gaming machines
The gaming machine enhances player engagement through dynamic special game states, performance effects, and varied light-emitting actions, addressing the need for more engaging presentations in conventional gaming machines.
Patent Information
- Application Number
- JP2021070108
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-19
- Publication Date
- 2025-09-19
- Estimated Expiration
- 2041-04-19
AI Technical Summary
Conventional gaming machines lack engaging presentation methods to enhance player enjoyment.
Incorporating a gaming machine with a game control system that creates special game states, performance execution, and light-emitting effects in multiple colors, along with movable bodies that perform specific actions at predetermined timings to suggest high-probability game states, and varying light-emitting effects to enhance player engagement.
The implementation increases the enjoyment of the gaming experience by providing dynamic and engaging presentations that enhance player interaction and anticipation.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] In conventional gaming machines, a determination is made based on the establishment of a start condition, and a special game (jackpot game) is played based on the result of the determination. For example, a determination is made when a gaming ball enters a start hole (enters a ball), and a round game is played as a special game, which involves the opening of a large prize hole. By having a gaming ball enter the large prize hole, a large number of prize balls can be obtained. The result of the determination is shown to the player by the pattern display means, which displays a varying pattern and then stops the pattern.
[0003] In addition, in gaming machines, a movable board device is provided at a retracted position retracted from the symbol display means, and a gimmick effect is sometimes performed in which the movable board device moves from the retracted position to an operating position. For example, in the gaming machine of Patent Document 1 below, when a lever operation input is detected within the operation valid period, a gimmick effect is performed in response to the lever operation input. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-51242 Summary of the Invention [Problem to be solved by the invention]
[0005] There is room for improvement in the presentation. By implementing improved presentation, it is expected that the game will become more interesting.
[0006] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]
[0007] The gaming machine disclosed in this specification comprises a game control means capable of creating a special game state advantageous to a player; predetermined a performance execution means for executing a performance using the performance means, the production means for, an operable movable body; Light-emitting part that can emit light in multiple colors and includes The effect execution means is capable of executing a movable body effect in which the movable body performs a specific action at a predetermined timing, which is an effect that suggests that there is a high possibility of the special game state being entered, and even when the movable body effect is executed at the predetermined timing, Even if it doesn't run Before the predetermined timing, a light-emitting effect may be executed in which the light-emitting unit emits light, and the light-emitting effect may include a first light-emitting effect in which the light-emitting unit emits light in a first light-emitting color and then changes to a second light-emitting color. and a second light-emitting effect in which the light-emitting unit emits light in the first light-emitting color, then changes to the second light-emitting color, and then changes to a third light-emitting color; Yeah the law of nature , As the light emitting effect, when the first light emitting effect is executed and when the second light emitting effect is executed, the probability of the movable body effect being executed is different from each other. It is characterized by the following. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine that contributes to increasing the enjoyment of the game through its presentation. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] 10A is an explanatory diagram showing the types of game states, and FIG. 10B is an explanatory diagram showing the types of big win games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of an auxiliary game. [Figure 5] FIG. 10 is an explanatory diagram showing the types of presentation modes. [Figure 6] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 7]This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 8] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach of the special chart change performance. [Figure 10] An explanatory diagram showing a specific example of a hold effect. [Figure 11] An explanatory diagram showing a specific example of a movable object effect. [Figure 12] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 13] FIG. 2 is a block diagram of a portion related to the control of the gaming machine. [Figure 14] 10 is a specific example of a fluctuation pattern determination table. [Figure 15] 10 is a specific example of a look-ahead determination table. [Figure 16] 10 is a specific example of a pattern determination table. [Figure 17] FIG. [Figure 18] FIG. 2 is an explanatory diagram showing a specific example of a main control unit. [Figure 19] This is a specific example of a fluctuation pattern A determination table. [Figure 20] An explanatory diagram showing a specific example of the presentation flow for special chart change presentation. [Figure 21] FIG. 10 is an explanatory diagram showing a specific example of a performance control unit. [Figure 22] (A) is a specific example of a gimmick preview selection table, (B) is an explanatory diagram showing the lighting pattern content of the lighting SU preview, and (C) is a specific example of a lighting SU preview selection table. [Figure 23] FIG. 10 is an explanatory diagram showing a specific example of a gimmick appearance announcement. [Figure 24] FIG. 10 is an explanatory diagram showing a specific example of a gimmick drop warning. [Figure 25] 10A is an explanatory diagram showing a specific example of the movement pattern of a movable object on the board when a gimmick appears, and FIG. 10B is an explanatory diagram showing a specific example of the movement pattern of a movable object on the board when a gimmick falls. [Figure 26]An explanatory diagram showing a specific example of a lighting SU notice. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, examples of embodiments of the present invention will be described in detail with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and duplicate descriptions of identical parts will be omitted as a general rule. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs may be omitted or abbreviated. Furthermore, if any flowchart is described below, the execution order of multiple processes in any multiple steps in that flowchart may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.
[0011] <Basic embodiment> A first embodiment of the gaming machine of the present invention will be described later, but first, a basic embodiment that forms the basis of the first embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1.
[0012] 1. Structure of the gaming machine First, the structure of the pachinko gaming machine PY1 will be described with reference to Fig. 1. Fig. 1 is a front view of the pachinko gaming machine PY1.
[0013] The pachinko gaming machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached so as to be freely opened and closed relative to the outer frame 22. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached so as to be freely opened and closed relative to the game board mounting frame 2A. The front frame 23m also comprises a transparent plate 23t, and the game board 1 can be viewed from the front (player's side) through the transparent plate 23t.
[0014] The front door 23 also has an upper tray 34 for storing game balls, and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the bottom of the front door 23, and stores game balls supplied to the handle 72k. The handle 72k is installed at the bottom right of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.
[0015] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined operating mode. The speakers 52 are installed in the upper left and upper right parts of the front door 23 and output, for example, background music (BGM) and sound effects. The frame lamps 53 are installed on the left and right parts of the front door 23 around the transparent plate 23t and are composed of, for example, multiple light-emitting diodes (LEDs). The frame movable body 58k is installed in the upper part of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 1. The movement of the frame movable body 58k may be other than up and down.
[0016] The front door 23 also includes a normal button 40 that can be operated by the player and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are configured, for example, as a button with a pressing surface, a lever with a grip, or the like. The normal button 40 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. The normal button 40 or the special button 41 may be configured to be able to operate in a predetermined operating pattern (e.g., rotation, protrusion, etc.), or may be configured as a cross key, touch panel, or the like.
[0017] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board attachment frame 2A will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 1.
[0018] The gaming board 1 has a gaming area 6 in which gaming balls launched by operating a handle 72k can flow down (fall). In the gaming area 6, gaming pins (not shown) that change the direction in which the gaming balls flow down are installed, and winning devices that allow gaming balls to win (enter or pass through) are also installed. The winning devices include a general winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15. Each winning device is equipped with a detection sensor that detects the entry or passage of a gaming ball.
[0019] The first start hole 11 is installed at the bottom of the game area 6 so that game balls can enter. When a game ball enters the first start hole 11, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, three) as prize balls onto the upper tray 34. When a game ball enters the first start hole 11, the pachinko game machine PY1 acquires the right to undergo a jackpot determination, which will be described later. The first start hole 11 is configured so that the ease with which game balls can enter remains constant.
[0020] The second start opening 12 is installed at the bottom of the game area 6, below the first start opening 11, so that game balls can enter. When a game ball enters the second start opening 12, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, one) as prize balls onto the upper tray 34. When a game ball enters the second start opening 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination, just as when a game ball enters the first start opening 11. Unlike the first start opening 11, the second start opening 12 is equipped with an open / close member 12k and an open / close solenoid (not shown) that can be opened and closed. The pachinko game machine PY1 opens and closes the opening and closing member 12k using an opening and closing solenoid, thereby setting the second starting hole 12 in either a closed state (closed state) in which the game ball does not enter or is difficult to enter, or an open state (open state) in which the game ball enters the second starting hole 12 more easily than in the closed state.
[0021] The gate 13 is installed on the right side of the gaming area 6 so that gaming balls can pass through. When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a winning determination, which will be described later. Note that even if a gaming ball passes through the gate 13, the pachinko gaming machine PY1 does not pay out prize balls to the upper tray 34.
[0022] The first large prize opening 14 is installed in the lower right of the gaming area 6 so that game balls can enter it. When a game ball enters the first large prize opening 14, the pachinko gaming machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The first large prize opening 14 is equipped with a first opening / closing door 14k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 opens and closes the first opening / closing door 14k using the opening / closing solenoid to set the first large prize opening 14 in either a closed state (closed state) in which game balls cannot enter it, or an open state (open state) in which game balls can enter it.
[0023] The second large prize opening 15 is installed in the lower right corner of the game area 6, below the first large prize opening 14, so that game balls can enter it. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The second large prize opening 15 is equipped with a second opening / closing door 15k that can be opened and closed, and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the second opening / closing door 15k using the opening / closing solenoid, thereby switching the second large prize opening 15 between a closed state (closed state) in which game balls cannot enter, and an open state (open state) in which game balls can enter.
[0024] The general winning openings 10 are installed at the lower left and lower right of the game area 6 so that game balls can enter them. When a game ball enters the general winning opening 10, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, five balls) to the upper tray 34 as prize balls.
[0025] In addition, an outlet 19 is provided at the bottom of the game area 6, and game balls that do not win in any of the general winning openings 10, the first starting opening 11, the second starting opening 12, the first large winning opening 14, and the second large winning opening 15 are discharged from the pachinko game machine PY1 through the outlet 19.
[0026] The gaming board 1 also includes an image display device 50 capable of displaying predetermined effects, a board lamp 54 capable of emitting light in a predetermined color, and an on-board movable body 55k capable of operating in a predetermined operating mode. The image display device 50 is installed in the center of the gaming board 1 and includes a display unit 50a configured, for example, by an LCD display, a dot display, a 7-segment display, or the like. The board lamp 54 is installed above the display unit 50a and is configured, for example, by a plurality of LEDs. The on-board movable body 55k is installed in front of and above the display unit 50a. The on-board movable body 55k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. The movement of the on-board movable body 55k may be other than up and down.
[0027] The gaming board 1 also has indicators 8 for notifying the player of the status of the pachinko gaming machine PY1. The indicators 8 are installed on the lower left of the gaming board 1 and are composed of, for example, multiple LEDs. The pachinko gaming machine PY1 notifies the player of the gaming status of the pachinko gaming machine PY1 (variable display and stop display of special symbols, variable display and stop display of regular symbols, number of reserved special symbols 1, number of reserved special symbols 2, number of reserved regular symbols, etc., as will be described later) by a combination of lighting, flashing, and extinguishing of the multiple LEDs.
[0028] 3. Basic gameplay Next, a basic game of the pachinko gaming machine PY1 will be described. The pachinko gaming machine PY1 is capable of executing a special game and a regular game using a game ball that is shot by operating the handle 72k.
[0029] 3-1. Special game When a gaming ball enters the first starting hole 11 or the second starting hole 12, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the special symbol depending on the result of the jackpot determination. The manner in which the special symbol is variable displayed (also called "variable display time") differs depending on the type of variation pattern, which will be described later.
[0030] The right to receive the jackpot determination is, for example, a random number, and the pachinko game machine PY1 performs the jackpot determination based on the acquired random number. The jackpot determination determines whether or not a jackpot game will be played. If a jackpot game is played, it is determined that the jackpot has been won, if a small jackpot game is played, it is determined that the small jackpot has been won, and if neither a jackpot game nor a small jackpot game is played, it is determined that the game has been lost.
[0031] When the pachinko gaming machine PY1 determines that a jackpot has been won by a gaming ball entering the first starting hole 11, it performs a variable display of the first special symbol. The variable display of the first special symbol is, for example, a display in which two LEDs in the upper left of the display device 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the first special symbol in a manner that indicates the result of the jackpot determination. The static display of the first special symbol can be in a manner that indicates a jackpot win (for example, two LEDs in the upper left are lit), a manner that indicates a small jackpot win (for example, only one LED in the upper left is lit), or a manner that indicates a loss (for example, only the other LED in the upper left is lit).
[0032] On the other hand, when the pachinko gaming machine PY1 determines that a jackpot has been won by the game ball entering the second starting hole 12, it performs a variable display of the second special symbol. The variable display of the second special symbol is, for example, a display in which two LEDs at the lower left of the display devices 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the second special symbol in a manner that indicates the result of the jackpot determination. The static display of the second special symbol can be in a manner that indicates a jackpot win (for example, two LEDs at the lower left are lit), a manner that indicates a small jackpot win (for example, only one LED at the lower left is lit), or a manner that indicates a loss (for example, only the other LED at the lower left is lit).
[0033] Furthermore, if a gaming ball enters the first starting hole 11 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination, which will be described later, and stores the acquired right to receive a jackpot determination as a special symbol 1 reserve. On the other hand, if a gaming ball enters the second starting hole 12 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination and stores the acquired right to receive a jackpot determination as a special symbol 2 reserve. The pachinko gaming machine PY1 can store up to a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbol is stopped and displayed, the pachinko gaming machine PY1 performs a jackpot determination for the special symbol 1 reserve and the special symbol 2 reserve. In addition, when special chart 1 reserve and special chart 2 reserve are stored at the same time, the jackpot determination for special chart 2 reserve may be made with priority, or the jackpot determination for special chart 1 reserve may be made with priority, or the jackpot determination may be made in the order in which they were stored.
[0034] The pre-reading judgment is a judgment made in advance before the jackpot judgment is made as to whether or not a jackpot game will be played (whether or not a jackpot will be won in the jackpot judgment), and if a jackpot game is played, it is judged as a pre-reading win, and if a jackpot game is not played, it is judged as a pre-reading non-win. Note that if multiple types of variation patterns can be determined, the pre-reading judgment may make a variation pattern pre-determination that determines in advance the variation pattern to be determined.
[0035] When the pachinko gaming machine PY1 stores a special chart 1 reserve or a special chart 2 reserve, it notifies the player of the number. The special chart 1 reserve number is notified, for example, by two LEDs in the upper middle part of the display 8 lighting up or flashing. When the special chart 1 reserve number is "1," only one LED lights up, when the special chart 1 reserve number is "2," only two LEDs light up, when the special chart 1 reserve number is "3," only one LED flashes, and when the special chart 1 reserve number is "4," only two LEDs flash. On the other hand, the special chart 2 reserve number is notified, for example, by two LEDs in the lower middle part of the display 8 lighting up or flashing. When the special chart 2 reserve number is "1," only one LED lights up, when the special chart 2 reserve number is "2," only two LEDs light up, when the special chart 2 reserve number is "3," only one LED flashes, and when the special chart 2 reserve number is "4," only two LEDs flash.
[0036] Furthermore, the pachinko gaming machine PY1 performs a jackpot game after stopping and displaying the first or second special symbol in a manner indicating a jackpot win. The jackpot game, which will be described in detail later, is a game in which a round game in which the first major prize opening 14 or the second major prize opening 15 is opened is played multiple times (for example, 10 times). The jackpot game is advantageous to the player because the opening of the first major prize opening 14 or the second major prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball). The jackpot game ends when all of the multiple round games have been played.
[0037] On the other hand, the pachinko gaming machine PY1 plays a small prize game after stopping and displaying the first or second special symbol in a manner indicating a small prize win. The small prize game, which will be described in detail later, is a game in which the first large prize opening 14 or the second large prize opening 15 is opened for a predetermined time (for example, 5 seconds). The small prize game is advantageous to the player because the opening of the first large prize opening 14 or the second large prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball).
[0038] 3-2. Regular Play When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a hit determination and performs a hit determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the normal map according to the result of the hit determination.
[0039] The win determination is to determine whether or not to play the auxiliary game. If the auxiliary game is played, it is determined that the player has won, and if the auxiliary game is not played, it is determined that the player has lost.
[0040] When the pachinko gaming machine PY1 determines that a win has occurred due to the game ball entering the gate 13, it displays a variable normal map. The variable normal map display is a display in which multiple LEDs in the upper right corner of the display 8 flash. When a predetermined time has passed since the start of the variable normal map display, the pachinko gaming machine PY1 displays a stopped normal map in a manner that indicates the result of the win determination. There are two modes of the stopped normal map display: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).
[0041] Furthermore, when a gaming ball enters the gate 13 while the normal map is being displayed in a variable manner, the pachinko gaming machine PY1 stores the acquired right to receive a winning judgment as a normal map reserve. The pachinko gaming machine PY1 can store up to a predetermined number of normal map reserves (for example, 2). After the normal map is displayed in a stopped state, the pachinko gaming machine PY1 performs a winning judgment on the normal map reserve.
[0042] When the pachinko game machine PY1 stores the number of reserved normal figures, it notifies the player of the number. The reserved normal figure number is notified by lighting up multiple LEDs in the lower right corner of the display 8. For example, when the reserved normal figure number is "1", only one LED is lit, and when the reserved normal figure number is "2", only two LEDs are lit.
[0043] The pachinko gaming machine PY1 stops and displays the normal image in a manner indicating a win, and then performs an auxiliary game. The auxiliary game, the details of which will be described later, is a game in which the second start opening 12 is opened for a predetermined time (for example, 3.5 seconds). The auxiliary game is advantageous to the player because the opening of the second start opening 12 provides an opportunity for a game ball to enter the second start opening 12 (an opportunity for a prize ball, an opportunity to acquire the right to be judged for a jackpot).
[0044] 4. Game status Next, the gaming states of the pachinko gaming machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the gaming states that the pachinko gaming machine PY1 can take. As shown in Figure 3(A), the pachinko gaming machine PY1 can take one or more of four gaming states, including a "low probability low base gaming state" (also called a "normal gaming state"), a "low probability high base gaming state" (also called a "time-shortened gaming state"), a "high probability low base gaming state" (also called a "potential probability gaming state"), and a "high probability high base gaming state" (also called a "probability variable gaming state").
[0045] The "low probability, low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can reset the game state to the initial state by operating an initialization switch (also called a "RAM clear switch") (not shown) provided on the back of the front door 23.
[0046] The "low probability high base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined time-saving termination condition is met. The predetermined time-saving termination condition includes the occurrence of a jackpot game and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (for example, 200 times).
[0047] The "low probability high base game state" can also be achieved when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific miss when all jackpot determinations are misses for a predetermined specific number of times (e.g., 900 times), and a specific percentage (e.g., 1 / 200) of misses during jackpot determinations. The pachinko game machine PY1 switches to the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss has ended (after the special symbol has stopped display). In this case, the "low probability high base game state" also continues until a specified time-saving termination condition is met, just as when the "low probability high base game state" is entered after a jackpot game state.
[0048] The "high probability low base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined potential end condition is met. The predetermined potential end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 200 times). Note that the "high probability low base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.
[0049] The "high probability high base game state" is a game state that can be achieved after a jackpot game state, and continues until a predetermined probability end condition is met. The predetermined probability end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 100 times). Note that the "high probability high base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.
[0050] The "low probability low base game state" and the "low probability high base game state" belong to normal probability states in which the probability of winning a jackpot in the jackpot determination is normal (e.g., 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to high probability states in which the probability of winning a jackpot in the jackpot determination is higher than the normal probability (e.g., 1 / 30). Therefore, it can be said that the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player in terms of the probability of winning a jackpot than the "low probability low base game state" and the "low probability high base game state."
[0051] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states in which the game ball does not or is difficult to win in the second starting hole 12 (for example, a state in which a hit determination does not or is difficult to result in a win, or a state in which the opening time of the second starting hole 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states in which the game ball is easy to win in the second starting hole 12 (for example, a state in which a hit determination is easy to result in a win, or a state in which the opening time of the second starting hole 12 is relatively long). Therefore, with regard to the second starting hole 12 (with regard to the ease of a game ball winning in the second starting hole 12), the "low probability high base game state" and the "high probability high base game state" can be said to be game states that are more advantageous to the player than the "low probability low base game state" and the "high probability low base game state."
[0052] In addition, since the non-time-saving state is a state in which the game ball does not or is difficult to win at the second starting port 12, the ``low probability low base game state'' and the ``high probability low base game state'' can be said to be game states in which the game ball is more likely to win at the first starting port 11 than at the second starting port 12, while the time-saving state is a state in which the game ball is more likely to win at the second starting port 12, the ``low probability high base game state'' and the ``high probability high base game state'' can be said to be game states in which the game ball is more likely to win at the second starting port 12 than at the first starting port 11.
[0053] Furthermore, the pachinko gaming machine PY1 can change the jackpot probability in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a dip switch that can be switched to three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is referred to as "Setting 1," when the setting change switch is in the middle position, it is referred to as "Setting 2," and when the setting change switch is in the lower position, it is referred to as "Setting 3." In "Setting 1," the jackpot probability in the normal probability state is a first probability (e.g., 1 / 300), and the jackpot probability in the high probability state is a second probability (e.g., 1 / 30). In "Setting 2," the jackpot probability in the normal probability state is a third probability (e.g., 1 / 280) that is higher than the first probability, and the jackpot probability in the high probability state is a fourth probability (e.g., 1 / 28) that is higher than the second probability. In addition, "Setting 3" is a fifth probability (e.g., 1 / 260) in which the probability of winning a jackpot in the normal probability state is higher than the third probability, and a sixth probability (e.g., 1 / 26) in which the probability of winning a jackpot in the high probability state is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate within a range in which the probability increases in the order of "Setting 1" < "Setting 2" < "Setting 3".
[0054] 5. Jackpot games Next, the jackpot game played by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko gaming machine PY1 can play one or more of four types of jackpot games: "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα."
[0055] The "jackpot game Wα" is a jackpot game that then enters a "high probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Wα", any number of rounds of play between 2 and 10 are played depending on α.
[0056] The "jackpot game Xα" is a jackpot game that then enters a "low probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Xα", any number of rounds of play between 2 and 10 are played depending on α.
[0057] The "jackpot game Yα" is a jackpot game that then enters a "high probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Yα", any number of rounds of play between 2 and 10 are played depending on α.
[0058] The "jackpot game Zα" is a jackpot game that then enters a "low probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Zα", any number of rounds of play between 2 and 10 are played depending on α.
[0059] In "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα," only the first major prize opening 14 may be opened for all round games, or only the second major prize opening 15 may be opened for all round games, or the first major prize opening 14 may be opened for some round games and the second major prize opening 15 may be opened for the remaining round games. Both round games in which the first major prize opening 14 is opened and round games in which the second major prize opening 15 is opened provide an opportunity for winning game balls (opportunity for winning prize balls), making them advantageous games for players.
[0060] "Jackpot game Wα" and "jackpot game Yα" belong to so-called variable probability jackpot games in which the gaming state is a high probability state, while "jackpot game Xα" and "jackpot game Zα" belong to so-called normal jackpot games in which the gaming state is a normal probability state. Therefore, "jackpot game Wα" and "jackpot game Yα" can be said to be jackpot games that are more advantageous to the player than "jackpot game Xα" and "jackpot game Zα" in terms of the probability of winning a subsequent jackpot, and a jackpot gaming state in which either "jackpot game Wα" or "jackpot game Yα" is played can be said to be a gaming state that is more advantageous to the player than a jackpot gaming state in which either "jackpot game Xα" or "jackpot game Zα" is played.
[0061] Furthermore, "jackpot game Wα" and "jackpot game Xα" belong to the so-called jackpot game with electric support in which the game state is in a time-shortened state, while "jackpot game Yα" and "jackpot game Zα" belong to the so-called jackpot game without electric support in which the game state is not in a time-shortened state. Therefore, "jackpot game Wα" and "jackpot game Xα" can be said to be jackpot games that are more advantageous to the player than "jackpot game Yα" and "jackpot game Zα" in terms of the subsequent second starting hole 12 (in terms of the ease with which the game ball will enter the subsequent second starting hole 12), and a jackpot game state in which either "jackpot game Wα" or "jackpot game Xα" is played can be said to be a game state that is more advantageous to the player than a jackpot game state in which either "jackpot game Yα" or "jackpot game Zα" is played.
[0062] Here, the flow of the jackpot game will be explained. Figure 4(A) is a time chart showing the flow of the jackpot game. Here, a jackpot game in which only the first big winning hole 14 is opened will be illustrated.
[0063] As shown in FIG. 4(A), when the jackpot game starts after the special symbol is stopped and displayed, a jackpot opening (also referred to as a "jackpot OP") is set first. The jackpot OP continues until a predetermined time (e.g., 10 seconds) has elapsed, and when the jackpot OP ends, the first round of round play begins. The round play continues until a predetermined time (e.g., 30 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) enter the first large prize slot 14. When the first round of round play ends, an inter-round interval (also referred to as a "round IT") is set. The round IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the round IT ends, the second round of round play begins. Then, when the final round of play (e.g., the 10th round of round play) ends, a jackpot ending (also referred to as a "jackpot ED") is set. The jackpot ED continues until a predetermined time (for example, 10 seconds) has elapsed, and one jackpot game ends when the jackpot ED ends. Note that it is also possible to set either or both of the jackpot OP and the jackpot ED.
[0064] 6. Small Win Game Next, the small win game performed by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko gaming machine PY1 is capable of performing a small win game as a game different from a big win game. Unlike a big win game, a small win game is a game in which the game state does not change after the small win game. For example, if a small win game is performed in a "low probability low base game state," the "low probability low base game state" continues even after the small win game. In a small win game, the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15.
[0065] FIG. 4(B) is a time chart showing the flow of a small prize game. Here, a small prize game in which only the first large prize opening 14 is opened is illustrated. As shown in FIG. 4(B), when a small prize game starts after the special symbol is stopped and displayed, a pre-opening interval (also referred to as "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize opening 14 opens. The first large prize opening 14 remains open until a predetermined time (e.g., 5 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) have entered the first large prize opening 14. When the first large prize opening 14 has finished opening, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and one small prize game ends when the post-opening IT ends. In addition, either one or both of the pre-opening IT and the post-opening IT may be set. Also, in consideration of the playability of the pachinko gaming machine PY1, a small win game may be set not to be performed.
[0066] 7. Supplementary Games Next, the auxiliary game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko gaming machine PY1 is capable of performing an auxiliary game, which is a game different from the jackpot game and the small jackpot game. Unlike the jackpot game and the small jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is performed in the non-time-shortened state, the second start opening 12 is opened for a first opening time (e.g., 0.1 seconds), whereas when the auxiliary game is performed in the time-shortened state, the second start opening 12 is opened for a second opening time (e.g., 3.5 seconds) longer than the first opening time.
[0067] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the normal game display stops, the second start hole 12 opens. The second start hole 12 remains open until a predetermined time (the first opening time if the game is not in the time-saving mode, or the second opening time if the game is in the time-saving mode) has elapsed, or until a predetermined number of game balls (for example, four balls) have entered the second start hole 12. When the second start hole 12 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, two seconds) has elapsed, and one round of auxiliary game ends with the end of the post-opening IT.
[0068] 8. Direction Next, the effects performed by the pachinko gaming machine PY1 will be explained using Figures 5 to 12. The pachinko gaming machine PY1 can set different effect modes depending on the gaming status. In each effect mode, the pachinko gaming machine PY1 can perform the effects shown below using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, etc.) provided in the pachinko gaming machine PY1.
[0069] 8-1.Performance mode First, the presentation mode will be explained using Figure 5. The presentation mode is a classification of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY1 can set the following presentation modes: customer waiting presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.
[0070] The customer waiting mode is a mode that may be set when a special symbol is displayed in a static state (when the variable display of the special symbol is not 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." The customer waiting mode indicates to the player that the variable display of the special symbol is in a waiting state. The pachinko gaming machine PY1 can perform a customer waiting effect while the customer waiting mode is set. The customer waiting effect is an effect in which a customer waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a, as shown in FIG. 5(A-1). Furthermore, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, the pachinko gaming machine PY1 may display a setting screen G101 on the display unit 50a, as shown in FIG. 5(A-2), for setting the effects of the pachinko gaming machine PY1. The pachinko gaming machine PY1 allows settings related to the effects of the pachinko gaming machine PY1 to be made while the setting screen G101 is displayed. The settings related to the effects include a volume setting for the sound output from the speaker 52, a brightness setting (also called a "light amount setting") for the display unit 50a, and a frequency setting for the effects to be executed (also called a "effect setting").
[0071] The normal presentation mode is a presentation mode that may be set over one or more variable display of special symbols in a "low-probability, low-base game state" or a "high-probability, low-base game state." The normal presentation mode indicates to the player that the game is not in a time-saving state. In the normal presentation mode, the pachinko gaming machine PY1 displays, for example, a normal background image G102, depicting a mountain landscape, on the display unit 50a, as shown in FIG. 5(B-1). The background displayed in the normal presentation mode is not limited to the normal background image G102; multiple types of backgrounds may be displayed in order or randomly.
[0072] The probability variation mode is a mode that may be set over one or more variable display of special symbols in a "high probability, high base game state." In the probability variation mode, the player is informed that they are in a high probability state and a time-saving state. In the probability variation mode, the pachinko gaming machine PY1 displays, for example, a probability variation background image G103 with a background depicting space on the display unit 50a, as shown in FIG. 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103; multiple types of backgrounds may be displayed in order or randomly.
[0073] The time-saving mode is a mode that may be set over one or more variable display of special symbols in a "low-probability, high-base game state." In the time-saving mode, the player is informed that the game is in a normal probability state and a time-saving state. In the time-saving mode, the pachinko gaming machine PY1 displays a time-saving background image G104, for example, a sky background, on the display unit 50a, as shown in FIG. 5(B-3). Note that the background displayed in the time-saving mode is not limited to the time-saving background image G104; multiple types of backgrounds may be displayed in order or randomly.
[0074] The jackpot presentation mode is a presentation mode that is set in the jackpot game state. In the jackpot presentation mode, the player is informed that a jackpot game is being played. In the jackpot presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an opening image G107 that suggests the start of the jackpot game, a right-hit image G108 that encourages a "right hit," and the like, as shown in FIG. 5 (C-1), at the start of the jackpot game. The display of these images is referred to as an "opening presentation."
[0075] In addition, in the big win presentation mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during a round game, as shown in Fig. 5 (C-2), and if a high probability state is reached thereafter, displays a promotion image G110 indicating that a high probability state will be reached on the display unit 50a. The display of these images is referred to as a "round presentation."
[0076] In addition, in the big win presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an ending image G111 that suggests the presentation mode that will be set after the big win presentation mode, a total prize ball number image G112 that suggests the total number of prize balls that have been paid out, and the like, as shown in Fig. 5 (C-3). The display of these images is referred to as "ending presentation."
[0077] In the basic embodiment, five types of presentation modes are set: customer waiting presentation mode, normal presentation mode, probability change presentation mode, time-saving presentation mode, and jackpot presentation mode, but the types of presentation modes may be changed or added as appropriate.
[0078] 8-2. Special chart change performance Next, the special chart variable effect (also called "variable effect") will be explained using Figures 6 to 8. The special chart variable effect is an effect that suggests the result of the jackpot determination. When the variable display of the special chart begins, the pachinko gaming machine PY1 executes a special chart variable effect using a performance pattern in parallel with the variable display of the special chart. As shown in Figure 6(A), the performance pattern is composed of a left performance pattern EZ1, a center performance pattern EZ2, and a right performance pattern EZ3.
[0079] In the special symbol variation effect, the pachinko gaming machine PY1 displays the effect symbols EZ1, EZ2, and EZ3 variably on the background (normal background image G102, probability variable background image G103, time-saving background image G104). Note that the "↓" in the figure indicates that the effect symbols are currently being displayed variably. The effect symbols EZ1, EZ2, and EZ3 are, for example, each composed of number symbols from "1" to "9." In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 change as the variable display of the special symbol begins, and the effect symbols EZ1, EZ2, and EZ3 stop as the special symbol stops. The result of the jackpot determination is indicated by the manner in which the effect symbols EZ1, EZ2, and EZ3 are displayed.
[0080] 8-2-1.Normal fluctuations The pachinko game machine PY1 can perform a normal variation first in the special chart variation effect. The normal variation is an effect in which the effect patterns EZ1, EZ2, and EZ3 are displayed in a variable manner, and functions as an effect that indicates that the variable display of the special chart has begun.
[0081] In the normal variation, the pachinko gaming machine PY1 starts displaying the varying effect symbols EZ1, EZ2, and EZ3 as shown in FIG. 6(B). When the pachinko gaming machine PY1 determines a miss without generating a reach after the normal variation, it stops the left effect symbol EZ1 and the right effect symbol EZ3 in different patterns as shown in FIG. 6(C-1), and then stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a miss (a so-called "variable pattern") as shown in FIG. 6(D). A pattern suggesting a miss is a pattern in which the left and right effect symbols are not identical, such as "1·1·2" or "2·4·6." On the other hand, when the pachinko gaming machine PY1 generates a reach after the normal variation, it stops and displays the left effect symbol EZ1 and the right effect symbol EZ3 in the same pattern (a so-called "reach pattern") as shown in FIG. 6(C-2), thereby achieving a reach. The stopping order of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0082] 8-2-2.N Reach The pachinko gaming machine PY1 can perform N-reach after a reach is established. N-reach is a reach effect in which the speed of change of the middle effect symbol EZ2 gradually slows down, and functions as an effect suggesting the possibility of a jackpot game.
[0083] In the N-reach state, the pachinko gaming machine PY1 gradually slows down the speed of the middle effect symbol EZ2 as shown in FIG. 7(A). When the pachinko gaming machine PY1 determines a miss in the N-reach state, it stops the middle effect symbol EZ2 and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a miss (a so-called miss-at-reach pattern) as shown in FIG. 7(B). A manner suggesting a miss-at-reach is when the effect symbols on the left and right are the same but the center symbol is different from the effect symbols on the left and right, such as "7·6·7" or "5·3·5." On the other hand, when the pachinko gaming machine PY1 develops an SP-reach state after an N-reach state, it does not stop the middle effect symbol EZ2. The content of the N-reach effect can be changed as appropriate.
[0084] 8-2-3. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a reach effect that displays, for example, a scene in which a main character and an enemy character are battling, and functions as an effect that suggests that a jackpot game is likely to occur.
[0085] In the SP reach, the pachinko gaming machine PY1 displays an SP title image G1 indicating the start of the SP reach on the display unit 50a, as shown in FIG. 8(A). The SP title image G1 is a text image, for example, "Defeat enemy A!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing a main character and an enemy character image G201 representing an enemy character on the display unit 50a, as shown in FIG. 8(B), and displays a video of the main character battling the enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the SP reach results in a jackpot, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 8(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a jackpot (so-called doublets). Furthermore, when the pachinko gaming machine PY1 loses in the SP reach, as shown in FIG. 8(C-2), it displays the enemy character rejoicing at winning the battle, suggesting a loss, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a reach loss. On the other hand, when the pachinko gaming machine PY1 develops the SP reach into an SPSP reach after this SP reach, it does not stop the middle effect symbol EZ2. It should be noted that the effect content of the SP reach can be changed as appropriate.
[0086] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after an SP reach. The SPSP reach is a reach effect that displays, for example, a scene of a main character battling a formidable enemy character, and functions as an effect that suggests a high possibility of a jackpot game.
[0087] In the SPSP reach, the pachinko gaming machine PY1 displays an SPSP title image G2 indicating the start of the SPSP reach on the display unit 50a, as shown in FIG. 9(A). The SPSP title image G2 is, for example, a text image of "Defeat Enemy B!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing a main character and a strong enemy character image G202 representing a strong enemy character on the display unit 50a, as shown in FIG. 9(B), and displays a video of the main character battling the strong enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the pachinko gaming machine PY1 has achieved a jackpot in the SPSP reach, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 9(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a jackpot (so-called doublets). On the other hand, when the pachinko game machine PY1 determines that the SPSP reach is a loss, as shown in Fig. 9 (C-2), it displays the strong enemy character rejoicing at having won the battle, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner that suggests a reach loss. Note that the effect content of the SPSP reach can be changed as appropriate.
[0088] Here, we will explain the possibility that the effect symbols EZ1, EZ2, and EZ3 will stop in a manner indicating a jackpot (also called "jackpot expectation probability"). The jackpot expectation probability is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of N reach is set to 10% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, and the execution probability of SP reach is set to 4% when the result of the jackpot determination is a miss, but set to 100% when the result of the jackpot determination is a win, the jackpot expectation probability for SP reach can be made higher than the jackpot expectation probability for N reach.
[0089] Also, for example, if the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, then by setting the execution probability of an SPSP reach to 2% when the result of the jackpot determination is a miss and to 100% when the result of the jackpot determination is a win, the jackpot expectation for an SPSP reach can be made higher than the jackpot expectation for an SP reach.In this way, by setting the execution probability for executable effects in accordance with the result of the jackpot determination in advance, the jackpot expectation for that effect can be determined.
[0090] 8-3. Hold icon and related icon The pachinko gaming machine PY1 can display a reserve icon HA on the display unit 50a while storing special chart 1 reserve or special chart 2 reserve. The reserve icon HA is, for example, an icon image of "◯". Furthermore, the pachinko gaming machine PY1 can display the icon TA on the display unit 50a while variable display of the special chart is being performed. The icon TA is, for example, the same icon image of "◯" as the reserve icon HA.
[0091] A reserve icon display area 50d is provided at the bottom of the display unit 50a. As shown in FIG. 10(A), the reserve 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. The pachinko gaming machine PY1 displays a reserve icon HA in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special symbols 1 or 2. For example, when the number of reserved special symbols 1 is "1," the reserve icon HA is displayed in the first display area 50d1. When the number of reserved special symbols 1 is "2," the reserve icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The reserve icon display area 50d may display both the number of reserved special symbols 1 and 2, or it may display only one of the number of reserved special symbols 1 and 2. In addition, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.
[0092] Furthermore, the icon display area 50e is provided at the bottom of the display unit 50a near the reserved icon display area 50d. As shown in FIG. 10(A), the icon display area 50e is configured as a single display area. When the pachinko gaming machine PY1 starts variable display of the special symbol, it displays the icon TA, which may be the same as or different from the reserved icon HA, in the icon display area 50e. Note that, in consideration of the playability of the pachinko gaming machine PY1, the icon TA may not be displayed.
[0093] 8-3-1.Holding effect The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect is, for example, an effect in which a hold icon HA is displayed in the hold icon display area 50d, and functions as an effect for informing the player of the number of special chart 1 holds or special chart 2 holds.
[0094] When the pachinko gaming machine PY1 is not performing variable display of the special chart and the number of reserved special charts 1 is "0", if a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 displays the icon TA in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two gaming balls enter the first starting hole 11 during variable display of the special chart, the pachinko gaming machine PY1 displays the reserved icon HA in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Fig. 10(C), and notifies the player that the number of reserved special charts 1 is "2". Furthermore, when the pachinko game machine PY1 starts variable display of a new special chart while displaying a reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, as shown in FIG. 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, thereby informing the player that the reserve number of special chart 1 is "1".
[0095] 8-4. Preview performance The pachinko game machine PY1 can perform a notice effect at any timing during the special chart variation effect. The notice effect is an effect that uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, normal button 40, special button 41, etc., and functions as an effect that suggests the possibility of a jackpot game.
[0096] 8-4-1.Movable object production The pachinko gaming machine PY1 can perform a movable body effect using the on-board movable body 55k or the frame movable body 58k as a preview effect. The movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.
[0097] The pachinko gaming machine PY1 performs a movable body effect at any timing in the special chart variation effect (for example, when the N reach develops into the SP reach). Here, a movable body effect using the on-board movable body 55k is exemplified. The movable body effect is an effect in which the on-board movable body 55k moves on the display unit 50a, as shown in FIG. 11(A). In the movable body effect, the pachinko gaming machine PY1 displays an effect image G4 in the space on the display unit 50a that does not overlap with the on-board movable body 55k. After the movable body effect, the on-board movable body 55k returns to the normal standby state (initial position), as shown in FIG. 11(B), and the effect develops. FIG. 11(B) shows a case in which the effect develops into the SPSP reach. The movement of the on-board movable body 55k in the movable body effect can be changed as appropriate.
[0098] 8-4-2. Operation direction The pachinko gaming machine PY1 can perform, as a preview effect, an operation effect using the normal button 40 or the special button 41. The operation effect is, for example, an effect in which the player operates the normal button 40 or the special button 41.
[0099] The pachinko gaming machine PY1 performs an operation presentation at any timing in the special chart variation presentation (for example, during SP reach). Here, an operation presentation using the normal button 40 is illustrated. In the operation presentation, the pachinko gaming machine PY1 generates a period during which pressing the normal button 40 is valid (referred to as a "button operation valid period"), and with the occurrence of this button operation valid period, performs a presentation (referred to as a "button operation promotion presentation") that prompts the operation of the normal button 40, as shown in FIG. 12(A). In the button operation promotion presentation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 is composed of a normal button image G31 that imitates the normal button 40, a press operation image G32 (here, a text image of "press") that indicates the operation mode of the normal button 40 (i.e., the press operation), and a remaining valid operation period image G33 that indicates the remaining time of the button operation valid period. In response to the normal button 40 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being pressed during the button operation valid period, the pachinko gaming machine PY1 ends the button operation prompt effect and performs an operation result effect, as shown in Fig. 12(B). Fig. 12(B) shows a case where a movable body effect in which the on-board movable body 55k moves is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.
[0100] 8-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect based on a pre-reading judgment as a notice effect. The pre-reading effect is, for example, an effect in which the reserved icon HA changes, and functions as an effect to indicate the result of the jackpot judgment in advance.
[0101] The pachinko gaming machine PY1 performs a look-ahead effect in response to storing a special chart 1 reserve or a special chart 2 reserve. Here, an example of a look-ahead effect for the special chart 1 reserve is shown. When a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 stores the special chart 1 reserve, and based on the result of the look-ahead determination for the special chart 1 reserve, displays a "☆" icon image as the reserve icon HA in the reserve icon display area 50d, as shown in FIG. 10(C), instead of the usual "◯" icon image. Note that the look-ahead effect content can be changed as appropriate.
[0102] 9. Internal Configuration Next, the internal configuration of the pachinko gaming machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of the parts related to the control of the pachinko gaming machine PY1. As shown in Fig. 13, the pachinko gaming machine PY1 comprises a main control unit 100 that controls the game, and a performance control unit 120 that executes performances. The main control unit 100 and the performance control unit 120 are electrically connected, and the performance control unit 120 executes performances mainly in accordance with instructions from the main control unit 100.
[0103] 9-1.Main control unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 includes, for example, a CPU (Central Processing Unit) and mainly controls various games (special game, regular game, game status, prize ball payout, etc.). The game control microcomputer 101 also includes a game input unit 101a, a game output unit 101b, and a game memory unit 101c. The game input unit 101a inputs game ball winning information from the winning devices (first start gate 11, second start gate 12, gate 13, first large prize gate 14, second large prize gate 15, regular prize gate 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands generated in response to game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game memory unit 101c is composed of, for example, a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores a table for selecting game content, game data generated in response to game control (special chart 1 reserve, special chart 2 reserve, normal chart reserve, etc.), etc.
[0104] The various games are controlled mainly based on winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls the various games using tables and game data stored in the game memory unit 101c.
[0105] 9-2.Table The game control microcomputer 101 can make various selections when controlling a game. When making a selection, a table stored in the game action memory unit 101c is referenced. The game action memory unit 101c stores the following tables.
[0106] 9-2-1. Fluctuation pattern determination table The game memory unit 101c stores a variation pattern determination table 103a1 shown in Fig. 14. The variation pattern determination table 103a1 is a table that is referenced when selecting the type of variation pattern. When performing variable display of the first special symbol or the second special symbol based on the result of the jackpot determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0107] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game status, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of reserved special symbols, etc. The reach determination determines whether or not the aforementioned reach effect (N reach, SP reach, SPSP reach) is to be performed during the variable display of the special symbol. If the reach effect is to be performed, it is determined that there is a reach, and if there is not, it is determined that there is no reach. The game control microcomputer 101 can select one of seven variation patterns: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs variable display of the first or second special symbol in a variable display mode (variable display time) according to the selected variation pattern. The type of variation pattern can be changed as appropriate.
[0108] Here, the role of each variation pattern will be explained. As mentioned above, during the variable display of the special chart, the special chart variation performance is performed. In the special chart variation performance, a performance flow consisting of one or more performances is executed, and each variation pattern is associated with the variable display time of the special chart and the performance flow executed in the special chart variation performance. For example, as shown in Figure 14, "THP001" and "THP011" have a variable display time of 120,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" have a variable display time of 100,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" has a variable display time of 20,000 ms and is associated with a presentation flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" have a variable display time of 13,000 ms or 2,000 ms and are associated with a presentation flow consisting of only "normal variation". In this way, the time of the special chart variation presentation and the presentation executed in the special chart variation presentation are varied depending on the type of variation pattern selected by the game control microcomputer 101.
[0109] "THP001" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SPSP reach," so "THP001" is referred to as an "SPSP jackpot fluctuation." Also, "THP002" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SP reach," so "THP002" is referred to as an "SP jackpot fluctuation." Also, "THP011" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SPSP reach," so "THP011" is referred to as an "SPSP miss fluctuation." Also, "THP012" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SP reach," so "THP012" is referred to as an "SP miss fluctuation." Furthermore, "THP013" is selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "N reach," so "THP013" is referred to as an "N miss variation." Furthermore, "THP021" and "THP022" are selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "normal variation," so "THP021" and "THP022" are referred to as "normal miss variation." The selection ratio of the variation pattern can be set appropriately, taking into consideration the playability of the pachinko gaming machine PY1.
[0110] 9-2-2. Look-ahead decision table The game memory unit 101c stores a look-ahead determination table 103b1 shown in FIG. 15. The look-ahead determination table 103b1 is a table that is referenced when selecting the type of look-ahead pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the look-ahead determination table 103b1 and selects the type of look-ahead pattern. The diagram shown in FIG. 15 is the look-ahead determination table 103b1.
[0111] As shown in Figure 15, the game control microcomputer 101 selects the type of look-ahead pattern based on the game status, the type of starting hole, the result of look-ahead determination, etc. The game control microcomputer 101 can select one of three look-ahead patterns, "SHP001" to "SHP003," as the look-ahead pattern. The type of look-ahead pattern can be changed as appropriate.
[0112] "SHP001" is selected when the result of the pre-reading judgment is a pre-reading win, so "SHP001" is called a "jackpot pre-reading pattern." Also, "SHP002" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called a "reach miss pre-reading pattern." Also, "SHP003" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called a "normal miss pre-reading pattern."
[0113] 9-2-3.Pattern Judgment Table The game memory unit 101c stores a symbol determination table 103c1 shown in Fig. 16. The symbol determination table 103c1 is a table that is referenced when selecting the type of symbols to be stopped for the first special symbol and the second special symbol. When a jackpot determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the type of symbols to be stopped for the first special symbol and the second special symbol. The diagram shown in Fig. 16 is the symbol determination table 103c1.
[0114] As shown in Figure 16, the game control microcomputer 101 selects the type of stopping symbol for the first special symbol and the second special symbol based on the type of starting slot, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stopping symbols: "jackpot Wα symbol," "jackpot Xα symbol," "jackpot Yα symbol," "jackpot Zα symbol," "small jackpot symbol," "miss A symbol," and "miss B symbol." The game control microcomputer 101 displays the first or second special symbol in a manner corresponding to the selected stopping symbol. The type of stopping symbol can be changed as appropriate.
[0115] Here, we will explain the role of each stopping symbol. As mentioned above, after the special symbol stops and is displayed, there are times when a jackpot game is played, when a small jackpot game is played, when a time-saving state is entered, and when nothing is played and a loss occurs. There are four types of jackpot games ("jackpot game Wα," "jackpot game Xα," "jackpot game Yα," "jackpot game Zα"), one type of small jackpot game, and two types of losses (the aforementioned specific loss and simple loss), and each stopping symbol is associated with a type of jackpot game, a type of small jackpot game, and a type of loss. 16, for example, a "jackpot Wα symbol" corresponds to a "jackpot game Wα," a "jackpot Xα symbol" corresponds to a "jackpot game Xα," a "jackpot Yα symbol" corresponds to a "jackpot game Yα," a "jackpot Zα symbol" corresponds to a "jackpot game Zα," a "small win symbol" corresponds to a small win game, a "miss A symbol" corresponds to a simple miss in which nothing is done, and a "miss B symbol" corresponds to a time-shortened state. In this way, the type of jackpot game, the type of small win game, and the type of miss (whether or not the time-shortened state is entered) to be executed are varied depending on the type of stopped symbol selected by the game control microcomputer 101.
[0116] The "jackpot Wα symbol" and "jackpot Yα symbol" are selected when a jackpot game that results in a high probability state is played afterwards, and therefore the "jackpot Wα symbol" and "jackpot Yα symbol" are sometimes referred to as "probability variable symbols." The "jackpot Xα symbol" and "jackpot Zα symbol" are selected when a jackpot game that results in a normal probability state is played afterwards, and therefore the "jackpot Xα symbol" and "jackpot Zα symbol" are sometimes referred to as "normal symbols." The "miss A symbol" is selected when a simple miss occurs without any further action, and therefore the "miss A symbol" is sometimes referred to as "normal miss symbol." The "miss B symbol" is selected when a specific miss occurs afterwards, and therefore the "miss B symbol" is sometimes referred to as "miss time-saving symbol." The selection ratio of the stop symbols can be appropriately set in consideration of the gameplay characteristics of the pachinko gaming machine PY1.
[0117] 9-3. Commands The game control microcomputer 101 can output the performance commands generated in response to the control of the game to the performance control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.
[0118] 9-3-1. Winning Command The winning commands are generated in connection with the game ball's entry into various winning devices (first start opening 11, second start opening 12, gate 13, first large prize opening 14, second large prize opening 15, general prize opening 10, etc.). The winning commands include a first start opening command generated when the game ball enters first start opening 11, a second start opening command generated when the game ball enters second start opening 12, a gate command generated when the game ball passes through gate 13, a first large prize opening command generated when the game ball enters first large prize opening 14, a first large prize opening command generated when the game ball enters second large prize opening 15, a general prize opening command generated when the game ball enters general prize opening 10, etc.
[0119] 9-3-2. Special command The special symbol command is generated in relation to the operation of the first special symbol and the second special symbol. The special symbol command includes a special symbol change pattern command generated by determining the change pattern of the special symbol, a special symbol stop symbol command generated by determining the stop symbol of the special symbol, a special symbol start command generated by starting the variable display of the special symbol, and a special symbol confirmation command generated by the stop display of the special symbol.
[0120] 9-3-3. General Map Commands The general map commands are generated in relation to the general map's operation. General map commands include the general map start command, which is generated by starting the general map's variable display, and the general map confirmation command, which is generated by stopping the general map's display.
[0121] 9-3-4. Pending Commands Reserve commands are generated in relation to the increase or decrease in the number of reserved special chart 1 reserves, special chart 2 reserves, and regular chart reserves. Reserve commands include a special chart 1 reserve increase command generated by an increase in the number of reserved special chart 1, a special chart 1 reserve decrease command generated by a decrease in the number of reserved special chart 1, a special chart 2 reserve increase command generated by an increase in the number of reserved special chart 2, a special chart 2 reserve decrease command generated by a decrease in the number of reserved special chart 2, a regular chart reserve increase command generated by an increase in the number of reserved regular charts, and a regular chart reserve decrease command generated by a decrease in the number of reserved regular charts.
[0122] 9-3-5. Jackpot game command The jackpot game command is generated in association with the action of the jackpot game. The jackpot game command includes an OP command generated by the start of an OP, a round command generated by the start of each round game, and an ED command generated by the start of an ED.
[0123] 9-3-6. Small Win Game Command The small win game command is generated in association with the operation of the small win game. Examples of the small win game command include a pre-release IT command generated by the start of the pre-release IT, and a post-release IT command generated by the start of the post-release IT.
[0124] 9-3-7. Auxiliary game commands The auxiliary game command is generated in association with the operation of the auxiliary game, and includes an auxiliary game start command generated upon the start of the auxiliary game.
[0125] 9-3-8. Game status command The game state command is generated in relation to the current game state. Examples of the game state command include a normal probability command generated when the game state is in a normal probability state, a high probability command generated when the game state is in a high probability state, a non-time-saving command generated when the game state is in a non-time-saving state, a time-saving command generated when the game state is in a time-saving state, and a jackpot command generated when the game state is in a jackpot game state.
[0126] 9-4. Production control unit The performance control unit 120 includes a performance control microcomputer 121. The performance control microcomputer 121 includes, for example, a CPU, and mainly executes various performances (performance modes, special chart change performances, hold performances, preview performances, etc.). The performance control microcomputer 121 also includes a performance input unit 121a and a performance memory unit 121b. The performance input unit 121a inputs performance commands output from the main control unit 100, operation information for the normal buttons 40, operation information for the special buttons 41, etc. The performance memory unit 121b is configured with, for example, ROM and RAM, and stores processing programs for the processes performed by the CPU in various performances, tables for selecting preview performances, etc., performance data generated in response to the execution of a performance, etc.
[0127] Various effects are executed mainly based on the effect commands and operation information input by the effect input unit 121a. The effect control microcomputer 121 executes various effects using the processing programs, tables, effect data, etc. stored in the effect storage unit 121b.
[0128] First Embodiment The first embodiment will be described below with reference to Figures 17 to 26. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.
[0129] First, referring to Figure 17, we will explain the on-board movable body 55k provided on the game board 1. As shown in Figure 17(A), the on-board movable body 55k includes a left movable body 55Lk and a right movable body 55Rk. The left movable body 55Lk and the right movable body 55Rk each include a drive motor (not shown) and movable bodies LEDs 55LL and 55RL that can emit light.
[0130] Each drive motor is composed of a stepping motor that rotates at a rotation speed corresponding to the number of steps based on a pulse signal, and is electrically connected to the performance control microcomputer 121. The performance control microcomputer 121 controls the rotation of each drive motor to move the left movable body 55Lk and the right movable body 55Rk.
[0131] The left movable body 55Lk and the right movable body 55Rk are configured to be movable between a standby position shown in Fig. 17(B) and a lowest position shown in Fig. 17(C). The performance control microcomputer 121 controls the rotation of each drive motor, thereby making it possible to move one or both of the left movable body 55Lk and the right movable body 55Rk to any position.
[0132] The movable body LEDs 55LL and 55RL are electrically connected to the performance control microcomputer 121, which can cause the movable body LEDs 55LL and 55RL to emit light and light up or flash the left movable body 55Lk and the right movable body 55Rk.
[0133] Movable body lenses 55LLr and 55RLr are provided in front of the movable body LEDs 55LL and 55RL to diffuse the light emitted from the movable body LEDs 55LL and 55RL. The performance control microcomputer 121 can illuminate the movable body LEDs 55LL and 55RL, and thereby cause the left movable body 55Lk and the right movable body 55Rk to light up or flash in any color via the movable body lenses 55LLr and 55RLr.
[0134] Next, the change patterns of the variable display of the first special symbol that can be selected by the game control microcomputer 101 will be explained with reference to Fig. 19. The game memory unit 101c of the game control microcomputer 101 stores a change pattern A determination table 103a2 as shown in Fig. 18.
[0135] The game control microcomputer 101 can select a variation pattern of the variable display of the first special symbol using the variation pattern A determination table 103a2. The variation pattern A determination table 103a2 is a table used in the "low probability low base game state."
[0136] FIG. 19 is a diagram showing the contents of the fluctuation pattern A determination table 103a2. When using the fluctuation pattern A determination table 103a2, the game control microcomputer 101 selects the type of fluctuation pattern based on the result of the jackpot determination, the result of the reach determination, and the number of reserved special symbols. As shown in FIG. 18, there are seven types of fluctuation patterns: "THP001A", "THP002A", "THP011A", "THP012A", "THP013A", "THP021A", and "THP022A". The game control microcomputer 101 selects the fluctuation pattern at the selection ratio shown in FIG. 19.
[0137] Specifically, if the result of the jackpot determination is "jackpot win," one of two variation patterns, "THP001A" or "THP002A," is selected regardless of the result of the reach determination or the number of reserved special symbols, with "THP001A" being selected 70% of the time and "THP002A" being selected 30% of the time. When "THP001A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP001A" is called "SPSP jackpot variation." When "THP002A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP002A" is called "SP jackpot variation."
[0138] Furthermore, if the result of the jackpot determination is a "miss" and the result of the reach determination is "reach," one of three variation patterns, "THP011A," "THP012A," or "THP013A," is selected regardless of the number of reserved special symbols. "THP011A" is selected 10%, "THP012A" 20%, and "THP013A" 70% of the time. When "THP011A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP011A" is called "SPSP miss variation." When "THP012A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP012A" is called "SP miss variation." When "THP013A" is selected, the variable display time of the special symbol is 20,000 ms, and "THP013A" is called "N miss variation."
[0139] Also, if the result of the jackpot judgment is "miss" and the result of the reach judgment is "no reach", if the number of reserved special charts 1 is "0" to "2", one type of variation pattern of "THP021A" is selected at a rate of 100%, and if the number of reserved special charts 1 is "3" to "4", one type of variation pattern of "THP022A" is selected at a rate of 100%. Note that when "THP021A" is selected, the variable display time of the special chart is 13,000 ms, and when "THP022A" is selected, the variable display time of the special chart is 2,000 ms, and "THP021A" and "THP022A" are called "normal miss variations".
[0140] In the first embodiment, the fluctuation pattern A determination table 103a2 shown in FIG. 19 is used, but the fluctuation pattern A determination table 103a2 and the fluctuation pattern determination table 103a1 shown in FIG. 14 may be used in combination.
[0141] Next, we will explain the special symbol variation effects that the effect control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects in the special symbol variation effects executed in the "low probability low base game state".
[0142] A. Normal fluctuations "Normal variation" is a performance that may occur in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 change. Since "normal variation" is the first to occur in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.
[0143] B. Leach "Reach" is an effect that can occur after a "normal variation," in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. "Reach" can occur when the result of the jackpot determination is "jackpot win," so it functions as an effect that suggests that a jackpot game may occur. In addition, "Reach" can subsequently develop into reach effects such as "N reach," "SP reach," and "SPSP reach," so it also functions as an effect that suggests that a reach effect may occur.
[0144] CN Reach "N Reach" is an effect that can be performed after a "Reach" is established, and is a reach effect in which the speed at which the middle performance pattern EZ2 changes gradually slows down. "N Reach" can be performed when the result of the jackpot judgment is "jackpot win", so it functions as an effect that suggests the possibility of a jackpot game.
[0145] D.SP Reach "SP Reach" is an effect that can occur after "N Reach", and is a reach effect in which the main character and enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot judgment is "win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game.
[0146] E.SPSP Reach "SPSP Reach" is an effect that can occur after "SP Reach" and is a reach effect in which the main character battles a formidable enemy character. "SPSP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss," so it functions as an effect that suggests that a jackpot game is likely to occur. Also, since a jackpot game is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach" to "SPSP Reach," "SPSP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "SP Reach."
[0147] F. Lighting SU Notice The "Lighting SU Notice" is an effect that can occur during the "SPSP Reach", and is a notice effect in which the lighting color of the 55k movable body on the board changes. Since the "Lighting SU Notice" may be followed by a "Gimmick Notice", it functions as an effect that suggests the possibility of a "Gimmick Notice" occurring.
[0148] G. Gimmick Notice The "Gimmick Announcement" is a performance that may take place after the "Lighting SU Announcement", and is a moving object performance in which the moving object 55k on the board moves.
[0149] GA. Gimmick Appearance Notice The "gimmick appearance announcement" is a type of "gimmick announcement" and is a moving body effect in which only the left moving body 55Lk moves from the standby position to the middle position. The "gimmick appearance announcement" is more likely to occur when the result of the jackpot determination is a "jackpot win" than when the result is a "miss," so it functions as an effect that suggests that a jackpot game is likely to occur.
[0150] GB. Gimmick Fall Notice The "gimmick drop notice" is a type of "gimmick notice" and is a movable body effect in which the left movable body 55Lk and the right movable body 55Rk move from the standby position to the lowest position. The "gimmick drop notice" is more likely to occur when the result of the jackpot determination is a "jackpot win" than when it is a "miss," and therefore functions as an effect suggesting that a jackpot game is more likely to occur. In addition, a jackpot game is more likely to occur when a "gimmick drop notice" occurs after a "lighting SU notice" than when a "gimmick appearance notice" occurs after a "lighting SU notice," and therefore the "gimmick drop notice" also functions as an effect suggesting that a jackpot game is more likely to occur than a "gimmick appearance notice."
[0151] Next, the flow of the special chart variation effect that is executed according to the variation pattern selected by the variation pattern A determination table 103a2 will be explained using Figure 20. The microcomputer 121 for effect control displays a performance image on the display unit 50a in each of the effects that make up the performance flow, and can execute a light-emitting effect using the frame lamp 53 and the board lamp 54 and a sound effect using the speaker 52 according to the display of the performance image.
[0152] As shown in Figure 20(A), in the special chart change performances where the change pattern is "SPSP jackpot change" or "SPSP miss change", the performance flow is executed, which consists of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach". In addition, in the "SPSP reach" in these special chart change performances, "lighting SU notice" and "gimmick notice" may be performed.
[0153] Also, as shown in Figure 20(B), in the special chart change presentation where the change pattern is "SP jackpot change" or "SP miss change", a presentation flow consisting of "normal change" → "reach" → "N reach" → "SP reach" is executed.
[0154] Also, as shown in Figure 20(C), in the special chart change presentation where the change pattern is "N miss change", a presentation flow consisting of "normal change" → "reach" → "N reach" is executed.
[0155] Also, as shown in Figure 20 (D), in the special chart change presentation where the change pattern is "normal miss change", a presentation flow consisting of only "normal change" is executed.
[0156] Next, the main effects executed in the special chart change performance will be specifically explained. In the special chart change performance described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.
[0157] First, we will explain the "gimmick announcement" that is performed in the "SPSP reach." The performance control microcomputer 121 can execute the "gimmick announcement" in the "SPSP reach" in the special chart change performance in which the change pattern is "SPSP big win change" or "SPSP miss change."
[0158] As shown in Fig. 21, a gimmick notice selection table 123a1 is stored in the effect storage unit 121b of the effect control microcomputer 121. Using the gimmick notice selection table 123a1, the effect control microcomputer 121 can select whether to execute a "gimmick notice" and, if executing a "gimmick notice," whether to execute a "gimmick appearance notice" or a "gimmick drop notice."
[0159] 22(A) is a diagram showing the contents of the gimmick notice selection table 123a1. The performance control microcomputer 121 refers to the type of variation pattern and selects whether to execute a "gimmick notice" and, if so, whether to execute a "gimmick appearance notice" or a "gimmick drop notice."
[0160] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001A), the "gimmick appearance announcement" will be executed 20%, the "gimmick drop announcement" will be executed 30%, and the "gimmick announcement" will not be executed 50% of the time.
[0161] Also, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011A), the "Gimmick Appearance Announcement" will be executed 15%, the "Gimmick Fall Announcement" will be executed 5%, and the "Gimmick Announcement" will not be executed 80% of the time.
[0162] In other words, the setting is made so that the execution of either the "gimmick appearance notice" or the "gimmick drop notice" is more likely to be selected in the case of the variation pattern (THP001A) selected when the result of the jackpot determination is "jackpot win" than in the case of the variation pattern (THP011A) selected when the result of the jackpot determination is "jackpot win," and the "gimmick appearance notice" and the "gimmick drop notice" function as an effect that suggests that there is a high possibility of a jackpot game being played (jackpot expectation).
[0163] Furthermore, in the case of the variation pattern (THP001A) that is selected when the result of the jackpot determination is "jackpot win," it is set so that the execution of the "gimmick drop notice" is more likely to be selected than the execution of the "gimmick appearance notice," and the "gimmick drop notice" functions as an effect that suggests that there is a higher possibility of a jackpot game (jackpot expectation) than the "gimmick appearance notice."
[0164] When executing a "gimmick announcement," the performance control microcomputer 121 executes either a "gimmick appearance announcement" or a "gimmick drop announcement" according to the selection result of the gimmick announcement selection table 123a1. Note that the selection ratio indicated by the gimmick announcement selection table 123a1 can be changed as appropriate.
[0165] Figures 23(A) to 23(C) are diagrams showing how a "gimmick appearance announcement" is made as a "gimmick announcement." When the "SPSP reach" starts, as shown in Figure 23(A), a main character image G200 representing the main character and a strong enemy character image G202 representing a strong enemy character are displayed on the display unit 50a. Then, just before the battle between the main character and the strong enemy character is concluded, a "gimmick appearance announcement" is made. Before the "gimmick appearance announcement" is made, a "lighting SU announcement" is made, the details of which will be described later.
[0166] In the "gimmick appearance notice," the left movable body 55Lk starts moving downward from the standby position and stops at an intermediate position above the lowest position, as shown in FIG. 23(B). Then, when the left movable body 55Lk stops at the intermediate position, the first letter image G300 (here, the letter image of "chance") is displayed on the display unit 50a in conjunction with the stopping of the left movable body 55Lk. At this time, the movable body LED 55LL emits light in red, and the first letter image G300 and the red lighting of the left movable body 55Lk emphasize the suggestion that a jackpot game may occur.
[0167] Then, when a predetermined time (for example, 3 seconds) has elapsed since the left movable body 55Lk moved to the intermediate position, the first character image G300 is erased, and the left movable body 55Lk returns from the intermediate position to the standby position, ending the "gimmick appearance announcement," and returning to the battle between the main character and the formidable enemy character, as shown in Figure 23 (C). At this time, the movable body LED 55RL also emits red light, and both the left movable body 55Lk and the right movable body 55Rk remain lit in red even after the "gimmick appearance announcement" ends.
[0168] Figures 24(A) to 24(C) are diagrams showing how a "gimmick drop announcement" is made as a "gimmick announcement." When the "SPSP reach" starts, as shown in Figure 24(A), a main character image G200 representing the main character and a strong enemy character image G202 representing a strong enemy character are displayed on the display unit 50a. Then, just before the battle between the main character and the strong enemy character is concluded, the "gimmick drop announcement" is made. Before the "gimmick drop announcement" is made, a "lighting SU announcement" is made, the details of which will be described later.
[0169] In the "gimmick drop notice," the left movable body 55Lk and the right movable body 55Rk start moving downward from their standby positions and, as shown in FIG. 24(B), move in one go to the bottom position without stopping. This makes it appear as if the left movable body 55Lk and the right movable body 55Rk suddenly fall. When the left movable body 55Lk and the right movable body 55Rk stop at the bottom position, a second character image G301 (here, a character image of "super hot") is displayed on the display unit 50a in conjunction with the stop of the left movable body 55Lk and the right movable body 55Rk. At this time, the movable body LEDs 55LL and 55RL emit light in gold, and the second character image G301 and the gold illumination of the left movable body 55Lk and the right movable body 55Rk emphasize the possibility of a jackpot game.
[0170] Then, when a predetermined time (for example, 3 seconds) has elapsed since the left movable body 55Lk and the right movable body 55Rk have reached their lowest positions, the second character image G301 disappears, and the left movable body 55Lk and the right movable body 55Rk return from their lowest positions to their standby positions, ending the "gimmick drop notice," and returning to the battle between the main character and the formidable enemy character. Note that the movable body LEDs 55LL and 55RL continue to emit gold light even after the "gimmick drop notice" has ended.
[0171] In the first embodiment, the timing for executing the "gimmick appearance notice" and "gimmick drop notice" is set to just before the battle is decided, but the timing for executing the "gimmick appearance notice" and "gimmick drop notice" is not limited to this.
[0172] Here, the operation patterns of the left movable body 55Lk and the right movable body 55Rk in the "gimmick appearance notice" and "gimmick drop notice" will be described using Figure 25. The performance control microcomputer 121 realizes the "gimmick appearance notice" and "gimmick drop notice" by controlling the drive motor of the left movable body 55Lk and the drive motor of the right movable body 55Rk.
[0173] Figure 25(A) is a time chart showing the movement patterns of the left movable body 55Lk and the right movable body 55Rk during the "gimmick appearance announcement", and Figure 25(B) is a time chart showing the movement patterns of the left movable body 55Lk and the right movable body 55Rk during the "gimmick drop announcement".
[0174] In the "gimmick appearance announcement," as shown in FIG. 25(A), at the same time as the start of the performance, the drive motor of the left movable body 55Lk rotates forward, and the left movable body 55Lk moves from the standby position to the intermediate position. At this time, the drive motor of the right movable body 55Rk does not rotate, and the right movable body 55Rk does not move. After that, after 3000 ms has elapsed, the drive motor of the left movable body 55Lk rotates backward, and the left movable body 55Lk moves from the intermediate position to the standby position, and the "gimmick appearance announcement" ends.
[0175] On the other hand, in the "gimmick drop notice," as shown in Figure 25 (B), at the same time as the start of the performance, the drive motor of the left movable body 55Lk and the drive motor of the right movable body 55Rk rotate forward, and the left movable body 55Lk and the right movable body 55Rk move from the standby position to the lowest position. After that, after 3000 ms has elapsed, the drive motor of the left movable body 55Lk and the drive motor of the right movable body 55Rk rotate backward, and the left movable body 55Lk and the right movable body 55Rk move from the lowest position to the standby position, and the "gimmick drop notice" ends.
[0176] Next, we will explain the "lighting SU notice" performed in the "SPSP reach". The performance control microcomputer 121 can execute the "lighting SU notice" in the "SPSP reach" in the special chart variation performance in which the variation pattern is "SPSP big win variation" or "SPSP miss variation".
[0177] The effect memory unit 121b of the effect control microcomputer 121 stores a lighting SU notice selection table 123a2, as shown in Fig. 21. The effect control microcomputer 121 can select the type of light emission pattern of the movable body LEDs 55LL and 55RL in the "light emission SU notice" using the lighting SU notice selection table 123a2. There are three types of light emission patterns of the movable body LEDs 55LL and 55RL: light emission pattern A to light emission pattern C.
[0178] 22(B) is a diagram showing the content of each light emission pattern of the "Lighting SU Notice." Light emission pattern A is a light emission pattern in which the movable body LEDs 55LL and 55RL change in stages from "blue" to "green," light emission pattern B is a light emission pattern in which the movable body LEDs 55LL and 55RL change in stages from "blue" to "green" to "red," and light emission pattern C is a light emission pattern in which the movable body LEDs 55LL and 55RL change in stages from "blue" to "green" to "red" to "gold."
[0179] In the first embodiment, the light emission color of the movable body LEDs 55LL and 55RL can be changed in up to four stages, but it may be changed in five stages or more.
[0180] 22(C) is a diagram showing the contents of the lighting SU notice selection table 123a2. The performance control microcomputer 121 selects the type of light emission pattern of the movable body LEDs 55LL and 55RL in the "lighting SU notice" by referring to the type of variation pattern and the selection result of the gimmick notice selection table 123a1.
[0181] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001A) and "gimmick appearance announcement" is executed, light pattern A is selected 70% of the time, light pattern B is selected 30% of the time, and light pattern C is not selected.
[0182] In addition, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001A) and "gimmick drop notice" is executed, the lighting pattern A will be selected at a rate of 30%, lighting pattern B at a rate of 60%, and lighting pattern C at a rate of 10%.
[0183] In addition, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001A) and "gimmick notice" is not executed, lighting pattern A is selected 100% of the time, and lighting pattern B and lighting pattern C are not selected.
[0184] Also, when the variation pattern is "SPSP Miss Variation" (THP011A) and "Gimmick Appearance Announcement" is executed, light pattern A is selected 70% of the time, light pattern B is selected 30% of the time, and light pattern C is not selected.
[0185] Also, when the variation pattern is "SPSP Miss Variation" (THP011A) and "Gimmick Drop Announcement" is executed, lighting pattern A is selected 50% of the time, lighting pattern B is selected 50% of the time, and lighting pattern C is not selected.
[0186] Also, if the variation pattern is "SPSP Miss Variation" (THP011A) and "Gimmick Announcement" is not executed, lighting pattern A will be selected 100% of the time, and lighting pattern B and lighting pattern C will not be selected.
[0187] In other words, in the case of the variable pattern (THP001A) that is selected when the result of the jackpot determination is "jackpot win," it is set so that light pattern B is more likely to be selected than light pattern A, and the "lighting SU notice" in which the left movable body 55Lk and the right movable body 55Rk light up, gradually changing to red, functions as an effect that suggests that there is a higher possibility of a jackpot game (jackpot expectation) than the "lighting SU notice" in which the left movable body 55Lk and the right movable body 55Rk light up, gradually changing to green.
[0188] In addition, the lighting pattern C is set to be selected only when the result of the jackpot determination is the variable pattern (THP001A) that is selected when the jackpot is won, and the "lighting SU notice" in which the left movable body 55Lk and the right movable body 55Rk light up and change gradually to gold functions as a presentation that suggests that a jackpot game will be played.
[0189] In addition, when the execution of the "Gimmick Drop Announcement" is selected by the gimmick announcement selection table 123a1, it is set so that light pattern B is more likely to be selected than light pattern A, and the "Lighted SU Announcement" in which the left movable body 55Lk and the right movable body 55Rk light up, gradually changing color up to red, also functions as an effect that suggests that the "Gimmick Drop Announcement" is more likely to be executed than the "Lighted SU Announcement" in which the left movable body 55Lk and the right movable body 55Rk light up, gradually changing color up to green.
[0190] In addition, the lighting pattern C is set to be selected only when the execution of the "Gimmick Drop Announcement" is selected by the gimmick announcement selection table 123a1, and the "Lighting SU Announcement", in which the left movable body 55Lk and the right movable body 55Rk light up and gradually change color up to gold, also functions as a performance suggesting that the "Gimmick Drop Announcement" will be executed afterwards.
[0191] When the performance control microcomputer 121 executes the "lighting SU notice," it executes the "lighting SU notice" with different lighting colors for the left movable body 55Lk and the right movable body 55Rk depending on the selection result by the lighting SU notice selection table 123a2. Note that the selection ratio indicated by the lighting SU notice selection table 123a2 can be changed as appropriate.
[0192] Figures 26(A) to 26(E) are diagrams showing how the "Lighting SU Notice" is performed. When the "SPSP Reach" starts, as shown in Figure 26(A), a main character image G200 representing the main character and a strong enemy character image G202 representing the strong enemy character are displayed on the display unit 50a. Then, during the battle between the main character and the strong enemy character, the "Lighting SU Notice" is performed.
[0193] In the "Lighting SU Notice," movable body LEDs 55LL and 55RL begin to emit blue light, and left movable body 55Lk and right movable body 55Rk light up in blue, as shown in Fig. 26(B). At this time, a blue effect image G400a is displayed on display unit 50a near the lower edges of left movable body 55Lk and right movable body 55Rk, emphasizing the blue lighting of left movable body 55Lk and right movable body 55Rk.
[0194] Thereafter, when the lighting pattern A is selected by the lighting SU notice selection table 123a2, the movable body LEDs 55LL and 55RL change from blue to green, and the left movable body 55Lk and the right movable body 55Rk light up in green, as shown in FIG. 26(C). At this time, a green effect image G400b is displayed on the display unit 50a near the lower edges of the left movable body 55Lk and the right movable body 55Rk, emphasizing the green lighting of the left movable body 55Lk and the right movable body 55Rk. Then, when a predetermined time (for example, 9 seconds) has elapsed since the left movable body 55Lk and the right movable body 55Rk light up in green, the "lighting SU notice" ends. Note that when a "gimmick notice" is performed, the "gimmick notice" is performed in response to the end of the "lighting SU notice" of the lighting pattern A.
[0195] Also, when the lighting pattern B is selected by the lighting SU notice selection table 123a2, as in the case where the lighting pattern A is selected, the movable body LEDs 55LL and 55RL change from blue to green, the left movable body 55Lk and the right movable body 55Rk light up in green, and a green effect image G400b is displayed (see FIG. 26(C)). Then, when a predetermined time (e.g., 3 seconds) has elapsed since the left movable body 55Lk and the right movable body 55Rk light up in green, the movable body LEDs 55LL and 55RL change from green to red, and the left movable body 55Lk and the right movable body 55Rk light up in red, as shown in FIG. 26(D). At this time, a red effect image G400c is displayed on the display unit 50a near the lower edges of the left movable body 55Lk and the right movable body 55Rk, emphasizing the red lighting of the left movable body 55Lk and the right movable body 55Rk. Then, when a predetermined time (for example, 6 seconds) has passed since the left movable body 55Lk and the right movable body 55Rk were lit in red, the "lighting SU notice" ends. Note that if a "gimmick notice" is to be performed, the "gimmick notice" is to be performed in response to the end of the "lighting SU notice" of the light emission pattern B.
[0196] Also, when the lighting pattern C is selected by the lighting SU notice selection table 123a2, the movable body LEDs 55LL and 55RL change from blue to green, the left movable body 55Lk and the right movable body 55Rk light up in green, and the green effect image G400b is displayed, just as when the lighting pattern A or the lighting pattern B is selected (see FIG. 26(C)). Then, when a predetermined time (for example, 3 seconds) has elapsed since the left movable body 55Lk and the right movable body 55Rk light up in green, the movable body LEDs 55LL and 55RL change from green to red, the left movable body 55Lk and the right movable body 55Rk light up in red, and the red effect image G400c is displayed, just as when the lighting pattern B is selected (see FIG. 26(D)). Then, when a predetermined time (e.g., 3 seconds) has elapsed since the left movable body 55Lk and the right movable body 55Rk lit up in red, the movable body LEDs 55LL and 55RL change from emitting red light to emitting gold light, and the left movable body 55Lk and the right movable body 55Rk light up in gold, as shown in FIG. 26(E). At this time, a gold effect image G400d is displayed on the display unit 50a near the lower edges of the left movable body 55Lk and the right movable body 55Rk, emphasizing the gold lighting of the left movable body 55Lk and the right movable body 55Rk. Then, when a predetermined time (e.g., 3 seconds) has elapsed since the left movable body 55Lk and the right movable body 55Rk light up in gold, the "lighting SU notice" ends. Note that, when a "gimmick notice" is performed, the "gimmick notice" is performed in response to the end of the "lighting SU notice" of the light-emitting pattern C.
[0197] In this way, before the timing when the "gimmick announcement" can be made, the left movable body 55Lk and the right movable body 55Rk are lit up in either "green," "red," or "gold" by the "lighting SU announcement."
[0198] <Considerations on the First Embodiment> The pachinko gaming machine PY1 described in the first embodiment will be considered below.
[0199] First, let us consider the relationship between the "lighting SU notice" of light-emitting pattern A, the "lighting SU notice" of light-emitting pattern B, and the "gimmick drop notice." The "lighting SU notice" occurs before the "gimmick drop notice." The "lighting SU notice" is classified into the "lighting SU notice" of light-emitting pattern A, in which the left movable body 55Lk and the right movable body 55Rk light up until green, and the "lighting SU notice" of light-emitting pattern B, in which the left movable body 55Lk and the right movable body 55Rk light up until red. When the "gimmick drop notice" is performed, the lighting SU notice selection table 123a2 makes it more likely that lighting pattern B will be selected than lighting pattern A (see FIG. 22(C)). In other words, the probability of the "gimmick drop notice" occurring when the "lighting SU notice" of light-emitting pattern A is performed differs from the probability of the "gimmick drop notice" occurring when the "lighting SU notice" of light-emitting pattern B is performed.
[0200] Next, we will consider the "gimmick drop notice" after the "lighting SU notice" of light-emitting pattern A and the "gimmick drop notice" after the "lighting SU notice" of light-emitting pattern B. The "gimmick drop notice" may occur even after the "lighting SU notice" of light-emitting pattern A, in which the left movable body 55Lk and the right movable body 55Rk change to green and light up, or even after the "lighting SU notice" of light-emitting pattern B, in which the left movable body 55Lk and the right movable body 55Rk change to red and light up, has occurred. When the "gimmick drop notice" is performed and the variable pattern (THP001A) is selected when the result of the jackpot determination is "jackpot win," the lighting SU notice selection table 123a2 makes it easier for light-emitting pattern B to be selected than light-emitting pattern A (see FIG. 22(C)). In other words, the probability of a jackpot game occurring is different when a "lighting SU announcement" of lighting pattern A is made followed by a "gimmick drop announcement" and when a "lighting SU announcement" of lighting pattern B is made followed by a "gimmick drop announcement."
[0201] <Effects of the first embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.
[0202] (1) In the "Lighting SU Notice," the lighting color of the left movable body 55Lk and the right movable body 55Rk sometimes changes gradually from "blue" to "green," sometimes changes gradually from "blue" to "green" to "red," and sometimes changes gradually from "blue" to "green" to "red" to "gold." This allows for a variety of "Lighting SU Notice" variations, thereby increasing the interest in the game.
[0203] (2) In the "Lighting SU Notice," the probability that a "Gimmick Drop Notice" will subsequently occur differs depending on whether the lighting color of the left movable body 55Lk and the right movable body 55Rk gradually changes to "green" or gradually changes to "red." Therefore, the lighting color of the left movable body 55Lk and the right movable body 55Rk in the "Lighting SU Notice" can suggest the possibility that a "Gimmick Drop Notice" will occur, thereby increasing the interest in the game.
[0204] (3) The probability of a jackpot game occurring differs between when the lighting color of the left movable body 55Lk and the right movable body 55Rk gradually changes to "green" in the "lighting SU notice" to cause a "gimmick drop notice" and when the lighting color of the left movable body 55Lk and the right movable body 55Rk gradually changes to "red" in the "lighting SU notice" to cause a "gimmick drop notice." Therefore, the lighting color of the left movable body 55Lk and the right movable body 55Rk in the "lighting SU notice" can suggest the possibility of a jackpot game occurring, thereby increasing the excitement of the game.
[0205] <Modifications of the Basic Embodiment and the First Embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the basic embodiment and the first embodiment. Of course, the configurations of the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiments and the modified examples below may be deleted as appropriate unless they are described as essential in this specification.
[0206] In the first embodiment, the "gimmick notice" is made based on the result of the jackpot determination (variation pattern), but it may also be made based on the type of stopped symbol on the special symbol. For example, the "gimmick drop notice" may be made only when the stopped symbol on the special symbol is a "probability variable symbol." In this case, the "gimmick drop notice" can suggest that a high probability state will be reached, which can increase the interest of the game.
[0207] Furthermore, in the first embodiment, the "lighting SU notice" is performed based on the result of the jackpot determination (variation pattern), but it may also be performed based on the type of stopped symbol of the special symbol. For example, the "lighting SU notice" of the light-emitting pattern C may be performed only when the stopped symbol of the special symbol is a "probability variable symbol." In this case, the "lighting SU notice" of the light-emitting pattern C can suggest that a high probability state will be reached, which can increase the interest of the game.
[0208] In the first embodiment, in the "gimmick appearance notice," only the left movable body 55Lk moves from the standby position to the intermediate position, but the movement pattern is not limited to this. For example, both the left movable body 55Lk and the right movable body 55Rk may move from the standby position to the intermediate position.
[0209] In the first embodiment, the left movable body 55Lk and the right movable body 55Rk are operated in a movement pattern in which they move from the standby position to the lowest position in the "gimmick drop notice," but the movement pattern is not limited to this. For example, only the right movable body 55Rk may be moved from the standby position to the intermediate position.
[0210] In addition, in the first embodiment, the "gimmick announcement" is either a "gimmick appearance announcement" or a "gimmick drop announcement," but it is sufficient that at least a "gimmick drop announcement" is made, and it is also possible for a "gimmick appearance announcement" not to be made.
[0211] In addition, in the first embodiment, the probability of a "gimmick drop notice" being made is higher when a "lighted SU notice" of light emission pattern B is made than when a "lighted SU notice" of light emission pattern A is made, but it is also possible to make the probability of a "gimmick drop notice" being made lower when a "lighted SU notice" of light emission pattern B is made than when a "lighted SU notice" of light emission pattern A is made.
[0212] Furthermore, in the first embodiment, the probability of a jackpot game being played is higher when a "gimmick drop notification" is made after a "lighting SU notification" of lighting pattern B is made than when a "gimmick drop notification" is made after a "lighting SU notification" of lighting pattern A is made. However, it is also possible to make the probability of a jackpot game being played lower when a "gimmick drop notification" is made after a "lighting SU notification" of lighting pattern B is made than when a "gimmick drop notification" is made after a "lighting SU notification" of lighting pattern A is made.
[0213] In the first embodiment, the probability of a jackpot game being played is higher when the "gimmick drop notice" is played after the "lighting SU notice" of the light-emitting pattern B than when the "gimmick drop notice" is played after the "lighting SU notice" of the light-emitting pattern A. However, the probability of a jackpot game being played may be the same when the "gimmick drop notice" is played after the "lighting SU notice" of the light-emitting pattern A and when the "gimmick drop notice" is played after the "lighting SU notice" of the light-emitting pattern B. In this case, regardless of the lighting colors of the left movable body 55Lk and the right movable body 55Rk in the "lighting SU notice" before the "gimmick drop notice" is played, the "gimmick drop notice" is played, so that players can expect to play a jackpot game equally, thereby increasing the fun of the game.
[0214] In addition, in the first embodiment, the "gimmick notice" is performed in the "SPSP reach" in the special chart change performance, but it may be performed at other times. For example, the "gimmick notice" may be performed in the "SP reach" in the special chart change performance, or may be performed in the jackpot performance mode.
[0215] In addition, in the first embodiment, the "lighting SU notice" is made during the "SPSP reach" in the special chart change performance, but it can be made to occur at a timing before the "gimmick notice" is made, and is not limited to the "SPSP reach" in the special chart change performance.
[0216] In addition, in the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state," but different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state." For example, in the "high probability low base game state," a background including an image suggesting a high probability state may be displayed.
[0217] In addition, in the basic embodiment, only the effect patterns EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a in parallel with the variable display of the special pattern, but other patterns may be displayed variably on the display unit 50a in parallel with the effect patterns EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other patterns smaller than the size of the effect patterns EZ1, EZ2, and EZ3.
[0218] In addition, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols, but other symbols may be displayed variably on a display device other than the image display device 50 in parallel with the effect symbols EZ1, EZ2, and EZ3. For example, a dedicated LED for displaying other symbols variably may be installed on the gaming board 1, and the dedicated LED may be made to flash during the variable display of the effect symbols EZ1, EZ2, and EZ3.
[0219] In addition, in the basic embodiment, the first special chart and the second special chart are not variably displayed at the same time, but only one of them is variably displayed, but the first special chart and the second special chart may be variably displayed at the same time.
[0220] In the basic embodiment, the game progress and the presentation are controlled by separate control units, but the game progress and the presentation may be controlled by a single control unit. For example, both the game progress and the presentation may be controlled by only the main control unit 100.
[0221] The gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines and mahjong ball gaming machines.
[0222] <Invention disclosed in the first embodiment> The preceding paragraphs of this "Mode for Carrying Out the Invention" disclose the following Invention A. In the explanation of Invention A, the names and expressions of the corresponding components in the above-mentioned modes for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as the means constituting each invention are not limited to these additions. Note that Invention A is a collective term for Inventions A1 to A4 below.
[0223] The gaming machine according to invention A1 is A game control means (game control microcomputer 101) that can set a special game state (jackpot game state, time-saving state, high probability state) advantageous to a player; A performance execution means (performance control microcomputer 121) for executing a performance using a performance means including an operable movable body (on-board movable body 55k), The movable body is provided with a light-emitting unit (movable body LEDs 55LL and 55RL) that can emit light in a plurality of different colors, The performance execution means At a predetermined timing (just before the battle is decided), a performance indicating that there is a high possibility of entering the special game state can be executed, in which the movable body performs a specific action (movement from the standby position to the lowest position), a movable body performance (gimmick drop announcement), When the movable body performance is executed at the predetermined timing, a light emitting performance (lighting SU notice) that causes the light emitting unit to emit light may be executed before the predetermined timing, The light-emitting effects include a first light-emitting effect (light-emitting pattern A) in which the light-emitting unit emits light in a first light-emitting color (blue) and then changes to a second light-emitting color (green), and a second light-emitting effect (light-emitting pattern B) in which the light-emitting unit emits light in the first light-emitting color, then changes to the second light-emitting color, and then changes to a third light-emitting color (red). It is characterized by:
[0224] The gaming machine according to invention A2 is A gaming machine according to invention A1, The performance execution means Even if the movable body performance is not executed at the predetermined timing, the light emitting performance may be executed before the predetermined timing, As the light emitting performance, when the first light emitting performance is executed and when the second light emitting performance is executed, the probability of the movable body performance being executed is different from each other. It is characterized by:
[0225] The gaming machine according to invention A3 is A gaming machine according to Invention A1 or Invention A2, The probability of entering the special game state is the same when the first light-emitting effect is executed and the movable body effect is executed, and when the second light-emitting effect is executed and the movable body effect is executed. It is characterized by:
[0226] The gaming machine according to invention A4 is A gaming machine according to Invention A1 or Invention A2, The probability of entering the special game state is different when the first light-emitting effect is executed and the movable body effect is executed and when the second light-emitting effect is executed and the movable body effect is executed. It is characterized by: [Explanation of symbols]
[0227] 50...Image display device 50a...Display section 55k…Movable body on board 55Lk...Left moving body 55Rk...Right moving body 55LL,55RL…Movable LED 101...Game control microcomputer 121...Performance control microcomputer 123a1...Gimmick preview selection table 123a2...Lighted SU notice selection table
Claims
[Claim 1] a game control means for creating a special game state advantageous to a player; a performance execution means for executing a performance using a predetermined performance means, the effect means includes a movable body provided with a light-emitting unit that is operable and can emit light in a plurality of types of light colors; The performance execution means At a predetermined timing, a performance is possible in which the movable body performs a specific action, which is a performance suggesting that there is a high possibility of entering the special game state, Even if the movable body performance is executed at the predetermined timing or not, a light emitting performance that causes the light emitting unit to emit light may be executed before the predetermined timing, The light emitting effects include a first light emitting effect in which the light emitting unit emits light in a first light emitting color and then changes to a second light emitting color, and a second light emitting effect in which the light emitting unit emits light in the first light emitting color, then changes to the second light emitting color, and then changes to a third light emitting color, As the light emitting effect, when the first light emitting effect is executed and when the second light emitting effect is executed, the probability of the movable body effect being executed is different from each other. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
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