figure 1 reservation display 83a and the special figure 2 reservation display 83b is composed of, for example, four LEDs, and it is possible to display the reserved special figure number by lighting the LEDs corresponding to the number of reserved special figures.
[0047] Also, the variable display of the general figure notifies the result of the general figure lottery. In the variable display of the general figure, the general figure is variably displayed and then stops displaying. The general figure to be stopped displaying (the stopped general figure, the general figure derived and displayed as the display result of the variable display) is one general figure selected from a plurality of types of general figures by the general figure lottery. When the stopped general figure is a predetermined specific general figure (the general figure in a predetermined stopped mode, that is, the winning symbol), an auxiliary game for opening the second start port 12 (pachinko machine 12D) is performed.
[0048] The general figure display 82 is composed of, for example, two LEDs, and displays a general figure corresponding to the result of the general figure lottery according to its lighting mode. When the result of the general figure lottery is a win, the general figure display 82 displays a winning symbol composed of lighting both LEDs, such as "□□" (□: lit, ■: unlit). When the result of the general figure lottery is a loss, it displays a losing symbol composed of lighting only the right LED, such as "■□". A mode of turning off all LEDs may be adopted as the losing symbol. Note that the lighting mode of the LEDs corresponding to the result of the general figure lottery is not limited and can be set as appropriate.
[0049] Also, before the general figure stops displaying, the general figure is variably displayed for a predetermined variable time. The mode of the variable display of the general figure is, for example, a mode in which both LEDs light up alternately. Note that the mode of the variable display of the general figure is not particularly limited, and if each LED is not stopped displaying (lit in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.
[0050] In the pachinko gaming machine PY1, when a game ball passes through gate 13, a normal symbol random number (an example of numerical information or determination information) for performing a normal drawing lottery may be obtained. This random number is stored in a normal symbol hold memory unit 106 described later on the condition that variable display of the normal symbols or auxiliary games are not being executed. It is possible to set an upper limit (for example, 4) on the number of normal symbol holds (normal symbol hold number) that can be stored in the normal symbol hold memory unit 106. Incidentally, hereinafter, the normal symbol random number obtained when a game ball passes through gate 13 is also referred to as a "normal symbol related random number".
[0051] Next, with reference to FIG. 5, the effect unit 1U attached to the back surface of the game board 1 will be described. The effect unit 1U is a unitized assembly of a plurality of devices mainly for performing effects. The effect unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as "on-board movable device") 55, and a second board movable device (hereinafter referred to as "under-board movable device") 56.
[0052] The image display device 50 is composed of, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display, etc., and includes a display unit 50a (display unit) capable of displaying symbols and the like.
[0053] The on-board movable device 55 is disposed in front of the display unit 50a and is movable along the display unit 50a, and includes an on-board movable body 55k with decorations. The under-board movable device 56 is disposed in front of the display unit 50a and is movable along the display unit 50a, and includes an under-board movable body 56k with decorations.
[0054] FIG. 5(A) schematically shows a state in which the on-board movable body 55k and the under-board movable body 56k are held in a normal standby state (initial position) without operating. When the drive source of the on-board movable device 55 is driven, the on-board movable body 55k moves downward (descends), and when the drive source of the under-board movable device 56 is driven, the under-board movable body 56k moves upward (ascends). At this time, the image display device 50 is covered by the descended on-board movable body 55k or the ascended under-board movable body 56k, and the image display device 50 becomes difficult to view.
[0055] Incidentally, the positions and numbers of the members and devices provided in the game board unit YU can be appropriately changed within a range that does not interfere with the game.
[0056] 2. Electrical Configuration of the Gaming Machine Next, based on FIGS. 6 to 7, the electrical configuration of the pachinko gaming machine PY1 will be described. As shown in FIGS. 6 to 7, the pachinko gaming machine PY1 includes a game control board (hereinafter referred to as the "main control board") 100 that controls game benefits (game progress) such as special drawing lottery, variable display of special symbols, jackpot game, setting of game states to be described later, normal drawing lottery, variable display of normal symbols, and auxiliary games; an effect control board (hereinafter referred to as the "sub control board") 120 that controls effects such as game effects (special symbol variation effects, hold effects, jackpot game effects) according to the progress of the game by the main control board 100, customer waiting effects, and operation promotion effects that prompt operations during the period when operations of the normal button 40 and the special button 41 are valid (operation valid period); and a payout control board 170 that controls the payout of game balls, etc., provided further on the back side of the image display device 50 of the game board 1. The main control board 100 can be positioned as a game control unit that controls the game. Also, the sub control board 120 can be positioned as an effect control unit that controls effects together with an image control board 140, a lamp control circuit 151, and an audio control circuit 161 to be described later. Incidentally, the effect control unit only needs to be able to control game effects, customer waiting effects, and operation promotion effects using effect means (image display device 50, speaker 52 (output means), frame lamp 53, panel lamp 54, and movable devices 55, 56, etc.) as long as it includes at least the sub control board 120.
[0057] In addition, the pachinko gaming machine PY1 is equipped with a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and supplies the necessary power to other devices via these boards. A backup power circuit 192 is provided on the power supply board 190. When power is not supplied to the pachinko gaming machine PY1, the backup power circuit 192 supplies power to the game RAM 104 of the main control board 100 and the effect RAM 124 of the sub-control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the main control board 100 and the effect RAM 124 of the sub-control board 120 is retained even when the power of the pachinko gaming machine PY1 is cut off. Also, a power switch 191 is connected to the power supply board 190. By operating the power switch 191 to ON or OFF, the power supply can be switched between on and off. Note that a backup power circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, or a backup power circuit for the effect RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.
[0058] As shown in FIG. 6, a one-chip microcomputer for game control (hereinafter referred to as "game control microcomputer") 101 that controls the progress of the game of the pachinko gaming machine PY1 according to a program is mounted on the main control board 100. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs, tables, etc. for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0059] The game ROM 103 stores programs for performing main control main processing and main-side timer interrupt processing, etc., which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special figure variation pattern determination table, a look-ahead determination table, a jackpot game control table, a hit determination table, a normal figure variation pattern determination table, an auxiliary game control table, etc., which will be described later. Note that the game ROM 103 may be external. The game RAM 104 is provided with the above-described special figure hold memory section 105 and normal figure hold memory section 106, etc.
[0060] In addition, the main control board 100 is equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for clearing the information stored in the game RAM 104 to the game CPU 102.
[0061] Various sensors MS and various actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. Also, the main control board 100 outputs signals to the various actuators MA.
[0062] Among various sensors MS connected to the main control board 100, there are a first start port sensor for detecting a game ball that has won a prize at the first start port 11, a second start port sensor for detecting a game ball that has won a prize at the second start port 12, a general winning port sensor for detecting a game ball that has won a prize at the general winning port 10, a gate sensor for detecting a game ball that has passed through the gate 13, a first big winning port sensor for detecting a game ball that has won a prize at the first big winning port 14, a second big winning port sensor 15a for detecting a game ball that has won a prize at the second big winning port 15, a specific area sensor 16a for detecting a game ball that has passed through (entered) the specific area 16, and a non-specific area sensor 17a for detecting a game ball that has passed through (entered) the non-specific area 17. When each sensor detects a game ball, it outputs a signal corresponding to the detection content to the main control board 100. Note that the types and numbers of sensors connected to the main control board 100 can be appropriately changed within a range that does not interfere with the game.
[0063] Also, among various actuators MA connected to the main control board 100, there are a pachinko solenoid for driving the pachinko opening / closing member 12k of the pachinko 12D, a first big winning port solenoid for driving the normal AT opening / closing member 14k of the first big winning device 14D, a second big winning port solenoid for driving the VAT opening / closing member 15k of the second big winning device 15D, and a distribution solenoid 16s for driving the distribution member 16k of the distribution device 16D. Note that the types and numbers of actuators connected to the main control board 100 can be appropriately changed within a range that does not interfere with the game.
[0064] Furthermore, displays 8 (special drawing display 81, general drawing display 82, and special drawing hold display 83) are connected to the main control board 100. The display control of these displays 8 is performed by the game control microcomputer 101.
[0065] In addition, the main control board 100 transmits various commands to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. Connected to the payout control board 170 are a card unit CU (installed adjacent to the pachinko gaming machine PY1 and enabling ball lending based on information such as a prepaid card inserted therein) and a prize ball payout device 73, and a firing device 72 is connected via a firing control circuit 175. Note that the firing device 72 includes a handle 72k (see FIG. 1).
[0066] Based on signals from the game control microcomputer 101 and signals from the connected card unit CU, the payout control board 170 uses the prize ball payout device 73 and the ball lending payout device 74 to pay out prize balls or pay out lent balls. The number of game balls to be paid out is output to the payout control board 170.
[0067] In addition, the firing device 72 is provided with a touch switch capable of detecting contact of a person such as a player with the handle 72k (see FIG. 1). When the player operates the handle 72k, the touch switch detects the contact of the player with the handle 72k and outputs a detection signal to the payout control board 170. Also connected to the firing device 72 is a firing volume knob capable of detecting the rotation angle (operation amount) of the handle 72k. The firing device 72 drives the firing solenoid so that the game ball is fired with a strength corresponding to the rotation angle of the handle 72k detected by the firing volume knob. In the pachinko gaming machine PY1, one game ball is fired approximately every 0.6 seconds while the rotation operation of the handle 72k is maintained.
[0068] In addition, the main control board 100 transmits various commands including information related to the game to the sub-control board 120 according to the progress of the game. The sub-control board 120 can grasp the progress status of the game (the control content of the game) by the main control board 100 based on various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that allows only the transmission of signals from the main control board 100 to the sub-control board 120. That is, a unidirectional circuit (for example, a circuit using a diode), not shown in the figure, as a communication direction restricting means, is interposed between the main control board 100 and the sub-control board 120.
[0069] As shown in FIG. 7, an effect control one-chip microcomputer (hereinafter referred to as "effect control microcomputer") 121 for controlling the effects of the pachinko machine PY1 according to a program is mounted on the sub-control board 120. The effect control microcomputer 121 (effect control means) includes an effect ROM 123 that stores a program for controlling effects as the game progresses by the main control board 100, an effect RAM 124 used as a work memory, and an effect CPU 122 that executes the program stored in the effect ROM 123.
[0070] In addition, the effect ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, sub-side timer interrupt processing, etc., which will be described later. Note that the effect ROM 123 may be external.
[0071] In addition, on the sub-control board 120, there are mounted an effect I / O port section 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time (date and time). The RTC 139 operates by the power supplied from a predetermined island power supply device (not shown) to the pachinko game machine PY1 when power is supplied from the island power supply device, and operates by the power supplied from the backup power circuit 192 provided in the power supply board 190 when power is not supplied from the island power supply device. For this reason, the RTC 139 can measure the current date and time even when the power of the pachinko game machine PY1 is not turned on. Note that a backup power circuit for the RTC 139 may be provided on the sub-control board 120. As the backup power circuit, a circuit including a capacitor and a built-in battery (such as a button battery) can be adopted.
[0072] An image control board 140 is connected to the sub-control board 120. The effect control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to perform display control of the image display device 50 based on the command received from the main control board 100, that is, according to the progress of the game by the main control board 100. Note that the connection between the sub-control board 120 and the image control board 140 is a bidirectional communication connection that enables both transmission of signals from the sub-control board 120 to the image control board 140 and transmission of signals from the image control board 140 to the sub-control board 120.
[0073] The image control board 140 includes an image ROM 142 that stores programs for image control and the like, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. Further, the image control board 140 includes a CG ROM 145 that stores the data of the images to be displayed on the image display device 50, a VRAM 146 used for expanding the image data stored in the CG ROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on one chip. The CG ROM 145 stores, for example, image data (still image data, moving image data, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including production designs) and background images) for displaying the images to be displayed on the image display device 50.
[0074] Based on the commands from the production control microcomputer 121, the VDP 144 reads out the image data from the CG ROM 145 and expands it in the expansion area in the VRAM 146 according to the display list created by the image CPU 141. Then, the expanded image data is appropriately synthesized to draw an image in the frame buffer in the VRAM 146. And the image drawn in the frame buffer is output to the image display device 50 as an RGB signal. Thereby, various production images are displayed on the display unit 50a.
[0075] Note that the display list is composed of a group of commands for instructing the execution of drawing in units of frames. The display list includes information on various parameters such as the type of image to be drawn, the position where the image is to be drawn, the display priority, the display magnification, and the transmittance of the image.
[0076] Based on the commands received from the main control board 100, that is, according to the progress of the game by the main control board 100, the production control microcomputer 121 outputs voices, music, sound effects, etc. from the speaker 52 via the audio control circuit 161.
[0077] The audio data such as the audio output from the speaker 52 is stored in the effect ROM 123 of the sub-control board 120. Note that the audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. Further, in this case, a ROM may be mounted on the board and the audio data may be stored in the ROM. Also, the speaker 52 may be connected to the image control board 140, and the image CPU 141 of the image control board 140 may be made to execute audio control. Further, in this case, the audio data may be stored in the image ROM 142 of the image control board 140.
[0078] Also, various switches serving as input parts, various actuators SA serving as drive sources, and various lamps SL are connected to the sub-control board 120 via a predetermined relay board (not shown). Signals output from the various switches are input to the sub-control board 120. Also, the sub-control board 120 outputs signals to the various actuators SA. Further, the sub-control board 120 performs lighting control of the various lamps SL via the lamp control circuit 151 based on commands received from the main control board 100 and the like.
[0079] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects that the normal button 40 has been pressed. The special button detection switch 41a detects that the special button 41 has been pressed. Each detection switch 40a, 41a outputs a signal corresponding to the detection content to the sub-control board 120. Note that the types and numbers of switches connected to the sub-control board 120 can be appropriately changed within a range that does not interfere with the game.
[0080] The various actuators SA connected to the sub-control board 120 include motors that drive the on-board movable device 55, the under-board movable device 56, the frame movable device 58, etc. It is possible to drive the motors to cause the respective movable devices to perform predetermined operations. Specifically, the effect control microcomputer 121 creates operation pattern data that determines the operation modes of the respective movable devices, and controls the operations of the respective movable devices via the lamp control circuit 151. Note that the types and numbers of the actuators connected to the sub-control board 120 can be appropriately changed within a range that does not interfere with the game.
[0081] The various lamps SL connected to the sub-control board 120 include the frame lamp 53, the board lamp 54, etc., and cause each lamp to emit light. Specifically, the effect control microcomputer 121 creates light emission pattern data (data that determines lighting / extinguishing and light emission colors, etc., also referred to as lamp data) that determines the light emission modes of the respective lamps, and controls the light emission of each lamp according to the light emission pattern data. Note that the data stored in the effect ROM 123 of the sub-control board 120 is used to create the light emission pattern data.
[0082] Note that the lamp control circuit 151 may be used as a board and a CPU may be mounted thereon. In this case, the CPU may be made to execute the lighting control of each lamp and the operation control of each movable device. Further, in this case, a ROM may be mounted on the board and data regarding the light emission pattern and the operation pattern may be stored in the ROM. Also, the types and numbers of the lamps connected to the sub-control board 120 can be appropriately changed within a range that does not interfere with the game.
[0083] 3. Main Games by the Gaming Machine Next, the main games performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 8 to 15.
[0084] 3-1. Games Related to the General Diagram First, a game related to the normal pattern will be described. When the launched game ball passes through gate 13, the pachinko gaming machine PY1 conducts a normal pattern lottery. When the normal pattern lottery is conducted, a variable display (stop display after variable display) of the normal pattern is performed on the normal pattern display 82. Here, the normal patterns that are stopped and displayed include winning symbols and losing symbols. Note that the losing symbols of the normal pattern are also referred to as "losing normal patterns" in order to distinguish them from the losing symbols of the special pattern described later. When a winning symbol is stopped and displayed, an auxiliary game is executed and the game related to the passage of the said gate 13 ends. On the other hand, when a losing normal pattern is stopped and displayed, no auxiliary game is conducted and the game related to the passage of the said gate 13 ends. Also, hereinafter, when a game ball passes through gate 13 when the variable display of the normal pattern or the auxiliary game is not being conducted, it is called "fulfillment of the normal pattern variable start condition".
[0085] When conducting such a series of games (normal pattern lottery, variable display of the normal pattern, auxiliary game), the pachinko gaming machine PY1 acquires a normal pattern related random number due to the fulfillment of the normal pattern variable start condition. As shown in Fig. 8(A), the normal pattern related random number to be acquired includes a normal symbol random number. The normal symbol random number is a random number (judgment information) for making a winning judgment. An appropriate range is provided for each random number.
[0086] 3-1-1. Winning Judgment The hit determination is a determination for deciding whether or not it is a hit (whether or not to execute an auxiliary game) using one or more hit determination tables as shown in FIG. 9(A). The hit determination table can be associated with the game state described later. That is, the game state includes a non-time-reduced state and a time-reduced state, and as the hit determination table, it is possible to distinguish between a hit determination table used in the non-time-reduced state (non-time-reduced hit determination table) and a hit determination table used in the time-reduced state (time-reduced hit determination table). In each hit determination table, the determination value of the normal symbol random number (normal symbol random number value) is distributed to a hit and a miss, which are the results of the hit determination. Therefore, the pachinko gaming machine PY1 collates the acquired normal symbol random number with the hit determination table to perform a hit determination of whether it is a hit or a miss. Then, based on the result of the hit determination, a normal symbol variation pattern determination for performing variable display of the normal symbol is performed. If the result of the hit determination is a hit, basically, a winning symbol is stopped and displayed in the variable display of the normal symbol. On the other hand, if the result of the hit determination is a miss, basically, a losing normal symbol is stopped and displayed in the variable display of the normal symbol. Also, the winning probability of a hit can be changed as appropriate.
[0087] 3-1-2. Normal Symbol Variation The normal symbol variation pattern determination is a determination for determining the normal symbol variation pattern using one or more normal symbol variation pattern determination tables as shown in FIG. 9(B). The normal symbol variation pattern is identification information regarding predetermined matters related to the variable display of the normal symbol, such as the normal symbol variation time.
[0088] The normal symbol variation pattern determination table can be associated with the game state. That is, as the normal symbol variation pattern determination table, it is possible to distinguish between a normal symbol variation pattern determination table used in the non-time-reduced state (non-time-reduced normal symbol variation pattern determination table) and a normal symbol variation pattern determination table used in the time-reduced state (time-reduced normal symbol variation pattern determination table).
[0089] In each normal pattern variation pattern determination table, one normal pattern variation pattern, which is the result of normal pattern variation pattern determination, is stored for each normal pattern to be stopped. That is, the pachinko gaming machine PY1 can vary the normal pattern variation time between the non-time-saving state and the time-saving state. For example, in the non-time-saving state, for the variable display of the normal pattern when displaying a losing normal pattern (losing normal pattern) stopped, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 30 seconds, and for the variable display of the normal pattern when displaying a winning symbol stopped, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 30 seconds. Also, in the time-saving state, for the variable display of the normal pattern when displaying a losing normal pattern stopped, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 5 seconds, and for the variable display of the normal pattern when displaying a winning symbol stopped, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 5 seconds. The variable display of the normal pattern for the normal pattern variation time associated with the normal pattern variation pattern determined by this determination is performed by the normal pattern display 82. Also, these normal pattern variation times can be changed as appropriate. In this way, by performing the winning determination and the normal pattern variation pattern determination, the variable display of the normal pattern is performed on the normal pattern display 82.
[0090] 3-1-3. Auxiliary Game The auxiliary game is executed when a winning symbol is stopped and displayed (derived) as the display result (the result of the normal pattern lottery) by the variable display of the normal pattern.
[0091] The auxiliary game includes elements that make up the auxiliary game (auxiliary game components), that is, various elements such as the number of times the electric chute 12D is opened and the opening time for each opening. And each of these elements is associated with the game state. The pachinko gaming machine PY1 controls the auxiliary game using one or more auxiliary game control tables as shown in FIG. 9(C) based on the game state. The auxiliary game control table is associated with the game state. Each auxiliary game control table stores auxiliary game components. Also, the number of opening times and the opening time in each of these elements can be changed as appropriate.
[0092] The pachinko gaming machine PY1 can vary the opening time of the electric chute 12D between the auxiliary game in the non-time-saving state and the auxiliary game in the time-saving state. For example, in the auxiliary game in the non-time-saving state, the electric chute 12D is opened for only the first opening time (a time when it is difficult for the game ball to win in the electric chute 12D (for example, 0.08 seconds)). Hereinafter, the auxiliary game in the non-time-saving state is also referred to as the "short opening auxiliary game". Also, in the auxiliary game in the time-saving state, the electric chute 12D is opened for only the second opening time, which is longer than the first opening time (a time when it is easy for the game ball to win in the electric chute 12D (for example, 3.00 seconds)). Hereinafter, the auxiliary game in the time-saving state is also referred to as the "long opening auxiliary game".
[0093] 3-2. Games related to the special figure Next, the game related to the special figure will be described. When the launched game ball wins in the first start port 11, the pachinko gaming machine PY1 conducts a special figure 1 lottery. When the special figure 1 lottery is conducted, the special figure 1 display 81a performs a variable display (stop display after performing a variable display) of the special figure 1 to notify the result of the special figure 1 lottery. Here, the special figure 1 that is stopped and displayed includes a jackpot symbol and a losing symbol. That is, the result of the special figure 1 lottery includes a jackpot and a loss. When the jackpot symbol is stopped and displayed, a jackpot game is executed, a new game state is set, and the game based on the winning ends. On the other hand, when the losing symbol is stopped and displayed, the jackpot game is not conducted, and the game based on the winning ends.
[0094] Similarly, when a game ball launched by the pachinko gaming machine PY1 wins a prize at the second start port 12, a special figure 2 lottery is conducted. When the special figure 2 lottery is conducted, on the special figure 2 display 81b, a variable display (stop display after variable display) of the special figure 2 is performed to notify the result of the special figure 2 lottery. Here, the special figure 2 for the stop display includes a jackpot symbol and a losing symbol. That is, the result of the special figure 2 lottery includes a jackpot and a loss. When the jackpot symbol is stopped and displayed, a jackpot game is executed, a new game state is set, and the game based on the said winning ends. On the other hand, when the losing symbol is stopped and displayed, no jackpot game is conducted, and the game based on the said winning ends.
[0095] In the following, when a game ball wins a prize at the first start port 11, it is referred to as "the establishment of the first start condition", and when a game ball wins a prize at the second start port 12, it is referred to as "the establishment of the second start condition". Also, "the establishment of the first start condition" and "the establishment of the second start condition" are collectively referred to as "the establishment of the start condition". Also, for the losing symbol of the special symbol, in order to distinguish it from the losing symbol of the aforementioned general figure, it is also referred to as "losing special figure".
[0096] When the pachinko gaming machine PY1 conducts such a series of games (special figure lottery, variable display of the special figure, jackpot game, setting of the game state), due to the establishment of the start condition, it acquires special figure-related random numbers and makes various determinations about the said random numbers. As shown in FIG. 8(B), the special figure-related random numbers to be acquired include a special symbol random number (jackpot random number), a jackpot symbol type random number, a reach random number, and a special figure variation pattern random number. The special symbol random number is a random number for making a jackpot determination. The jackpot symbol type random number is a random number for making a jackpot symbol type determination. The reach random number is a random number for making a reach determination. The special figure variation pattern random number is a random number for making a variation pattern determination of the special symbol. An appropriate range is provided for each random number. Note that the random number may also be referred to as determination information.
[0097] 3-2-1. Jackpot determination The jackpot determination is a determination for deciding whether it is a jackpot (whether to execute a jackpot game) using one or more jackpot determination tables as shown in Fig. 10(A). The game states include a normal probability state and a high probability state, and the jackpot determination tables are associated with whether it is the normal probability state or the high probability state. That is, it is possible to distinguish between the jackpot determination table used in the normal probability state (jackpot determination table for normal probability) and the jackpot determination table used in the high probability state (jackpot determination table for high probability) as the jackpot determination tables.
[0098] In each jackpot determination table, the jackpot, which is the result of the jackpot determination, and the loss are assigned special symbol random number determination values (special symbol random number values). The pachinko gaming machine PY1 collates the acquired special symbol random number with the jackpot determination table to determine whether it is a jackpot or a loss. As shown in Fig. 10(A), the jackpot determination table for high probability has more special symbol random number determination values determined as jackpots than the jackpot determination table for normal probability. Also, the winning probability of the jackpot can be changed as appropriate.
[0099] 3-2-2. Jackpot Symbol Type Determination The jackpot symbol type determination is a determination for deciding the type of jackpot symbol (jackpot symbol type) using one or more jackpot symbol type determination tables as shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. It is possible to associate the content of the jackpot, in other words, the components of the jackpot composed of game benefits given to the player, etc., for each type of jackpot symbol.
[0100] The jackpot symbol type determination table can be associated with the type of the variable-display special symbol, in other words, the type of the start port where the winning that caused (generated) the jackpot symbol type determination occurred. That is, as the jackpot symbol type determination table, it is possible to distinguish between the jackpot symbol type determination table (the first jackpot symbol type determination table) used when performing the variable display of Special Figure 1 and the jackpot symbol type determination table (the second jackpot symbol type determination table) used when performing the variable display of Special Figure 2.
[0101] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, the determination value (jackpot symbol type random number value) of the jackpot symbol type random number is allocated to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko gaming machine PY1 collates the acquired jackpot symbol type random number with the jackpot symbol type determination table to determine the type of the jackpot symbol. And in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number values are appropriately allocated to various jackpot symbols. Also, the allocation rate of the jackpot symbol type can be changed as appropriate. Also, the types of jackpot symbols can be increased or decreased as appropriate.
[0102] For example, as shown in FIG. 10(B), it is possible to set the allocation rate of the jackpot symbol type by the jackpot symbol type determination for Special Figure 1 such that the jackpot symbol X is 50% and the jackpot symbol Y is 50%, and set the allocation rate of the jackpot symbol type by the jackpot symbol type determination for Special Figure 2 such that the jackpot symbol Z is 100%. In this way, it is possible to make the allocation rates of the jackpot symbol types different between the Special Figure 1 lottery performed when a game ball wins in the first start port 11 and the Special Figure 2 lottery performed when a game ball wins in the second start port 12.
[0103] 3-2-3. Reach Determination The reach determination is a determination for deciding whether to generate a reach in a special figure variation effect described later using one or more reach determination tables as shown in FIG. 10(C) when the result of the jackpot determination is a loss.
[0104] The reach determination table can be associated with the game state. That is, it is possible to distinguish between a reach determination table used in the non-time-limit state (non-time-limit reach determination table) and a reach determination table used in the time-limit state (time-limit reach determination table) as the reach determination tables.
[0105] In each reach determination table, the determination values of the reach random number (reach random number values) are distributed to "reach exists (generate a reach)" and "reach does not exist (do not generate a reach)", which are the results of the reach determination. Therefore, the pachinko gaming machine PY1 collates the acquired reach random number with the reach determination table to determine whether a reach exists or not (whether to generate a reach). As shown in FIG. 10(C), it is possible to vary the number of reach random number values determined as "reach exists (generate a reach)" between the non-time-limit reach determination table and the time-limit reach determination table. In the following, "reach exists in case of a loss (generate a reach)" when the result of the jackpot determination is "a loss" is sometimes referred to as "reach exists in case of a loss", and "reach does not exist (do not generate a reach)" is sometimes referred to as "reach does not exist in case of a loss".
[0106] 3-2-4. Special Figure Variation The special symbol variation pattern determination is a determination for determining the variation pattern (special symbol variation pattern) of the variable display of the special symbol using one or more special symbol variation pattern determination tables (special symbol variation pattern determination tables) as shown in FIGS. 11 to 12, and is performed in both cases where the jackpot determination result is a jackpot and a loss. The special symbol variation pattern is identification information for identifying predetermined matters such as the special symbol variation time and the production flow (production content) of the special symbol variation production described later. Note that the special symbol variation pattern can include identification information regarding the result of the jackpot determination and the result of the reach determination in addition to the special symbol variation time and the production flow (production content) of the special symbol variation production. It is possible to use a plurality of types of special symbol variation patterns with different identification information as the special symbol variation pattern, and the number thereof can be changed as appropriate.
[0107] The special symbol variation pattern determination table can be associated with the type of the special symbol that performs the variable display to be determined, in other words, the type of the start port where the winning that causes the special symbol variation pattern determination has occurred. That is, as the special symbol variation pattern determination table, it is possible to distinguish between the special symbol variation pattern determination table (special symbol 1 variation pattern determination table: FIG. 11) used when performing the variable display of special symbol 1 and the special symbol variation pattern determination table (special symbol 2 variation pattern determination table: FIG. 12) used when performing the variable display of special symbol 2.
[0108] Moreover, each special figure variation pattern determination table can be associated with the game state. That is, as the special figure 1 variation pattern determination table, there can be distinguished a special figure 1 variation pattern determination table for non-time-limited state (non-time-limited special figure 1 variation pattern determination table) and a special figure 1 variation pattern determination table for time-limited state (time-limited special figure 1 variation pattern determination table). On the other hand, similarly for the special figure 2 variation pattern determination table, there can be distinguished a special figure 2 variation pattern determination table for non-time-limited state (non-time-limited special figure 2 variation pattern determination table) and a special figure 2 variation pattern determination table for time-limited state (time-limited special figure 2 variation pattern determination table). Note that it is not necessary to divide the special figure variation pattern determination table for each game state.
[0109] In addition, each special figure variation pattern determination table associated with the game state can further be associated with the jackpot determination result, the jackpot symbol type determination result, or the reach determination result. That is, for the non-time-limited special figure 1 variation pattern determination table and the non-time-limited special figure 2 variation pattern determination table, there are respectively those for jackpot use (for each jackpot symbol type), for reach-with-miss use, and for reach-without-miss use, etc. Similarly, for the time-limited special figure 1 variation pattern determination table and the time-limited special figure 2 variation pattern determination table, there are respectively those for jackpot use (for each jackpot symbol type), for reach-with-miss use, and for reach-without-miss use, etc.
[0110] Furthermore, the special figure 1 variation pattern determination table for each non-reach loss can be associated with the number of special figures held. For example, it is possible to distinguish between the special figure 1 variation pattern determination table for non-reach loss used when the number of special figures 1 held (U1) is 0 to 2, and the special figure 1 variation pattern determination table for non-reach loss used when the number of special figures 1 held (U1) is 3 to 4. Also, the special figure 2 variation pattern determination table for each non-reach loss can be associated with the number of special figures held. For example, it is possible to distinguish between the special figure 2 variation pattern determination table for non-reach loss used when the number of special figures 2 held (U2) is 0 to 2, and the special figure 2 variation pattern determination table for non-reach loss used when the number of special figures 2 held (U2) is 3 to 4.
[0111] Then, the variable display of the special figure of the special figure variation time corresponding to the special figure variation pattern determined by each special figure variation pattern determination is performed on the special figure display 81. And when the jackpot symbol stops being displayed as the display result (the result of the special figure lottery) in the variable display of the special figure, the variable display of the next special figure is not immediately performed, and subsequently, the jackpot game is executed.
[0112] Also, each special figure variation pattern can be associated with the production flow of the special figure variation production shown in the second column from the right in the tables of FIGS. 11 to 12.
[0113] Note that, as shown in the rightmost column of the tables of FIGS. 11 to 12, the special figure variation pattern may be named in association with the special figure (jackpot determination result) and the production content of the special figure variation production. For example, the special figure variation pattern related to the jackpot is called "jackpot variation". On the other hand, among the losses with a reach, the special figure variation pattern in which an SP reach, which is a type of reach, is performed is called "SP loss variation", the special figure variation pattern in which an L reach, which is a type of reach, is performed among the losses with a reach is called "L loss variation", the special figure variation pattern in which the special figure variation production ends with an N reach (normal reach production), which is a type of reach, among the losses with a reach is called "N loss variation", and the special figure variation pattern related to the non-reach loss is called "normal loss variation".
[0114] 3-2-5. Prediction determination The pachinko gaming machine PY1 performs a prediction determination using one or more prediction determination tables as shown in FIG. 13 based on the obtained special drawing-related random numbers. The prediction determination includes, for example, determination as to whether or not a special symbol random number is determined to be a jackpot in the jackpot determination, determination as to which type of jackpot symbol is determined in the jackpot symbol type determination for the jackpot symbol type random number, determination as to which special drawing variation pattern is determined in the special drawing variation pattern determination for the special drawing variation pattern random number, and the like. The prediction determination table can be associated with the type of the start winning port related to its start winning. That is, it is possible to distinguish between a prediction determination table (first prediction determination table) when winning in the first start winning port 11 and a prediction determination table (second prediction determination table) when winning in the second start winning port 12 as the prediction determination tables.
[0115] Also, the prediction determination table can be associated with the gaming state. That is, it is possible to distinguish between a prediction determination table (non-time reduction use prediction determination table) used in the non-time reduction state and a prediction determination table (time reduction use prediction determination table) used in the time reduction state as the prediction determination tables.
[0116] That is, it is possible to distinguish between a first prediction determination table used in the non-time reduction state, a first prediction determination table used in the time reduction state, a second prediction determination table used in the non-time reduction state, and a second prediction determination table used in the time reduction state as the prediction determination tables. Note that what determinations are included in the prediction determination can be changed as appropriate.
[0117] 3-3. Jackpot game Next, the jackpot game will be explained. The jackpot game includes multiple rounds of game play accompanied by the opening and closing of the big winning opening (the first big winning opening 14 or the second big winning opening 15), an opening (also denoted as OP) from the start of the jackpot game until the start of the first round of game play, and an ending (also denoted as ED) from the end of the last round of game play until the end of the jackpot game. Each round of game play starts with the end of the opening or the end of the previous round of game play and ends with the start of the next round of game play or the start of the ending. Also, it is possible not to provide an OP or an ED. In the following, the round of game play at a predetermined number of times (in a predetermined order) is simply referred to as a "round". For example, the first (first time) round of game play is referred to as "1 round (1R)", and the tenth round of game play is referred to as "10 rounds (10R)".
[0118] The elements constituting such a jackpot game (jackpot game components) include the number of rounds of game play, the number of times the big winning opening (the first big winning opening 14 or the second big winning opening 15) is opened in each round of game play, the type and opening time (opening pattern) of the big winning opening for each opening, the time to be closed until the next opening (closing time), the time of the opening (opening time), and the time of the ending (ending time), etc. The pachinko gaming machine PY1 controls the jackpot game using one or more jackpot game control tables as shown in FIG. 14 after the stop display in the special figure. In the jackpot game control table, the jackpot game components are stored for each jackpot game. As the jackpot game, it is possible to control one type or multiple types of jackpot games.
[0119] For example, as shown in FIG. 14, from 1R to 10R, a round game in which the first major winning opening 14 is opened for up to 29.5 seconds, or a round game in which the first major winning opening 14 is opened for up to 0.1 second, is played. And in 10R (the final round), a round game in which the second major winning opening 15 is opened for up to 29.5 seconds, or a round game in which the second major winning opening 15 is opened for up to 0.1 second, is played. Also, in each round game, when a predetermined number (for example, 10) of game balls are detected by the major winning opening sensor, the round game is ended even before the maximum opening time of the major winning openings 14 and 15 has elapsed.
[0120] Also, the number of times and the time in each element can be changed as appropriate. Also, the big win game can be played using both the first major winning opening 14 and the second major winning opening 15 or using only one of them.
[0121] Here, the specific area 16 will be described in detail. Since the specific area 16 takes a non-winning closed state and a winning open state by the distribution member 16k, the operation mode of the distribution member 16k can be referred to as the opening / closing mode of the specific area 16. Hereinafter, the operation mode of the distribution member 16k will also be referred to as the "opening / closing mode of the specific area 16". In this way, although the distribution member 16k is controlled in a certain operation mode (the specific area 16 is in a certain opening / closing mode), the difficulty (easiness) of allowing the game ball to enter the specific area 16 in the big win game is set by the combination of the certain operation mode of the distribution member 16k (the certain opening / closing mode of the specific area 16) and the opening / closing mode of the second major winning opening 15 in the big win game. Note that hereinafter, the fact that the specific area 16 is in the open state will also be referred to as "V open".
[0122] For 15 seconds after the opening of the second largest winning port starts, the distribution solenoid 16s is energized, and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second largest winning port 15 is open for up to 29.5 seconds, from the relationship between the opening time and timing of the second largest winning port 15 and the time and timing during which the distribution member 16k is controlled to the second state, it is easy for the game ball to pass through the specific area 16 (to enter the game ball into the specific area 16). On the other hand, in a round game in which the second largest winning port 15 is open for up to 0.1 second, from the relationship between the opening time and timing of the second largest winning port 15 and the time and timing during which the distribution member 16k is controlled to the second state, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to enter the game ball into the specific area 16). Thus, in a jackpot game, during the jackpot game, there are a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which it is easy for the game ball to pass through the specific area 16 (hereinafter also referred to as "V passing") and a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which it is impossible or difficult for the game ball to pass through the specific area 16. Thus, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in the V long opening pattern is called a "V long jackpot". On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in the V short opening pattern is called a "V short jackpot".
[0123] 3-4. Game state Next, the gaming states will be described. As shown in FIG. 15, the pachinko gaming machine PY1 can be set to any one of the following gaming states: "low probability low base gaming state", "low probability high base gaming state", "high probability low base gaming state", "high probability high base gaming state", and "big win gaming state". Note that the "low probability low base gaming state" can be abbreviated as "low low base state", the "low probability high base gaming state" as "low high base state", the "high probability low base gaming state" as "high low base state", and the "high probability high base gaming state" as "high high base state", respectively. The states constituting the gaming state include a state related to the probability of being determined as a "big win" in the big win determination and a state related to the ease of opening the electric stop 12D. The former includes a normal probability state and a high probability state. On the other hand, the latter includes a non-time-saving state and a time-saving state. Note that the big win gaming state corresponds to the "special gaming state".
[0124] The normal probability state is set in the "low probability low base gaming state" or the "low probability high base gaming state", and is a state where the probability of being determined as a big win in the big win determination is the normal probability. The high probability state is set in the "high probability low base gaming state" or the "high probability high base gaming state", and is a state where the probability of being determined as a big win in the big win determination is a high probability higher than the normal probability. Therefore, it can be said that the high probability state is more advantageous to the player than the normal probability state. When the pachinko gaming machine PY1 is powered on for the first time, the normal probability state is set. And by winning a big win, it becomes possible to switch from the normal probability state to the high probability state. For example, in the big win game, it is possible to switch to the high probability state by the game ball passing through the specific area 16. Also, it is possible to switch to the high probability state depending on the type of big win symbol. The high probability state can be switched from the high probability state to the normal probability state by performing the big win determination a predetermined number of times without winning a big win or by winning the next big win.
[0125] The non-time-saving state is set in the "low-probability low-base game state", "high-probability low-base game state", or "big win game state". The time-saving state is set in the "low-probability high-base game state" or "high-probability high-base game state", and it is a game state in which the opening time of the electric chute 12D in one supplementary game is more likely to be longer than that in the non-time-saving state. For example, in the time-saving state, the opening time (e.g., 3.00 seconds) is longer than the opening time of the electric chute 12D in the non-time-saving state (e.g., 0.08 seconds). Also, in the time-saving state, the special figure variation pattern determination is performed using a special figure variation pattern determination table defined such that a special figure variation pattern with a shorter special figure variation time is more likely to be selected than in the non-time-saving state (see FIGS. 11 to 12). As a result, in the time-saving state, the pace of digestion of the special figure hold becomes faster, and an effective winning (a winning that can be stored as a special figure hold) at the start port is more likely to occur. Therefore, it is possible to aim for a big win under smooth game progress.
[0126] Also, the time-saving state can be made such that the general figure variation time is more likely to be shorter than in the non-time-saving state. For example, in the time-saving state, a general figure variation time (5 seconds) is determined, which is shorter than the general figure variation time (30 seconds) determined in the non-time-saving state. Therefore, in the time-saving state, the number of executions of the general figure lottery per unit time is larger.
[0127] Also, the time-saving state can be made such that it is more likely to be determined as a win in the win determination than in the non-time-saving state. For example, in the time-saving state, it is determined as a win with a higher probability (e.g., 59936 / 65536) than the probability (e.g., 6600 / 65536) of being determined as a win in the non-time-saving state. Therefore, in the time-saving state, the number of times of being determined as a win in the win determination per unit time is larger.
[0128] In such a time-saving state, compared to the non-time-saving state, the opening time of the solenoid 12D per unit time becomes longer, and it becomes easier for the game balls to frequently win the second start port 12. As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes higher. Therefore, in the time-saving state with a high base, it is possible to aim for a jackpot win without significantly reducing the number of game balls in hand. Therefore, it can be said that the time-saving state is more advantageous to the player than the non-time-saving state.
[0129] When the pachinko machine PY1 is powered on for the first time, the non-time-saving state is set. And, for example, the time-saving state can be set by winning a jackpot. The time-saving state can be changed from the time-saving state to the non-time-saving state by performing a jackpot determination a predetermined number of times without winning a jackpot or by winning the next jackpot.
[0130] Note that in the time-saving state, compared to the non-time-saving state, it is easier to win a hit, the general pattern variation time tends to be shorter, and the opening time of the solenoid 12D in one auxiliary game tends to be longer. Regarding the game related to the general pattern, it is set advantageously for the player in three aspects. However, even a part of these points set advantageously for the player may be sufficient.
[0131] Note that the game state after the pachinko machine PY1 is powered on for the first time is the "low probability and low base game state" in which the normal probability state and the non-time-saving state are set. This game state is also referred to as the "normal game state". Note that in the "jackpot game state", although a hit determination is made but a jackpot determination is not made, the non-time-saving state is set with the start of the jackpot game. Also, regarding the game state, it is possible to use all of the above-described game states or only a part of them.
[0132] 4. Main effects by the gaming machine Next, the main effects performed by the pachinko machine PY1 will be described with reference to FIGS. 16 to 22.
[0133] 4-1. Effect mode First, the presentation mode will be explained. The presentation mode is a classification of presentations (or a higher-level attribute). The pachinko gaming machine PY1 can be set to a customer-waiting presentation mode, a normal presentation mode, a probability-variable presentation mode, a time-saving presentation mode, and a jackpot presentation mode as presentation modes.
[0134] The customer-waiting presentation mode can be set when no special figure variation presentation is being performed in the "low probability, low base game state", "low probability, high base game state", "high probability, low base game state", and "high probability, high base game state", and it is a presentation mode indicating a waiting state where no special figure variation presentation is being performed. When the customer-waiting presentation mode is set, a customer-waiting presentation is performed. In the customer-waiting presentation, for example, as shown in FIG. 16(A-1), a customer-waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a. Also, when the normal button 40 is operated while the customer-waiting demo video G100 is being displayed, as shown in FIG. 16(A-2), a setting screen G101 for setting the presentation of the pachinko gaming machine PY1 is displayed. The settings related to the presentation include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a ("light amount setting"), the frequency setting of the executed presentation ("presentation setting"), and the like.
[0135] The normal performance mode can be set when a special figure variation performance is being carried out in the "low probability and low base game state" or "high probability and low base game state", and it is a performance mode indicating a non-time-saving state. In the normal performance mode, for example, as shown in FIG. 16(B-1), there is a first normal performance mode in which a background image representing a daytime mountain view (daytime normal use background image G102) is displayed on the display unit 50a; as shown in FIG. 16(B-2), there is a second normal performance mode in which a background image representing an evening mountain view (evening normal use background image G103) is displayed on the display unit 50a; and as shown in FIG. 16(B-3), there is a third normal performance mode in which a background image representing a nighttime mountain view (nighttime normal use background image G104) is displayed on the display unit 50a. One of the conditions for switching is that one or more special figure variation performances are carried out without winning a big hit. Further, in each of the first to third normal performance modes, in the special figure variation performance, there are a normal pre-stage performance mode before a reach is established and a normal post-stage performance mode after a reach is established. In the normal pre-stage performance mode, one of the daytime normal use background image G102, the evening normal use background image G103, and the nighttime normal use background image G104 is displayed on the display unit 50a, but in the normal post-stage performance mode, a dedicated background image corresponding to the type of reach is displayed. Also, a special performance mode that is set only in the "high probability and high base game state" may be provided.
[0136] The probability-variable performance mode (cosmic mode) is a performance mode that can be set when a special figure variation performance is being carried out in the "high probability and high base game state", and it is a performance mode indicating a high probability state and a time-saving state. In the probability-variable performance mode, for example, as shown in FIG. 16(B-4), a background image representing the universe (probability-variable use background image G105) is displayed on the display unit 50a. Further, in the probability-variable performance mode, in the special figure variation performance, there are a probability-variable pre-stage performance mode before a reach is established and a probability-variable post-stage performance mode after a reach is established. In the probability-variable pre-stage performance mode, the probability-variable use background image G105 is displayed on the display unit 50a, but in the probability-variable post-stage performance mode, a dedicated background image corresponding to the type of reach is displayed.
[0137] The short-time performance mode (empty mode) is a performance mode that can be set when the special figure variation performance is being carried out in the "low-probability high-base game state", and it is a performance mode indicating the normal probability state and the short-time state. In the short-time performance mode, for example, as shown in FIG. 16(B-5), a background image representing emptiness (short-time background image G106) is displayed on the display unit 50a. Furthermore, the short-time performance mode includes, in the special figure variation performance, a short-time pre-reach performance mode before a reach is established and a short-time post-reach performance mode after a reach is established. In the short-time pre-reach performance mode, the short-time background image G106 is displayed on the display unit 50a, but in the short-time post-reach performance mode, a dedicated background image corresponding to the type of reach is displayed.
[0138] The jackpot performance mode is a performance mode that can be set when a jackpot game is being carried out in the "jackpot game state", and it is a performance mode indicating that a jackpot game is being carried out. In the jackpot performance mode, for example, during the opening of the jackpot game, as shown in FIG. 16(C-1), a jackpot opening performance is carried out in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 prompting "right hit" are displayed on the display unit 50a. During the round of the jackpot game, as shown in FIG. 16(C-2), a round performance is carried out in which a round image G109 indicating the round number and a prize ball number image G110 suggesting the number of prize balls paid out are displayed on the display unit 50a. During the ending of the jackpot game, as shown in FIG. 16(C-3), a jackpot ending performance is carried out in which an ending image G111 suggesting the performance mode set after the jackpot game and a total prize ball number image G112 suggesting the total number of prize balls paid out are displayed on the display unit 50a.
[0139] Note that the types of performance modes can be appropriately changed or added.
[0140] 4-2. Special Figure Variation Performance Next, a special figure variation effect (also simply referred to as "variation effect") will be described. When the variable display of the special figure starts on the pachinko gaming machine PY1, a special figure variation pattern related to the variable display of the special figure and special figure lottery results (big win determination result, big win symbol type determination result, reach determination result, and special figure variation pattern determination result), etc. are based on, and a special figure variation effect is executed. In the special figure variation effect, on the display unit 50a, the variable display of the effect symbols is performed superimposed on a predetermined background image. The effect symbols are composed of, for example, numerical symbols from 1 to 9. In the variable display of the effect symbols, the effect symbols vary with the start of the variable display of the special figure and stop with the end of the variable display of the special figure. That is, after the variable display of the effect symbols is performed during the special figure variation time, the variation stops and the stop display of the effect symbols is performed. And the result of the special figure lottery is notified by the stop display of the effect symbols.
[0141] In addition, in the special figure variation effect, in addition to the variable display of the effect symbols, other effects using various effect devices such as the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the normal button 40, the special button 41, etc. can be performed. In this case, it is possible to continue performing other effects even after the stop display of the effect symbols.
[0142] 4-2-1. Effect Symbol Display Area As shown in Fig. 17(A), on the display unit 50a of the image display device 50, it is possible to provide a left effect symbol area 50b1, a middle effect symbol area 50b2, and a right effect symbol area 50b3 on the left, middle, and right sides that divide the display unit 50a into three substantially equal parts in the horizontal direction. The left effect symbol area 50b1 is an area for displaying the left effect symbol EZ1 when the stop display of the effect symbols in the special figure variation effect is performed. Similarly, the middle effect symbol area 50b2 and the right effect symbol area 50b3 are areas for displaying the middle effect symbol EZ2 and the right effect symbol EZ3.
[0143] Also, as shown in FIG. 17(A), it is possible to provide a small symbol area 50c in a section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area where the small symbols KZ1, KZ2, and KZ3 are variably displayed when variable display of the special figure is being performed. The small symbols KZ1, KZ2, and KZ3 are composed of, for example, numerical symbols from 1 to 9.
[0144] In FIG. 17(A), the left effect symbol area 50b1, the middle effect symbol area 50b2, the right effect symbol area 50b3, and the small symbol area 50c are indicated by a two-dot chain line, but this is described to represent the ranges of the left effect symbol area 50b1, the middle effect symbol area 50b2, the right effect symbol area 50b3, and the small symbol area 50c, and they are not actually displayed.
[0145] 4-2-2. Normal Variation The pachinko gaming machine PY1 can first perform a normal variation in the special figure variation effect. The normal variation functions as an effect suggesting that the variable display of the special figure has started.
[0146] When the variable display of the special figure starts, for example, as shown in FIG. 17(A), on the display unit 50a, the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3 are stopped and displayed, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are also stopped and displayed. The variable display of the special figure is not being performed, and from the state of waiting for the variable display of the special figure, as shown in FIG. 17(B), with the start thereof, the variable display of the effect symbols EZ1, EZ2, and EZ3 is started, and the variable display of the small symbols KZ1, KZ2, and KZ3 is started. Note that "↓" in FIG. 17 indicates that the symbols are in the process of variable display. And when the special figure variable pattern of this special figure variable display is, for example, "normal loss variation", as shown in FIG. 17(C-1), after the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in different stop modes, as shown in FIG. 17(D), the effect symbols EZ1, EZ2, and EZ3 stop and are displayed in a stop mode (so-called scattered state) suggesting a loss. At this time, the small symbols KZ1, KZ2, and KZ3 also stop and are displayed all at once in a stop mode suggesting a loss. There are multiple types of stop modes suggesting a loss, such as "1·1·2" and "2·4·6", where the left and right symbols are not the same. On the other hand, when the special figure variable pattern of the special figure variable display is a special figure variable pattern with a reach, such as "N loss variation", as shown in FIG. 17(C-2), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in the same stop mode (so-called reach state), and a reach is established. At this time, the variable display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach effect corresponding to the special figure variable pattern is performed. Note that the stop order and stop mode of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0147] 4-2-3.N Reach The pachinko gaming machine PY1 can perform an N reach when a reach is established in a normal variation. The N reach is an effect suggesting that the result of the jackpot determination may be "jackpot", and functions as an effect to make the player expect a jackpot.
[0148] In the N - reach, as shown in Fig. 18(A), the state where the reach is established is maintained for a predetermined time (e.g., 10 seconds). As shown in Fig. 18(B), the variation speed of the middle performance symbol EZ2 gradually decreases. Then, when the special figure variation pattern of the variable display of the special figure is, for example, the "N - miss variation", as shown in Fig. 18(C - 1), the performance symbols EZ1, EZ2, and EZ3 stop displaying in a stop mode (so - called N - miss appearance) that suggests a reach miss. At this time, the small symbols KZ1, KZ2, and KZ3 also stop displaying simultaneously in a stop mode that suggests a reach miss. There are multiple types of stop modes that suggest a reach miss, such as "7·6·7" and "5·3·5", where the left - and right - hand symbols are the same and the middle symbol is different from the left - and right - hand symbols. On the other hand, when the special figure variation pattern of the variable display of the special figure is, for example, the "N - jackpot variation", as shown in Fig. 18(C - 2), it stops displaying in a stop mode (so - called triple - seven appearance) that suggests a jackpot. There are multiple types of stop modes that suggest a jackpot, such as "7·7·7" and "2·2·2", where the left, middle, and right symbols are the same. At this time, the small symbols KZ1, KZ2, and KZ3 also stop displaying simultaneously in a stop mode that suggests a jackpot. Note that the performance content of the N - reach is not limited to the gradual deceleration of the middle performance symbol EZ2 and can be appropriately changed or added.
[0149] 4 - 2 - 4. SP - reach The pachinko game machine PY1 can perform an SP - reach after the N - reach. The SP - reach is an effect that suggests that the possibility of the result of the jackpot determination being "jackpot" is higher than that of the N - reach, and it functions as an effect to make the player expect a jackpot.
[0150] In the SP reach, after the N reach, for example, as shown in FIG. 19(A), a background image dedicated to SP reach (SP reach background image G113) is displayed on the display unit 50a, and an image (SP reach start title image) G1 indicating that the SP reach has started is displayed at the center of the display unit 50a. Then, as shown in FIG. 19(B), a dedicated SP reach effect (for example, a battle effect) is performed. When the final stage of the dedicated SP reach effect is reached, if the special figure variable display special figure variation pattern is, for example, "SP big win variation", as shown in FIG. 19(C-1), an effect suggesting a big win (for example, a display showing that the main character is happy to win the battle) is performed on the display unit 50a, and the effect symbols EZ1, EZ2, EZ3 are stopped and displayed in a stop mode suggesting a big win (so-called double zero). At this time, the small symbols KZ1, KZ2, KZ3 are also simultaneously stopped and displayed in a stop mode suggesting a big win. On the other hand, if the special figure variable display special figure variation pattern is, for example, "SP loss variation", as shown in FIG. 19(C-2), an effect suggesting a loss (for example, a display showing that the enemy character is happy to win the battle) is performed, and the effect symbols EZ1, EZ2, EZ3 are stopped and displayed in a stop mode suggesting a reach loss. At this time, the small symbols KZ1, KZ2, KZ3 are also simultaneously stopped and displayed in a stop mode suggesting a loss. Note that the content of the SP reach effect can be appropriately changed or added.
[0151] Here, the probability of stopping (big win expectancy) for the production symbols EZ1, EZ2, and EZ3 for each reach in a manner indicating a big win will be described in detail. The big win expectancy for each reach is determined by the execution probability based on the result of the big win determination. For example, if the execution probability of the N reach is set to 10% when the result of the big win determination is "loss" and 100% when the result of the big win determination is "big win", and the execution probability of the SP reach is set to 4% when the result of the big win determination is "loss" and 100% when the result of the big win determination is "big win", it is possible to set the big win expectancy of the SP reach higher than that of the N reach. Also, if SP reach A and SP reach B are made executable as SP reaches, and the execution probability of SP reach A is set to 2% when the result of the big win determination is "loss" and 20% when the result of the big win determination is "big win", and the execution probability of SP reach B is set to 2% when the result of the big win determination is "loss" and 30% when the result of the big win determination is "big win", it is possible to set the big win expectancy of SP reach B higher than that of SP reach A. In this way, by appropriately setting the execution probability according to the result of the big win determination, it is possible to set the big win expectancy.
[0152] 4-3. Reserved Icon Display Area As shown in FIG. 20(A), it is possible to provide a reserved icon display area 50d composed of four display areas on the display unit 50a of the image display device 50. The reserved icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and it is possible to display a reserved icon HA (reserved display) in each of the display areas 50d1, 50d2, 50d3, 50d4 according to the reserved number in FIG. 1 or the reserved number in FIG. 2. For example, when the reserved number in FIG. 1 is '1', the reserved icon HA is displayed in the first display area 50d1, and when the reserved number in FIG. 1 is '2', the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2.
[0153] In addition, as shown in FIG. 20(A), it is possible to provide the icon display area 50e consisting of one display area in the vicinity of the held icon display area 50d. The icon display area 50e can display the icon TA that is the same as or different from the held icon HA in response to the start of the special figure variation effect. Note that the held icon HA and the icon TA correspond to the "predetermined icon".
[0154] Note that the number of display areas constituting the held icon display area 50d can be appropriately changed. Also, the held icon display area 50d can be a display area that displays both the special figure 1 hold number and the special figure 2 hold number, or a display area that displays only one of them.
[0155] 4-3-1. Held effect The pachinko game machine PY1 can perform a held effect in response to a game ball winning the first start port 11 or the second start port 12. The held effect can inform the player of the number of special figure 1 holds or special figure 2 holds.
[0156] In the held effect, when a game ball wins the first start port 11 when the special figure 1 hold number is '0', the special figure variation effect is started. For example, as shown in FIG. 20(B), the icon TA is displayed in the icon display area 50e. Then, when two more game balls win the first start port 11 during the special figure variation effect, as shown in FIG. 20(C), the held icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the held icon display area 50d, and the player is informed that the special figure 1 hold number is '2'. After that, when the special figure variation effect ends and a new special figure variation effect is started, as shown in FIG. 20(D), the held icon HA displayed in the first display area 50d1 of the held icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the held icon HA displayed in the second display area 50d2 of the held icon display area 50d moves to the first display area 50d1 and is displayed, and the player is informed that the special figure 1 hold number is '1'.
[0157] 4-4. Advance Notice Performance The pachinko gaming machine PY1 can perform an advance notice performance at any timing during the special figure variation performance. The advance notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the panel lamp 54, the movable devices 55, 56, 58, the input devices 40, 41, etc., and can suggest the result of the jackpot determination or the result of the special figure variation pattern determination.
[0158] 4-4-1. Movable Object Performance The pachinko gaming machine PY1 can perform a movable object performance using the movable devices 55, 56, 58 as an advance notice performance. The movable object performance is a performance that activates the movable devices 55, 56, 58 and functions as a performance to make the player expect a jackpot.
[0159] In the movable object performance, for example, when developing from N reach to SP reach, as shown in Fig. 21(A), the on-board movable device 55 and the under-board movable device 56 operate, and the on-board movable object 55k and the under-board movable object 56k move so as to overlap on the display unit 50a as viewed from the player, suggesting the development to SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the on-board movable object 55k and the under-board movable object 56k. Then, as shown in Fig. 21(B), the on-board movable object 55k and the under-board movable object 56k return to the normal standby state (initial position) and develop to SP reach. Note that the movable object performance is not limited to suggesting the development to SP reach and can be appropriately changed or added. Also, the operation content of the movable device in the movable object performance can be appropriately changed or added.
[0160] 4-4-2. Operation Performance The pachinko gaming machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as an advance notice performance. The operation performance is a performance in which the player operates the normal button 40 or the special button 41 and functions as a performance to make the player expect a jackpot.
[0161] In the operation performance, for example, in the SP reach, a period during which the pressing operation of the special button 41 is valid (button operation valid period) occurs. Along with the occurrence of this button operation valid period, as shown in Fig. 22(A), a performance that prompts the operation of the special button 41 (button operation promotion performance) is carried out. In the button operation promotion performance, a button operation promotion image G3 is displayed on the display unit 50a. The button operation promotion image G3 includes an image imitating the special button 41 (button image G31), an image representing the operation mode of the special button 41 (i.e., the pressing operation) (button pressing operation image G32), and an image representing the remaining time of the button operation valid period (operation valid period remaining time image G33). Note that the operation valid period remaining time image G33 generally consists of a substantially curved progress bar and changes as time passes so that the player can easily understand the remaining time of the operation valid period. Then, in response to the special button 41 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated during the button operation valid period, as shown in Fig. 22(B), the on-board movable device 55 operates, and when viewed from the player, the on-board movable body 55k moves so as to overlap on the display unit 50a, suggesting the jackpot expectancy. Note that the operation performance is not limited to the operation of the on-board movable device 55 and can be appropriately changed or added.
[0162] 4-4-3. Anticipatory performance The pachinko gaming machine PY1 can perform an anticipatory performance for the retention of special figure 1 or the retention of special figure 2 for which the special figure lottery has not been conducted as a preview performance. The anticipatory performance functions as a performance for suggesting in advance the lottery result of the special figure lottery for the retention of special figure 1 or the retention of special figure 2.
[0163] In the preview effect, for example, when the result of the preview determination for the hold in FIG. 1 is a "big win", as shown in FIG. 20(C), the hold icon HA that is normally displayed as "〇" in the hold icon display area 50d may be displayed as "☆". Also, when the result of the preview determination is a "loss", the hold icon HA may be displayed as "☆" as a so-called fake effect. Note that the preview effect can be performed for both or either of the hold in FIG. 1 and the hold in FIG. 2. Also, not limited to the change in the display mode of the hold icon HA, it can be appropriately changed or added. For example, it is also possible to change the stop mode of the effect symbols EZ1, EZ2, and EZ3 in the FIG. change effect.
[0164] 5. Control of the game by the game control microcomputer 101 Next, the control of the game by the game control microcomputer 101 (game control means) will be described based on FIGS. 23 to 24. Note that the counters, timers, buffers, etc. that appear in the control of the game by the game control microcomputer 101 described below are provided in the game RAM 104.
[0165] [1. Main control main process] When the pachinko game machine PY1 is powered on, the game control microcomputer 101 provided on the main control board 100 reads out and executes the program of the main control main process shown in FIG. 23 from the game ROM 103. As shown in the figure, in the main control main process, first, the power-on process (S001) is performed. In the power-on process, permission settings for access to the game RAM 104, settings for the game CPU 102, settings for SIO, PIO, CTC (a circuit for managing interrupt times), etc. are performed.
[0166] Following the power-on process, interrupts are prohibited (S002), and the normal symbol / special symbol main random number update process (S003) is executed. In this normal symbol / special symbol main random number update process (S003), the counter values of various random numbers shown in FIGS. 8(A) and 8(B) are incremented by 1 for update. When the counter value of each random number reaches the upper limit value, it returns to "0" and is incremented again. Note that the initial value of the counter for each random number may be a value other than "0" or may be randomly changed. Also, at least a part of each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like.
[0167] When the normal symbol / special symbol main random number update process (S003) ends, interrupts are permitted (S004). While interrupts are permitted, the main-side timer interrupt process (S005) can be executed. The main-side timer interrupt process (S005) is executed based on interrupt pulses repeatedly input to the game CPU 102, for example, at a 4 msec cycle. That is, the main-side timer interrupt process (S005) is executed at a 4 msec cycle. Then, between the end of the main-side timer interrupt process (S005) and the start of the next main-side timer interrupt process (S005), the update process of the counter values of various random numbers by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that when an interrupt pulse is input to the game CPU 102 while in the interrupt-prohibited state, the main-side timer interrupt process (S005) is not immediately started but is started after interrupts are permitted (S004).
[0168] [2. Main-side Timer Interrupt Process] Next, the main-side timer interrupt process (S005) will be described. As shown in FIG. 24, in the main-side timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands and the like set in the output buffer provided in the game RAM 104 of the main control board 100 in each process described below are output to the sub-control board 120, the payout control board 170, and the like.
[0169] In the input process (S102) that is performed after the output process (S101), the game control microcomputer 101 captures, for example, a detection signal from a lower plate full switch that detects the fullness of the lower plate 35, and stores it as lower plate full data in the output buffer of the game RAM 104.
[0170] The ordinary symbol and special symbol main random number update process (S103) that is performed next is the same as the ordinary symbol and special symbol main random number update process (S003) performed in the main control main process of FIG. 23. That is, the update process of the counter values of various random numbers shown in FIGS. 8(A) and 8(B) is performed in both the execution period of the main side timer interrupt process (S005) and the other period (the period after the end of the main side timer interrupt process (S005) until the next main side timer interrupt process (S005) is started).
[0171] After the ordinary symbol and special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then performs an ordinary operation process (S105), and further performs a special operation process (S106). The sensor detection process, ordinary operation process, and special operation process will be described later.
[0172] After the special operation process (S106), a distribution device control process for controlling the distribution device 16D is performed (S107).
[0173] Next, the game control microcomputer 101 executes other processes (S108) to end the main side timer interrupt process (S005). As the other processes (S108), a power-off monitoring process when the power is turned off, an update of a timer provided in the game RAM 104, etc. are performed. Also, as the other processes (S108), a payout control process for paying out prize balls to the player is performed. In the payout control process, in response to the winning of game balls at each winning port, a prize ball request signal is transmitted to the payout control board 170. That is, the payout control board 170 pays out prize balls based on the prize ball request signal.
[0174] Then, until an interrupt pulse is input to the game control microcomputer 101, the game control microcomputer 101 repeatedly executes the processes of steps S002 to S004 of the main control main process (see FIG. 23). When an interrupt pulse is input (after about 4 msec), the main-side timer interrupt process (S005) is executed again. In the output process (S101) of the main-side timer interrupt process (S005) executed again, the game control microcomputer 101 outputs commands and the like set in the output buffer of the game RAM 104 in the previous main-side timer interrupt process (S005).
[0175] [2-1. Sensor Detection Process] In the sensor detection process (S104), the general winning port sensor process, the gate sensor process, the second start port sensor process, the first start port sensor process, the first big winning port sensor process, the second big winning port sensor process, and the specific area sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0176] In the general winning port sensor process, it is determined whether a game ball is detected by the general winning port sensor. Also, according to the result of the process, a command for the general winning port sensor is generated.
[0177] In the gate sensor process, it is determined whether a game ball is detected by the gate sensor. When it is determined that a game ball is detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol retention storage unit 106 provided in the game RAM 104. When a predetermined number (for example, 4) of normal symbol random numbers are stored in the normal symbol retention storage unit 106, the newly acquired normal symbol random number is not stored. Also, according to the result of the process, a command for the gate sensor is generated.
[0178] In the second start port sensor process, it is determined whether a game ball is detected by the second start port sensor. When it is determined that a game ball is detected, special symbol random number counters, jackpot symbol type random number counters, reach random number counters, and special figure 2 related random numbers consisting of special figure variation pattern random number counters are acquired, and the acquired special figure 2 related random numbers are stored in a special figure 2 hold memory unit 105b provided in the game RAM 104. The special figure 2 hold memory unit 105b has a plurality of storage areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special figure 2 related random numbers are stored in order from the first area. When the special figure 2 related random numbers are stored up to the nth area, the newly acquired special figure 2 related random numbers are not stored. Also, a second look-ahead determination is made using the acquired special figure 2 related random numbers and the second look-ahead determination table. Further, according to the result of the process, a second start port sensor command including a special figure 2 hold number command representing the number of special figure 2 related random numbers (special figure 2 hold number) stored in the special figure 2 hold memory unit 105b and a second start winning command representing the result of the second look-ahead determination is generated.
[0179] In the first start port sensor process, it is determined whether a game ball is detected by the first start port sensor. When it is determined that a game ball is detected, special symbol random number counters, jackpot symbol type random number counters, reach random number counters, and special figure 1 related random numbers consisting of special figure variation pattern random number counters are acquired, and the acquired special figure 1 related random numbers are stored in a special figure 1 hold memory unit 105a provided in the game RAM 104. The special figure 1 hold memory unit 105a has a plurality of storage areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special figure 1 related random numbers are stored in order from the first area. When the special figure 1 related random numbers are stored up to the nth area, the newly acquired special figure 1 related random numbers are not stored. Also, a first look-ahead determination is made using the acquired special figure 1 related random numbers and the first look-ahead determination table. Further, according to the result of the process, a first start port sensor command including a special figure 1 hold number command representing the number of special figure 1 related random numbers (special figure 1 hold number) stored in the special figure 1 hold memory unit 105a and a first start winning command representing the result of the first look-ahead determination is generated.
[0180] In the first major winning opening sensor process, it is determined whether a game ball is detected by the first major winning opening sensor. Also, a command for the first major winning opening sensor corresponding to the result of the process is generated.
[0181] In the second major winning opening sensor process, it is determined whether a game ball is detected by the second major winning opening sensor. Also, a command for the second major winning opening sensor corresponding to the result of the process is generated.
[0182] In the specific area sensor process, it is determined whether a game ball is detected by the specific area sensor. Also, a command for the specific area sensor is generated according to the result of the process.
[0183] [2-2. Normal operation process] In the normal operation process (S105), the normal symbol standby process, the normal symbol variation process, the normal symbol determination process, and the sub-game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0184] The normal symbol standby process is a process performed while waiting for the variable display of the normal symbol and the sub-game not to be performed. In the normal symbol standby process, a winning determination is made based on the normal symbol random number stored in the normal symbol hold memory unit 106. Also, a normal symbol variation pattern determination is made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command including information regarding the winning determination and the result of the normal symbol variation pattern is generated. Then, based on the normal symbol variation time associated with the determined normal symbol variation pattern, the variable display of the normal symbol is started on the normal symbol display 82.
[0185] The normal symbol variation process is a process performed during the variable display of the normal symbol. In the normal symbol variation process, in response to the elapse of the normal symbol variation time since the start of the current variable display of the normal symbol, a stop display of the normal symbol is performed based on the winning determination result. Then, a normal symbol variation stop command indicating the end of the variable display of the normal symbol is generated.
[0186] The normal symbol determination process is a process that is performed when the normal symbols are stopped and displayed. In the normal symbol determination process, in response to the elapse of a predetermined stop time (for example, 0.8 seconds) since the start of the stop display of the normal symbols being executed, it is determined whether the stopped and displayed normal symbols are winning symbols. If the winning symbols are stopped and displayed, auxiliary games are started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.
[0187] The auxiliary game control process is a process that is performed when the auxiliary games are being played. In the auxiliary game control process, the auxiliary games are controlled based on the current game state and the auxiliary game control table. Also, an auxiliary game control command is generated according to the result of the process.
[0188] [2-3. Special operation process] In the special operation process (S106), a special symbol waiting process, a special symbol variation process, a special symbol determination process, a big win game control process, and a game state setting process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0189] [2-3-1. Special symbol waiting process] The special symbol waiting process is a process that is performed while waiting when the variable display of the special symbols is not being performed and the big win game state is not in effect. In the special symbol waiting process, based on the special symbol 2 related random number stored in the special symbol 2 hold memory unit 105b, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed, and a special symbol 2 hold memory unit shift process is performed. Also, based on the special symbol 1 related random number stored in the special symbol 1 hold memory unit 105a, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed, and a special symbol 1 hold memory unit shift process is performed.
[0190] In the special figure 2 determination process, a jackpot determination is performed to determine whether it is a jackpot or a loss using the special symbol random number among the special figure 2 related random numbers stored in the first area of the special figure 2 reserved memory section 105b and the jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of the jackpot symbol using the jackpot symbol type random number among the special figure 2 related random numbers and the special figure 2 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a loss, a symbol designation command representing a loss is generated.
[0191] The special figure 2 variation pattern determination process is a process performed after the special figure 2 determination process. In the special figure 2 variation pattern determination process, the special figure 2 variation pattern is determined using the special figure variation pattern random number among the special figure 2 related random numbers stored in the first area of the special figure 2 reserved memory section 105b and the special figure 2 variation pattern table according to the current game state. Note that the determination of the special figure 2 variation pattern is also associated with the number of special figure 2 related random numbers (special figure 2 reserved number) stored in the special figure 2 reserved memory section 105b. Then, a special figure 2 variation start command representing the determined special figure 2 variation pattern is generated. The special figure 2 variation start command includes information regarding that it is the special figure 2, information regarding the result of the jackpot determination, information regarding the result of the reach determination, information regarding the special figure variation time associated with the special figure 2 variation pattern, and the like. And the variable display of the special figure 2 is started on the special figure 2 display 81b based on the special figure variation time associated with the determined special figure 2 variation pattern.
[0192] The special figure 2 reserved memory section shift process is a process performed when the special figure 2 determination process and the special figure 2 variation pattern determination process are performed. In the special figure 2 reserved memory section shift process, the special figure 2 related random numbers stored in the special figure 2 reserved memory section 105b are shifted one by one to the first area side, and the special figure 2 related random numbers in the first area are cleared from the special figure 2 reserved memory section 105b. In this way, the special figure 2 related random numbers are consumed in the order in which they are acquired. Then, a special figure 2 reserved number command generation representing the special figure 2 reserved number after the process is performed.
[0193] In the special figure 1 determination process, a jackpot determination is performed to determine whether it is a jackpot or a loss using the special symbol random number among the special figure 1-related random numbers stored in the first area of the special figure 1 save memory unit 105a and the jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number among the special figure 1-related random numbers and the special figure 1 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a loss, a symbol designation command representing a loss is generated.
[0194] The special figure 1 variation pattern determination process is a process performed after the special figure 1 determination process. In the special figure 1 variation pattern determination process, the special figure 1 variation pattern is determined using the special figure variation pattern random number among the special figure 1-related random numbers stored in the first area of the special figure 1 save memory unit 105a and the special figure 1 variation pattern table according to the current game state. Note that the determination of the special figure 1 variation pattern is also associated with the number of special figure 1-related random numbers (special figure 1 save number) stored in the special figure 1 save memory unit 105a. Then, a special figure 1 variation start command representing the determined special figure 1 variation pattern is generated. The special figure 1 variation start command includes information regarding that it is special figure 1, information regarding the result of the jackpot determination, information regarding the result of the reach determination, information regarding the result of the jackpot type determination, information regarding the special figure variation time associated with the special figure 1 variation pattern, and the like. Then, based on the special figure variation time associated with the determined special figure 1 variation pattern, the variable display of special figure 1 on the special figure 1 display 81a is started.
[0195] The specific drawing 1 reserved memory shift process is a process that is performed when the specific drawing 1 determination process and the specific drawing 1 variation pattern determination process are carried out. In the specific drawing 1 reserved memory shift process, the specific drawing 1 related random number stored in the specific drawing 1 reserved memory unit 105a is shifted one position to the first area side, and the specific drawing 1 related random number in the first area is cleared from the specific drawing 1 reserved memory unit 105a. In this way, the specific drawing 1 related random numbers are consumed in the order in which they are acquired. Then, a specific drawing 1 reserved number command representing the specific drawing 1 reserved number after the process is generated.
[0196] In addition, in this embodiment, when both the specific drawing 2 reserved number and the specific drawing 1 reserved number exist, the specific drawing 2 determination process is preferentially performed so that the variable display of the specific drawing 2 and the variable display of the specific drawing 1 are not performed in parallel.
[0197] [2-3-2. Special symbol variation process] The special symbol variation process is a process that is performed during the variable display of the specific drawing. In the special symbol variation process, in response to the elapse of the specific drawing variation time, the variable display of the specific drawing is terminated on the specific drawing display 81, and a specific drawing corresponding to the result of the big hit determination is stopped and displayed. If the result of the big hit determination is a big hit, a big hit symbol indicating a big hit is stopped and displayed. If the result of the big hit determination is a miss, a miss symbol indicating a miss is stopped and displayed. Then, a specific drawing variation stop command indicating the end of the variable display of the specific drawing is generated.
[0198] [2-3-3. Special symbol determination process] The special symbol determination process is a process performed when the special symbol is stopped and displayed. In the special symbol determination process, if the special symbol currently stopped and displayed is a jackpot symbol, the game shifts to the jackpot game state. Then, an opening command indicating the start of the jackpot game is generated. The opening command includes information regarding the result of the jackpot type determination. Also, if the special symbol currently stopped and displayed is a losing symbol and the high probability state is to be ended, the normal probability state is set. Then, a high probability end command indicating the transition to the normal probability state is generated. Further, if the special symbol currently stopped and displayed is a losing symbol and the time shortening state is to be ended, the non-time shortening state is set. Then, a time shortening end command indicating the transition to the non-time shortening state is generated. Note that if the special symbol currently stopped and displayed is a losing symbol and the reserved number of special symbol 2 and the reserved number of special symbol 1 are "0", a customer waiting command indicating that the pachinko machine PY1 is in the standby state is generated.
[0199] [2-3-4. Jackpot Game Control Process] The jackpot game control process is a process performed in the jackpot game state. In the jackpot game control process, the jackpot game is played using the jackpot game control table. After the transition to the jackpot game state, each round game is started according to the elapse of the opening time or the closing time. Then, a round game command indicating the start of the round game is generated. Also, according to the end of the final round game, the ending is started. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot type determination.
[0200] [2-3-5. Game State Setting Process] The game state setting process is a process performed when the jackpot game state ends. In the game state setting process, when changing from the normal probability state to the high probability state, the high probability state is set at the end of the jackpot game state. When restricting the duration of the high probability state, the duration of the high probability state (for example, the number of variable displays of the special figure for which the high probability state can continue without winning the jackpot) is also set accordingly. Then, a high probability setting command indicating the setting of the high probability state is generated. Also, when changing from the non-time reduction state to the time reduction state, the time reduction state is set at the end of the jackpot game state. When restricting the duration of the time reduction state, the duration of the time reduction state (for example, the number of variable displays of the special figure for which the time reduction state can continue without winning the jackpot) is also set accordingly. Then, a time reduction setting command indicating the setting of the time reduction state is generated.
[0201] Note that the commands generated by the game control microcomputer 101 in each process can be appropriately added or changed.
[0202] 6. Control of Effects by the Effect Control Microcomputer 121 Next, the control of effects by the effect control microcomputer 121 will be described based on FIGS. 25 and 26. Note that the counters, timers, flags, buffers, etc. that appear in the following description of the control of effects by the effect control microcomputer 121 are provided in the effect RAM 124.
[0203] [1. Sub-Control Main Process] When the pachinko game machine PY1 is powered on, the effect control microcomputer 121 provided on the sub-control board 120 reads out and executes the program of the sub-control main process shown in FIG. 25 from the effect ROM 123. As shown in the figure, in the sub-control main process, first, a power-on process in response to the power-on is performed (S4001). In the power-on process, for example, the setting of the effect CPU 122, the setting of the SIO, PIO, CTC (circuit for managing the interrupt time), etc. are performed.
[0204] Next, interrupts are prohibited (S4002), and a random number seed update process is executed (S4003). In the random number seed update process (S4003), the values of various production determination random number counters for determining various effects are updated. As an example, the method for updating the production determination random number counters for various effects can be the same as the normal symbol / special symbol main random number update process performed by the main control board 100 described above. When updating, instead of adding 1 to the random number value each time, it may be added by 2 each time. This is the same in the normal symbol / special symbol main random number update process performed by the main control board 100 described above.
[0205] When the random number seed update process ends, the command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the effect RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command displays an image on the display unit 50a according to the received command (performs various effects by the image). Further, the sub-control board 120 outputs sound from the speaker 52 via the audio control circuit 161 together with various effects performed by the image control board 140 (performs various sound effects by the sound), causes the frame lamp 53 and the panel lamp 54 to emit light via the lamp control circuit 151 (performs various light emission effects by the light emission), and operates the movable devices 55, 56, 58 (performs various movable body effects by the operation). In the effect RAM 124, a start winning command holding storage unit that stores a start winning command including hold lottery information is provided. The hold lottery information includes information based on each random number stored in the special figure hold storage unit 105 of the main control board 100. The start winning command holding storage unit further includes a first start winning command holding storage unit that stores a first start winning command based on the first special figure hold, and a second start winning command holding storage unit that stores a second start winning command based on the second special figure hold. In addition, a storage unit that stores a command including the information of the general figure hold may be provided in the effect RAM 124. Specifically, the first start winning command holding storage unit and the second start winning command holding storage unit are each provided with a storage area corresponding to the upper limit number of the special figure holds. In the pachinko game machine PY1, four storage areas are provided in the first start winning command holding storage unit and four storage areas are also provided in the second start winning command holding storage unit in accordance with the upper limit number of the special figure holds. Further, a plurality of small areas are provided in each storage area. Specifically, in the pachinko game machine PY1, a start winning command specified based on the winning of the start port and data indicating the display mode of the hold icon HA are stored in each small area. The reception counter is used to manage the winning order.
[0206] Subsequently, the dedicated microcontroller 121 for performance control permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are permitted, reception interrupt processing (S4010) and sub-side timer interrupt processing (S4011) can be executed.
[0207] The reception interrupt processing (S4010) is executed each time various commands sent from the main control board 100 are input to the dedicated microcontroller 121 for performance control. In the reception interrupt processing (S4010), the dedicated microcontroller 121 for performance control stores the various commands received by being transmitted by the output processing (S101) of the main control board 100 in the reception buffer of the performance RAM 124. This reception interrupt processing is executed with priority over other interrupt processing (S4011).
[0208] [2.1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a predetermined period (for example, a 1msec period) is input to the sub-control board 120. In the 1ms timer interrupt processing (S4011), as shown in FIG. 26, input processing (S4101), light emission data output processing (S4102), movable device control processing (S4103), and watchdog timer processing (S4104) are sequentially performed.
[0209] In the input process, operations on operable operation units such as the normal button detection switch 40a and the special button detection switch 41a by the player are detected. In the light emission data output process, based on the effect data created in the effect data creation process described later, light emission data is output to the lamp control circuit 151 to cause lamps such as the frame lamp 53 and the panel lamp 54 to emit light at a timing suitable for effects by images and the like. That is, the effect control microcomputer 121 causes the frame lamp 53, the panel lamp 54, etc. to emit light in a predetermined light emission mode according to the light emission data. In the movable device control process, based on the effect data created in the effect data creation process, drive data is output to perform a movable body effect of operating movable devices such as the movable devices 55, 56, 58 at a predetermined timing. That is, the effect control microcomputer 121 performs a movable body effect of operating the movable devices 55, 56, 58, etc. in a predetermined operation mode according to the drive data. In the watchdog timer process, a reset setting of the watchdog timer is performed. In the switch process, the display content of the display unit 50a and the like are set based on the data of operations on operable operation units such as the normal button detection switch 40a and the special button detection switch 41a detected in the input process. In the button valid period process, the button operation valid periods of various buttons (such as the normal button 40 and the special button 41) are set. As a result, for example, an operation effect is performed during the execution of a special figure variation effect, and a button operation valid period occurs.
[0210] [3.10ms Timer Interrupt Process] The 10ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10msec period is input to the sub-control board 120. In the 10ms timer interrupt process (S4012), as shown in FIG. 27, the received command analysis process (S4201), the effect timer update process (S4202), the audio control process (S4203), and the effect data creation process (S4204) are sequentially performed.
[0211] In the received command analysis process, the command stored in the reception buffer of the effect RAM 124 is analyzed by the reception interrupt process (S4010), and processing according to the command (for example, selection of an effect, setting of an effect mode, setting of a command, etc.) is performed. In the effect timer update process, a timer for measuring the time related to each effect is updated. For example, in the effect timer update process, the start timing and the end timing of the operation valid period of the operation unit such as the normal button 40 and the special button 41 are measured. In the voice control process, based on the processing result of the received command analysis process, voice data (data for controlling the output of voice from the speaker 52) is created and output to the voice control circuit 161. In the effect data creation process, based on the processing result of the received command analysis process, effect data is created.
[0212] In the switch process (S4106), the effect control microcomputer 121 may analyze the switch data acquired by the input process (S4104) to determine whether the normal button 40 has been pressed within the button operation valid period. For example, when the effect control microcomputer 121 analyzes the switch data acquired by the input process (S4104) and determines that the normal button 40 has been pressed within the button operation valid period, the normal button process is executed. Here, the normal button process is, for example, a process for displaying a preview image on the display unit 50a or performing a moving body effect using the on-board moving body 55k. Further, the effect control microcomputer 121 may analyze the switch data acquired by the input process (S4104) to determine whether the special button 41 has been pressed within the button operation valid period. For example, when the effect control microcomputer 121 determines that the special button 41 has been pressed within the button operation valid period, the special button process is executed. Here, the special button process is, for example, a process for displaying a preview image on the display unit 50a or performing a moving body effect using the on-board moving body 55k.
[0213] Here, an example of the processing when the effect control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the effect control microcomputer 121 is a variation start command (Special Figure 1 variation start command or Special Figure 2 variation start command). When the effect control microcomputer 121 determines in the received command analysis process (S4201) that it has received a variation start command, as the processing when the variation start command is received, based on the special figure variation pattern indicated by the command, it selects an effect pattern (sub-variation pattern) of the variation effect, sets the information of the sub-variation pattern, and sets a variation effect start command including the information of the sub-variation pattern in the output buffer. For example, when the special figure variation pattern indicated by the variation start command is an SP variation (a variation pattern associated with an SP reach), it selects a sub-variation pattern for performing an SP reach and sets a variation effect start command corresponding to the sub-variation pattern in the output buffer. Thereafter, by executing each process (command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), voice control process (S4203), etc.), a variation effect corresponding to the selected sub-variation pattern is realized. Note that the flow of the process regarding the realization of such an effect is basically the same for other effects such as the effect accompanying a special game, the customer waiting effect, the pre-reading effect, the so-called notice effect accompanying the said variation, and the control of the effect mode.
[0214] 7. Description of the Features of the Pachinko Machine PY1 of the First Embodiment Hereinafter, the features of the pachinko machine PY1 will be described in detail. Hereinafter, the first embodiment will be described. Unless otherwise specified, the pachinko machine PY1 of the above-described basic embodiment is also applied to the first embodiment.
[0215] First, the jackpot game that the game control microcomputer 101 of the first embodiment can execute will be described. The game control microcomputer 101 can execute various jackpot games (jackpot game X, jackpot game Y, jackpot game Z) shown in the jackpot game control table of FIG. 28.
[0216] As shown in FIG. 28, in the jackpot symbol type determination in the special figure 1 determination process (the special figure determination process based on the winning in the first start port 11), the game control microcomputer 101 of the first embodiment can determine either "jackpot symbol X" or "jackpot symbol Y". More specifically, the game control microcomputer 101 determines "jackpot symbol X" at a rate of 50% and determines "jackpot symbol Y" at a rate of 50%. Further, in the jackpot symbol type determination in the special figure 2 determination process (the special figure determination process based on the winning in the second start port 12), the game control microcomputer 101 can determine "jackpot symbol Z". More specifically, the game control microcomputer 101 determines "jackpot symbol Z" at a rate of 100%.
[0217] Then, the game control microcomputer 101 of the first embodiment executes a jackpot game according to the type of the determined jackpot symbol. Specifically, in the "jackpot game X" executed when "jackpot symbol X" is determined, the round game is performed 10 times. From 1R to 4R, the first big winning port 14 is opened for up to 29.5 seconds per round game, from 5R to 9R, the first big winning port 14 is opened for up to 0.1 seconds per round game, and in 10R, the second big winning port 15 is opened for up to 29.5 seconds per round game. From 5R to 9R of this jackpot game, the opening time of the first big winning port 14 is extremely short, and it is a round in which winning in the first big winning port 14 is not realistically expected. That is, although the total number of round games in this jackpot game is 10 times, the actual number of round games is 5 times.
[0218] In addition, in the "big win game Y" executed when the "big win symbol Y" is determined, 10 round games are played. From 1R to 4R, the first big winning port 14 is opened for up to 29.5 seconds per round game. From 5R to 9R, the first big winning port 14 is opened for up to 0.1 seconds per round game. In 10R, the second big winning port 15 is opened for up to 0.1 seconds per round game. From 5R to 9R in this big win game, the opening time of the first big winning port 14 is extremely short, and it is a round where winning at the first big winning port 14 is not realistically expected. That is, although the total number of round games in this big win game is 10, the actual number of round games is 4.
[0219] In addition, in the "big win game Z" executed when the "big win symbol Z" is determined, 10 round games are played. From 1R to 9R, the first big winning port 14 is opened for up to 29.5 seconds per round game. In 10R, the second big winning port 15 is opened for up to 29.5 seconds per round game. That is, in this big win game, both the total number of round games and the actual number of round games are 10.
[0220] Therefore, it can be said that the "big win game Z" with 10 actual round games is a more advantageous big win game for the player than the "big win game X" or "big win game Y" with 5 actual round games.
[0221] Next, the game states controllable by the game control microcomputer 101 of the first embodiment will be described with reference to FIG. 28. In the pachinko game machine PY1 of the first embodiment, the game control microcomputer 101 sets a time limit state even after any jackpot game state in which the above-described "jackpot game X", "jackpot game Y", or "jackpot game Z" is executed. Further, the game control microcomputer 101 sets a high probability state after a jackpot game state in which either "jackpot game X" or "jackpot game Z" is executed, while not setting a high probability state after a jackpot game state in which "jackpot game Y" is executed (a normal probability state is set). Therefore, after a jackpot game state in which either "jackpot game X" or "jackpot game Z" is executed, a "high probability high base game state" in which a high probability state and a time limit state are set is established, and after a jackpot game state in which "jackpot game Y" is executed, a "low probability high base game state" in which a normal probability state and a time limit state are set is established. When a high probability state and a time limit state are set, the variable display execution limit number (specified number) of special symbols in the high probability state is set to 100 times, and the variable display execution limit number (specified number) of special symbols in the time limit state is set to 100 times. Here, the variable display execution limit number in the high probability state is the maximum number of times (specified number) of variable display of special symbols in the high probability state. Also, the variable display execution limit number in the time limit state is the maximum number of times (specified number) of variable display of special symbols in the time limit state. That is, in the high probability high base game state, the variable display of special symbols in the high probability high base game state can continue up to 100 times. Also, when a low probability state and a time limit state are set, only the variable display execution limit number in the time limit state is set to 100 times. That is, in the low probability high base game state, the variable display of special symbols in the low probability high base game state can continue up to 100 times. In other words, it can be said that "jackpot game X" or "jackpot game Z", in which a high probability state is set thereafter, is a more advantageous jackpot game for the player than "jackpot game Y", in which a high probability state is not set thereafter, and the jackpot game state in which "jackpot game X" or "jackpot game Z" is executed is a more advantageous game state for the player than the jackpot game state in which "jackpot game Y" is executed.
[0222] Note that the jackpot gaming state can be said to be a gaming state more advantageous than the normal gaming state regardless of the type of jackpot symbol. Also, the "high-probability high-base gaming state", which is one of the high-probability states, can be said to be a gaming state more advantageous to the player than the "low-probability high-base gaming state", which is one of the normal-probability states. In this specification, a gaming state advantageous to the player may be referred to as an advantageous gaming state or a special gaming state.
[0223] Next, with reference to FIG. 29, the allocation rate of the special figure 1 variation pattern in the non-time-reduced state will be described. As shown in FIG. 29(A), in the pachinko gaming machine PY1 of the first embodiment, in the case of "non-time-reduced state" and "jackpot", the allocation rate of the special figure 1 variation pattern selected is in the order of the allocation rate of the special figure 1 variation pattern "P03" (10%) ⇒ the allocation rate of the special figure 1 variation pattern "P02" (30%) ⇒ the allocation rate of the special figure 1 variation pattern "P01" (60%), which is increasing.
[0224] On the other hand, as shown in FIG. 29(B), in the pachinko gaming machine PY1 of the first embodiment, in the case of "non-time-reduced state" and "non-jackpot with reach", the allocation rate of the special figure 1 variation pattern selected is in the order of the allocation rate of the special figure 1 variation pattern "P04" (5%) ⇒ the allocation rate of the special figure 1 variation pattern "P05" (25%) ⇒ the allocation rate of the special figure 1 variation pattern "P06" (70%), which is increasing.
[0225] Also, as shown in FIG. 29(C), in the pachinko gaming machine PY1 of the first embodiment, in the case of "non-time-reduced state" and "non-jackpot without reach", when the special figure reservation number (U1) is "0" to "2", the allocation rate of the special figure 1 variation pattern selected is in the order of the allocation rate of the special figure 1 variation pattern "P08" (20%) ⇒ the allocation rate of the special figure 1 variation pattern "P07" (80%), which is increasing. On the other hand, in the case of "non-time-reduced state" and "non-jackpot without reach", when the special figure reservation number (U1) is "3" to "4", the allocation rate of the special figure 1 variation pattern selected is in the order of the allocation rate of the special figure 1 variation pattern "P07" (20%) ⇒ the allocation rate of the special figure 1 variation pattern "P08" (80%), which is increasing.
[0226] The description using FIGS. 29(A) to 29(C) shows that in the non-time-limited state of the pachinko gaming machine PY1 of the first embodiment, in the case of only normal variation ⇒ in the case of normal variation → reach → N-reach ⇒ in the case of normal variation → reach → N-reach → development effect → L-reach ⇒ in the case of normal variation → reach → N-reach → development effect → SP-reach, it is difficult to be executed when judged as a loss in the special figure 1 determination process, while on the other hand, it is likely to be executed when judged as a big win in the special figure 1 determination process (see FIGS. 11, 29(A), 29(B), and 29(C)).
[0227] Next, the allocation rate of the special figure 2 variation patterns in the time-limited state will be described with reference to FIG. 30. As shown in FIG. 30(A), in the case of "time-limited state" and "big win" in the pachinko gaming machine PY1 of the first embodiment, the allocation rate of the special figure 2 variation patterns selected is in the order of the allocation rate of the special figure 2 variation pattern "P62" (30%) ⇒ the allocation rate of the special figure 2 variation pattern "P61" (70%), which is higher in this order.
[0228] On the other hand, as shown in FIG. 30(B), in the case of "time-limited state" and "reach-with-loss" in the pachinko gaming machine PY1 of the first embodiment, the allocation rate of the special figure 2 variation patterns selected is in the order of the allocation rate of the special figure 2 variation pattern "P63" (30%) ⇒ the allocation rate of the special figure 2 variation pattern "P64" (70%), which is higher in this order.
[0229] Also, as shown in FIG. 30(C), in the case of "time-limited state" and "no-reach loss" in the pachinko gaming machine PY1 of the first embodiment, when the special figure reservation number (U2) is "0" to "2", the allocation rate of the special figure 2 variation patterns selected is in the order of the allocation rate of the special figure 2 variation pattern "P66" (20%) ⇒ the allocation rate of the special figure 1 variation pattern "P65" (80%), which is higher in this order. On the other hand, when the special figure reservation number (U1) is "3" to "4" in the case of "time-limited state" and "no-reach loss", the allocation rate of the special figure 2 variation patterns selected is in the order of the allocation rate of the special figure 2 variation pattern "P65" (20%) ⇒ the allocation rate of the special figure 2 variation pattern "P66" (80%), which is higher in this order.
[0230] The description using FIGS. 30(A) to 30(C) shows that in the time-limited state of the pachinko gaming machine PY1 of the first embodiment, in the order of only normal variation ⇒ normal variation → reach ⇒ normal variation → reach → SP reach, it is difficult to be executed when determined as a loss in the special figure 2 determination process, while it is easy to be executed when determined as a big win in the special figure 2 determination process (see FIGS. 12, 30(A), 30(B), and 30(C)). Note that the allocation ratio (selection ratio) of the special figure 1 variation pattern shown in FIG. 30 can be appropriately changed within a range that does not interfere with the game.
[0231] In the pachinko gaming machine PY1 of the first embodiment, the normal performance mode can be set when the special figure variation performance is being carried out in the "low probability low base game state" or the "high probability low base game state", and the normal performance mode is a performance mode indicating a non-time-limited state. The normal performance mode of the pachinko gaming machine PY1 of the first embodiment includes a first normal performance mode in which a background image representing a daytime mountain view (daytime normal use background image G102) is displayed on the display unit 50a (see FIG. 16(B-1)), a second normal performance mode in which a background image representing an evening mountain view (evening normal use background image G103) is displayed on the display unit 50a (see FIG. 16(B-2)), and a third normal performance mode in which a background image representing a nighttime mountain view (nighttime normal use background image G104) is displayed on the display unit 50a (see FIG. 16(B-3)). Further, in the pachinko gaming machine PY1 of the first embodiment, as a performance mode that can be set when the special figure variation performance is being carried out in the "low probability low base game state" or the "high probability low base game state", there is a forest mode in which a forest mode dedicated background image G130 representing a forest view is displayed on the display unit 50a (see FIGS. 44 and 45).
[0232] As shown in FIG. 31, in the pachinko gaming machine PY1 of the first embodiment, when the condition for performing one or more special symbol variation effects without winning a jackpot during the setting of the first normal effect mode is satisfied, the machine is switched to the second normal effect mode. Subsequently, as shown in FIG. 31, in the pachinko gaming machine PY1 of the first embodiment, when the condition for performing one or more special symbol variation effects without winning a jackpot during the setting of the second normal effect mode is satisfied, the machine is switched to the third normal effect mode. Subsequently, as shown in FIG. 31, in the pachinko gaming machine PY1 of the first embodiment, when the condition for performing one or more special symbol variation effects without winning a jackpot during the setting of the third normal effect mode is satisfied, the machine is switched to the forest mode. Subsequently, as shown in FIG. 31, in the pachinko gaming machine PY1 of the first embodiment, when the condition for performing one or more special symbol variation effects without winning a jackpot during the setting of the forest mode is satisfied, the machine is switched to the first normal effect mode.
[0233] In the pachinko gaming machine PY1 of the first embodiment, there is a time-saving effect mode as an effect mode that can be set when a special symbol variation effect is being performed in the "low-probability high-base gaming state". The time-saving effect mode of the first embodiment includes an empty mode in which the time-saving background image G106 is displayed on the display unit 50a, and a forest mode in which the forest-mode dedicated background image G130 is displayed on the display unit 50a. In this embodiment, the time-saving effect mode can be selected for each jackpot ending effect executed during the ending of the jackpot game Y. During the jackpot ending effect executed during the ending of the jackpot game Y in the first embodiment, the time-saving effect mode set in the low-probability high-base gaming state that is switched after the end of the jackpot game Y can be selected from among the "empty mode" or the "forest mode" by the player's pressing operation of the normal button 40. Note that when the time for selecting the "empty mode" or the "forest mode" in the jackpot ending effect has elapsed, the setting of the selected time-saving effect mode is determined.
[0234] In the pachinko gaming machine PY1 of the first embodiment, there is a probability-variable effect mode as an effect mode that can be set when a special drawing variation effect is being performed in the "high-probability high-base gaming state". The probability-variable effect mode of the first embodiment includes a space mode in which a probability-variable background image G105 is displayed on the display unit 50a, and a forest mode in which a background image G130 dedicated to the forest mode is displayed on the display unit 50a. In the first embodiment, the probability-variable effect mode can be selected for each jackpot ending effect executed during the ending of the jackpot game (jackpot game X, jackpot game Z). Also, during the jackpot ending effect executed during the ending of the jackpot game (jackpot game X, jackpot game Z) in the first embodiment, by the player's pressing operation of the normal button 40, the time-saving effect mode set in the low-probability high-base gaming state that is switched after the end of the jackpot game (jackpot game X, jackpot game Z) can be selected from among the "space mode" or the "forest mode". When the time during which the "space mode" or the "forest mode" can be selected in the jackpot ending effect has passed, the setting of the selected probability-variable effect mode will be determined.
[0235] The forest mode in the pachinko gaming machine PY1 of the first embodiment is an effect mode that can be set by the effect control microcomputer 121 in any of the gaming states of the low-probability low-base gaming state, the low-probability high-base gaming state, the high-probability low-base gaming state, or the high-probability high-base gaming state. Note that the forest mode corresponds to the "specific effect mode". Also, the first normal effect mode, the second normal effect mode, the third normal effect mode, the empty mode, and the space mode correspond to the "other effect modes".
[0236] Using FIG. 32, the jackpot ending effect executed during the ending of the jackpot game Y will be described. In the pachinko gaming machine PY1 of the present embodiment, when the execution of the jackpot ending effect executed during the ending of the jackpot game Y is started, the effect example shown in FIG. 32(A) is displayed on the display unit 50a. As shown in FIG. 32(A), a display image G114 indicating the "empty mode" and a display image G116 indicating the "forest mode" are displayed on the display unit 50a. Further, as shown in FIG. 32(A), a display image G115 indicating an upward arrow is displayed below the display image G114 indicating the "empty mode" displayed on the display unit 50a. As shown in FIG. 32(A), since the display image G115 indicating the upward arrow is displayed at a position below the display image G114 indicating the "empty mode" on the display unit 50a, when switched to the low-probability high-base game state after the end of the jackpot game, it is possible to grasp that the "empty mode" is currently selected as the set effect mode. Note that each time the normal button 40 is pressed, the position of the display image G115 indicating the upward arrow will switch to below the display image G114 indicating the "empty mode" or below the display image G116 indicating the "forest mode". Further, as shown in FIG. 32(A), a right-hit image G108 prompting "right hit" is displayed on the display unit 50a.
[0237] Also, as shown in FIG. 32(A), below the display unit 50a, a display image G117 indicating "PUSH", a remaining time character image G118 indicating "3 seconds remaining", and a character image G119 indicating "Please press the button to select a mode" are displayed. Here, by displaying the display image G117 indicating "PUSH" on the display unit 50a, it becomes possible to prompt the player to perform a pressing operation on the normal button 40. Also, by displaying the remaining time character image G118 indicating "3 seconds remaining" on the display unit 50a, it becomes possible to let the player grasp that the time available for selection from among the "Empty Mode" or "Forest Mode" during the execution of the jackpot ending effect is 3 seconds remaining. Furthermore, by displaying the character image G119 indicating "Please press the button to select a mode" on the display unit 50a, it becomes possible to let the player grasp that during the execution of the jackpot ending effect, when transitioning to the low-probability high-base game state set after the end of the jackpot game, the time-saving effect mode can be selected from the "Empty Mode" or "Forest Mode".
[0238] After the production example shown in FIG. 32(A) is displayed, for example, when the player presses the normal button 40 once, as shown in FIG. 32(B-1), the display image G115 indicating the upward arrow displayed on the display unit 50a is displayed below the display image 116 indicating the "Forest Mode". As shown in FIG. 32(B-1), by displaying the display image G115 indicating the upward arrow below the display image G116 indicating the "Forest Mode" displayed on the display unit 50a, when switching to the low-probability high-base game state after the end of the jackpot game, it becomes possible to let the player grasp that the "Forest Mode" is currently selected as the time-saving effect mode to be set. Note that, for example, if the player presses the normal button 40 once again before the time indicated by the remaining time character image G118 elapses, although not shown in the figure, the display image G115 indicating the upward arrow will be displayed below the display image G114 indicating the "Empty Mode" displayed on the display unit 50a.
[0239] As shown in FIG. 32(B-1), the remaining time character image G118 displayed on the display unit 50a indicates "1 second remaining". By displaying the remaining time character image G118 indicating "1 second remaining" on the display unit 50a, it becomes possible for the player to recognize that the time available for selection from among the "empty mode" or the "forest mode" during the execution of the jackpot ending effect is 1 second remaining.
[0240] When the effect example shown in FIG. 32(B-1) is displayed on the display unit 50a and 1 second elapses without the player pressing the normal button 40, and the time during which the "forest mode" or the "empty mode" can be selected elapses, the effect example shown in FIG. 32(C-1) will be displayed on the display unit 50a. As shown in FIG. 32(C-1), an ending image G120 indicating that the short-time effect mode set in the low-probability high-base game state after the end of the jackpot game is the "forest mode" is displayed on the display unit 50a. Note that, as shown in FIG. 32(C-1), the ending image G120 displayed on the display unit 50a indicates "entering forest mode". By displaying the ending image G120 indicating "entering forest mode" on the display unit 50a as shown in FIG. 32(C-1), it becomes possible for the player to recognize that the "forest mode" is set in the high-probability high-base state after the end of the jackpot game. After the effect example shown in FIG. 32(C-1) is displayed on the display unit 50a, the execution of the jackpot ending effect ends.
[0241] On the other hand, after the effect example shown in FIG. 32(A) is displayed, for example, if the player does not press the normal button 40, the display image G115 indicating the up arrow that is displayed on the display unit 50a continues to be displayed below the display image G114 indicating the "empty mode". As shown in FIG. 32(B-2), by displaying the display image G115 indicating the up arrow below the display image G114 indicating the "empty mode" that is displayed on the display unit 50a, it becomes possible to recognize that the "empty mode" is currently selected as the short-time effect mode set when switching to the low-probability high-base game state after the end of the jackpot game.
[0242] The remaining time character image G118 displayed on the display unit 50a indicates "1 second remaining". By displaying the remaining time character image G118 indicating "1 second remaining" on the display unit 50a, it becomes possible for the player to recognize that the time during which the player can select either the "Empty Mode" or the "Forest Mode" during the jackpot ending effect is 1 second remaining.
[0243] When the effect example shown in FIG. 32(B-2) is displayed on the display unit 50a, for example, when 1 second elapses without the player pressing the normal button 40 and the time during which the "Forest Mode" or the "Empty Mode" can be selected elapses, the effect example shown in FIG. 32(C-2) is displayed on the display unit 50a. As shown in FIG. 32(C-2), an ending image G121 indicating that the short-time effect mode set in the low-probability high-base game state after the end of the jackpot game is the "Empty Mode" is displayed on the display unit 50a. Note that, as shown in FIG. 32(C-2), the ending image G121 displayed on the display unit 50a indicates "Entry into Empty Mode". By displaying the ending image G121 indicating "Entry into Empty Mode" on the display unit 50a as shown in FIG. 32(C-2), it becomes possible for the player to recognize that the "Empty Mode" is set in the low-probability high-base game state after the end of the jackpot game.
[0244] Next, with reference to FIG. 33, the jackpot ending effect executed during the ending in the jackpot games (jackpot game X, jackpot game Z) will be described. In the pachinko gaming machine PY1 of the present embodiment, when the execution of the jackpot ending effect executed during the ending in the jackpot games (jackpot game X, jackpot game Z) is started, the effect example shown in FIG. 33(A) is displayed on the display unit 50a. As shown in FIG. 33(A), a display image G122 indicating "space mode" and a display image G116 indicating "forest mode" are displayed on the display unit 50a. Further, as shown in FIG. 33(A), a display image G115 indicating an upward arrow is displayed below the display image G122 indicating "space mode" displayed on the display unit 50a. As shown in FIG. 33(A), since the display image G115 indicating an upward arrow is displayed at a position below the display image G122 indicating "space mode" on the display unit 50a, when switched to the high-probability high-base game state after the end of the jackpot game, it is possible to grasp that the "space mode" is currently selected as the set effect mode. Note that each time the normal button 40 is pressed, the position of the display image G115 indicating an upward arrow will switch below the display image G122 indicating "space mode" or below the display image G116 indicating "forest mode". Further, as shown in FIG. 33(A), a right-hit image G108 prompting "right hit" is displayed on the display unit 50a.
[0245] Also, as shown in FIG. 33(A), below the display unit 50a, a display image G117 indicating "PUSH", a remaining time character image G118 indicating "3 seconds remaining", and a character image G119 indicating "Please press the button to select a mode" are displayed. Here, by displaying the display image G117 indicating "PUSH" on the display unit 50a, it becomes possible to prompt the player to perform a pressing operation on the normal button 40. Also, by displaying the remaining time character image G118 indicating "3 seconds remaining" on the display unit 50a, it becomes possible to let the player grasp that the time during which the player can select from "Cosmic Mode" or "Forest Mode" during the execution of the big win ending effect is 3 seconds remaining. Further, by displaying the character image G119 indicating "Please press the button to select a mode" on the display unit 50a, it becomes possible to let the player grasp that during the execution of the big win ending effect, the probability variation effect mode set in the high probability high base game state that is shifted to after the end of the big win game can be selected from "Cosmic Mode" or "Forest Mode".
[0246] After the production example shown in FIG. 33(A) is displayed, for example, when the player presses the normal button 40 once, as shown in FIG. 33(B-1), the display image G115 indicating the upward arrow displayed on the display unit 50a is displayed below the display image 116 indicating "Forest Mode". As shown in FIG. 33(B-1), by displaying the display image G115 indicating the upward arrow below the display image G116 indicating "Forest Mode" displayed on the display unit 50a, when switched to the high probability high base game state after the end of the big win game, it becomes possible to grasp that "Forest Mode" is currently selected as the probability variation effect mode to be set. Note that, for example, if the player presses the normal button 40 once again before the time indicated by the remaining time character image G118 elapses, although not shown in the figure, the display image G115 indicating the upward arrow will be displayed below the display image G122 indicating "Cosmic Mode" displayed on the display unit 50a.
[0247] As shown in FIG. 33(B-1), the remaining time character image G118 displayed on the display unit 50a indicates "1 second remaining". By displaying the remaining time character image G118 indicating "1 second remaining" on the display unit 50a, it becomes possible for the player to grasp that the time during which the player can select either the "Cosmic Mode" or the "Forest Mode" during the execution of the jackpot ending effect is 1 second remaining.
[0248] When the effect example shown in FIG. 33(B-1) is displayed on the display unit 50a and 1 second elapses without the player pressing the normal button 40, and the time during which the "Forest Mode" or the "Cosmic Mode" can be selected elapses, the effect example shown in FIG. 33(C-1) will be displayed on the display unit 50a. As shown in FIG. 33(C-1), an ending image G120 indicating that the probability variation effect mode set in the high-probability high-base game state after the end of the jackpot game is the "Forest Mode" is displayed on the display unit 50a. Note that, as shown in FIG. 33(C-1), the ending image G124 displayed on the display unit 50a indicates "Entering Forest Mode". By displaying the ending image G124 indicating "Entering Forest Mode" on the display unit 50a as shown in FIG. 33(C-1), it becomes possible for the player to grasp that the "Forest Mode" is set in the high-probability high-base state after the end of the jackpot game. After the effect example shown in FIG. 33(C-1) is displayed on the display unit 50a, the execution of the jackpot ending effect ends.
[0249] On the other hand, after the effect example shown in FIG. 33(A) is displayed, for example, if the player does not press the normal button 40, the display image G115 indicating the up arrow displayed on the display unit 50a continues to be displayed below the display image G122 indicating the "Cosmic Mode". As shown in FIG. 33(B-2), by displaying the display image G115 indicating the up arrow below the display image G122 indicating the "Cosmic Mode" on the display unit 50a, it becomes possible to grasp that the "Cosmic Mode" is currently selected as the probability variation effect mode to be set when switching to the high-probability high-base game state after the end of the jackpot game.
[0250] The remaining time character image G118 displayed on the display unit 50a indicates "1 second remaining". By displaying the remaining time character image G118 indicating "1 second remaining" on the display unit 50a, it becomes possible for the player to recognize that the time available for selection from among "Cosmic Mode" or "Forest Mode" during the execution of the jackpot ending effect is 1 second remaining.
[0251] When the effect example shown in FIG. 33(B-2) is displayed on the display unit 50a, for example, when 1 second elapses without the player pressing the normal button 40 and the time during which "Forest Mode" or "Cosmic Mode" can be selected elapses, the effect example shown in FIG. 33(C-2) is displayed on the display unit 50a. As shown in FIG. 33(C-2), an ending image G123 indicating that the probability variation effect mode set in the high-probability high-base game state after the end of the jackpot game is "Cosmic Mode" is displayed on the display unit 50a. Note that, as shown in FIG. 33(C-2), the ending image G123 displayed on the display unit 50a indicates "Entering Cosmic Mode". By displaying the ending image G123 indicating "Entering Cosmic Mode" on the display unit 50a, it becomes possible for the player to recognize that "Cosmic Mode" is set in the high-probability high-base game state after the end of the jackpot game.
[0252] Next, as a characteristic point of the pachinko gaming machine PY1 of the first embodiment, an operation effect which is a notice effect performed during the execution of the special figure variation effect will be described. The operation effects of the pachinko gaming machine PY1 of the first embodiment include a normal operation effect (operation effect, second operation effect) that can be executed during the execution of the special figure variation effect regardless of which of the first normal effect mode, second normal effect mode, third normal effect mode, or forest mode, sky mode, or cosmic mode is set, and a forest-mode exclusive operation effect (operation effect, first operation effect) that can be executed during the execution of the special figure variation effect when the forest mode is set.
[0253] Here, the normal operation performance includes an operation performance that, during the execution of the special figure variation performance, a period during which pressing the normal button 40 is effective (hereinafter also referred to as the normal button operation effective period) occurs, a pre-normal operation performance that prompts pressing the normal button 40 during the normal button operation effective period, and a post-normal operation performance that suggests the possibility of a big win that is performed in any case, whether the normal button operation effective period has elapsed or a pressing operation of the normal button 40 has been performed during the normal button operation effective period.
[0254] In addition, the forest mode exclusive operation performance is such that when the execution of the special figure variation performance is started, a period during which pressing the normal button 40 is effective (hereinafter also referred to as the forest mode exclusive button operation effective period) occurs, a pre-forest mode exclusive operation performance that prompts pressing the normal button 40 during the forest mode exclusive button operation effective period, and a post-forest mode exclusive operation performance that suggests the possibility of a big win that is executed when the number of times of pressing the normal button 40 during the forest mode exclusive button operation effective period reaches a predetermined number of times (for example, 3 times, 5 times, 7 times, 8 times).
[0255] Using FIG. 34, the execution lottery of the forest mode exclusive operation performance in the special figure variation performance based on the special figure 1 variation pattern in the non-time-saving state and the execution lottery of the forest mode exclusive operation performance in the special figure variation performance based on the special figure 2 variation pattern in the time-saving state will be described. Note that the execution probability of the forest mode exclusive operation performance shown in FIG. 34 can be appropriately changed within a range that does not interfere with the game.
[0256] When the effect control microcomputer 121 of the first embodiment sets the forest mode as the effect mode and receives a variation start command, in the preview effect selection process (S4504) of the variation effect start process (S4309), it draws a lottery on whether to execute a forest mode exclusive operation effect based on the information of the special figure variation pattern included in the variation start command. Specifically, when the effect control microcomputer 121 of the first embodiment receives a variation start command in the non-time-saving state with the forest mode set as the effect mode, it draws a lottery on whether to execute a forest mode exclusive operation effect based on the execution lottery table of the mode exclusive operation effect shown in FIG. 34(A). If it wins the lottery, it executes the forest mode exclusive operation effect during the execution of the special figure variation effect. As shown in FIG. 34(A), in the pachinko game machine PY1 of the first embodiment, when in the non-time-saving state, regardless of which special figure 1 variation pattern is from "P01" to "P08" among the special figure 1 variation patterns, the forest mode exclusive operation effect is always executed by the effect control microcomputer 121 during the execution of the special figure variation effect.
[0257] Also, when the effect control microcomputer 121 of the first embodiment receives a variation start command in the time-saving state with the forest mode set as the effect mode, it draws a lottery on whether to execute a forest mode exclusive operation effect based on the execution lottery table of the mode exclusive operation effect shown in FIG. 34(B). If it wins the lottery, it executes the forest mode exclusive operation effect during the execution of the special figure variation effect. As shown in FIG. 34(B), in the pachinko game machine PY1 of the first embodiment, when in the non-time-saving state, regardless of which special figure 2 variation pattern is from "P61" to "P66" among the special figure 2 variation patterns, the forest mode exclusive operation effect is always executed by the effect control microcomputer 121 during the execution of the special figure variation effect.
[0258] Next, with reference to FIGS. 35 to 37, a case will be described in which the dedicated operation effect for the forest mode and the normal operation effect are executed overlappingly during the execution of one special figure variation effect when the forest mode is set by the effect control microcomputer 121. In FIGS. 35 and 36, when the special figure variation effect is being executed with the forest mode set and the normal button 40 is pressed three times, the dedicated operation effect for the forest mode can progress from the dedicated operation pre-effect for the forest mode to the dedicated operation post-effect for the forest mode.
[0259] First, with reference to FIG. 35, a case will be described in which the dedicated operation effect for the forest mode progresses from the dedicated operation pre-effect for the forest mode to the dedicated operation post-effect for the forest mode and the normal operation effect progresses from the normal operation pre-effect to the normal operation post-effect when the forest mode is set.
[0260] For example, as shown in FIG. 35, when the forest mode is set and the execution of the special figure variation effect is started, the occurrence of the valid period of the forest mode exclusive button operation of the forest mode exclusive operation effect is started at the same time. When the execution of the forest mode exclusive operation effect is started, first, the execution of the pre-forest mode exclusive operation effect is started. Then, during the valid period of the forest mode exclusive button operation, the normal button detection switch 40a detects twice that the normal button 40 has been pressed. Then, during the execution of the special figure variation effect, a valid period of the normal button operation occurs, and the execution of the normal operation effect using the normal button 40 is started, and first, the execution of the pre-normal operation effect is started. And when the valid period of the forest mode exclusive button operation and the valid period of the normal button operation overlap, when the normal button 40 is pressed once, before the expiration of either of the valid periods of the forest mode exclusive button operation and the normal button operation, the execution of the forest mode exclusive operation effect being executed progresses from the pre-forest mode exclusive operation effect to the post-forest mode exclusive operation effect, and the execution of the normal operation effect being executed progresses from the pre-normal operation effect to the post-normal operation effect. Then, when the execution of the post-normal operation effect ends, the execution of the normal operation effect ends at the same time. Furthermore, after that, when the execution of the special figure variation effect ends, the execution of the post-forest mode exclusive operation effect ends and the execution of the forest mode exclusive operation effect ends at the same time.
[0261] Next, with reference to FIG. 36, a case will be described in which when the forest mode is set, the forest mode exclusive operation effect does not progress from the pre-forest mode exclusive operation effect to the post-forest mode exclusive operation effect, and the normal operation effect progresses from the pre-normal operation effect to the post-normal operation effect.
[0262] For example, as shown in FIG. 36, when the forest mode is set and the execution of the special drawing variation effect is started, the generation of the exclusive button operation duration for the forest mode is started at the same time, and the execution of the exclusive operation effect for the forest mode is started. When the execution of the exclusive operation effect for the forest mode is started, first, the execution of the pre-exclusive operation effect for the forest mode is started. However, during the execution of the exclusive operation effect for the forest mode, the pressing operation of the normal button 40 is not performed. Then, during the execution of the special drawing variation effect, the normal button operation duration is generated, and the execution of the normal operation effect using the normal button 40 is started, and the execution of the pre-normal operation effect is started. And if the pressing operation of the normal button 40 is not performed until the normal button operation duration elapses, when the normal button operation duration elapses, at the same time, the executing normal operation effect proceeds from the pre-normal operation effect to the post-normal operation effect. Then, when the execution of the post-normal operation effect ends, the execution of the normal operation effect ends at the same time. And when the execution of the special drawing variation effect ends, at the same time, the exclusive button operation duration for the forest mode elapses, and the execution of the pre-exclusive operation effect for the forest mode ends and the execution of the exclusive operation effect for the forest mode ends.
[0263] Next, with reference to FIG. 37, the case where the execution of the exclusive operation effect for the forest mode and the normal operation effect overlap in the special drawing variation effect when the forest mode is set, and the case where the execution of the exclusive operation effect for the forest mode and the normal operation effect do not overlap in the special drawing variation effect when an effect mode other than the forest mode is set will be described.
[0264] When the forest mode is set, as shown in Fig. 37(A), every time the special figure variation effect is executed, the execution of the forest mode exclusive operation effect starts simultaneously with the start of the execution of the special figure variation effect, and the execution of the forest mode exclusive operation effect ends simultaneously with the end of the execution of the special figure variation effect. For example, when a normal operation effect is executed as a preview effect in the special figure variation effect, as shown in Fig. 37(A), the execution of the forest mode exclusive operation effect and the execution of the normal operation effect may overlap in the special figure variation effect. That is, as shown in Fig. 37(A), when the forest mode is set, the execution period of the forest mode exclusive operation effect and the execution period of the normal operation effect may overlap in the special figure variation effect.
[0265] On the other hand, when an effect mode other than the forest mode (the first normal effect mode, the second normal effect mode, the third normal effect mode, the empty mode, the space mode) is set, as shown in Fig. 37(B), even if the special figure variation effect is executed, the forest mode exclusive operation effect is not executed in the special figure variation effect. Also, even when an effect mode other than the forest mode (the first normal effect mode, the second normal effect mode, the third normal effect mode, the empty mode, the space mode) is set, as shown in Fig. 37(B), a normal operation effect may be executed as a preview effect in the special figure variation effect. That is, as shown in Fig. 37(B), in the special figure variation effect when an effect mode other than the forest mode is set, the execution period of the forest mode exclusive operation effect and the execution period of the normal operation effect do not overlap.
[0266] As described above, when the forest mode is set, there may be a case where the execution period of the forest mode exclusive operation effect overlaps with the execution period of the normal operation effect in the special figure variation effect. However, in the special figure variation effect when an effect mode other than the forest mode is set, the execution period of the forest mode exclusive operation effect does not overlap with the execution period of the normal operation effect (see Fig. 37). Thus, in the pachinko gaming machine PY1 of the first embodiment, when the forest mode is set, there is a higher likelihood that the execution of the forest mode exclusive operation effect overlaps with the execution of the normal operation effect than when the forest mode is not set, that is, when an effect mode other than the forest mode (the first normal effect mode, the second normal effect mode, the third normal effect mode, the empty mode, the space mode) is set. As a result, in the pachinko gaming machine PY1 of the first embodiment, when the forest mode is set, there are more opportunities for the forest mode exclusive operation effect to progress from the pre-forest mode exclusive operation effect to the post-forest mode exclusive operation effect and for the normal operation effect to progress from the pre-normal operation effect to the post-normal operation effect when the normal button 40 is pressed than when the forest mode is not set, that is, when an effect mode other than the forest mode (the first normal effect mode, the second normal effect mode, the third normal effect mode, the empty mode, the space mode) is set.
[0267] In the pachinko gaming machine PY1 of the first embodiment, when the pre-forest mode exclusive operation effect is executed in the forest mode exclusive operation effect during the execution of the special figure variation effect when the forest mode is set, a meter display image MG and a dedicated operation promotion image SS for prompting the pressing operation of the normal button 40 in the forest mode exclusive operation effect are displayed in the lower left of the display unit 50a (see Figs. 44 to 47). Here, the meter display image MG is an effect image that suggests to the player the number of operations of the normal button 40 required to progress from the pre-forest mode exclusive operation effect to the post-forest mode exclusive operation effect based on the meter value indicated by the meter display image MG. Also, when the meter value indicated by the meter display image MG reaches the maximum in the forest mode exclusive operation effect, the pre-forest mode exclusive operation effect progresses to the post-forest mode exclusive operation effect. Further, the dedicated operation promotion image SS is an effect image that prompts the pressing operation of the normal button 40 in the pre-forest mode exclusive operation effect.
[0268] Here, with reference to FIG. 38, when the forest mode is set in the non-time-saving state, the meter display image MG that can be displayed on the display unit 50a in the pre-operation production dedicated to the forest mode, and when the forest mode is set in the time-saving state, the meter display image MG that can be displayed on the display unit 50a in the pre-operation production dedicated to the forest mode will be described.
[0269] As shown in FIG. 38(A), when the forest mode is set in the non-time-saving state, the meter display image MG that can be displayed on the display unit 50a in the dedicated operation production of the forest mode includes a first meter display image MG1 (see FIG. 38(A-1)) indicating that the meter value can increase up to a maximum of 3 levels, a second meter display image MG2 (see FIG. 38(A-2)) indicating that the meter value can increase up to a maximum of 5 levels, a third meter display image MG3 (see FIG. 38(A-3)) indicating that the meter value can increase up to a maximum of 7 levels, and a fourth meter display image MG4 (see FIG. 38(A-4)) indicating that the meter value can increase up to a maximum of 8 levels.
[0270] The first meter display image MG1 functions as a display image that notifies that when the normal button 40 is pressed three times during the execution of the pre-performance for the forest mode exclusive operation, the operation proceeds from the pre-performance for the forest mode exclusive operation to the post-performance for the forest mode exclusive operation. The second meter display image MG2 functions as a display image that notifies that when the normal button 40 is pressed five times during the execution of the pre-performance for the forest mode exclusive operation, the operation proceeds from the pre-performance for the forest mode exclusive operation to the post-performance for the forest mode exclusive operation. The third meter display image MG3 functions as a display image that notifies that when the normal button 40 is pressed seven times during the execution of the pre-performance for the forest mode exclusive operation, the operation proceeds from the pre-performance for the forest mode exclusive operation to the post-performance for the forest mode exclusive operation. The fourth meter display image MG4 functions as a display image that notifies that when the normal button 40 is pressed eight times during the execution of the pre-performance for the forest mode exclusive operation, the operation proceeds from the pre-performance for the forest mode exclusive operation to the post-performance for the forest mode exclusive operation. In the pachinko gaming machine PY1 of the first embodiment, during the execution of the exclusive operation performance for the forest mode in the non-time-saving state, the meter display image MG displayed on the display unit 50a is highly likely to result in a big win in the order of the first meter display image MG1 ⇒ the second meter display image MG2 ⇒ the third meter display image MG3 ⇒ the fourth meter display image MG4.
[0271] Also, as shown in FIG. 38(B), when the forest mode is set in the time-saving state, the meter display image MG that can be displayed on the display unit 50a in the dedicated operation effect for the forest mode includes a first meter display image MG1 (see FIG. 38(B-1)) indicating that the meter value can increase up to a maximum of three levels, a second meter display image MG2 (see FIG. 38(B-2)) indicating that the meter value can increase up to a maximum of five levels, and a third meter display image MG3 (see FIG. 38(B-3)) indicating that the meter value can increase up to a maximum of seven levels. That is, in the pachinko gaming machine PY1 of the first embodiment, when the forest mode is set in the non-time-saving state, the types of the meter display image MG that can be displayed on the display unit 50a in the dedicated operation pre-effect for the forest mode are more than the types of the meter display image MG that can be displayed on the display unit 50a in the dedicated operation effect for the forest mode when the forest mode is set in the time-saving state. Thereby, when the forest mode is set in the non-time-saving state, it is possible to draw attention to whether or not a fourth meter display image MG4 is displayed on the display unit 50a in the dedicated operation effect for the forest mode. Further, in the pachinko gaming machine PY1 of the first embodiment, during the execution of the dedicated operation effect for the forest mode in the time-saving state, the meter display image MG displayed on the display unit 50a is highly likely to result in a big win in the order of the first meter display image MG1 ⇒ the second meter display image MG2 ⇒ the third meter display image MG3.
[0272] When the control microcomputer 121 for the effect of the first embodiment receives a change start command during the setting of the forest mode in the non-time-saving state, in the preview effect selection process (S4504) of the change effect start process (S4309), if it is determined to execute the dedicated operation effect for the forest mode based on the information of the special figure change pattern included in the change start command, one of the first meter display image MG1, the second meter display image MG2, the third meter display image MG3, or the fourth meter display image MG4 is selected based on the selection lottery table of the meter display image shown in FIG. 39. Note that the selection rate (selection ratio) of the meter display image MG in the non-time-saving state shown in FIG. 39 can be appropriately changed within a range that does not interfere with the game.
[0273] Specifically, when the information on the special figure change pattern included in the change start command is the special figure 1 change pattern "P01", the selection rate of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) is as follows: the selection rate of the first meter display image MG1 (1%) ⇒ the selection rate of the fourth meter display image MG4 (5%) ⇒ the selection rate of the second meter display image MG2 (34%) ⇒ the selection rate of the third meter display image MG3 (60%) in this order.
[0274] Also, when the information on the special figure change pattern included in the change start command is the special figure 1 change pattern "P02", the selection rate of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) is as follows: the selection rate of the fourth meter display image MG4 (0%) ⇒ the selection rate of the third meter display image MG3 (10%) ⇒ the selection rate of the first meter display image MG1 (30%) ⇒ the selection rate of the second meter display image MG2 (60%) in this order.
[0275] Also, when the information on the special figure change pattern included in the change start command is the special figure 1 change pattern "P03", the selection rate of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) is as follows: the selection rate of the third meter display image MG3 (0%) and the selection rate of the fourth meter display image MG4 (0%) ⇒ the selection rate of the second meter display image MG2 (40%) ⇒ the selection rate of the first meter display image MG1 (60%) in this order.
[0276] Also, when the information on the special figure change pattern included in the change start command is the special figure 1 change pattern "P04", the selection rate of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) is as follows: the selection rate of the fourth meter display image MG4 (1%) ⇒ the selection rate of the first meter display image MG1 (5%) ⇒ the selection rate of the third meter display image MG3 (20%) ⇒ the selection rate of the second meter display image MG2 (76%) in this order.
[0277] Also, when the information on the special drawing variation pattern included in the variation start command is the special drawing 1 variation pattern "P05", the selection rate of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) is the selection rate of the third meter display image MG3 (0%) and the selection rate of the fourth meter display image MG4 (0%) ⇒ the selection rate of the second meter display image MG2 (30%) ⇒ the selection rate of the first meter display image MG1 (70%) in this order, getting higher.
[0278] Also, when the information on the special drawing variation pattern included in the variation start command is the special drawing 1 variation pattern "P06", the selection rate of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) is the selection rate of the third meter display image MG3 (0%) and the selection rate of the fourth meter display image MG4 (0%) ⇒ the selection rate of the second meter display image MG2 (20%) ⇒ the selection rate of the first meter display image MG1 (80%) in this order, getting higher.
[0279] Also, when the information on the special drawing variation pattern included in the variation start command is the special drawing 1 variation pattern "P07", the selection rate of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) is the selection rate of the second meter display image MG2 (0%) and the selection rate of the third meter display image MG3 (0%) and the selection rate of the fourth meter display image MG4 (0%) ⇒ the selection rate of the first meter display image MG1 (100%) in this order, getting higher.
[0280] Also, when the information on the special drawing variation pattern included in the variation start command is the special drawing 1 variation pattern "P08", the selection rate of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) is the selection rate of the second meter display image MG2 (0%) and the selection rate of the third meter display image MG3 (0%) and the selection rate of the fourth meter display image MG4 (0%) ⇒ the selection rate of the first meter display image MG1 (100%) in this order, getting higher.
[0281] Next, the presentation modes of the operation presentation dedicated to the forest mode, which is executed by the special figure variation presentation, when the forest mode is set in the non-time-saving state, will be described. The presentation modes of the operation presentation dedicated to the forest mode when the forest mode is set in the non-time-saving state include a first presentation mode and a second presentation mode different from the first presentation mode. In the operation presentation of the operation presentation dedicated to the forest mode of the first presentation mode, when the pressing operation of the normal button 40 is performed up to the maximum indicated by the meter value of the meter display image MG during the execution of the pre-operation presentation dedicated to the forest mode, it proceeds from the pre-operation presentation dedicated to the forest mode to the post-operation presentation dedicated to the forest mode shown in FIG. 44(D-1). On the other hand, in the operation presentation of the operation presentation dedicated to the forest mode of the second presentation mode, when the pressing operation of the normal button 40 is performed up to the maximum indicated by the meter value of the meter display image MG during the execution of the pre-operation presentation dedicated to the forest mode, it proceeds from the pre-operation presentation dedicated to the forest mode to the post-operation presentation dedicated to the forest mode shown in FIG. 44(D-2).
[0282] When the presentation control microcomputer 121 of the first embodiment receives a variation start command during the setting of the forest mode in the non-time-saving state, in the preview presentation selection process (S4504) of the variation presentation start process (S4309), when it is determined to execute the operation presentation dedicated to the forest mode based on the information of the special figure variation pattern included in the variation start command, it selects the first presentation mode of the operation presentation dedicated to the forest mode or the second presentation mode of the operation presentation dedicated to the forest mode based on the presentation mode selection table of the operation presentation dedicated to the forest mode shown in FIG. 40. Note that the selection rate (selection ratio) of the operation presentation dedicated to the forest mode in the non-time-saving state shown in FIG. 40 can be appropriately changed within a range that does not interfere with the game.
[0283] Specifically, when the information of the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P01", the selection rate of the operation presentation dedicated to the forest mode of the first presentation mode by the presentation control microcomputer 121 in the preview presentation selection process (S4504) is "80%", and the selection rate of the operation presentation dedicated to the forest mode of the second presentation mode is "20%".
[0284] Also, when the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P02", in the preview effect selection process (S4504), the selection rate of the forest mode dedicated operation effect of the first effect mode by the effect control microcomputer 121 is "60%", and the selection rate of the forest mode dedicated operation effect of the second effect mode is "40%".
[0285] Also, when the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P03", in the preview effect selection process (S4504), the selection rate of the forest mode dedicated operation effect of the first effect mode by the effect control microcomputer 121 is "30%", and the selection rate of the forest mode dedicated operation effect of the second effect mode is "70%".
[0286] Also, when the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P04", in the preview effect selection process (S4504), the selection rate of the forest mode dedicated operation effect of the first effect mode by the effect control microcomputer 121 is "5%", and the selection rate of the forest mode dedicated operation effect of the second effect mode is "95%".
[0287] Also, when the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P05", in the preview effect selection process (S4504), the selection rate of the forest mode dedicated operation effect of the first effect mode by the effect control microcomputer 121 is "3%", and the selection rate of the forest mode dedicated operation effect of the second effect mode is "97%".
[0288] Also, when the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P06", in the preview effect selection process (S4504), the selection rate of the forest mode dedicated operation effect of the first effect mode by the effect control microcomputer 121 is "1%", and the selection rate of the forest mode dedicated operation effect of the second effect mode is "99%".
[0289] Also, when the information on the special drawing change pattern included in the change start command is the special drawing 1 change pattern "P07", in the preview effect selection process (S4504), the selection rate of the dedicated operation effect of the forest mode in the first effect mode by the effect control microcomputer 121 is "0%", and the selection rate of the dedicated operation effect of the forest mode in the second effect mode is "100%".
[0290] Also, when the information on the special drawing change pattern included in the change start command is the special drawing 1 change pattern "P08", in the preview effect selection process (S4504), the selection rate of the dedicated operation effect of the forest mode in the first effect mode by the effect control microcomputer 121 is "0%", and the selection rate of the dedicated operation effect of the forest mode in the second effect mode is "100%".
[0291] Next, when the effect control microcomputer 121 of the first embodiment receives a change start command during the setting of the forest mode in the time-saving state, in the preview effect selection process (S4504) of the change effect start process (S4309), when it is determined to execute the dedicated operation effect of the forest mode based on the information on the special drawing change pattern included in the change start command, one of the first meter display image MG1, the second meter display image MG2, or the third meter display image MG3 is selected based on the selection lottery table of the meter display image shown in FIG. 41. Note that the selection rate (selection ratio) of the meter display image MG in the time-saving state shown in FIG. 41 can be appropriately changed within a range that does not interfere with the game.
[0292] Specifically, when the information on the special drawing change pattern included in the change start command is the special drawing 2 change pattern "P61", the selection rate of the meter display image MG by the effect control microcomputer 121 in the preview effect selection process (S4504) increases in the order of the selection rate of the first meter display image MG1 (5%) ⇒ the selection rate of the third meter display image MG3 (10%) ⇒ the selection rate of the second meter display image MG2 (85%).
[0293] Also, when the information on the special figure change pattern included in the change start command is the special figure 2 change pattern "P62", the selection rates of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) are in the order of the selection rate of the third meter display image MG3 (2%) ⇒ the selection rate of the first meter display image MG1 (30%) ⇒ the selection rate of the second meter display image MG2 (68%), getting higher.
[0294] Also, when the information on the special figure change pattern included in the change start command is the special figure 2 change pattern "P63", the selection rates of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) are in the order of the selection rate of the third meter display image MG3 (0%) ⇒ the selection rate of the second meter display image MG2 (10%) ⇒ the selection rate of the first meter display image MG1 (90%), getting higher.
[0295] Also, when the information on the special figure change pattern included in the change start command is the special figure 2 change pattern "P64", the selection rates of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) are in the order of the selection rate of the third meter display image MG3 (0%) ⇒ the selection rate of the second meter display image MG2 (20%) ⇒ the selection rate of the first meter display image MG1 (80%), getting higher.
[0296] Also, when the information on the special figure change pattern included in the change start command is the special figure 2 change pattern "P65", the selection rates of the meter display image MG by the production control microcomputer 121 in the preview production selection process (S4504) are in the order of the selection rate of the third meter display image MG3 (0%) ⇒ the selection rate of the second meter display image MG2 (40%) ⇒ the selection rate of the first meter display image MG1 (60%), getting higher.
[0297] Also, when the information on the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P66", the selection rate of the meter display image MG by the effect control microcomputer 121 in the preview effect selection process (S4504) is in the order of the selection rate of the third meter display image MG3 (0%) and the selection rate of the second meter display image MG2 (0%) ⇒ the selection rate of the first meter display image MG1 (100%), increasing.
[0298] Next, when the forest mode is set in the time-saving state, the effect mode of the forest mode dedicated operation effect executed in the special figure variation effect will be described. Regarding the effect mode of the forest mode dedicated operation effect when the forest mode is set in the time-saving state, there are a first effect mode and a second effect mode different from the first effect mode. In the pachinko game machine PY1 of the first embodiment, the first effect mode of the forest mode dedicated operation effect that can be selected when the forest mode is set in the non-time-saving state and the first effect mode of the forest mode dedicated operation effect that can be selected when the forest mode is set in the time-saving state are the same effect mode. Also, in the pachinko game machine PY1 of the first embodiment, the second effect mode of the forest mode dedicated operation effect that can be selected when the forest mode is set in the non-time-saving state and the second effect mode of the forest mode dedicated operation effect that can be selected when the forest mode is set in the time-saving state are the same effect mode.
[0299] The forest mode dedicated operation effect of the first effect mode is an operation effect that progresses from the forest mode dedicated operation pre-effect to the forest mode dedicated operation post-effect shown in Fig. 46 (D-1) when the pressing operation of the normal button 40 is performed up to the maximum indicated by the meter value of the meter display image MG during the execution of the forest mode dedicated operation pre-effect. On the other hand, the forest mode dedicated operation effect of the second effect mode is an operation effect that progresses from the forest mode dedicated operation pre-effect to the forest mode dedicated operation post-effect shown in Fig. 44 (6-2) when the pressing operation of the normal button 40 is performed up to the maximum indicated by the meter value of the meter display image MG during the execution of the forest mode dedicated operation pre-effect.
[0300] During the setting of the forest mode in the time-saving state, when the production control microcomputer 121 of the first embodiment receives a variation start command, in the preview production selection process (S4504) of the variation production start process (S4309), if it is determined to execute the dedicated operation production of the forest mode based on the information of the special figure variation pattern included in the variation start command, the first production mode or the second production mode of the dedicated operation production of the forest mode is selected based on the production mode selection table of the dedicated operation production of the forest mode shown in FIG. 42. Note that the selection rate (selection ratio) of the production mode of the dedicated operation production of the forest mode in the time-saving state shown in FIG. 42 can be appropriately changed within a range that does not interfere with the game.
[0301] Specifically, when the information of the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P61", the selection rate of the dedicated operation production of the forest mode in the first production mode by the production control microcomputer 121 in the preview production selection process (S4504) is "85%", and the selection rate of the dedicated operation production of the forest mode in the second production mode is "15%".
[0302] Also, when the information of the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P62", the selection rate of the dedicated operation production of the forest mode in the first production mode by the production control microcomputer 121 in the preview production selection process (S4504) is "65%", and the selection rate of the dedicated operation production of the forest mode in the second production mode is "35%".
[0303] Also, when the information of the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P63", the selection rate of the dedicated operation production of the forest mode in the first production mode by the production control microcomputer 121 in the preview production selection process (S4504) is "35%", and the selection rate of the dedicated operation production of the forest mode in the second production mode is "65%".
[0304] Also, when the information on the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P64", in the preview effect selection process (S4504), the selection rate of the dedicated operation effect of the forest mode in the first effect mode by the effect control microcomputer 121 is "5%", and the selection rate of the dedicated operation effect of the forest mode in the second effect mode is "95%".
[0305] Also, when the information on the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P65", in the preview effect selection process (S4504), the selection rate of the dedicated operation effect of the forest mode in the first effect mode by the effect control microcomputer 121 is "3%", and the selection rate of the dedicated operation effect of the forest mode in the second effect mode is "97%".
[0306] Also, when the information on the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P66", in the preview effect selection process (S4504), the selection rate of the dedicated operation effect of the forest mode in the first effect mode by the effect control microcomputer 121 is "1%", and the selection rate of the dedicated operation effect of the forest mode in the second effect mode is "99%".
[0307] In the pachinko gaming machine PY1 of the first embodiment, based on the tables shown in FIGS. 39 and 41, when the forest mode is set in the time-saving state rather than in the non-time-saving state, when the result of the special figure lottery is a big hit, the meter display image MG with a large meter value is more likely to be selected. Thus, by varying the ease of selection of the meter display image MG with a large meter value, it is possible to enjoy the dedicated operation effect of the forest mode executed in the special figure variation effect in the forest mode in any gaming state, whether it is the non-time-saving state or the time-saving state.
[0308] Furthermore, in the pachinko gaming machine PY1 of the first embodiment, based on the tables shown in FIGS. 40 and 42, when the forest mode is set in the non-time-limited state, compared to when the forest mode is set in the time-limited state, when the result of the lottery in the special figure is a big win, it is easier to proceed from the pre-operation production exclusive to the forest mode to the post-operation production of the first production mode exclusive to the forest mode. As a result, by making it easier or more difficult to proceed from the pre-operation production exclusive to the forest mode to the post-operation production of the first production mode exclusive to the forest mode when the forest mode is set, it is possible to enjoy the operation production exclusive to the forest mode executed in the special figure variation production in the forest mode in any gaming state, whether it is the non-time-limited state or the time-limited state.
[0309] Next, the effect control microcomputer 121 of the first embodiment, in the non-time-limited state, regardless of which effect mode among the first normal effect mode, the second normal effect mode, the third normal effect mode, or the forest mode is selected as the effect mode, when receiving a variation start command, in the preview effect selection process (S4504) of the variation effect start process (S4309), based on the information on the special figure variation pattern included in the variation start command and the execution lottery table shown in FIG. 43(A), it lotteries the execution of the normal operation production, and based on the lottery result, it executes the normal operation production as a preview effect during the execution of the special figure variation effect. Note that the execution probability of the normal operation production in the non-time-limited state shown in FIG. 43(A) can be appropriately changed within a range that does not interfere with the game.
[0310] Specifically, in the non-time-limited state, regardless of which effect mode among the first normal effect mode, the second normal effect mode, the third normal effect mode, or the forest mode is selected, when the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P01", the probability that the normal operation production by the effect control microcomputer 121 is executed in the preview effect selection process (S4504) is "70%", and the probability that the normal operation production is not executed is "30%".
[0311] In the non-shortened state, regardless of which of the first normal performance mode, the second normal performance mode, the third normal performance mode, or the forest mode is selected, if the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P02", the probability that the normal operation performance by the performance control microcomputer 121 is executed in the preview performance selection process (S4504) is "60%", and the probability that the normal operation performance is not executed is "40%".
[0312] In the non-shortened state, regardless of which of the first normal performance mode, the second normal performance mode, the third normal performance mode, or the forest mode is selected, if the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P03", the probability that the normal operation performance by the performance control microcomputer 121 is executed in the preview performance selection process (S4504) is "30%", and the probability that the normal operation performance is not executed is "70%".
[0313] In the non-shortened state, regardless of which of the first normal performance mode, the second normal performance mode, the third normal performance mode, or the forest mode is selected, if the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P04", the probability that the normal operation performance by the performance control microcomputer 121 is executed in the preview performance selection process (S4504) is "30%", and the probability that the normal operation performance is not executed is "70%".
[0314] In the non-shortened state, regardless of which of the first normal performance mode, the second normal performance mode, the third normal performance mode, or the forest mode is selected, if the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P05", the probability that the normal operation performance by the performance control microcomputer 121 is executed in the preview performance selection process (S4504) is "20%", and the probability that the normal operation performance is not executed is "80%".
[0315] In the non-time-saving state, regardless of which of the first normal performance mode, the second normal performance mode, the third normal performance mode, or the forest mode is selected, when the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P06", the probability that the normal operation performance by the performance control microcomputer 121 is executed in the preview performance selection process (S4504) is "10%", and the probability that the normal operation performance is not executed is "90%".
[0316] In the non-time-saving state, regardless of which of the first normal performance mode, the second normal performance mode, the third normal performance mode, or the forest mode is selected, when the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P07", the probability that the normal operation performance by the performance control microcomputer 121 is executed in the preview performance selection process (S4504) is "5%", and the probability that the normal operation performance is not executed is "95%".
[0317] In the non-time-saving state, regardless of which of the first normal performance mode, the second normal performance mode, the third normal performance mode, or the forest mode is selected, when the information on the special figure variation pattern included in the variation start command is the special figure 1 variation pattern "P08", the probability that the normal operation performance by the performance control microcomputer 121 is executed in the preview performance selection process (S4504) is "5%", and the probability that the normal operation performance is not executed is "95%".
[0318] In the short-time state, when the production control microcomputer 121 of the first embodiment selects any of the empty mode, the space mode, or the forest mode as the production mode, even if it receives a variation start command, in the preview production selection process (S4504) of the variation production start process (S4309), based on the information of the special figure variation pattern included in the variation start command and the execution lottery table shown in FIG. 43(B), it randomly selects the execution of the normal operation production, and based on the lottery result, during the execution of the special figure variation production, it executes the normal operation production as a preview production. Note that the execution probability of the normal operation production in the short-time state shown in FIG. 43(B) can be appropriately changed within a range that does not interfere with the game.
[0319] Specifically, in the short-time state, when any of the empty mode, the space mode, or the forest mode is selected as the production mode, if the information of the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P61", the probability that the normal operation production by the production control microcomputer 121 is executed in the preview production selection process (S4504) is "70%", and the probability that the normal operation production is not executed is "30%".
[0320] In the short-time state, when any of the empty mode, the space mode, or the forest mode is selected as the production mode, if the information of the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P62", the probability that the normal operation production by the production control microcomputer 121 is executed in the preview production selection process (S4504) is "60%", and the probability that the normal operation production is not executed is "40%".
[0321] In the short-time state, when any of the empty mode, the space mode, or the forest mode is selected as the production mode, if the information of the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P63", the probability that the normal operation production by the production control microcomputer 121 is executed in the preview production selection process (S4504) is "30%", and the probability that the normal operation production is not executed is "70%".
[0322] In the short-time state, when any of the production modes of the empty mode, the space mode, or the forest mode is selected, if the information on the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P64", the probability that the normal operation production by the production control microcomputer 121 is executed in the preview production selection process (S4504) is "20%", and the probability that the normal operation production is not executed is "80%".
[0323] In the short-time state, when any of the production modes of the empty mode, the space mode, or the forest mode is selected, if the information on the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P65", the probability that the normal operation production by the production control microcomputer 121 is executed in the preview production selection process (S4504) is "5%", and the probability that the normal operation production is not executed is "95%".
[0324] In the short-time state, when any of the production modes of the empty mode, the space mode, or the forest mode is selected, if the information on the special figure variation pattern included in the variation start command is the special figure 2 variation pattern "P66", the probability that the normal operation production by the production control microcomputer 121 is executed in the preview production selection process (S4504) is "5%", and the probability that the normal operation production is not executed is "95%".
[0325] Next, with reference to FIG. 44, an example of the production when the forest mode dedicated operation production is executed during the execution of the special figure variation production when the forest mode is set in the non-short-time state will be described. Note that the production example shown in FIG. 44 is an example of the production when the forest mode is set, and the forest mode dedicated operation production is executed in the special figure variation production based on any of the special figure 1 variation patterns from "P01" to "P06" of the special figure 1, and the second meter display image MG2 is displayed.
[0326] When the execution of the special figure variation effect is started while the forest mode is set in the non-time-saving state, as shown in FIG. 44(A), the variation display of the effect symbols EZ1 to EZ3 starts on the display unit 50a, and the variation display of the small symbols KZ1 to KZ3 also starts. Further, when the execution of the special figure variation effect is started while the forest mode is set, the forest mode exclusive operation effect of the first effect mode or the forest mode exclusive operation effect of the second effect mode is executed. Among the forest mode exclusive operation effects of the first effect mode or the second effect mode, regardless of which forest mode exclusive operation effect is executed, first, the pre-operation effect of the forest mode exclusive operation effect is executed, and as shown in FIG. 44(A), a dedicated operation promotion image SS and a second meter display image MG2 are displayed in the lower left of the display unit 50a. By displaying the dedicated operation promotion image SS on the display unit 50a, it becomes possible to prompt the player to perform a pressing operation on the normal button 40. Also, by displaying the second meter display image MG2 on the display unit 50a, when the player presses the normal button 40 five times during the execution of the pre-operation effect of the forest mode exclusive operation, it becomes possible to let the player grasp that the pre-operation effect of the forest mode exclusive operation proceeds to the post-operation effect of the forest mode exclusive operation.
[0327] When the normal button 40 is pressed once during the execution of the pre-operation effect of the forest mode exclusive operation, the first scale of the second meter display image MG2 displayed in the lower left of the display unit 50a changes from white (see FIG. 44(A)) to black (see FIG. 44(B)). By the first scale of the second meter display image MG2 displayed on the display unit 50a becoming black, it becomes possible to let the player grasp that the meter value of the second meter display image MG2 has increased by one, that is, the normal button 40 has been pressed once in the pre-operation effect of the forest mode exclusive operation.
[0328] After that, during the execution of the pre-operation performance dedicated to the forest mode, when the normal button 40 is subsequently pressed three times, the process proceeds to the performance example shown in FIG. 44(C). As shown in FIG. 44(C), up to the fourth scale of the second meter display image MG2 displayed in the lower left of the display unit 50a is black. By the fact that up to the fourth scale of the second meter display image MG2 displayed on the display unit 50a is black, it becomes possible to let the player recognize that the meter value of the second meter display image MG2 has increased up to four, that is, the normal button 40 has been pressed four times in the pre-operation performance dedicated to the forest mode.
[0329] After that, for example, when the dedicated operation performance for the forest mode of the first performance mode is being executed, if the normal button 40 is pressed one more time, the dedicated operation performance for the forest mode of the first performance mode proceeds from the pre-operation performance for the forest mode to the post-operation performance for the forest mode, and the process proceeds from the performance example shown in FIG. 44(C) to the performance example shown in FIG. 44(D-1). As shown in FIG. 44(D-1), in the lower left of the display unit 50a, the forest mode dedicated character image KS and the second meter display image MG2 that has become black up to the maximum value (five scales) are displayed. By the fact that the second meter display image MG2 that has become black up to the fifth scale is displayed on the display unit 50a, it becomes possible to let the player recognize that the normal button 40 has been pressed five times during the execution of the dedicated operation performance for the forest mode. Also, from the forest mode dedicated character image KS displayed on the display unit 50a, it becomes possible to let the player recognize that the dedicated operation performance for the forest mode of the first performance mode, which has a higher jackpot expectation than the dedicated operation performance for the forest mode of the second performance mode, is being executed.
[0330] On the other hand, for example, when the dedicated operation effect for the forest mode of the second effect mode is being executed, if the normal button 40 is pressed again, the dedicated operation effect for the forest mode of the second effect mode progresses from the dedicated operation pre-effect for the forest mode to the dedicated operation post-effect for the forest mode, advancing from the effect example shown in FIG. 44(C) to the effect example shown in FIG. 44(D-2). As shown in FIG. 44(D-2), a second meter display image MG2 that has turned black up to the maximum value (five graduations) is displayed in the lower left of the display unit 50a. By displaying the second meter display image MG2 that has turned black up to the fifth graduation on the display unit 50a, it becomes possible for the player to recognize that the normal button 40 has been pressed five times during the execution of the dedicated operation effect for the forest mode. Also, by not displaying the dedicated character image KS for the forest mode on the display unit 50a, it becomes possible to recognize that the dedicated operation effect for the forest mode of the second effect mode, which has a lower jackpot expectation than the dedicated operation effect for the forest mode of the first effect mode, is being executed.
[0331] Next, with reference to FIG. 45, a case where the dedicated operation effect for the forest mode and the normal operation effect are executed concurrently during the execution of the special figure variation effect when the forest mode is set in the non-time-limited state will be described. The effect example shown in FIG. 45 is an effect example when, in the case where the forest mode is set, the dedicated operation effect for the forest mode of the first effect mode is executed by the special figure variation effect based on any one of the special figure 1 variation patterns "P01" to "P06" among the special figure 1 variation patterns, and the first meter display image MG1 is displayed.
[0332] When the forest mode is set in the non-time-short state and during the execution of the special figure variation effect, as shown in FIG. 45(A), on the display unit 50a, the variation display of the effect symbols EZ1 to EZ3 and the variation display of the small symbols KZ1 to KZ3 are being performed. Also, when the forest mode is set and during the execution of the special figure variation effect, the pre-operation performance of the forest mode exclusive operation performance of the first effect mode is being performed. As shown in FIG. 45(A), at the lower left of the display unit 50a, a dedicated operation promotion image SS and a first meter display image MG1 in which up to the second scale is black are displayed. As shown in FIG. 45(A), since the first meter display image MG1 in which up to the second scale is black is displayed on the display unit 50a, it is possible to make the player recognize that the pressing operation of the normal button 40 has been performed twice during the execution of the forest mode exclusive operation performance of the first effect mode.
[0333] After that, when the forest mode exclusive operation performance of the first effect mode is being performed during the execution of the special figure variation effect and the normal operation performance is also executed, as shown in FIG. 45(B), at the pre-operation performance of the normal operation performance, a normal operation promotion image PS indicating "PUSH" is displayed in the center of the display unit 50a. By displaying the normal operation promotion image PS on the display unit 50a, it is possible to prompt the player to perform the pressing operation of the normal button 40.
[0334] When the execution of the normal pre-operation performance and the execution of the forest mode exclusive pre-operation performance overlap, and the normal button 40 is pressed, the performance example shown in FIG. 45(C) is entered. When the normal button 40 is pressed during the normal pre-operation performance, the performance progresses from the normal pre-operation performance to the normal post-operation performance, and as shown in FIG. 45(C), an expectancy suggestion image CH indicating "chance" is displayed in the center of the display unit 50a. By displaying the expectancy suggestion image CH on the display unit 50a, it is possible to suggest the jackpot expectancy to the player and let the player grasp the possibility of hitting the jackpot. Also, when the first meter display image MG1 is displayed on the display unit 50a during the forest mode exclusive pre-operation performance, if the normal button 40 is pressed three times, the performance progresses from the forest mode exclusive pre-operation performance to the forest mode exclusive post-operation performance, and as shown in FIG. 45(C), the forest mode exclusive character image KS and the first meter display image MG1 that has turned black up to the third scale are displayed in the lower left of the display unit 50a. By displaying the first meter display image MG1 that has turned black up to the third scale on the display unit 50a, it is possible to let the player grasp that the normal button 40 has been pressed three times during the execution of the forest mode exclusive operation performance. Also, the forest mode exclusive character image KS displayed on the display unit 50a suggests the jackpot expectancy and indicates that the forest mode exclusive operation performance of the first performance mode, which has a higher jackpot expectancy than the forest mode exclusive operation performance of the second performance mode, is being executed, making it possible to let the player grasp the possibility of hitting the jackpot and that the forest mode exclusive operation performance of the first performance mode, which has a higher jackpot expectancy than the forest mode exclusive operation performance of the second performance mode, is being executed.
[0335] After that, when the execution of the normal post-operation performance ends and the execution of the normal operation performance ends, the performance example shown in FIG. 45(D) is entered. As shown in FIG. 45(D), the forest mode exclusive character image KS and the first meter display image MG1 that has turned black up to the third scale are continuously displayed in the lower left of the display unit 50a until the execution of the special drawing variation performance ends.
[0336] Next, with reference to FIG. 46, an example of the effect when the dedicated operation effect for the forest mode is executed during the execution of the special figure variation effect when the forest mode is set in the time-saving state will be described. Note that the effect example shown in FIG. 46 is an effect example when the dedicated operation effect for the forest mode is executed by the special figure variation effect based on any one of the special figure 2 variation patterns "P61" to "P65" when the forest mode is set, and the second meter display image MG2 is displayed.
[0337] When the execution of the special figure variation effect is started in the time-saving state with the forest mode set, as shown in FIG. 46(A), the variable display of the effect symbols EZ1 to EZ3 is started on the display unit 50a, and the variable display of the small symbols KZ1 to KZ3 is also started. Also, when the execution of the special figure variation effect is started with the forest mode set, the dedicated operation effect for the forest mode in the first effect mode or the dedicated operation effect for the forest mode in the second effect mode is executed. Whichever dedicated operation effect for the forest mode in the first effect mode or the second effect mode is executed, first, the pre-operation effect for the dedicated operation effect for the forest mode is executed, and a dedicated operation promotion image SS and a second meter display image MG2 are displayed in the lower left of the display unit 50a. By displaying the dedicated operation promotion image SS on the display unit 50a, it is possible to prompt the player to press the normal button 40. Also, by displaying the second meter display image MG2 on the display unit 50a, when the player presses the normal button 40 five times during the execution of the pre-operation effect for the dedicated operation effect for the forest mode, it is possible to make the player understand that the pre-operation effect for the dedicated operation effect for the forest mode proceeds to the post-operation effect for the dedicated operation effect for the forest mode. Also, as shown in FIG. 46(A), a right strike image G108 is displayed in the upper right of the display unit 50a. By the right strike image G108 displayed on the display unit 50a, it is possible to prompt the player to perform a right strike.
[0338] During the execution of the pre-operation effect dedicated to the forest mode, when the normal button 40 is pressed once, the first scale of the second meter display image MG2 displayed in the lower left of the display unit 50a changes from white (see Fig. 46(A)) to black (see Fig. 46(B)). By changing the first scale of the second meter display image MG2 displayed on the display unit 50a to black, the player can be made aware that the meter value of the second meter display image MG2 has increased by one, that is, that the normal button 40 has been pressed once during the pre-operation effect dedicated to the forest mode.
[0339] After that, during the execution of the pre-operation effect dedicated to the forest mode, when the normal button 40 is pressed three more times, the process proceeds to the effect example shown in Fig. 46(C). As shown in Fig. 46(C), the fourth scale of the second meter display image MG2 displayed in the lower left of the display unit 50a is black. By making the fourth scale of the second meter display image MG2 displayed on the display unit 50a black, the player can be made aware that the meter value of the second meter display image MG2 has increased by four, that is, that the normal button 40 has been pressed four times during the pre-operation effect dedicated to the forest mode.
[0340] After that, for example, when the dedicated operation effect for the forest mode of the first effect mode is being executed, if the normal button 40 is pressed again, the dedicated operation effect for the forest mode of the first effect mode progresses from the pre-dedicated operation effect for the forest mode to the post-dedicated operation effect for the forest mode, advancing from the effect example shown in FIG. 46(C) to the effect example shown in FIG. 46(D-1). As shown in FIG. 46(D-1), at the lower left of the display unit 50a, a dedicated character image KS for the forest mode and a second meter display image MG2 that has turned black up to the maximum value (five graduations) are displayed. By displaying the second meter display image MG2 that has turned black up to the fifth graduation on the display unit 50a, it is possible to let the player recognize that the normal button 40 has been pressed five times during the execution of the dedicated operation effect for the forest mode. Also, based on the dedicated character image KS for the forest mode displayed on the display unit 50a, it is possible to let the player recognize that the dedicated operation effect for the forest mode of the first effect mode, which has a higher jackpot expectation than the dedicated operation effect for the forest mode of the second effect mode, is being executed.
[0341] On the other hand, for example, when the dedicated operation effect for the forest mode of the second effect mode is being executed, if the normal button 40 is pressed again, the dedicated operation effect for the forest mode of the second effect mode progresses from the pre-dedicated operation effect for the forest mode to the post-dedicated operation effect for the forest mode, advancing from the effect example shown in FIG. 46(C) to the effect example shown in FIG. 46(D-2). As shown in FIG. 46(D-2), at the lower left of the display unit 50a, a second meter display image MG2 that has turned black up to the maximum value (five graduations) is displayed. By displaying the second meter display image MG2 that has turned black up to the fifth graduation on the display unit 50a, it is possible to let the player recognize that the normal button 40 has been pressed five times during the execution of the dedicated operation effect for the forest mode. Also, by not displaying the dedicated character image KS for the forest mode on the display unit 50a, it is possible to let the player recognize that the dedicated operation effect for the forest mode of the second effect mode, which has a lower jackpot expectation than the dedicated operation effect for the forest mode of the first effect mode, is being executed.
[0342] Next, with reference to FIG. 47, when the forest mode is set in the time-saving state, a case where the execution of the dedicated operation effect for the forest mode and the execution of the normal operation effect overlap during the execution of the special figure variation effect will be described. Note that the effect example shown in FIG. 47 is an effect example when, in the case where the forest mode is set, among the special figure 2 variation patterns "P61" to "P65", the dedicated operation effect for the forest mode of the first effect mode is executed in the special figure variation effect based on any one of the special figure 2 variation patterns, and the first meter display image MG1 is displayed.
[0343] In the time-saving state, when the forest mode is set and during the execution of the special figure variation effect, as shown in FIG. 47(A), on the display unit 50a, the variation display of the effect symbols EZ1 to EZ3 and the variation display of the small symbols KZ1 to KZ3 are being performed. Also, during the execution of the special figure variation effect when the forest mode is set, the pre-operation effect for the dedicated operation of the forest mode of the first effect mode is being performed. As shown in FIG. 47(A), at the lower left of the display unit 50a, a dedicated operation promotion image SS and a first meter display image MG1 in which up to the second scale is black are displayed. As shown in FIG. 45(A), by displaying the first meter display image MG1 in which up to the second scale is black on the display unit 50a, it is possible to let the player recognize that the pressing operation of the normal button 40 has been performed twice during the execution of the dedicated operation effect for the forest mode of the first effect mode. Also, as shown in FIG. 47(A), a right strike image G108 is displayed at the upper right of the display unit 50a. By the right strike image G108 displayed on the display unit 50a, it is possible to prompt the player to perform a right strike.
[0344] Thereafter, when the pre-operation effect for the dedicated operation of the forest mode of the first effect mode is being performed during the execution of the special figure variation effect and the normal operation effect is also executed, as shown in FIG. 47(B), a normal operation promotion image PS indicating "PUSH" is displayed at the center of the display unit 50a in the pre-operation effect of the normal operation effect. By displaying the normal operation promotion image PS on the display unit 50a, it is possible to prompt the player to perform the pressing operation of the normal button 40.
[0345] When the execution of the normal pre-operation performance and the execution of the forest mode exclusive pre-operation performance overlap, and the normal button 40 is pressed, the process proceeds to the performance example shown in FIG. 47(C). When the normal button 40 is pressed during the normal pre-operation performance, the process proceeds from the normal pre-operation performance to the normal post-operation performance, and as shown in FIG. 47(C), an expectancy suggestion image CH indicating "chance" is displayed in the center of the display unit 50a. By displaying the expectancy suggestion image CH on the display unit 50a, it is possible to suggest to the player the possibility of a big win and let the player grasp the possibility of a big win. Also, when the first meter display image MG1 is displayed on the display unit 50a during the forest mode exclusive pre-operation performance, if the normal button 40 is pressed three times, the process proceeds from the forest mode exclusive pre-operation performance to the forest mode exclusive post-operation performance, and as shown in FIG. 47(C), the forest mode exclusive character image KS and the first meter display image MG1 with the first to third scales turned black are displayed in the lower left of the display unit 50a. By displaying the first meter display image MG1 with the first to third scales turned black on the display unit 50a, it is possible to let the player grasp that the normal button 40 has been pressed three times during the execution of the forest mode exclusive operation performance. Also, the forest mode exclusive character image KS displayed on the display unit 50a suggests the big win expectancy and indicates that the forest mode exclusive operation performance of the first performance mode, which has a higher big win expectancy than the forest mode exclusive operation performance of the second performance mode, is being executed, making it possible to let the player grasp that the possibility of a big win and the forest mode exclusive operation performance of the first performance mode, which has a higher big win expectancy than the forest mode exclusive operation performance of the second performance mode, are being executed.
[0346] After the execution of the normal post-operation performance ends and the execution of the normal operation performance ends, the process proceeds to the performance example shown in FIG. 47(D). As shown in FIG. 47(D), the forest mode exclusive character image KS and the first meter display image MG1 with the first to third scales turned black are continuously displayed in the lower left of the display unit 50a until the execution of the special figure variation performance ends.
[0347] <Control of Performance by the Performance Control Microcomputer 121 of the First Embodiment> Next, based on FIGS. 48 to 49, the control of the effect by the effect control microcomputer 121 of the present embodiment (first embodiment) will be described.
[0348] [1. Received command analysis process] First, the received command analysis process (S4201) of the first embodiment will be described in detail. As shown in FIG. 48, in the received command analysis process (S4201) of the first embodiment, first, the effect control microcomputer 121 determines whether it has received a high-probability end command from the main control board 100 (S4301). If it has received it (YES in S4301), it performs a mode status setting process (S4305). If it has not received a high-probability end command (NO in S4301), it determines whether it has received a short-time end command from the main control board 100 (S4302).
[0349] If the effect control microcomputer 121 has received the short-time end command transmitted from the main control board 100 (YES in S4302), it performs a mode status setting process (S4305) described later. If it has not received the short-time end command (NO in S4302), it determines whether it has received a high-probability setting command from the main control board 100 (S4303).
[0350] If the effect control microcomputer 121 has received the high-probability setting command transmitted from the main control board 100 (YES in S4303), it performs a mode status setting process (S4305). If it has not received the high-probability setting command (NO in S4303), it determines whether it has received a short-time setting command from the main control board 100 (S4304).
[0351] If the effect control microcomputer 121 has received the short-time setting command transmitted from the main control board 100 (YES in S4304), it performs a mode status setting process (S4305). If it has not received the short-time setting command (NO in S4304), it proceeds directly to S4306.
[0352] Here, the mode status setting process (S4305) will be described. In the mode status setting process (S4305), the effect control microcomputer 121 performs a process for changing the setting of the effect mode in accordance with the change in the game state. In the mode status setting process (S4305), when the first normal effect mode (see FIG. 16(B-1)) is set in the non-time-limit state, the effect control microcomputer 121 sets "1" in the mode status. Also, in the mode status setting process (S4305), when the empty mode is set in the low-probability high-base game state, the effect control microcomputer 121 sets "5" in the mode status. Further, in the mode status setting process (S4305), when the forest mode is set in the low-probability high-base game state, the effect control microcomputer 121 sets "6" in the mode status. Additionally, in the mode status setting process (S4305), when the space mode is set in the high-probability high-base game state, the effect control microcomputer 121 sets "7" in the mode status. Moreover, in the mode status setting process (S4305), when the forest mode is set in the high-probability high-base game state, the effect control microcomputer 121 sets "8" in the mode status.
[0353] When the effect control microcomputer 121 sets "1" in the mode status, subsequently, it sets the left-hit display command in the output buffer of the effect RAM 124. As a result, when the left-hit display command is transmitted to the image control board 140, the image CPU 141 of the image control board 140 displays a left-hit image (not shown) at the upper left portion of the display unit 50a for a predetermined time. By displaying this left-hit image, it is possible to prompt the player to make a left-hit when shifting to the non-time-limit state.
[0354] Subsequently, when the production control microcomputer 121 has set the mode status to "1", it sets the background production command based on the setting of the first normal production mode in the output buffer of the production RAM 124. As a result, when this background production command is transmitted to the image control board 140, the image CPU 141 of the image control board 140 displays the daytime normal background image G102 on the display unit 50a as shown in FIG. 16(B-1). In this way, the player can be made aware that the production mode is set to the first normal production mode by the display of the daytime normal background image G102.
[0355] Also, when controlled to be in a low-probability high-base game state, the production control microcomputer 121 determines which production mode, either the empty mode or the forest mode, is selected in the big win ending production in the mode status setting process (S4305). When the production control microcomputer 121 determines that the empty mode is selected, it sets "5" in the mode status and sets the right-hit display command in the output buffer of the production RAM 124. As a result, when the right-hit display command is transmitted to the image control board 140, the image CPU 141 of the image control board 140 displays the right-hit image G108 in the upper right part of the display unit 50a. By displaying this right-hit image G108, it is possible to prompt the player to make a right-hit.
[0356] When the production control microcomputer 121 has set "5" in the mode status, it sets the background production command based on the setting of the empty mode in the output buffer of the production RAM 124. As a result, when this background production command is transmitted to the image control board 140, the image CPU 141 of the image control board 140 displays the time-saving background image G106 on the display unit 50a. In this way, the player can be made aware that the production mode is set to the empty mode (low-probability high-base game state) by the display of the time-saving background image G106.
[0357] On the other hand, when the game is controlled to be in a low-probability high-base game state, if the effect control microcomputer 121 determines in the mode status setting process (S4305) that the forest mode is selected in the jackpot ending effect, it sets "6" in the mode status and sets the right-hit display command in the output buffer of the effect RAM 124. As a result, when the right-hit display command is transmitted to the image control board 140, the image CPU 141 of the image control board 140 displays the right-hit image G108 in the upper right part of the display unit 50a. By displaying this right-hit image G108, it is possible to prompt the player to make a right-hit.
[0358] When the effect control microcomputer 121 sets "6" in the mode status, it sets the background effect command based on the setting of the forest mode in the output buffer of the effect RAM 124. As a result, when the background effect command is transmitted to the image control board 140, the image CPU 141 of the image control board 140 displays the forest-mode exclusive background image G130 on the display unit 50a. In this way, it is possible for the player to grasp that the effect mode is set to the forest mode (low-probability high-base game state) by the display of the forest-mode exclusive background image G130.
[0359] Also, when the game is controlled to be in a high-probability high-base game state, the effect control microcomputer 121 determines whether the space mode or the forest mode is selected in the jackpot ending effect in the mode status setting process (S4305). When the effect control microcomputer 121 determines that the space mode is selected, it sets "7" in the mode status and sets the right-hit display command in the output buffer of the effect RAM 124. As a result, when the right-hit display command is transmitted to the image control board 140, the image CPU 141 of the image control board 140 displays the right-hit image G108 in the upper right part of the display unit 50a. By displaying this right-hit image G108, it is possible to prompt the player to make a right-hit.
[0360] When the performance control microcomputer 121 sets "7" in the mode status, it sets the background performance command based on the setting of the space mode in the output buffer of the performance RAM 124. As a result, when the background performance command is transmitted to the image control board 140, the image CPU 141 of the image control board 140 displays the background image G105 for probability change on the display unit 50a. In this way, it is possible for the player to grasp that the performance mode is set to the space mode (high probability and high base game state) by the display of the background image G105 for probability change.
[0361] On the other hand, when being controlled in the high probability and high base game state, if the performance control microcomputer 121 determines that the forest mode is selected in the jackpot ending performance in the mode status setting process (S4305), it sets "8" in the mode status and sets the right hit display command in the output buffer of the performance RAM 124. As a result, when the right hit display command is transmitted to the image control board 140, the image CPU 141 of the image control board 140 displays the right hit image G108 in the upper right part of the display unit 50a. By the display of this right hit image G108, it is possible to prompt the player to make a right hit.
[0362] When the performance control microcomputer 121 sets "8" in the mode status, it sets the background performance command based on the setting of the forest mode in the output buffer of the performance RAM 124. As a result, when the background performance command is transmitted to the image control board 140, the image CPU 141 of the image control board 140 displays the background image G130 dedicated to the forest mode on the display unit 50a. In this way, it is possible for the player to grasp that the performance mode is set to the forest mode (high probability and high base game state) by the display of the background image G130 dedicated to the forest mode.
[0363] Subsequently, the effect control microcomputer 121 determines whether it has received a start winning command (the 11th start winning command or the second start winning command) from the main control board 100 (S4306). If it has received the command, it performs the process at the time of start winning (S4307). In the process at the time of start winning (S4307), the effect control microcomputer 121 stores the received start winning command in the effect RAM 124. Next, the effect control microcomputer 121 analyzes the stored start winning command and determines whether to execute a preview effect indicating the jackpot expectancy. The preview effects include, in addition to the preview of the hold icon displayed in a special mode, continuous preview effects performed over a series of variable displays of a plurality of special symbols. If it is determined to execute these preview effects, a preview effect start command for executing the determined effect is set in the output buffer of the effect RAM 124.
[0364] When the preview effect start command set in the output buffer of the effect RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 reads a predetermined effect image from the image ROM 142 and performs a preview effect by the image on the display unit 50a of the image display device 50. Also, while the preview effect by the image performed by the image control board 140 is being executed, the effect control microcomputer 121 outputs a voice from the speaker 52 via the voice control circuit 161 (executes a preview effect by voice) according to the content of the preview effect indicated by the preview effect start command transmitted to the image control board 140. Further, the effect control microcomputer 121 causes the frame lamp 53 to emit light via the lamp control circuit 151 (executes a preview effect by light emission) and can operate the on-board movable body 55k and the under-board movable body 56k (executes a preview effect by movement).
[0365] Subsequently, the effect control microcomputer 121 determines whether it has received a special symbol variation start command (the first special symbol variation start command or the second special symbol variation start command) from the main control board 100 (S4308). If it has received the command, it performs a variation effect start process described later (S4309).
[0366] Subsequently, the effect control microcomputer 121 determines whether it has received a special figure variation stop command from the main control board 100 (S4310). If it has received the command, it performs a variation effect end process (S4311). In the variation effect end process (S4311), the effect control microcomputer 121 analyzes the received special figure variation stop command, and based on the analysis result, sets a special figure variation effect end command for appropriately ending the special figure variation effect (stopping the variation display of the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3) in the output buffer of the effect RAM 124. When the image control board 140 receives the special figure variation effect end command, it ends the currently executing special figure variation effect (stops the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 that are in the process of variation).
[0367] Subsequently, the effect control microcomputer 121 determines whether it has received an opening command from the main control board 100 (S4312). If it has received the command, it performs an opening effect selection process (S4313). In the opening effect selection process (S4313), the opening command is analyzed, and based on the analysis result, the pattern (content) of the opening effect to be executed during the opening of the jackpot game is selected. Then, an opening effect start command for starting the opening effect with the selected opening effect pattern is set in the output buffer of the effect RAM 124.
[0368] Subsequently, the effect control microcomputer 121 determines whether it has received a round game command from the main control board 100 (S4314). If it has received the command, it performs a round effect selection process (S4315). In the round effect selection process (S4315), the round game command is analyzed, and based on the analysis result, the pattern (content) of the round effect to be executed during the round game of the jackpot game is selected. Then, a round effect start command for starting the round effect with the selected round effect pattern is set in the output buffer of the effect RAM 124.
[0369] Subsequently, the effect control microcomputer 121 determines whether it has received an ending command from the main control board 100 (S4316). If it has received the command, it performs an ending effect selection process (S4317). In the ending effect selection process (S4317), the effect control microcomputer 121 analyzes the ending command and selects a pattern (content) of the jackpot ending effect to be executed during the ending of the jackpot game based on the analysis result. Then, it sets a jackpot ending effect start command for starting the ending effect with the selected jackpot ending effect pattern in the output buffer of the effect RAM 124.
[0370] In the ending effect selection process (S4317), the effect control microcomputer 121 of the first embodiment analyzes the ending command. When the analysis result is the jackpot game Y, it selects a pattern (see FIG. 32) of the jackpot ending effect to be executed during the ending of the jackpot game Y.
[0371] Also, in the ending effect selection process (S4317), the effect control microcomputer 121 of the first embodiment analyzes the ending command. When the analysis result is the jackpot game X, it selects a pattern (see FIG. 33) of the jackpot ending effect to be executed during the ending of the jackpot game X.
[0372] Also, in the ending effect selection process (S4317), the effect control microcomputer 121 of the first embodiment analyzes the ending command. When the analysis result is the jackpot game Z, it selects a pattern (see FIG. 33) of the jackpot ending effect to be executed during the ending of the jackpot game Z.
[0373] Subsequently, as other processing (S4318), the effect control microcomputer 121 performs processing based on received commands other than the above commands (for example, processing for performing effects associated with the variable display of normal symbols, etc.). Then, it finishes the received command analysis processing (S4201).
[0374] [4. Variable Display Start Processing] As shown in FIG. 49, in the variable display start processing (S4309), first, the effect control microcomputer 121 analyzes the variable start command (S4501). The variable start command includes information on variable patterns (FIGS. 11 and 12) and information on special stop symbol data based on the determination of a big win or the like.
[0375] Subsequently, in S4502, the effect control microcomputer 121 selects the effect symbol EZ that is finally stopped and displayed in the special symbol variable display. Specifically, a random number for determining the effect symbol is obtained, and one table is selected from a plurality of tables classified according to the presence or absence of a reach based on the analysis result of the variable start command. By determining the obtained random number for determining the effect symbol using the selected table, the effect symbol is selected. As a result, the combination of the effect symbols EZ1, EZ2, and EZ3 that are finally stopped and displayed (for example, "7·7·7", etc.) is determined. Note that in the variable display start processing (S4309), the effect control microcomputer 121 also selects the small symbol KZ that is finally stopped and displayed in the special symbol variable display. Specifically, a random number for determining the small symbol is obtained, and one table is selected based on the analysis result of the variable start command. By determining the obtained random number for determining the small symbol using the selected table, the small symbol is selected. As a result, the combination of the small symbols KZ1, KZ2, and KZ3 that are finally stopped and displayed (for example, "7·7·7", etc.) is determined.
[0376] Subsequently, in the special figure variation effect pattern selection process (S4405), the effect control microcomputer 121 selects a sub-variation pattern determination table for performing sub-variation pattern determination to determine a sub-variation pattern associated with the effect content of the special figure variation effect based on the set effect mode and the special figure variation pattern indicated by the special figure variation start command. A plurality of sub-variation pattern determination tables are provided in association with the effect mode and the special figure variation pattern. Therefore, the effect control microcomputer 121 selects one sub-variation pattern determination table associated with the sub-variation pattern. In each sub-variation pattern determination table, the values of the random numbers for determining the sub-variation pattern (sub-variation pattern determination values) are distributed to one or more sub-variation patterns so as to have a predetermined distribution rate (%). Subsequently, the eff...
Claims
Claim 1 game control means capable of determining whether to control the game to a special game state advantageous to the player based on the establishment of predetermined conditions; production control means capable of executing a production effect that can proceed in a plurality of stages and the higher the number of progressions, the higher the possibility of being controlled to the special game state; a display unit capable of displaying an image, and comprising: the production control means: is capable of displaying, on the display unit, a character image suggesting the progression from a predetermined stage to the next stage in the progression production; the character image includes a first character image including an in-execution image indicating that the progression production is being executed and a first character, and a second character is added to the in-execution image and the first character image, and the aspect of the first character changes, and a second character image including a third character having a higher possibility of being controlled to the special game state than the first character image, and a gaming machine characterized in that there is the second character image.
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