gaming machines

The integration of a vibrating mechanism and interactive image presentations in pachinko machines addresses the lack of engagement in character interactions, enhancing player interest through dynamic game elements.

JP7742105B2Active Publication Date: 2025-09-19SANSEI R&D KK
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Patent Information

Application Number
JP2021129755
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-08-06
Publication Date
2025-09-19
Estimated Expiration
2041-08-06

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack engaging content that maintains player interest throughout the game progression, particularly in character interactions.

Method used

Incorporating a vibrating mechanism that activates when specific image elements overlap, followed by a vibration presentation and subsequent appearance of objects, with an operation period that enhances player engagement based on their actions during this period.

Benefits of technology

Increases player interest by providing dynamic and interactive game elements that enhance the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: When a first element image (person character image G1) representing a first object (person character) and a second element image (horse character image G2) representing a second object (horse character) become to be in a specific overlap mode, a Pachinko game machine PY1 can execute a specific performance (special promotion performance) in which the first object and the second object appear. When the first element image and the second element image become to be in a specific overlap mode, the Pachinko game machine PY1 executes a predetermined performance (flame effect performance displaying a flame effect image G5) capable of vibrating a vibration body (normal button 40) and indicating the type of advantageous development (e.g., probability variation big winning).SELECTED DRAWING: Figure 31
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Description

[Technical Field]

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

[0002] As an example of a gaming machine, a pachinko gaming machine capable of executing an effect in which one character is displayed at a distance from another character, and the characters are brought closer together until the characters finally hold hands, has been known, as described in Patent Document 1. In this gaming machine, the further the effect progresses, the more advantageous the perception of the game situation can be given. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6881630 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the gaming machine described in Patent Document 1, the content of the presentation in which characters are brought closer to each other does not relate to the content of subsequent presentations, and there was room for improvement in order to increase the interest in the game. [Means for solving the problem]

[0005] The gaming machine of the present invention comprises: A vibrating body is provided, A predetermined image presentation in which a first element image representing a first object and a second element image representing a second object different from the first object move closer to each other and can be in a specific overlapping state; When the first element image and the second element image overlap in the specific manner in the predetermined image presentation, a vibration presentation in which the vibrator is vibrated can be executed based on the result of a single lottery. the law of nature, In the predetermined image presentation, the first element image and the second element image are overlapped in the specific manner to execute the vibration presentation, and then the vibration presentation is terminated and a specific presentation in which the first object and the second object appear can be executed; After the execution of the specific effect has begun, an effective operation period for a specific operation effect can be started, and depending on whether a specific operation has been performed during the effective operation period, a specific advantageous development that is advantageous to the player is suggested. This is a gaming machine characterized by the above. [Effects of the Invention]

[0006] According to the gaming machine of the present invention, it is possible to increase the interest in the game through the presentation. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Figure 5] (A) is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and (B) is a front view of the performance unit when the above-board movable device and the below-board movable device are activated. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 2 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 9] (A) is an example of a winning determination table, (B) is an example of a normal game fluctuation pattern determination table, and (C) is an example of an auxiliary game control table. [Figure 10] (A) is an example of a jackpot determination table, (B) is an example of a jackpot symbol type determination table, and (C) is an example of a reach determination table. [Figure 11] This is an example of a special chart 1 fluctuation pattern determination table. [Figure 12] This is an example of a special chart 2 variation pattern determination table. [Figure 13] 10 is an example of a look-ahead determination table. [Figure 14] 10 is an example of a jackpot game control table. [Figure 15] FIG. [Figure 16] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode. [Figure 17] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 18] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 19] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 20] An explanatory diagram showing a specific example of a hold effect. [Figure 21] An explanatory diagram showing a specific example of a movable object effect. [Figure 22] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 23] 10 is a flowchart of a main control process. [Figure 24] 10 is a flowchart of a main-side timer interrupt process. [Figure 25] 10 is a flowchart of a sub-control main process. [Figure 26] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 27] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 28] This is a jackpot game control table relating to the characteristic features of the pachinko gaming machine PY1. [Figure 29] This is a fluctuation pattern determination table relating to the characteristic parts of the pachinko game machine PY1, and is a fluctuation pattern determination table for special chart 2 in a time-saving state (high-probability time-saving state, low-probability time-saving state). [Figure 30] 10 is a representation mode determination table for flame effect representation. [Figure 31]FIG. 10 is a diagram showing a specific example of a successful human-horse fusion performance. [Figure 32] A figure showing a specific example of a special promotion effect that is performed after a successful horse-man fusion effect. [Figure 33] This is a timing chart to explain the vibration time of the effect button when a successful image is displayed in the human-horse fusion effect, and the vibration time of the effect button when the 7 symbol is promoted. [Figure 34] FIG. 10 is a diagram showing a specific example of a case where the horse-human fusion performance fails. [Figure 35] This is a diagram showing the outcome of the change presentation after the man-horse fusion presentation fails. [Figure 36] This is a diagram showing a case where a normal flame effect is performed when an SP reach is successful. [Figure 37] This is a diagram showing a specific example of a normal promotion effect that is performed after a successful SP reach. [Figure 38] This is a diagram showing a case where a special flame effect is performed when an SP reach is successful. [Figure 39] 10 is a timing chart for explaining vibration times of the effect button in the pachinko gaming machine of the second embodiment. [Figure 40] 10 is a timing chart for explaining vibration times of the effect button in the pachinko gaming machine of the third mode. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, an embodiment of the gaming machine 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 omit or abbreviate the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs. Furthermore, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.

[0009] 1. Structure of the gaming machine A pachinko gaming machine PY1 of the first embodiment will be described. First, the structure of the pachinko gaming machine PY1 will be described using Figures 1 to 5. 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 approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rearward" refers to the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.

[0010] As shown in FIG. 1, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming machine frame 2 includes a gaming board mounting frame 2A to which a gaming board unit YU (described later) is attached, and a front frame 23m rotatably supported on the gaming board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the gaming board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the gaming board 1 attached to the gaming board mounting frame 2A faces the transparent plate 23t. Therefore, when the pachinko gaming machine PY1 is installed in a gaming parlor, a player standing in front of the pachinko gaming machine PY1 can view the game area 6 formed on the gaming board 1 through the transparent plate 23t. The transparent plate 23t can be made of a transparent glass plate, a transparent synthetic resin plate, or the like. The transparent plate 23t may be any plate as long as it allows the playing area 6 to be seen from the front of the pachinko gaming machine PY1.

[0011] A handle 72k that can be rotated to launch game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is rotated (rotation angle) corresponds to the magnitude (launch strength) of the force applied to the game ball to launch it (the amount by which the launch device 72, described below, drives the launch solenoid). Therefore, the game balls are launched with a launch strength that corresponds to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the top surface of the lower decorative body 36 to store game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.

[0012] A first input device (hereinafter referred to as the "normal button") 40 that can be pressed downward is provided on the upper surface of the lower decorative body 36, forward of the upper tray 34. A second input device (hereinafter referred to as the "special button") 41 that can be pressed downward is provided on the right decorative body 32, which protrudes forward from the right edge of the surface of the front frame 23m. The normal button 40 is configured to vibrate. Specifically, the normal button 40 incorporates a vibration mechanism for vibrating the normal button 40. When a vibration motor included in this vibration mechanism is activated, the normal button 40 vibrates vigorously enough for the player to notice. A known vibration mechanism can be appropriately employed for vibrating the normal button 40. The normal button 40 is an example of an operating unit and also an example of a vibrator.

[0013] Additionally, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed by protruding forward from the top of the surface of the front frame 23m. The speaker 52 consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. Furthermore, illuminating frame lamps 53 are provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Furthermore, movable frame movable devices 58 are attached to the upper left and right edges of the front frame 23m as presentation devices intended to enhance the enjoyment of the game. The frame movable devices 58 consist of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.

[0014] The positions and number of components and devices provided in the gaming machine frame 2 can be changed as appropriate within the scope that does not interfere with the game.

[0015] Next, the game board unit YU will be described mainly with reference to Figures 2 to 5. The game board unit YU has a game board 1 and a presentation unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. A substantially ring-shaped inner wall portion 1B is formed to protrude forward along the opening 1A to define a game area 6 into which game balls can flow. In addition, a substantially ring-shaped outer wall portion 1C is formed to protrude forward also on the outside of the inner wall portion 1B to define the game area 6.

[0016] A play area 6 surrounded by an inner wall 1B, an outer wall 1C, etc. is formed on the front surface of the game board 1. That is, the front surface of the game board 1 is divided into the play area 6 and other areas by the inner wall 1B and the outer wall 1C.

[0017] The play area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY1. Numerous game nails (not shown) protrude from the play area 6. The game nails form paths that appropriately guide game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general prize opening 10, the gate 13, the first large prize opening 14, and the second large prize opening 15, which will be described later. The start openings, such as the first start opening 11 and the second start opening 12, are referred to as ball entry openings, the large prize openings, such as the first large prize opening 14 and the second large prize opening 15, are referred to as special prize openings or specific prize openings, and the gates can be referred to as passage openings or passage areas.

[0018] A center frame (center decorative body) 61 that decorates the periphery of the opening 1A is provided near the center of the game area 6. The center frame 61 is provided with a stage that can guide the game ball to the first starting hole 11 described below, and a warp that can guide the game ball to the stage.

[0019] In addition, the game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which enables or disables the ball from entering the second start hole 12.

[0020] The first start winning device 11D is stationary. Therefore, the ease with which the game ball enters the first start opening 11 remains constant (unchangeable). The entry of a game ball into the first start opening 11 triggers a lottery for a first special symbol (hereinafter referred to as "Special Symbol 1") (obtaining and determining a random number related to Special Symbol 1, as described below; hereinafter also referred to as "Special Symbol 1 lottery") and the variable display of Special Symbol 1. In addition, when a game ball enters the first start opening 11, a predetermined number of game balls (four in this embodiment) are paid out as prize balls.

[0021] The electric chute 12D is equipped with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is normally (in a normal state) in a closed position that prevents a gaming ball from entering the second start opening 12. When a special state is entered, the electric chute opening / closing member 12k moves to an open position that allows a gaming ball to enter the second start opening 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also referred to as the "open state" of the second start opening 12 or the electric chute 12D, and only when in the open state is a gaming ball allowed to enter the second start opening 12. On the other hand, the electric chute opening / closing member 12k in the closed position is also referred to as the "closed state" of the second start opening 12 or the electric chute 12D. In addition, when the second start opening 12 or the electric chute 12D is in the "open state," it is also referred to as "the electric chute 12D being open," and when the electric chute 12D is in the "closed state," it is also referred to as "the electric chute 12D being closed."

[0022] The entry of a gaming ball into the second starting port 12 triggers a lottery for a second special symbol (hereinafter referred to as "Special Symbol 2") (obtaining and determining a random number related to Special Symbol 2, which will be described later; hereinafter also referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. When a gaming ball enters the second starting port 12, a predetermined number of gaming balls (four in this embodiment) are paid out as prize balls. In addition, a guide stage 12g that guides gaming balls to the second starting port 12 is provided in the gaming area 6.

[0023] In addition, a general winning opening (normal winning opening) 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (three in this embodiment) are paid out as prize balls.

[0024] In addition, the gaming area 6 is provided with a gate 13 through which the gaming ball can pass. The passage of the gaming ball through the gate 13 triggers the drawing of a regular symbol (hereinafter referred to as "regular symbol") (i.e., the acquisition and determination of a regular symbol random number: hereinafter referred to as "regular symbol drawing") and the variable display of the regular symbol. The electric chute 12D is opened when the auxiliary game is executed. In other words, the auxiliary game is a game that involves the opening of the electric chute 12D.

[0025] The gaming area 6 is also provided with a first large prize device 14D (hereinafter also referred to as "normal AT 14D") having a first large prize opening 14 through which a gaming ball can enter. The first large prize device 14D is equipped with a normal AT opening / closing member 14k that can be operated between an open state and a closed state. The first large prize opening 14 is opened and closed by operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize opening 14, and gaming balls cannot enter the first large prize opening 14. When the normal AT opening / closing member 14k is operated to an open state, gaming balls can enter the first large prize opening 14. In this way, gaming balls can enter the first large prize opening 14 only when the normal AT opening / closing member 14k is in the open state. When a gaming ball enters the first big winning hole 14, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.

[0026] The gaming area 6 is also provided with a second large prize device 15D (hereinafter also referred to as "VAT 15D") having a second large prize opening 15 through which a gaming ball can enter. The second large prize device 15D is equipped with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize opening 15. The VAT opening / closing member 15k can be in an open state. A gaming ball can enter the second large prize opening 15 only when the VAT opening / closing member 15k is in the open state. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize opening 15 is also referred to as a "closed state." In this way, the second large prize opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a gaming ball enters the second large prize opening 15, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.

[0027] Here, second large prize winning device 15D will be described in detail using Figure 3. Inside second large prize winning device 15D, there is provided gate-shaped second large prize winning opening sensor 15a that detects a gaming ball that has entered second large prize winning opening 15 and allows the gaming ball to pass downward.

[0028] A specific area 16 and a non-specific area 17 through which gaming balls can pass (enter) are provided downstream of the second large winning opening sensor 15a. Gaming balls that pass through the second large winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.

[0029] When the sorting solenoid 16s is not energized, the sorting member 16k is in a first state (passage prevention state: in a front view of FIG. 3(A), the left end of the sorting member 16k is located slightly to the right of the left end of the specific area 16, and the sorting member 16k covers the specific area 16 directly above) in which it prevents the passage of game balls into the specific area 16. When the sorting member 16k is in the first state, a game ball that has entered the second large prize opening 15 cannot pass through the specific area 16 after passing through the second large prize opening sensor 15a, and instead passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.

[0030] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, and the distribution member 16k does not cover the specific area 16 directly above, leaving the area directly above the specific area 16 open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.

[0031] Basically, the distributing member 16k is maintained in the first state. That is, the first state can be said to be the normal state of the distributing member 16k. Then, only in a predetermined round game (e.g., 16R), the distributing solenoid 16s is energized and the distributing member 16k can be changed to the second state. The operating mode of the distributing member 16k can be changed as appropriate.

[0032] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a that detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.

[0033] It is possible to provide only one of the first and second special prize devices 14D and 15D, as long as it does not interfere with gameplay. Also, depending on the gameplay, it is possible to provide two special prize devices, such as the first special prize device 14D, that do not have a specific area or allocation device. Although the first and second special prize devices 14D and 15D are provided, it is possible to use only the first special prize device 14D or only the second special prize device 15D, depending on the gameplay. When only the first special prize device 14D is used, processing related to the second special prize device 15D is not performed, and when only the second special prize device 15D is used, processing related to the first special prize device 14D is not performed.

[0034] 2, two outlets 19 are provided at the bottom of the game area 6 for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. The game board 1 is also provided with an illuminating board lamp 54.

[0035] The play area 6 through which game balls can flow can be divided into a left play area 6A (first play area) on the left side of the center in the horizontal direction, and a right play area 6B (second play area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left play area 6A is called a "left hit." On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right play area 6B is called a "right hit." In the pachinko game machine PY1, the flow path through which game balls can flow when launched by a left hit is called the first flow path R1, and the flow path through which game balls can flow when launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a number of game nails, etc.

[0036] A first start opening 11 and two general winning openings 10 are provided on the first flow path R1. Therefore, a player can aim to win a prize in the first start opening 11 or the general winning opening 10 by hitting the ball from the left so that the game ball flows down the first flow path R1. On the other hand, a second start opening 12, the general winning opening 10, a gate 13, a first large winning opening 14, and a second large winning opening 15 are provided on the second flow path R2. Therefore, a player can aim to win a prize in the second start opening 12, the general winning opening 10, the first large winning opening 14, or the second large winning opening 15 by hitting the ball from the right so that the game ball flows down the second flow path R2.

[0037] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.

[0038] In addition, displays 8 are arranged below and to the left of the play area 6 formed on the front of the game board 1 (in the area other than the play area 6). As shown in Figure 4, the displays 8 include a special chart 1 display 81a that variably displays special chart 1, a special chart 2 display 81b that variably displays special chart 2, and a general chart display 82 that variably displays general charts. In addition, the displays 8 include a special chart 1 reserve display 83a that displays the special chart 1 reserve number (U1: the number of reserved special chart 1 variable displays by the special chart 1 display 81a) described below, and a special chart 2 reserve display 83b that displays the special chart 2 reserve number (U2: the number of reserved special chart 2 variable displays by the special chart 2 display 81b) described below.

[0039] The variable display of special chart 1 is executed when a special chart 1 lottery is held in response to a game ball entering the first starting gate 11. The variable display of special chart 2 is executed when a special chart 2 lottery is held in response to a game ball entering the second starting gate 12. In the following explanation, special chart 1 and special chart 2 are collectively referred to as special charts or special patterns, and special chart 1 lottery and special chart 2 lottery are collectively referred to as special chart lottery. Furthermore, special chart 1 display 81a and special chart 2 display 81b are collectively referred to as special chart display 81. Furthermore, special chart 1 reserve display 83a and special chart 2 reserve display 83b are collectively referred to as special chart reserve display 83.

[0040] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed variably and then statically. The statically displayed special symbol (static special symbol, special symbol derived and displayed as a result of the variable display) is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the static special symbol is a predetermined specific special symbol (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is played in which the jackpot slots (first jackpot slot 14 and second jackpot slot 15) are opened. The game state in which a jackpot game is being played is called a jackpot game state. The jackpot game state is an example of a special game state that is advantageous to the player.

[0041] The special symbol display 81 is composed of, for example, eight horizontally arranged LEDs (Light Emitting Diodes), and displays a special symbol according to the result of the special symbol lottery depending on the lighting state of the LEDs. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described below), the special symbol display 81 displays a jackpot symbol consisting of the first, second, fifth, and sixth LEDs from the left lit, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special symbol lottery is a loss, the special symbol display 81 displays a loss symbol consisting of only the rightmost LED lit, such as "■■■■■■■□." The lighting state of the LEDs corresponding to the result of the special symbol lottery is not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to indicate a loss symbol.

[0042] Furthermore, in the variable display of the special symbol, the special symbol is displayed for a predetermined variable time before being displayed in a static manner. The variable display of the special symbol is, for example, a manner in which each LED lights up so that light flows repeatedly from left to right. The variable display of the special symbol is not particularly limited, and may be set appropriately, such as all LEDs flashing simultaneously, unless each LED is displayed in a static manner (illuminated in a specific manner).

[0043] In the pachinko gaming machine PY1, when a gaming ball enters the first starting hole 11 or the second starting hole 12, various random numbers (an example of judgment information) for conducting a special drawing lottery, etc., may be acquired. These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. Hereinafter, the various random numbers acquired upon the entry of a gaming ball into the first starting hole 11 are referred to as "special drawing 1-related random numbers," and the various random numbers acquired upon the entry of a gaming ball into the second starting hole 12 are referred to as "special drawing 2-related random numbers." Herein, the special drawing 1-related random numbers are stored as special drawing 1 reserves in the special drawing reserve memory unit 105a within the special drawing reserve memory unit 105. Meanwhile, the special drawing 2-related random numbers are stored as special drawing 2 reserves in the special drawing reserve memory unit 105b within the special drawing reserve memory unit 105. An upper limit (four in this embodiment) is set for the number of special drawing 1 reservations (special drawing 1 reservation number) that can be stored in the special drawing 1 reservation memory unit 105a and the number of special drawing 2 reservations (special drawing 2 reservation number) that can be stored in the special drawing 2 reservation memory unit 105b. The upper limit for the number of special drawing 1 reservations and the number of special drawing 2 reservations can be changed as appropriate, and the upper limit may be set to "none." In the following, special drawing 1 reservations and special drawing 2 reservations are collectively referred to as "special drawing reservations," and the number of special drawing 1 reservations and the number of special drawing 2 reservations are collectively referred to as "special drawing reservation number." In addition, special drawing 1 related random numbers and special drawing 2 related random numbers are collectively referred to as "special drawing related random numbers."

[0044] In the pachinko gaming machine PY1, if the variable display of the special symbol is not performed immediately after the gaming ball enters the first starting hole 11 or the second starting hole 12, specifically, if a prize is won while the variable display of the special symbol is being performed or during the execution of a jackpot game, the variable display of the special symbol (or the right to draw a special symbol) for that prize can be reserved. The reserved special symbol stored in the special symbol reservation memory unit 105 is consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. In other words, the consumption of the reserved special symbol means determining the special symbol-related random number, etc. corresponding to that reserved special symbol and executing the variable display of the special symbol to show the determination result.

[0045] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by lighting up the LEDs corresponding to the number of reserved special drawings.

[0046] Furthermore, the variable display of the normal map notifies the result of the normal map lottery. In the variable display of the normal map, the normal map is displayed variably and then stopped. The stopped and displayed normal map (stop normal map, normal map derived and displayed as a display result of the variable display) is one normal map selected from multiple types of normal maps by the normal map lottery. If the stopped and displayed normal map is a specific normal map determined in advance (a normal map with a predetermined stopping pattern, i.e., a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.

[0047] The normal map display 82 is composed of, for example, two LEDs, and displays a normal map according to the result of the normal map lottery depending on how they are lit. If the result of the normal map lottery is a win, the normal map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: unlit). If the result of the normal map lottery is a loss, the normal map display 82 displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are unlit may also be adopted to indicate a losing pattern. The lighting mode of the LEDs corresponding to the result of the normal map lottery is not limited and can be set as appropriate.

[0048] In addition, before the normal map is displayed as stopped, the normal map is displayed as a variable display for a predetermined variable time. The variable display mode of the normal map is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode of the normal map is not particularly limited, and if each LED is not displayed as stopped (lighted up in a specific mode), it may be set appropriately, such as all LEDs flashing at once.

[0049] In the pachinko gaming machine PY1, when a gaming ball passes through gate 13, a normal symbol random number (an example of judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve memory unit 106 (described below) provided that variable normal symbol display or auxiliary game play is not being performed. The number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106 is limited (four in this embodiment). The limit on the number of normal symbol reserves can be changed as needed, or may be set to "none." Hereinafter, the normal symbol random number acquired when a gaming ball passes through gate 13 is also referred to as a "normal symbol-related random number." Although this embodiment does not include a normal symbol reserve indicator that displays the number of normal symbol reserves, a normal symbol reserve indicator may be added to the indicators 8. The normal symbol reserve indicator may be configured similarly to the special symbol reserve indicator 83, for example.

[0050] Next, the presentation unit 1U attached to the back of the game board 1 will be explained using Figure 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as "above-board movable device") 55, and a second board movable device (hereinafter referred to as "below-board movable device") 56.

[0051] The image display device 50 is configured with, for example, a 20-inch 3D liquid crystal display and includes a display unit 50a capable of displaying 3D images. Note that the image display device 50 may be any other display device, such as one configured with multiple liquid crystal displays or one configured with an EL (Electro Luminescence) display, as long as it is capable of displaying images.

[0052] The above-board movable device 55 is configured to be movable along the display unit 50a and includes a decorated above-board movable body 55k. The below-board movable device 56 is configured to be movable along the display unit 50a and includes a decorated below-board movable body 56k.

[0053] 5(A) shows a schematic diagram of the state in which the above-board movable body 55k and the below-board movable body 56k are held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making the image display device 50 difficult to see.

[0054] The positions and number of components and devices provided on the game board unit YU can be changed as appropriate within the scope that does not interfere with the game.

[0055] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY1 will be described with reference to Figures 6 to 7. As shown in Figures 6 to 7, the pachinko gaming machine PY1 is equipped with a game control board (hereinafter referred to as the "main control board") 100 that controls game profits (game progress) such as special symbol lottery, variable display of special symbols, jackpot game, game state setting (described later), normal symbol lottery, variable display of normal symbols, and supplemental games; a presentation control board (hereinafter referred to as the "sub-control board") 120 that controls presentations such as game presentations (variable special symbol presentations, hold presentations, operation presentations, jackpot game presentations, etc.) and customer waiting presentations according to the progress of the game by the main control board 100; and a payout control board 170 that controls the payout of game balls, all located behind the image display device 50 of the gaming board 1. The main control board 100 can be considered a game control unit (main control unit) that controls the game. The sub-control board 120 can be positioned as a performance control unit (sub-control unit) that controls the performance together with the image control board 140, lamp control circuit 151, and audio control circuit 161, which will be described later. The performance control unit only needs to be equipped with at least the sub-control board 120 and be able to control various performances using performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, etc.).

[0056] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when power to the pachinko gaming machine PY1 is interrupted. A power switch 191 is also connected to the power supply board 190. The power supply is turned on and off by turning the power switch 191 on and off. In addition, a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.

[0057] 6, a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 that controls the progress of a game on the pachinko game machine PY1 according to a program is mounted on the main control board 100. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs, tables, etc. for controlling the progress of a game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.

[0058] The gaming ROM 103 stores programs for performing the main control main processing and main timer interrupt processing, which will be described later. The gaming ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, an auxiliary game control table, and the like, which will be described later. The gaming ROM 103 may be external. The gaming RAM 104 also includes the special symbol reservation memory unit 105 and the normal symbol reservation memory unit 106, which have been described above.

[0059] The main control board 100 also includes a gaming I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for causing the gaming CPU 102 to clear the information stored in the gaming RAM 104.

[0060] In addition, various sensors and actuators are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output from the various sensors are input to the main control board 100. In addition, the main control board 100 outputs signals to the various actuators.

[0061] The various sensors connected to the main control board 100 include a first start port sensor 11a, a second start port sensor 12a, a general prize port sensor 10a, a gate sensor 13a, a first large prize port sensor 14a, a second large prize port sensor 15a, a specific area sensor 16a, and a non-specific area sensor 17a.

[0062] The first start opening sensor 11a detects game balls that have entered the first start opening 11. The second start opening sensor 12a detects game balls that have entered the second start opening 12. The general prize opening sensor 10a detects game balls that have entered the general prize opening 10. The general prize opening sensor 10a is provided for each general prize opening 10. The gate sensor 13a is provided at the gate 13 and detects game balls that have passed through the gate 13. The first large prize opening sensor 14a detects game balls that have entered the first large prize opening 14. The second large prize opening sensor 15a detects game balls that have entered the second large prize opening 15. The specific area sensor 16a detects game balls that have passed through the specific area 16 (entered the specific area 16). The non-specific area sensor 17a detects a gaming ball that has passed through (entered) the non-specific area 17. When each sensor detects a gaming ball, it outputs a signal to the main control board 100 according to the detection content.

[0063] The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.

[0064] In addition, the various actuators connected to the main control board 100 include an electric chute solenoid 12s, a first large prize opening solenoid 14s, a second large prize opening solenoid 15s, and a distribution solenoid 16s. The electric chute solenoid 12s drives the electric chute opening / closing member 12k of the electric chute 12D. The first large prize opening solenoid 14s drives the normal AT opening / closing member 14k of the first large prize device 14D. The second large prize opening solenoid 15s drives the VAT opening / closing member 15k of the second large prize device 15D. The distribution solenoid 16s drives the distribution member 16k of the distribution device 16D.

[0065] The type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.

[0066] Furthermore, displays 8 (special chart display 81, regular chart display 82, and special chart reserved display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.

[0067] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (which is installed adjacent to the pachinko gaming machine PY1 and enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, as well as to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).

[0068] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The paid-out game balls are detected by a prize ball sensor 73a for counting, and a detection signal from the prize ball sensor 73a is output to the payout control board 170.

[0069] The launching device 72 is also provided with a touch switch 72a capable of detecting contact with the handle 72k (see FIG. 1) by a player or other person. When the player operates the handle 72k, the touch switch 72a detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob 72b capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives the launch solenoid 72s so that gaming balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko gaming machine PY1, when the rotation operation of the handle 72k is maintained, one gaming ball is launched approximately every 0.6 seconds.

[0070] Furthermore, the main control board 100 transmits various commands containing information related to the game to the sub-control board 120 as the game progresses. The sub-control board 120 can grasp the progress of the game (the content of game control) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that only allows signals to be sent from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 100 and the sub-control board 120 as a means for restricting the direction of communication.

[0071] 7, a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PY1 according to a program is mounted on the sub-control board 120. The performance control microcomputer 121 includes a performance ROM 123 that stores programs and the like for controlling performance as the game progresses using the main control board 100, a performance RAM 124 used as a work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.

[0072] The performance ROM 123 also stores programs for performing sub-control main processing, reception interrupt processing, 1 ms timer interrupt processing, 10 ms timer interrupt processing, etc. The performance ROM 123 may be external.

[0073] The sub-control board 120 also includes a presentation I / O port 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. The RTC 139 operates on power supplied from a predetermined island power supply device (not shown) when the pachinko gaming machine PY1 is supplied with power. When power is not supplied from the island power supply device, the RTC 139 operates on power supplied from a backup power circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the pachinko gaming machine PY1 is not powered on. A backup power circuit for the RTC 139 may be provided on the sub-control board 120. The backup power circuit may include a circuit including a capacitor and an internal battery (such as a button battery).

[0074] An image control board 140 is connected to the sub-control board 120. The performance control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a two-way communication connection that allows signals to be transmitted both from the sub-control board 120 to the image control board 140 and from the image control board 140 to the sub-control board 120.

[0075] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing image data to be displayed on the image display device 50, a VRAM 146 used for expanding the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images on the image display device 50 (still image data and video data, specifically, image data for characters, items, figures, letters, numbers, symbols, etc. (including effect designs), background images, etc.).

[0076] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 in accordance with a display list created by the image CPU 141 based on instructions from the performance control microcomputer 121. The VDP 144 then appropriately combines the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.

[0077] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.

[0078] The performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100.

[0079] Audio data such as the sound output from the speaker 52 is stored in the performance ROM 123 of the sub-control board 120. The audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. In this case, a ROM may be mounted on the board and audio data may be stored in the ROM. The speaker 52 may also be connected to the image control board 140, and the image CPU 141 of the image control board 140 may be made to execute audio control. In this case, the audio data may be stored in the image ROM 142 of the image control board 140.

[0080] The sub-control board 120 is also connected to various switches serving as input units, various actuators serving as drive sources, and various lamps via a predetermined relay board (not shown). Signals output from the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators. The sub-control board 120 also controls the lighting of various lamps via a lamp control circuit 151 based on commands received from the main control board 100.

[0081] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects when the normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. Each detection switch 40a, 41a outputs a signal to the sub-control board 120 according to the detection content. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.

[0082] The various actuators connected to the sub-control board 120 include an upper board drive motor 55m that drives the upper board movable device 55, an under-board drive motor 56m that drives the under-board movable device 56, and a frame drive motor 58m that drives the frame movable device 58. The performance control microcomputer 121 drives these motors to cause each movable device to perform a predetermined operation. In more detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device and controls the operation of each movable device via a lamp control circuit 151. The sub-control board 120 is also connected to a vibration motor (not shown) that vibrates the normal button 40. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.

[0083] The various lamps connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc. The performance control microcomputer 121 is capable of lighting up each lamp. In detail, the performance control microcomputer 121 creates light-emitting pattern data (data that determines the on / off status, light color, etc., also called lamp data) that determines the light-emitting mode of each lamp, and controls the light emission of each lamp according to the light-emitting pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light-emitting pattern data.

[0084] A CPU may be mounted on the lamp control circuit 151 as a circuit board. In this case, the CPU may be configured to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may be mounted on the circuit board, and data related to lighting patterns and operation patterns may be stored in the ROM. The type and number of lamps connected to the sub-control board 120 may be changed as appropriate as long as it does not interfere with gameplay.

[0085] 3. Main games played on gaming machines Next, the main games played by the pachinko gaming machine PY1 will be explained using Figures 8 to 15. Note that the tables shown in Figures 8 to 15 are general ones for the purpose of explanation in this section, and if a different table is shown in the explanation of "Characteristic Parts of the Pachinko Gaming Machine PY1" described later, it is assumed that that table is used in the pachinko gaming machine PY1. However, for configurations that do not show a different table in the explanation of "Characteristic Parts of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section is used, and also for configurations that show a different table in the explanation of "Characteristic Parts of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section can be changed to the table shown in this section.

[0086] 3-1. Games related to regular maps First, we will explain the game related to the normal map. When a launched game ball passes through the gate 13, the pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 displays a variable normal map (a variable display followed by a static display). Here, the statically displayed normal maps include winning patterns and losing patterns. Note that the losing patterns on the normal maps are also called "losing normal maps" to distinguish them from the losing patterns on the special maps described below. When a winning pattern is statically displayed, an auxiliary game is executed, and the game related to passing through the gate 13 ends. On the other hand, when a losing normal map is statically displayed, no auxiliary game is played, and the game related to passing through the gate 13 ends. In the following, the passing of the game ball through the gate 13 is referred to as "the establishment of the normal map start condition."

[0087] When the pachinko gaming machine PY1 performs this series of games (regular symbol lottery, variable display of regular symbols, auxiliary games), it acquires regular symbol-related random numbers when the regular symbol start conditions are met. The acquired regular symbol-related random numbers include regular symbol random numbers, as shown in Figure 8(A). Regular symbol random numbers are random numbers used to determine whether a win has occurred. Random numbers are also called determination information. Appropriate ranges are set for the random numbers.

[0088] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not an auxiliary game is executed) according to a hit determination table such as that shown in FIG. 9(A). The hit determination table is associated with the game state, which will be described later. That is, the hit determination table includes a hit determination table used in the non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in the time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value of the normal symbol random number (normal symbol random number value) is assigned to the hit and miss results of the hit determination. Therefore, the pachinko gaming machine PY1 determines whether or not a win has occurred by determining the acquired normal symbol random number according to the hit determination table. Then, based on the result of the hit determination, a normal symbol variation pattern determination is performed to perform a variable display of the normal symbol. If the result of the hit determination is a hit, a winning symbol is basically displayed as a static symbol in the variable display of the normal symbol. On the other hand, if the result of the hit determination is a miss, a missing normal symbol is basically displayed as a static symbol in the variable display of the normal symbol. The probability of winning can be changed as appropriate. Also, the win determination table does not need to be divided for each gaming state.

[0089] 3-1-2. Normal map changes The map fluctuation pattern determination is a determination for determining the map fluctuation pattern according to the map fluctuation pattern determination table as shown in Figure 9 (B). The map fluctuation pattern is identification information regarding predetermined items related to the variable display of the map, such as the map fluctuation time.

[0090] The normal map fluctuation pattern determination table is associated with the game state (non-time-saving state / time-saving state). That is, the normal map fluctuation pattern determination table includes a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in the non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in the time-saving state. Note that the normal map fluctuation pattern determination table does not need to be divided for each game state.

[0091] Each normal map fluctuation pattern determination table stores one normal map fluctuation pattern, which is the result of the normal map fluctuation pattern determination, for each stopped normal map. In other words, the pachinko gaming machine PY1 can vary the normal map fluctuation time between the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing normal map (a losing normal map) is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map. Also, in the time-saving state, when a losing normal map is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map. The variable display of the normal map with the normal map fluctuation time corresponding to the normal map fluctuation pattern determined by this determination is performed by the normal map display 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit determination and map fluctuation pattern determination are performed, and the map display 82 displays the map in a variable manner.

[0092] 3-1-3. Supplementary games The auxiliary game is executed when the winning symbol is displayed (derived) as a stop symbol in the variable display of the normal symbol (the result of the normal symbol lottery).

[0093] The elements that make up the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state (non-time-shortened state / time-shortened state). The pachinko gaming machine PY1 controls the auxiliary game in accordance with an auxiliary game control table such as that shown in FIG. 9(C) based on the game state (non-time-shortened state / time-shortened state). The auxiliary game control table is associated with the game state (non-time-shortened state / time-shortened state). Each auxiliary game control table stores auxiliary game components. The number of times the electric chute 12D opens and the opening time for each of these elements can be changed as appropriate.

[0094] The pachinko gaming machine PY1 has a different opening time of the electric chute 12D for auxiliary games in the non-time-shortened state and auxiliary games in the time-shortened state. For example, in auxiliary games in the non-time-shortened state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get a game ball to land on the electric chute 12D (e.g., 0.08 seconds)). Hereinafter, auxiliary games in the non-time-shortened state are also referred to as "short-open auxiliary games." Furthermore, in auxiliary games in the time-shortened state, the electric chute 12D is opened for a second opening time (a time during which it is easy to get a game ball to land on the electric chute 12D (e.g., 3.0 seconds)) that is longer than the first opening time. Hereinafter, auxiliary games in the time-shortened state are also referred to as "long-open auxiliary games." The opening time of the electric chute 12D may be the same for auxiliary games in the non-time-shortened state and auxiliary games in the time-shortened state.

[0095] 3-2. Games related to special charts Next, we will explain the game related to the special symbol. When a launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special symbol 1 lottery. When the special symbol 1 lottery is performed, the special symbol 1 display 81a displays a variable special symbol 1 (a variable display followed by a static display) to notify the result of the special symbol 1 lottery. Here, the statically displayed special symbol 1 includes a jackpot symbol and a losing symbol. In other words, the results of the special symbol 1 lottery include a jackpot and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on that winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not performed, and the game based on that winning is ended.

[0096] Similarly, the pachinko gaming machine PY1 conducts a special drawing for the 2nd symbol when a launched game ball enters the second starting hole 12. When the special drawing for the 2nd symbol is conducted, the special drawing for the 2nd symbol is displayed variably (variably displayed and then statically displayed) on the special drawing for the 2nd symbol display 81b to notify the result of the special drawing for the 2nd symbol. Here, the statically displayed special drawing for the 2nd symbol includes a jackpot symbol and a losing symbol. In other words, the results of the special drawing for the 2nd symbol include a jackpot symbol and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on the winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not conducted, and the game based on the winning is ended.

[0097] In the following, the entry of a game ball into the first start hole 11 is referred to as "the fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as "the fulfillment of the second start condition." Furthermore, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as "the fulfillment of the start condition." Furthermore, the losing special symbols are also referred to as "losing special symbols" to distinguish them from the losing regular symbols mentioned above.

[0098] When the pachinko gaming machine PY1 performs this series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers, as shown in Figure 8(B). The special symbol random numbers are random numbers used to determine a jackpot. The jackpot symbol type random numbers are random numbers used to determine the type of jackpot symbol. The reach random numbers are random numbers used to determine reach. The special symbol variation pattern random numbers are random numbers used to determine the variation pattern of the special symbols. The random numbers are also called judgment information. Each random number has an appropriate range.

[0099] 3-2-1.Jackpot Judgment The jackpot determination is a determination to determine whether or not a jackpot has occurred (whether or not a jackpot game is executed) according to a jackpot determination table such as that shown in Fig. 10(A). The jackpot determination table is associated with the game state, more specifically, whether the state is in a normal probability state or a high probability state. That is, the jackpot determination table includes a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).

[0100] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko gaming machine PY1 determines whether the acquired special symbol random number is a jackpot or a miss by determining whether it is a jackpot or a miss according to the jackpot determination table. As shown in FIG. 10(A), the high-probability jackpot determination table has more special symbol random number determination values ​​that determine a jackpot than the normal-probability jackpot determination table. In addition, the probability of winning a jackpot can be changed as needed.

[0101] 3-2-2.Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of jackpot symbol (jackpot symbol type) according to a jackpot symbol type determination table as shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. Each type of jackpot symbol is associated with the content of the jackpot, in other words, the components of the jackpot that are made up of the gaming benefits granted to the player.

[0102] The jackpot symbol type determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed, in other words, the type of start port (first start port 11 / second start port 12) where the winning that caused the jackpot symbol type determination (the winning that caused the jackpot symbol type determination) occurred. That is, the jackpot symbol type determination table includes a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.

[0103] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko gaming machine PY1 determines the type of jackpot symbol by determining the acquired jackpot symbol type random number according to the jackpot symbol type determination table. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is assigned appropriately to various jackpot symbols. Note that the assignment rate of the jackpot symbol type can be changed as appropriate. Also, the types of jackpot symbols can be increased or decreased as appropriate.

[0104] For example, as shown in Figure 10(B), the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 1 can be set to 50% for jackpot symbol A and 50% for jackpot symbol B, and the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 2 can be set to 100% for jackpot symbol C. In this way, it is possible to make the allocation rate of the jackpot symbol type different between the special symbol 1 lottery, which is held when a gaming ball enters the first starting hole 11, and the special symbol 2 lottery, which is held when a gaming ball enters the second starting hole 12.

[0105] 3-2-3.Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart variation effect described below, in accordance with a reach judgment table such as that shown in Figure 10(C) when the result of the jackpot judgment is a miss.

[0106] The reach determination table is associated with the game state (non-time-saving state / time-saving state). That is, the reach determination table includes a reach determination table used in the non-time-saving state (non-time-saving reach determination table) and a reach determination table used in the time-saving state (time-saving reach determination table). Note that the reach determination table does not need to be divided for each game state.

[0107] In each reach determination table, reach random number determination values ​​(reach random number values) are assigned to reach determination results, "reach (reach occurs)" and "reach not occurs (reach does not occur)." Therefore, the pachinko gaming machine PY1 determines whether a reach is in progress or not (whether a reach occurs) by determining the acquired reach random number according to the reach determination table. As shown in FIG. 10(C), the number of reach random number values ​​determined as "reach is in progress (reach occurs)" differs between the non-time-saving reach determination table and the time-saving reach determination table. Note that the probability of determining that a reach is in progress can be changed as appropriate. In the following, "reach is in progress (reach occurs)" which is performed on the assumption that the result of the jackpot determination is a "miss" is referred to as "reach with miss," and "no reach (reach does not occur)" is also referred to as "no-reach miss."

[0108] 3-2-4. Special chart change pattern determination The special symbol variation pattern determination is a determination to determine the variation pattern (special symbol variation pattern) of the variable display of the special symbol using a special symbol variation pattern determination table (special symbol variation pattern determination table) as shown in Figures 11 and 12, and is performed whether the result of the jackpot determination is a jackpot or a miss. The special symbol variation pattern is identification information for identifying predetermined items such as the special symbol variation time and the presentation flow (presentation content) of the special symbol variation effect described below. Note that the special symbol variation pattern includes identification information regarding the results of the jackpot determination and the reach determination, as well as the special symbol variation time and the presentation flow (presentation content) of the special symbol variation effect. The identification information included in the special symbol variation pattern can be changed as appropriate. Furthermore, multiple types of special symbol variation patterns, each with different identification information, can be used as special symbol variation patterns, and the number of such patterns can be changed as appropriate.

[0109] The special symbol variation pattern determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that performs the variable display to be determined, in other words, the type of start gate (first start gate 11 / second start gate 12) where the winning that caused the special symbol variation pattern determination occurred. That is, the special symbol variation pattern determination table includes a special symbol variation pattern determination table (special symbol 1 variation pattern determination table: Figure 11) that is used when performing the variable display of special symbol 1, and a special symbol variation pattern determination table (special symbol 2 variation pattern determination table: Figure 12) that is used when performing the variable display of special symbol 2. Note that the special symbol variation pattern determination table does not have to be divided according to the type of special symbol (special symbol 1 / special symbol 2).

[0110] Each special chart fluctuation pattern determination table is also associated with the game state (non-time-saving state / time-saving state). That is, the special chart 1 fluctuation pattern determination table includes a special chart 1 fluctuation pattern determination table used in the non-time-saving state (non-time-saving special chart 1 fluctuation pattern determination table) and a special chart 1 fluctuation pattern determination table used in the time-saving state (time-saving special chart 1 fluctuation pattern determination table). Similarly, the special chart 2 fluctuation pattern determination table includes a special chart 2 fluctuation pattern determination table used in the non-time-saving state (non-time-saving special chart 2 fluctuation pattern determination table) and a special chart 2 fluctuation pattern determination table used in the time-saving state (time-saving special chart 2 fluctuation pattern determination table). Note that the special chart fluctuation pattern determination tables do not need to be separated for each game state.

[0111] In addition, each special chart fluctuation pattern determination table associated with a game state (non-time-saving state / time-saving state) is also associated with a jackpot determination result and a reach determination result. That is, the non-time-saving special chart 1 fluctuation pattern determination table and the non-time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-and-miss, and a reach-and-miss. Similarly, the time-saving special chart 1 fluctuation pattern determination table and the time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-and-miss, and a reach-and-miss. Note that the special chart fluctuation pattern determination tables do not have to be divided according to the jackpot determination result and the reach determination result.

[0112] Furthermore, the special chart 1 variation pattern determination table for each no-reach miss is also associated with the number of reserved special charts. For example, there is a special chart 1 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U1) is 0 to 2, and a special chart 1 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U1) is 3 to 4. Furthermore, the special chart 2 variation pattern determination table for each no-reach miss is also associated with the number of reserved special charts. Specifically, there is a special chart 2 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U2) is 0 to 2, and a special chart 2 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U2) is 3 to 4. Note that the special chart variation pattern determination tables do not need to be separated according to the number of reserved special charts.

[0113] Then, the special symbol display device 81 performs variable display of the special symbol for the special symbol variation time according to the special symbol variation pattern determined by each special symbol variation pattern determination. Then, when the jackpot symbol is stopped and displayed as the display result (the result of the special symbol lottery) in the variable display of the special symbol, the next variable display of the special symbol is not immediately performed, and the jackpot game is subsequently executed.

[0114] In addition, each special chart variation pattern is associated with a special chart variation performance flow as shown in the second column from the right in the table of Figures 11 to 12. Note that it is not necessary to associate a special chart variation pattern with a special chart variation performance flow.

[0115] Also, as shown in the rightmost columns of the tables in Figures 11 and 12, special chart variation patterns are sometimes referred to by names that relate to the special chart (jackpot determination result) and the content of the special chart variation effect. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation," and a special chart variation pattern related to a miss is called a "miss variation." Among the jackpot variations, a special chart variation pattern in which an SP reach, which is a type of reach, is performed is called an "SP jackpot variation," a special chart variation pattern in which an L reach is performed is called an "L jackpot variation," a special chart variation pattern in which the special chart variation effect ends with an N reach is called an "N jackpot variation," and a special chart variation pattern in which double numbers line up immediately after a reach is achieved is called an "instant jackpot variation." On the other hand, among misses with reach, the special chart variation pattern in which an SP reach, a type of reach, occurs is called an "SP miss variation," the special chart variation pattern in which an L reach, a type of reach, occurs is called an "L miss variation," the special chart variation pattern in which the special chart variation performance ends with an N reach, a type of reach, is called an "N miss variation," and the special chart variation pattern related to misses without reach is called a "normal miss variation." There are three types of normal miss variations with different variation times (normal A miss variation, normal B miss variation, normal C miss variation). In addition, the special chart variation pattern related to misses without reach that has a shorter variation time than the "normal miss variation" is called a "shortened miss variation." There are two types of shortened miss variations with different variation times (shortened A miss variation, shortened B miss variation). Note that when SP jackpots and SP miss variations are collectively referred to as SP variations or SP reach variations.

[0116] 3-2-5. Prediction The pachinko gaming machine PY1 performs a look-ahead determination based on the acquired special symbol-related random number in accordance with a look-ahead determination table such as that shown in FIG. 13. The look-ahead determination is performed before the jackpot determination (specifically, for example, when the ball enters the starting slot). The look-ahead determination includes, for example, determining whether the special symbol random number is determined to be a jackpot in the jackpot determination, determining which jackpot symbol type the jackpot symbol type random number is determined to be in the jackpot symbol type determination, and determining which special symbol variation pattern the special symbol variation pattern random number is determined to be in the special symbol variation pattern determination. The look-ahead determination table is associated with the type of starting slot (first starting slot 11 / second starting slot 12) associated with the starting slot. That is, the look-ahead determination table includes a look-ahead determination table (first look-ahead determination table) for when the ball enters the first starting slot 11 and a look-ahead determination table (second look-ahead determination table) for when the ball enters the second starting slot 12. Since the first starting port 11 is the starting port that triggers the drawing of the special drawing 1, the first look-ahead judgment table can also be called the special drawing 1 look-ahead judgment table. Also, since the second starting port 12 is the starting port that triggers the drawing of the special drawing 2, the second look-ahead judgment table can also be called the special drawing 2 look-ahead judgment table. Note that the look-ahead judgment table does not have to be divided according to the type of starting port (first starting port 11 / second starting port 12).

[0117] The look-ahead determination table is also associated with the game state (non-time-shortening state / time-shortening state). That is, the look-ahead determination table includes a look-ahead determination table used in the non-time-shortening state (non-time-shortening look-ahead determination table) and a look-ahead determination table used in the time-shortening state (time-shortening look-ahead determination table).

[0118] That is, the look-ahead judgment table includes a first look-ahead judgment table used in the non-time-saving state, a first look-ahead judgment table used in the time-saving state, a second look-ahead judgment table used in the non-time-saving state, and a second look-ahead judgment table used in the time-saving state. Note that the look-ahead judgment tables do not need to be divided for each game state. Also, it is possible to change as appropriate what judgments are included in the look-ahead judgment.

[0119] 3-3. Jackpot games Next, the jackpot game will be explained. The jackpot game includes multiple rounds of play accompanied by the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of play, and an ending (also referred to as ED) from the end of the final round of play until the end of the jackpot game. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play or the start of the ending. It is also possible to have no OP or ED. Note that, hereinafter, a predetermined number of rounds of play (predetermined order) will simply be referred to as a "round." For example, the first round of play will be referred to as "1st round (1R)," and the tenth round of play will be referred to as "10th round (10R)."

[0120] The elements that make up such a jackpot game (jackpot game components) include the number of rounds of play, the number of times the large prize openings (first large prize opening 14, second large prize opening 15) are opened in each round of play, the type of large prize opening and the opening time for each opening, the time for closing until the next opening (closing time or interval time), the opening time (opening time), and the ending time (ending time), etc. After the special symbol is stopped and displayed, the pachinko game machine PY1 controls the jackpot game in accordance with a jackpot game control table such as that shown in Figure 14.

[0121] As shown in FIG. 14, the jackpot game control table stores jackpot game components for each jackpot game (for example, for each of jackpot games A to C). In each jackpot game, from Round 1 to Round 15, a round game is played in which the first large prize opening 14 is open for a maximum of 29.5 seconds, or a round game in which the first large prize opening 14 is open for a maximum of 0.1 seconds. Then, in Round 16 (the final round), a round game is played in which the second large prize opening 15 is open for a maximum of 29.5 seconds, or a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensors 14a, 15a, the round game is ended even before the maximum opening time of the large prize openings 14, 15 has elapsed.

[0122] It is possible to configure the jackpot game A shown in Figure 14 to be executed when the type of the winning jackpot pattern is jackpot pattern A (see Figure 10(B)), the jackpot game B to be executed when the type of the winning jackpot pattern is jackpot pattern B, and the jackpot game C to be executed when the type of the winning jackpot pattern is jackpot pattern C.

[0123] Furthermore, the number of times and duration of each jackpot game component can be changed as appropriate. Furthermore, the jackpot game can be played using both the first jackpot opening 14 and the second jackpot opening 15, or using only one of them. In a configuration in which only the first jackpot opening 14 is used for the jackpot game, or in which only the second jackpot opening 15 is used for the jackpot game, the unused jackpot opening may not be provided. Furthermore, the number of types of jackpot games that can be played may be multiple or may be one type.

[0124] Here, the specific area 16 will be described in detail. The specific area 16 is placed in a closed state where prizes cannot be won and an open state where prizes can be won, by the sorting member 16k, and therefore the operating mode of the sorting member 16k can be referred to as the opening / closing mode of the specific area 16. Hereinafter, the operating mode of the sorting member 16k will also be referred to as the "opening / closing mode of the specific area 16." In addition, the open state of the specific area 16 will also be referred to as "V open," and the closed state of the specific area 16 will also be referred to as "V closed."

[0125] The distribution member 16k is controlled in a fixed operating mode (i.e., the specific area 16 is controlled in a fixed opening / closing mode). For example, for 15 seconds after the second large prize opening 15 starts to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing during which the distribution member 16k is controlled to the second state makes it easy for the gaming ball to pass through the specific area 16 (to enter the specific area 16). On the other hand, in a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds, it is nearly impossible (difficult) for the gaming ball to pass through the specific area 16 (to enter the specific area 16) due to the relationship between the opening time and timing of the second large prize opening 15 and the time and timing for which the sorting member 16k is controlled to the second state. In this way, by combining a certain operating mode of the sorting member 16k (a certain opening / closing mode of the specific area 16) with the opening / closing mode of the second large prize opening 15 in a jackpot game, it is possible to set the difficulty (ease) of the gaming ball entering the specific area 16 in a jackpot game. Note that the operating mode of the sorting member 16k can be changed as appropriate. When a different operating mode is indicated in the description of "Characteristic Parts of the Pachinko Game Machine PY1" described below, it is assumed that the pachinko game machine PY1 employs that operating mode.

[0126] During a jackpot game, a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the first opening pattern (V-long opening pattern) in which it is easy for the game ball to pass through to the specific area 16 (hereinafter also referred to as "V passage") is called a "V-long jackpot", and a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the second opening pattern (V-short opening pattern) in which it is impossible or difficult for the game ball to pass through the specific area 16 is called a "V-short jackpot".

[0127] 3-4. Game status Next, the game states will be explained. As shown in FIG. 15, the pachinko game machine PY1 can be set to any one of the game states of a "low-probability low base game state," a "low-probability high base game state," a "high-probability low base game state," a "high-probability high base game state," and a "jackpot game state." The "low-probability low base game state" may be abbreviated as a "low-probability low base state," the "low-probability high base game state" as a "low-probability high base state," the "high-probability low base game state" as a "high-probability low base state," and the "high-probability high base game state" as a "high-probability high base state." The game states include a state related to the probability of determining a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. The latter includes a non-time-saving state and a time-saving state.

[0128] The normal probability state is set in a "low probability, low base game state" or a "low probability, high base game state," in which the probability of a jackpot being determined by a jackpot determination is normal. The high probability state is set in a "high probability, low base game state" or a "high probability, high base game state," in which the probability of a jackpot being determined by a jackpot determination is higher than the normal probability. Therefore, the high probability state can be said to be a game state that is more advantageous to the player than the normal probability state. When the pachinko game machine PY1 is first turned on, the normal probability state is set. Then, by winning a jackpot, it is possible to switch from the normal probability state to the high probability state. For example, during a jackpot game, it is possible to switch to the high probability state by the game ball passing through the specific area 16. It is also possible to switch to the high probability state depending on the type of jackpot symbol. Whether the trigger for switching to the high probability state is the passing of a V or the type of jackpot symbol is determined in advance depending on the gameplay characteristics to be achieved. In the high probability state, a predetermined number of jackpot determinations may be made without winning a jackpot, or the high probability state can be switched to the normal probability state by winning the next jackpot.

[0129] The non-time-saving state is set in a "low-probability, low-base game state," a "high-probability, low-base game state," or a "jackpot game state." The time-saving state is set in a "low-probability, high-base game state" or a "high-probability, high-base game state," and is a game state in which the opening time of the electric chute 12D during one supplementary game is more likely to be longer than in a non-time-saving state. For example, in the time-saving state, the opening time of the electric chute 12D is longer (e.g., 3.0 seconds) than in a non-time-saving state (e.g., 0.08 seconds). Furthermore, in the time-saving state, the special symbol variation pattern is determined according to a special symbol variation pattern determination table that is designed to select a special symbol variation pattern with a shorter special symbol variation time more frequently than in a non-time-saving state (see Figures 11 and 12). As a result, in the time-saving state, the pace of consumption of reserved special symbols increases, making it easier for a valid win (a win that can be recorded as reserved special symbols) to occur in the starting slot. This allows for smooth gameplay and the aim of winning a jackpot.

[0130] In addition, the time-saving state tends to shorten the normal map variation time compared to the non-time-saving state. For example, in the time-saving state, the normal map variation time (5 seconds) is determined, which is shorter than the normal map variation time (30 seconds) determined in the non-time-saving state (Figure 9(B)). Therefore, the time-saving state has more normal map lottery draws per unit time.

[0131] In addition, the time-saving state is more likely to be judged as a hit in the hit judgment than the non-time-saving state. For example, in the time-saving state, a hit is judged with a higher probability (e.g., 59936 / 65536) than the probability of being judged as a hit in the non-time-saving state (e.g., 6600 / 65536) (FIG. 9(A)). Therefore, the time-saving state is judged as a hit more often in the hit judgment per unit time.

[0132] In this way, in the time-saving mode, the electric chute 12D is open for a longer period of time per unit of time than in the non-time-saving mode, making it easier for game balls to enter the second starting slot 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving mode with a high base, players can aim for a jackpot without significantly reducing their game balls. Therefore, the time-saving mode can be said to be a more advantageous game mode for players than the non-time-saving mode.

[0133] When the pachinko gaming machine PY1 is first turned on, it is set to the non-time-shortening state. Then, for example, the time-shortening state can be set by winning a jackpot. In the time-shortening state, a predetermined number of jackpot determinations can be made without winning a jackpot, or the time-shortening state can be changed to the non-time-shortening state by winning the next jackpot.

[0134] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win, the normal symbol fluctuation time is more likely to be shorter, and the opening time of the electric chute 12D in one supplementary game is more likely to be longer. In other words, three points are set to be advantageous to the player regarding the normal symbol game. However, these points that are set to be advantageous to the player may only be part of these. Furthermore, the special symbol fluctuation pattern determination table in the time-saving state does not have to be one that makes it easier to select a special symbol fluctuation pattern with a shorter special symbol fluctuation time than in the non-time-saving state.

[0135] After the pachinko gaming machine PY1 is first powered on, the gaming state is a "low probability, low base gaming state" in which a normal probability state and a non-time-saving state are set. This gaming state is also called the "normal gaming state." In the "jackpot gaming state," a normal lottery (a hit determination for a normal lottery) is performed, but a special lottery (a hit determination for a jackpot) is not performed, so a non-time-saving state is set upon the start of the jackpot game. It is also possible to use all or some of the gaming states described above. The various gaming states described in this specification can be arbitrarily expressed in the form of an "nth gaming state" (n is an integer greater than or equal to 1).

[0136] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.

[0137] 4-1.Performance mode First, we will explain the presentation mode. 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: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.

[0138] The customer waiting mode can be set when special symbol variation effects are 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," and is a mode indicating a standby state in which special symbol variation effects are not being performed. When the customer waiting mode is set, the customer waiting effect is performed. For example, as shown in FIG. 16(A-1), a customer waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a. Furthermore, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 is displayed, as shown in FIG. 16(A-2), for configuring settings related to the effects of the pachinko gaming machine PY1. The settings related to the effects include the volume of the sound output from the speaker 52, the brightness of the display unit 50a, and the frequency of the effects to be executed.

[0139] The normal presentation mode can be set when a special symbol variation presentation is being performed in a "low probability low base game state" or a "high probability low base game state," and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in FIG. 16(B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in FIG. 16(B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in FIG. 16(B-3). The modes can be switched based on one condition: the special symbol variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal early presentation mode before the reach is established in the special chart variation presentation, and a normal late presentation mode after the reach is established. In the normal early presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, while in the normal late presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.

[0140] The probability variable presentation mode is a presentation mode that can be set when a special symbol variation presentation is being performed in a "high probability, high base game state," and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variable presentation mode, for example, as shown in FIG. 16 (B-4), a background image representing space (probability variable background image G105) is displayed on the display unit 50a. Furthermore, the probability variable presentation mode includes a probability variable pre-stage presentation mode before a reach is achieved in the special symbol variation presentation, and a probability variable post-stage presentation mode after the reach is achieved. In the probability variable pre-stage presentation mode, the probability variable background image G105 is displayed on the display unit 50a, while in the probability variable post-stage presentation mode, a dedicated background image according to the type of reach is displayed.

[0141] The time-saving presentation mode is a presentation mode that can be set when a special symbol variation presentation is being performed in a "low probability, high base game state," and is a presentation mode that indicates that the game is in a normal probability state and a time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 16 (B-5), a background image representing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a first stage of time-saving presentation mode before a reach is achieved in the special symbol variation presentation, and a second stage of time-saving presentation mode after the reach is achieved. In the first stage of time-saving presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the second stage of time-saving presentation mode, a dedicated background image corresponding to the type of reach is displayed.

[0142] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state" and indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of a jackpot game, as shown in FIG. 16(C-1), the display unit 50a displays an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging a "right hit." During a round of a jackpot game, as shown in FIG. 16(C-2), the display unit 50a displays a round presentation in which a round image G109 indicating the number of rounds and a prize ball number image G110 indicating the number of prize balls paid out are displayed. During the ending of a jackpot game, as shown in FIG. 16(C-3), the display unit 50a displays an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 indicating the total number of prize balls paid out.

[0143] The types of presentation modes can be changed or added as appropriate.

[0144] 4-2. Special chart change performance Next, the special symbol variation effect (also simply referred to as "variation effect") will be explained. When the pachinko gaming machine PY1 starts the variable display of the special symbol, it executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery result (jackpot determination result, jackpot symbol type determination result, reach determination result, and special symbol variation pattern determination result). In the special symbol variation effect, the display unit 50a displays the variation of the effect symbol superimposed on a predetermined background image. In the variable display of the effect symbol, the effect symbol changes and then stops. In other words, after the variable display of the effect symbol for the special symbol variation time is performed, the variation stops and the effect symbol is displayed as still. Then, the result of the special symbol lottery is announced by the display of the still effect symbol.

[0145] In addition, in the special chart variation performance, in addition to the display of the variation of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, normal button 40, and special button 41. In this case, it is possible to continue performing other performances even after the display of the performance pattern has stopped.

[0146] 4-2-1.Performance pattern display area As shown in Figure 17(A), the display unit 50a of the image display device 50 can be divided horizontally into three approximately equal sections: left, center, and right. The left display area 50b1 is an area that displays the left display area EZ1 when the display area is stopped during the special display variation. Similarly, the center display area 50b2 and the right display area 50b3 are areas that display the center display area EZ2 and the right display area EZ3.

[0147] 17(A), a small symbol area 50c can be provided in a section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when the special symbol is variably displayed.

[0148] 17(A), the left effect pattern area 50b1, the center effect pattern area 50b2, the right effect pattern area 50b3, and the small pattern area 50c are clearly indicated by two-dot chain lines, but this is written to show the range of the left effect pattern area 50b1, the center effect pattern area 50b2, the right effect pattern area 50b3, and the small pattern area 50c, and is not actually displayed. Also, the range of each area can be changed as appropriate.

[0149] 4-2-2.Normal fluctuations The pachinko gaming machine PY1 can first perform a normal variation in the special chart variation effect. The normal variation functions as an effect that indicates that the variable display of the special chart has begun.

[0150] When the variable display of the special chart begins, for example, as shown in Figure 17(A), the left performance pattern EZ1, the middle performance pattern EZ2 and the right performance pattern EZ3 are displayed frozen on the display unit 50a, and the left small pattern KZ1, the middle small pattern KZ2 and the right small pattern KZ3 are displayed frozen, and the variable display of the special chart is not being performed and the state is waiting for the variable display of the special chart.As shown in Figure 17(B), as the display starts, the variable display of the performance patterns EZ1, EZ2 and EZ3 begins, and the variable display of the small patterns KZ1, KZ2 and KZ3 begins. If the special symbol variation pattern of the variable display of the special symbol is, for example, a "normal miss variation," then, as shown in FIG. 17(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in FIG. 17(D), the effect symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern suggesting a miss (a so-called "variable pattern"). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern suggesting a miss. On the other hand, if the special symbol variation pattern of the variable display of the special symbol is, for example, a special symbol variation pattern with a reach, such as an "N miss variation," then, as shown in FIG. 17(C-2), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in the same stopping pattern, and a reach is established. At this time, the variable display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach effect is performed according to the special symbol variation pattern. The stopping order and stopping manner of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.

[0151] 4-2-3.N Reach The pachinko gaming machine PY1 can perform N-reach when a reach is achieved during normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot," and functions as a presentation to make players look forward to a jackpot.

[0152] In the N reach, as shown in FIG. 18(A), the reach state is maintained for a predetermined time (e.g., 10 seconds), and as shown in FIG. 18(B), the fluctuation speed of the middle effect symbol EZ2 gradually slows down. If the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N miss fluctuation," the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a miss (so-called "barake" patterns) as shown in FIG. 18(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped in a manner suggesting a miss. On the other hand, if the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N jackpot fluctuation," the small symbols KZ1, KZ2, and KZ3 are displayed stopped in a manner suggesting a jackpot (so-called "double numbers") as shown in FIG. 18(C-2). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped in a manner suggesting a jackpot. In addition, the content of the N Reach performance is not limited to the gradual slowing down of the middle performance pattern EZ2, but can be changed or added as appropriate.

[0153] Furthermore, with regard to the stopping modes of the effect symbols EZ1, EZ2, and EZ3 that indicate a miss, the spread symbols when a reach is not established are called "non-reach spread symbols" or "non-reach miss symbols," and the spread symbols when a reach is established are called "reach spread symbols" or "reach miss symbols." The combinations of the effect symbols EZ1, EZ2, and EZ3 that make up the non-reach spread symbols (for example, "2·3·1" or "5·8·6") and the combinations of the effect symbols EZ1, EZ2, and EZ3 that make up the reach spread symbols (for example, "2·1·2" or "5·4·5") are selected by the effect control microcomputer 121. In addition, the combination of each of the effect symbols EZ1, EZ2, and EZ3 that make up the stopping pattern (double number) that indicates a jackpot (for example, "2·2·2" or "7·7·7") is selected by the effect control microcomputer 121 based on the type of jackpot symbol that has been won.

[0154] 4-2-4. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than an N reach, and functions as a presentation to make the player expect a jackpot.

[0155] In the SP reach, after the N reach, for example, as shown in FIG. 19(A), a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display unit 50a, and an image indicating the start of the SP reach (SP reach start title image) G1 is displayed in the center of the display unit 50a. Then, as shown in FIG. 19(B), a special SP reach effect (e.g., a battle effect) is performed. Then, when the final stage of the special reach effect is reached, if the special symbol variation pattern of the variable display of the special symbol is, for example, "SP jackpot variation," as shown in FIG. 19(C-1), an effect suggesting a jackpot (e.g., a display in which the main character (one of the ally characters) has won the battle and is standing tall) is performed on the display unit 50a, and the effect symbols EZ1, EZ2, and EZ3 are displayed in a stopped state suggesting a jackpot (so-called double numbers). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stopped state suggesting a jackpot. On the other hand, when the special symbol variation pattern of the variable display of the special symbol is, for example, "SP Miss Variation," as shown in Figure 19 (C-2), an effect suggesting a miss (for example, an enemy character standing in a pose after winning the battle) is performed, and the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping mode suggesting a miss (so-called barake eyes). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping mode suggesting a miss. The effect content of the SP reach can be changed or added as appropriate.

[0156] Here, we will explain in detail the possibility (jackpot expectation) of the effect symbols EZ1, EZ2, and EZ3 for each reach stopping in a manner indicating a jackpot. The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of an N reach is set to 10% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," and the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation for an SP reach higher than the jackpot expectation for an N reach. Furthermore, by making SP Reach A and SP Reach B executable as SP reaches, and setting the execution probability of SP Reach A to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," and setting the execution probability of SP Reach B to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation rate of SP Reach A higher than that of SP Reach B. In this way, by appropriately setting the execution probability according to the result of the jackpot determination, it is possible to set the jackpot expectation rate.

[0157] 4-2-5.L Reach The pachinko gaming machine PY1 can perform an L reach after an N reach. The L reach is an effect that suggests that the possibility that the result of the special chart lottery is a "jackpot" is lower than that of an SP reach, but higher than that of an N reach, and functions as an effect that makes the player expect a jackpot. The execution time of the L reach reach effect is shorter than that of the SP reach reach effect (FIGS. 11 and 12). Therefore, in the L reach reach effect, for example, a video shorter than that of the SP reach reach effect is displayed on the display unit 50a. The content of the L reach reach effect can be changed as appropriate. A special chart variation pattern may be provided in which the SP reach reach effect is executed in a progressive manner after the L reach reach effect.

[0158] 4-3. Hold icon display area As shown in Figure 20(A), the display unit 50a of the image display device 50 can be provided with a hold icon display area 50d consisting of four display areas. The hold 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. A hold icon HA can be displayed in each display area 50d1, 50d2, 50d3, or 50d4 depending on the number of reserved special drawings 1 or 2. For example, if the number of reserved special drawings 1 is "1," the hold icon HA is displayed in the first display area 50d1, and if the number of reserved special drawings 1 is "2," the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2.

[0159] In addition, near the reserved icon display area 50d, it is possible to provide the icon display area 50e consisting of one display area, as shown in Fig. 20(A). The icon display area 50e can display the icon TA (also called the reserved icon TA) that is the same as the reserved icon HA in response to the start of the special chart change performance. Note that the icon TA may be an icon different from the reserved icon HA.

[0160] The number of display areas constituting the hold icon display area 50d can be changed as appropriate. The hold icon display area 50d can be a display area that displays both the special chart 1 hold number and the special chart 2 hold number, or a display area that displays only one of them. It is also possible to provide the hold icon display area 50d but not the icon display area 50e, or to provide neither.

[0161] 4-3-1.Hold performance 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 can notify the player of the number of special chart 1 holds or special chart 2 holds.

[0162] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 20 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, as shown in Fig. 20 (C), the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change presentation ends and a new special chart change presentation begins, as shown in Figure 20 (D), the reserve icon HA that was displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA that was displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1".

[0163] 4-4. Preview performance The pachinko gaming machine PY1 can perform a notice performance at any timing during the special chart variation performance. The notice performance is a performance using the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, input devices (normal button 40, special button 41), etc., and can suggest the results of the jackpot determination and the special chart variation pattern determination.

[0164] 4-4-1. Movable object production The pachinko gaming machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are activated, and functions as an effect to make the player expect a big win.

[0165] In the movable body effect, for example, when an N reach develops into an SP reach, as shown in FIG. 21(A), the on-board movable device 55 and the under-board movable device 56 are activated, and the on-board movable device 55k and the under-board movable device 56k move so that they overlap on the display unit 50a, suggesting the development to an SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the on-board movable device 55k and the under-board movable device 56k. Then, as shown in FIG. 21(B), the on-board movable device 55k and the under-board movable device 56k return to their normal standby state (initial position), and the development into an SP reach. This movable body effect is an example of a development effect. Note that the movable body effect is not limited to the suggestion of development to an SP reach, and can be changed or added as appropriate. Furthermore, the operation of the movable device in the movable body effect can be changed or added as appropriate. Furthermore, the movable device operated in the movable body effect can be changed as appropriate. Also, if the effect does not develop (for example, in the case of N miss fluctuation), it is possible to perform a moving body effect as a so-called false effect. The moving body effect is also called a moving body drive effect.

[0166] 4-4-2. 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 an effect that makes the player operate the normal button 40 or the special button 41, and functions as an effect that makes the player expect a jackpot.

[0167] In the operation presentation, for example, in the case of an SP reach, a period (valid operation period) occurs during which pressing of the input device (special button 41) is valid, and with the occurrence of this valid operation period, a presentation (operation prompt presentation) is performed to prompt the player to operate the special button 41, as shown in FIG. 22(A). In the operation prompt presentation, an operation prompt image G30 is displayed on the display unit 50a. The operation prompt image G30 includes an image (special button image G31) that resembles the special button 41, an image (operation method instruction image G32) that shows how to operate the special button 41 (i.e., the pressing operation), and an image (valid period image G33) that shows the remaining time of the valid operation period. The valid period image G33 is composed of a generally curved progress bar, and changes over time so that the player can easily understand the remaining time of the valid operation period. Thereafter, in response to the special button 41 being pressed during the valid operation period, or after the valid operation period has elapsed without the special button 41 being operated during the valid operation period, the on-board movable device 55 is activated, and the on-board movable body 55k moves to overlap the display unit 50a, indicating the likelihood of a jackpot, as shown in FIG. 22(B). Note that the operation effects are not limited to the activation of the on-board movable device 55, and can be changed or added as appropriate. In addition, operation promotion effects that encourage the operation of operation means (operation units) such as the special button 41 and normal buttons 40 are also referred to as operation instruction effects.

[0168] 4-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect for the special chart 1 reserve or special chart 2 reserve for which the special chart lottery has not yet been held as a notice effect. The pre-reading effect functions as an effect to suggest in advance the result of the special chart lottery for the special chart 1 reserve or special chart 2 reserve.

[0169] In the pre-reading effect, for example, if the result of the pre-reading judgment for the special chart 1 reserve is a "jackpot," the reserve icon HA, which is normally displayed as a "circle," may be displayed as a "star" in the reserve icon display area 50d, as shown in FIG. 20(C). Also, if the result of the pre-reading judgment is a "miss," the reserve icon HA may be displayed as a "star" as a so-called false effect. This pre-reading effect, in which the reserve icon HA or the icon TA is displayed in a special mode ("star" in this embodiment) rather than the normal mode ("circle" in this embodiment), is called a "reserve change effect." The reserve icon HA and the icon TA are collectively referred to as a "reserve display." In this embodiment, the reserve icon HA and the icon TA are displayed as the reserve display, but it is also possible to display only the reserve icon HA and not the icon TA. In addition, the timing for displaying the special mode of the reserved display in the reserved change performance may be when the start winning occurs, which is the trigger for the reserved display, or when the reserved display shifts (when the display area of ​​the reserved icon HA is changed), or when the special chart change corresponding to the reserved display is being executed (when it is displayed as the icon TA). Also, there may be multiple types of special modes of the reserved display.

[0170] In addition, the pre-reading effect can be performed on both or either the special chart 1 reserve and the special chart 2 reserve. In addition, the pre-reading effect is not limited to the change in the display mode of the reserve icon HA, but can be changed or added as appropriate. Examples of pre-reading effects other than the reserve change effect include so-called continuous notices.

[0171] 5. Game control by game control microcomputer 101 Next, the control of the game by the game control microcomputer 101 will be described with reference to Figures 23 and 24. Note that counters, timers, buffers, etc. that appear in the control of the game by the game control microcomputer 101 described below are provided in the game RAM 104.

[0172] [1. Main control main processing] When the pachinko gaming machine PY1 is powered on, the gaming control microcomputer 101 provided on the main control board 100 reads out and executes the main control main processing program shown in Fig. 23 from the gaming ROM 103. As shown in the figure, the main control main processing first performs power-on processing (S001). The power-on processing performs settings such as permission to access the gaming RAM 104, settings for the gaming CPU 102, and settings for the SIO, PIO, and CTC (circuit for managing interrupt time).

[0173] Following the power-on process, interrupts are disabled (S002), and a normal / special symbol main random number update process (S003) is executed. In this normal / special symbol main random number update process (S003), the counter values ​​of the various random numbers shown in Figures 8(A) and 8(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, at least some of the random numbers may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.

[0174] When the normal / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, the main timer interrupt process (S005) is executed at a 4 msec cycle. Then, between the end of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the update process of the counter values ​​of various random numbers by the normal / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the gaming CPU 102 while the interrupt is prohibited, the main timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).

[0175] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 24, in the main timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands etc. set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each process described below are output to the sub-control board 120, the payout control board 170, etc.

[0176] In the input processing (S102) that follows the output processing (S101), the game control microcomputer 101, for example, takes in a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.

[0177] The normal symbol / special symbol main random number update process (S103) that is carried out next is the same as the normal symbol / special symbol main random number update process (S003) that is carried out in the main control main process of Fig. 23. That is, the update process of the counter values ​​of various random numbers shown in Fig. 8(A) and Fig. 8(B) is carried out both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).

[0178] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S106). The sensor detection process, normal action process, and special action process will be described later.

[0179] Following the special operation process (S106), a sorting device control process is performed to control the sorting device 16D (S107). The sorting device 16D is operated when a special game using the second special prize winning device 15D is played. However, the sorting device 16D may be operated in a constant manner from the time the power is turned on.

[0180] Next, the game control microcomputer 101 executes other processing (S108) and ends the main timer interrupt processing (S005). Other processing (S108) includes power-off monitoring processing when the power is turned off, updating of the timer provided in the game RAM 104, and the like. Also included in other processing (S108) is payout control processing for paying out prize balls to the player. In the payout control processing, a prize ball request signal is sent to the payout control board 170 in response to the entry of game balls into each winning slot. That is, the payout control board 170 pays out prize balls based on the prize ball request signal.

[0181] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the main control process (see FIG. 23) until the next interrupt pulse is input to the game CPU 102, and when the interrupt pulse is input (approximately 4 msec later), it again executes the main timer interrupt process (S005). In the output process (S101) of the main timer interrupt process (S005) that has been executed again, the game control microcomputer 101 outputs the commands and the like that were set in the output buffer of the game RAM 104 in the previous main timer interrupt process (S005).

[0182] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning slot sensor process, the gate sensor process, the second starting slot sensor process, the first starting slot sensor process, the first large winning slot sensor process, the second large winning slot sensor process, and the specific area sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.

[0183] In the general winning opening sensor process, it is determined whether or not a gaming ball has been detected by the general winning opening sensor 10a. Also, a command for the general winning opening sensor is generated according to the result of this process.

[0184] In the gate sensor processing, it is determined whether or not a gaming ball has been detected by the gate sensor 13a. If it is determined that a gaming ball has been detected, a normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (for example, four) have been stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Furthermore, a command for the gate sensor is generated according to the result of this processing.

[0185] In the second start hole sensor process, it is determined whether or not a gaming ball has been detected by the second start hole sensor 12a. If it is determined that a gaming ball has been detected, a special symbol 2-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 2-related random number is stored in the special symbol 2 reserve memory unit 105b provided in the gaming RAM 104. The special symbol 2 reserve memory unit 105b has multiple storage areas from area 1 to area n (n is an integer equal to or greater than 2, for example, "4"), and the acquired special symbol 2-related random numbers are stored in order from area 1. Note that if special symbol 2-related random numbers have been stored up to area n, the newly acquired special symbol 2-related random number is not stored. In addition, a second look-ahead determination is performed using the acquired special symbol 2-related random number and a second look-ahead determination table. In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserve number command representing the number of special chart 2 related random numbers (special chart 2 reserve number) stored in the special chart 2 reserve memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.

[0186] In the first start gate sensor process, it is determined whether or not a gaming ball has been detected by the first start gate sensor 11a. If it is determined that a gaming ball has been detected, a special symbol 1-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 1-related random number is stored in the special symbol 1 reserve memory unit 105a provided in the gaming RAM 104. The special symbol 1 reserve memory unit 105a has multiple storage areas from area 1 to area n (n is an integer equal to or greater than 2, for example, "4"), and the acquired special symbol 1-related random numbers are stored in order from area 1. Note that if special symbol 1-related random numbers have been stored up to area n, newly acquired special symbol 1-related random numbers are not stored. In addition, a first pre-reading judgment is performed using the acquired special symbol 1-related random number and a first pre-reading judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 hold number command representing the number of special chart 1 related random numbers (special chart 1 hold number) stored in the special chart 1 hold memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.

[0187] In the first special winning opening sensor process, it is determined whether or not a gaming ball has been detected by the first special winning opening sensor 14a. Also, a command for the first special winning opening sensor is generated according to the result of this process.

[0188] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor 15a. Also, a command for the second large prize opening sensor is generated according to the result of this process.

[0189] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor 16a, and a command for the specific area sensor is generated according to the result of the process.

[0190] [2-2. Normal operation processing] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are performed in sequence. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.

[0191] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is made based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.

[0192] The normal pattern change process is a process performed during the variable display of the normal map. In the normal pattern change process, the normal map is stopped based on the result of the hit determination as the normal map change time elapses since the variable display of the normal map started. Then, a normal map change stop command is generated to indicate the end of the variable display of the normal map.

[0193] The normal symbol determination process is a process that is performed when a normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on whether a predetermined stop time (for example, 0.8 seconds) has passed since the normal symbol display started. If a winning symbol is displayed, an auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.

[0194] The auxiliary game control process is performed when an auxiliary game is being played. The auxiliary game control process controls the auxiliary game based on the current game state and the auxiliary game control table. Furthermore, an auxiliary game control command is generated according to the result of the process.

[0195] [2-3. Special Action Processing] In the special operation process (S106), the following processes are sequentially performed: special symbol standby process, special symbol variation process, special symbol determination process, jackpot game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.

[0196] [2-3-1. Special pattern standby process] The special symbol standby process is a process that is performed not in a jackpot game state but during standby when the variable display of the special symbol is not being performed. In the special symbol standby process, based on the special symbol 2 related random number stored in the special symbol 2 reserve memory unit 105b, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed, and a special symbol 2 reserve memory unit shift process is also performed. Also, based on the special symbol 1 related random number stored in the special symbol 1 reserve memory unit 105a, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed, and a special symbol 1 reserve memory unit shift process is also performed.

[0197] In the special symbol 2 determination process, a jackpot determination is performed to determine whether the result is a jackpot or a miss using the special symbol random number among the special symbol 2 related random numbers stored in the first area of ​​the special symbol 2 reserved memory unit 105b and a jackpot determination table corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number among the special symbol 2 related random numbers and the special symbol 2 jackpot symbol type determination table. Then, a symbol designation command indicating the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol designation command indicating a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss symbol may be determined. In this case, the symbol designation command may include information indicating the type of miss symbol.

[0198] The special symbol 2 variation pattern determination process is a process performed after the special symbol 2 determination process. In the special symbol 2 variation pattern determination process, the special symbol 2 variation pattern is determined using the special symbol variation pattern random number among the special symbol 2 related random numbers stored in the first area of ​​the special symbol 2 reserve memory unit 105b and a special symbol 2 variation pattern determination table corresponding to the current game state. In the special symbol 2 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special symbol 2 variation pattern is determined according to the result of the reach determination. Note that the determination of the special symbol 2 variation pattern is also associated with the number of special symbol 2 related random numbers stored in the special symbol 2 reserve memory unit 105b (special symbol 2 reserve number). Then, a special symbol 2 variation start command representing the determined special symbol 2 variation pattern is generated. The special symbol 2 variation start command includes information regarding the special symbol 2, information regarding the result of the jackpot determination, information regarding the result of the jackpot pattern type determination, information regarding the result of the reach determination, and information regarding the special symbol variation time associated with the special symbol 2 variation pattern. Then, the special chart 2 display 81b starts variable display of the special chart 2 based on the special chart fluctuation time associated with the determined special chart 2 fluctuation pattern.

[0199] The special chart 2 reserved memory shift process is a process that is performed when the special chart 2 determination process and the special chart 2 variation pattern determination process are performed. In the special chart 2 reserved memory shift process, the special chart 2 related random numbers stored in the special chart 2 reserved memory 105b are shifted one to the first area side, and the special chart 2 related random numbers in the first area are cleared from the special chart 2 reserved memory 105b. In this way, the special chart 2 related random numbers are consumed in the order in which they were acquired. Then, a special chart 2 reserved number command is generated that represents the special chart 2 reserved number after the process.

[0200] In the special symbol 1 determination process, a jackpot determination is performed to determine whether the result is a jackpot or a miss using the special symbol random number among the special symbol 1-related random numbers stored in the first area of ​​the special symbol 1 reserved memory unit 105a and a jackpot determination table corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number among the special symbol 1-related random numbers and the special symbol 1 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol designation command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss symbol may be determined. In this case, the symbol designation command may include information indicating the type of miss symbol.

[0201] The special symbol 1 variation pattern determination process is a process performed after the special symbol 1 determination process. In the special symbol 1 variation pattern determination process, the special symbol 1 variation pattern is determined using the special symbol variation pattern random number among the special symbol 1 related random numbers stored in the first area of ​​the special symbol 1 reserve memory unit 105a and a special symbol 1 variation pattern determination table corresponding to the current game state. In the special symbol 1 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special symbol 1 variation pattern is determined according to the result of the reach determination. Note that the determination of the special symbol 1 variation pattern is also associated with the number of special symbol 1 related random numbers stored in the special symbol 1 reserve memory unit 105a (special symbol 1 reserve number). Then, a special symbol 1 variation start command representing the determined special symbol 1 variation pattern is generated. The special symbol 1 variation start command includes information regarding the special symbol 1, information regarding the result of the jackpot determination, information regarding the result of the jackpot pattern type determination, information regarding the result of the reach determination, and information regarding the special symbol variation time associated with the special symbol 1 variation pattern. Then, the special chart 1 display 81a starts variable display of the special chart 1 based on the special chart fluctuation time associated with the determined special chart 1 fluctuation pattern.

[0202] The special chart 1 reserved memory unit shift process is a process that is performed when the special chart 1 determination process and the special chart 1 variation pattern determination process are performed. In the special chart 1 reserved memory unit shift process, the special chart 1 related random numbers stored in the special chart 1 reserved memory unit 105a are shifted one to the first area side, and the special chart 1 related random numbers in the first area are cleared from the special chart 1 reserved memory unit 105a. In this way, the special chart 1 related random numbers are consumed in the order in which they were acquired. Then, a special chart 1 reserved number command is generated that represents the special chart 1 reserved number after the process.

[0203] In addition, when both the number of reserved special charts 2 and the number of reserved special charts 1 exist, the special chart 2 determination process is performed with priority, and the variable display of special chart 2 and the variable display of special chart 1 are not performed in parallel. In other words, when there is a reserved special chart 2, the game control microcomputer 101 does not perform the special chart 1 determination process even if there is a reserved special chart 1. In addition, the variable display of special chart 2 and the variable display of special chart 1 may be configured to be performed in order of winning, or may be configured to be performed simultaneously.

[0204] [2-3-2. Special pattern change processing] The special symbol variation process is a process performed during the variable display of the special symbol. In the special symbol variation process, as the special symbol variation time elapses, the special symbol display device 81 ends the variable display of the special symbol and stops displaying the special symbol according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed, and if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated which indicates the end of the variable display of the special symbol.

[0205] [2-3-3. Special design confirmation process] The special symbol determination process is a process performed when a special symbol is displayed. In the special symbol determination process, if the currently displayed special symbol is a jackpot symbol, the game transitions to a jackpot game state. An opening command indicating the start of a jackpot game is then generated. The opening command includes information regarding the result of the jackpot symbol type determination. If the currently displayed special symbol is a losing symbol and the high probability state is to be ended, a normal probability state is set. A high probability end command indicating a transition to a normal probability state is then generated. If the currently displayed special symbol is a losing symbol and the time-saving state is to be ended, a non-time-saving state is set. A time-saving end command indicating a transition to a non-time-saving state is then generated. If the currently displayed special symbol is a losing symbol and the number of reserved special symbols 2 and 1 is "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is then generated.

[0206] [2-3-4. Jackpot game control processing] The jackpot game control process is a process performed in the jackpot game state. In the jackpot game control process, a jackpot game is played in accordance with the jackpot game control table. After transitioning to the jackpot game state, each round of play begins according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round of play is generated. Furthermore, an ending is started according to the end of the final round of play. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot symbol type determination.

[0207] [2-3-5. Game status setting process] The gaming state setting process is a process that is performed when the jackpot gaming state ends. In the gaming state setting process, when changing from a normal probability state to a high probability state, the high probability state is set when the jackpot gaming state ends. When limiting the duration of the high probability state, the duration of the high probability state (for example, the number of times the special symbol is variable displayed that the high probability state can continue without winning a jackpot) is also set. Then, a high probability setting command is generated that indicates the setting of the high probability state. Also, when changing from a non-time-saving state to a time-saving state, the time-saving state is set when the jackpot gaming state ends. When limiting the duration of the time-saving state, the duration of the time-saving state (for example, the number of times the special symbol is variable displayed that the time-saving state can continue without winning a jackpot) is also set. Then, a time-saving setting command is generated that indicates the setting of the time-saving state.

[0208] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.

[0209] 6. Control of performance by performance control microcomputer 121 Next, the control of performance by the performance control microcomputer 121 will be described with reference to Figures 25 to 27. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of performance by the performance control microcomputer 121 are provided in the performance RAM 124.

[0210] [1. Sub-control main processing] When the pachinko gaming machine PY1 is powered on, the performance control microcomputer 121 provided on the sub-control board 120 reads out the program for the sub-control main processing shown in Fig. 25 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). The power-on processing performs, for example, setting of the performance CPU 122, setting of the SIO, PIO, CTC (circuit for managing interrupt time), etc.

[0211] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values ​​of various random number counters for effect determination, which are used to make determinations regarding various effects, are updated. As an example, the method for updating the random number counters for effect determination regarding various effects can be the same as the random number update process performed by the main control board 100 described above. When updating, the random number values ​​may be incremented by 2 instead of by 1. This is also true for the random number update process performed by the main control board 100 described above.

[0212] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the effect RAM 124 of the sub-control board 120 are transmitted to the image control board 140. Upon receiving the commands, the image control board 140 displays an image on the display unit 50a (executes various image-based effects) according to the received commands. In addition to the various effects performed by the image control board 140, the sub-control board 120 also outputs audio from the speaker 52 via the audio control circuit 161 (executes various audio-based sound effects), causes the frame lamp 53 and the board lamp 54 to emit light via the lamp control circuit 151 (executes various light-emitting effects), and activates the movable devices 55, 56, and 58 (executes various movable object effects). In this way, various effects (such as special chart change effects, hold effects, operation effects, pre-reading effects, other advance notice effects, jackpot game effects, customer waiting effects, and control of effect modes) are realized.

[0213] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).

[0214] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).

[0215] [2.1ms timer interrupt processing] The 1 ms timer interrupt process (S4011) is executed each time an interrupt pulse with a 1 msec period is input to the sub-control board 120. In the 1 ms timer interrupt process (S4011), as shown in Fig. 26, input process (S4101), light emission data output process (S4102), movable device control process (S4103), and watchdog timer process (S4104) are performed in this order.

[0216] The input process detects the operation of player-operable operating elements such as the normal button detection switch 40a and the special button detection switch 41a, and sets commands and creates performance data based on the detection results. The light-emission data output process outputs light-emission data to the lamp control circuit 151 to illuminate lamps such as the frame lamp 53 and the board lamp 54 at timings appropriate for image effects, based on the performance data created in the input process and the performance data creation process described below. In other words, the performance control microcomputer 121 illuminates the frame lamp 53, the board lamp 54, and other lamps in a predetermined lighting pattern according to the light-emission data. The movable device control process outputs drive data to perform movable object effects by operating movable devices such as the movable devices 55, 56, and 58 at predetermined timings based on the performance data created in the input process and the performance data creation process described below. In other words, the performance control microcomputer 121 performs movable object effects by operating the movable devices 55, 56, and 58 in a predetermined operating pattern according to the drive data. The watchdog timer process resets the watchdog timer.

[0217] [3.10ms timer interrupt processing] The 10 ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10 ms period is input to the sub-control board 120. As shown in Fig. 27, the 10 ms timer interrupt process (S4012) sequentially performs received command analysis process (S4201), performance timer update process (S4202), audio control process (S4203), and performance data creation process (S4204).

[0218] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation unit such as the normal button 40 or the special button 41 are measured. In the audio control process, audio data (data for controlling the audio output from the speaker 52) is created and output to the audio control circuit 161 based on the processing results of the input process and the received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.

[0219] Here, an example of processing when the performance control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the performance control microcomputer 121 is a special symbol variation start command (special symbol 1 variation start command or special symbol 2 variation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a special symbol variation start command, it performs the following processing upon receiving the variation start command: selects a special symbol variation effect pattern (sub-variation pattern) based on the special symbol variation pattern indicated by the command, sets information about the sub-variation pattern, and sets a variation effect start command including information about the sub-variation pattern in the output buffer. For example, if the special symbol variation pattern indicated by the special symbol variation start command is an SP variation (SP jackpot variation or SP miss variation), it selects a sub-variation pattern that performs an SP reach, and sets a variation effect start command corresponding to the sub-variation pattern in the output buffer. After that, each process (command transmission process (S4004), light emission data output process (S4102), movable device control process (S4103), sound control process (S4203), etc.) is executed, and the special chart change effect corresponding to the selected sub-change pattern is realized. Note that the process flow for realizing such an effect is basically the same for other effects such as jackpot game effects, customer waiting effects, pre-reading effects, and so-called advance notice effects associated with the change.

[0220] 7. Features of the PY1 Pachinko Machine The following describes in detail the features of the pachinko gaming machine PY1. One of the features of the pachinko gaming machine PY1 is the human-horse fusion effect, which will be described later.

[0221] First, we will explain the jackpot games that can be executed by the game control microcomputer 101. The game control microcomputer 101 can execute various jackpot games (jackpot games 1 to 4) shown in the jackpot game control table of FIG.

[0222] As shown in FIG. 28, the game control microcomputer 101 can determine either "jackpot symbol 1" or "jackpot symbol 2" in determining the type of jackpot symbol in the special symbol 1 determination process (special symbol determination process based on winning at the first starting port 11). More specifically, the game control microcomputer 101 determines "jackpot symbol 1" 60% of the time and "jackpot symbol 2" 40% of the time. Furthermore, the game control microcomputer 101 can determine either "jackpot symbol 3" or "jackpot symbol 4" in determining the type of jackpot symbol in the special symbol 2 determination process (special symbol determination process based on winning at the second starting port 12). More specifically, the game control microcomputer 101 determines "jackpot symbol 3" 60% of the time and "jackpot symbol 4" 40% of the time.

[0223] The game control microcomputer 101 then executes a jackpot game according to the type of jackpot symbol determined. Specifically, 16 rounds of play are played in "jackpot game 1," which is executed when "jackpot symbol 1" is determined, and "jackpot game 2," which is executed when "jackpot symbol 2" is determined. The first jackpot slot 14 is opened for a maximum of 29.5 seconds per round from rounds 1 to 8, and for a maximum of 0.1 seconds per round from rounds 9 to 16. The opening time of the first jackpot slot 14 is extremely short from rounds 9 to 16 of this jackpot game, making it unlikely that a prize will actually be won in this round. In other words, although the total number of rounds in this jackpot game is 16, the actual number of rounds is only 8.

[0224] Furthermore, in "jackpot game 3," which is executed when "jackpot symbol 3" is determined, and "jackpot game 4," which is executed when "jackpot symbol 4" is determined, 16 rounds of play are played. In all of the rounds from 1R to 16R, the first large prize opening 14 is opened for a maximum of 29.5 seconds per round of play. In other words, in this jackpot game, the total number of rounds and the actual number of rounds are 16.

[0225] Therefore, it can be said that "jackpot game 3" and "jackpot game 4", which have an effective number of rounds of play of 16, are jackpot games that are more advantageous to the player than "jackpot game 1" or "jackpot game 2", which have an effective number of rounds of play of 8, and the jackpot game state in which "jackpot game 3" or "jackpot game 4" is executed is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 1" or "jackpot game 2" is executed.

[0226] Next, the game states that can be controlled by the game control microcomputer 101 will be explained. The game control microcomputer 101 sets the game state after a jackpot game to a time-shortened state (high base state) regardless of whether a jackpot game of "jackpot game 1," "jackpot game 2," "jackpot game 3," or "jackpot game 4" is executed. Furthermore, when either a jackpot game of "jackpot game 1" or "jackpot game 3" is executed, the game state after the jackpot game is set to a high probability state, whereas when either a jackpot game of "jackpot game 2" or "jackpot game 4" is executed, the game state after the jackpot game is set to a normal probability state. In other words, after "jackpot game 1" or "jackpot game 3", the game state is controlled to a high probability high base game state (high probability state and time-shortened state), and after "jackpot game 2" or "jackpot game 4", the game state is controlled to a low probability high base game state (normal probability state and time-shortened state).

[0227] In this form, when a jackpot (called a probability variable jackpot) that is controlled to a high-probability, high-base game state upon completion of a jackpot game is won, the final stopping mode of the effect symbols EZ1, EZ2, and EZ3 in the variable performance is displayed as a double-digit odd number (1, 3, 5, 7, or 9). On the other hand, when a jackpot (called a time-saving jackpot) that is controlled to a low-probability, high-base game state upon completion of a jackpot game is won, the final stopping mode of the effect symbols EZ1, EZ2, and EZ3 in the variable performance is displayed as a double-digit even number (2, 4, 6, or 8).

[0228] In this embodiment, the "high probability high base game state" can be continued until the next jackpot game is executed. On the other hand, the "low probability high base game state" can be continued until the number of times the special symbol is displayed in a variable manner reaches 100 times (a predetermined upper limit number of times).

[0229] Therefore, it can be said that "jackpot game 1" or "jackpot game 3", which is subsequently set to a high probability state, is a jackpot game that is more advantageous to the player than "jackpot game 2" or "jackpot game 4", which is subsequently not set to a high probability state. Also, it can be said that the jackpot game state in which "jackpot game 1" or "jackpot game 3" is executed is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 2" or "jackpot game 4" is executed.

[0230] It should be noted that the jackpot gaming state can be said to be a gaming state that is more advantageous to the player than the normal gaming state, regardless of the type of jackpot symbol. Furthermore, a "high probability, high base gaming state," which is one of the high probability states, can be said to be a gaming state that is more advantageous to the player than a "low probability, high base gaming state," which is one of the normal probability states. In this specification, a gaming state that is advantageous to the player may be referred to as an advantageous gaming state or a special gaming state. Furthermore, the jackpot gaming state is an example of an advantageous development. Furthermore, a jackpot gaming state based on a time-saving jackpot is an example of a first advantageous development, and a jackpot gaming state based on a probability-variant jackpot is an example of a second advantageous development and a specific advantageous development.

[0231] Next, we will explain how to determine the variation pattern of the special chart 2 in the time-saving state (high-probability time-saving state (high probability state and time-saving state), low-probability time-saving state (normal probability state and time-saving state)). In the time-saving state, the game control microcomputer 101 determines the variation pattern of the special chart 2 using the special chart 2 variation pattern determination table shown in Figure 29.

[0232] In the special symbol 2 variation pattern determination process when the time-saving mode is set, the game control microcomputer 101 determines the special symbol 2 variation pattern based on the results of the jackpot determination, the jackpot symbol type determination, the reach determination, and the special symbol variation pattern random number performed in the special symbol 2 determination process. More specifically, as shown in FIG. 29, when the game control microcomputer 101 determines a jackpot win in the jackpot determination process, if the result of the jackpot symbol type determination is "jackpot symbol 3" (probable jackpot), it can determine either "THP001" or "THP002" as the special symbol 2 variation pattern. The special symbol 2 variation pattern to be selected is determined based on the special symbol variation pattern random number. The allocation rate is as shown in FIG. 29. The allocation rate (selection rate) of the special symbol variation pattern can be changed as appropriate within the range that does not interfere with gameplay. This also applies to special symbol variation patterns other than "THP001" to "THP002."

[0233] In addition, when the game control microcomputer 101 determines that a jackpot has been won in the jackpot determination and the result of the jackpot pattern type determination is "jackpot pattern 4" (time-saving jackpot), it determines "THP011" as the special chart 2 variation pattern.

[0234] In addition, when the game control microcomputer 101 determines that the jackpot has been missed in the jackpot determination and the result of the reach determination is "reach," it can determine either "THP031" or "THP032" as the special chart 2 variation pattern.

[0235] In addition, when the game control microcomputer 101 determines that the jackpot has been lost and the result of the reach determination is "no reach," it is possible to determine either "THP041" or "THP042" as the special chart 2 variation pattern. The allocation rate for which of these two types of special chart 2 variation patterns is determined varies depending on the number of special chart 2 reserved. Specifically, when the number of special chart 2 reserved is 0 to 1, a special chart variation pattern with a relatively long special chart variation time is likely to be determined, and when the number of special chart 2 reserved is 2 to 4, a special chart variation pattern with a relatively short special chart variation time is likely to be determined.

[0236] Here, the special chart 2 variation pattern "THP001" is a variation in which the Jinba fusion effect is successful and a special promotion effect is executed (a specific probability change jackpot variation). Also, the special chart 2 variation pattern "THP031" is a variation in which the Jinba fusion effect fails (a specific failure variation).

[0237] The human-horse fusion effect is an effect in which a human character image G1 (an example of a first element image) representing a human character (an example of a first object) is displayed on the left side of the display unit 50a, and a horse character image G2 (an example of a second element image) representing a horse character (an example of a second object) is displayed on the right side of the display unit 50a, and these human character image G1 and horse character image G2 are each moved toward the center of the display unit 50a, causing the two images G1 and G2 to overlap (see Figure 31). The human-horse fusion effect (corresponding to the image movement effect) has two modes: a success mode in which, when a certain amount of overlap between the human character image G1 and the horse character image G2 is reached, a success image G4 representing Cerberus, whose upper body is human and whose lower body is horse, is displayed in the center of the display unit 50a (see FIG. 31); and a failure mode in which, without displaying the success image G4, the human character image G1 is moved to the right end of the display unit 50a and hidden, and the horse character image G2 is moved to the left end of the display unit 50a and hidden (see FIG. 34). In other words, the success mode is a mode that expresses the successful fusion of the human and the horse, resulting in the birth of Cerberus, and the failure mode is a mode that expresses the unsuccessful fusion of the human and the horse, resulting in the birth of Cerberus.

[0238] When a successful horse-and-human fusion effect is executed, the effect symbols EZ1, EZ2, and EZ3 are first displayed as a double-digit number of any even number (2, 4, 6, or 8), indicating a jackpot win (FIG. 32(A)), and then a special promotion effect is executed. The special promotion effect includes an operation effect that causes the player to operate the normal button 40, and in response to the operation of the normal button 40 in the operation effect, a double-digit number of seven (7 symbol) is displayed as a double-digit number (see FIGS. 32(B)-(D)). The special promotion effect definitely notifies the player that they have won a special jackpot. On the other hand, when a failed horse-and-human fusion effect is executed, the effect symbols EZ1, EZ2, and EZ3 are displayed as a random number (losing number), indicating a loss (see FIG. 35).

[0239] In the special promotion effect (corresponding to a specific effect), a human character image G11 representing the same human character as that represented by the human character image G1 and a horse character image G21 representing the same horse character as that represented by the horse character image G2 are displayed, and these human character image G11 and horse character image G21 change poses to encourage the player to operate the normal button 40 (see Figures 32(B)(C)), or to congratulate the player on the promotion of the performance pattern that constitutes a doublet (see Figures 32(C)(D)).

[0240] As shown in FIG. 29, the special chart 2 variation pattern "THP002" is a variation in which a reach is established and develops into an SP reach, and as a result of the SP reach, a success effect (a winning notification effect) is executed, and then a normal promotion effect is executed, and a double odd number pattern is displayed (an SP probability variable jackpot variation). Also, the special chart 2 variation pattern "THP011" is a variation in which a reach is established and develops into an SP reach, and as a result of the SP reach, a success effect (a winning notification effect) is executed, and then a normal promotion effect is executed, and a double even number pattern is displayed (an SP time-saving jackpot variation). Also, the special chart 2 variation pattern "THP032" is a variation in which a reach is established and develops into an SP reach, and as a result of the SP reach, a failure effect (a losing notification effect) is executed (an SP failure variation).

[0241] In addition, the special chart 1 variation pattern "THP041" is a "shortened A miss variation" in which the variation ends in 6 seconds without the EZ1, EZ2, and EZ3 symbols reaching a reach, and "THP042" is a "shortened B miss variation" in which the variation ends in 3 seconds without the EZ1, EZ2, and EZ3 symbols reaching a reach. A reach is a state in which there is only one variable display symbol left among multiple display symbols, and depending on which variable display symbol stops and is displayed, it is a combination of display symbols (for example, a "7↓7" state) that indicates a game state advantageous to the player (for example, a jackpot game state).

[0242] In this mode, a battle reach is executed as an SP reach. A battle reach is a reach effect in which an ally character and an enemy character battle each other. A battle reach has a win / lose branch, and branches into a success effect (victory effect) in which the ally character wins against the enemy character, or a failure effect (defeat effect) in which the ally character is defeated by the enemy character. A success effect functions as an effect that suggests to the player that they have won a jackpot. A failure effect functions as an effect that suggests to the player that they have not won a jackpot. In this mode, the reach effect shown in Figure 19 is executed as a battle reach based on the lottery of special chart 2 in the time-saving state. In addition, the effect control microcomputer 121 displays effect images on the display unit 50a for each effect that constitutes the special chart change effect (normal change, human-horse fusion effect, SP reach, special promotion effect, normal promotion effect, etc.), and can execute light-emitting effects using the frame lamp 53 and board lamp 54, sound effects using the speaker 52, movable body effects using movable devices 55, 56, 58, and operation effects using the input device (normal button 40, special button 41), etc., depending on the display of the effect image.

[0243] Here, the pachinko gaming machine PY1 of this embodiment executes a flame effect effect when the success image G4 is displayed in the human-horse fusion effect and when the SP reach branches to a success effect (see FIGS. 31(D), 36(B), and 38(B)). The flame effect effect (corresponding to a predetermined effect) is an effect in which an effect image representing a flame (flame effect image G5) is displayed on the display unit 50a. The effect modes of the flame effect effect include a normal mode (the mode shown in FIG. 36(B)) in which a blue flame effect image G51 representing a blue flame is displayed, and a special mode (the mode shown in FIG. 31(D) or FIG. 38(B)) in which a red flame effect image G52 representing a red flame is displayed. The flame effect effect of the normal mode is executed whether a probability variable jackpot (jackpot symbol 3) or a time-saving jackpot (jackpot symbol 4) is won, but the flame effect effect of the special mode is executed only when a probability variable jackpot (jackpot symbol 3) is won.

[0244] The effect control microcomputer 121 selects the effect mode of the flame effect effect based on the table shown in FIG. 30. As shown in FIG. 30, when the special symbol change pattern indicated by the special symbol 2 change start command received from the game control microcomputer 101 is "specific probability variable jackpot change" (THP001), the effect control microcomputer 121 selects the "special mode" 100% of the time. Furthermore, when the special symbol change pattern indicated by the special symbol 2 change start command received from the game control microcomputer 101 is "SP probability variable jackpot change" (THP002), the effect control microcomputer 121 selects the "normal mode" 70% of the time and the "special mode" 30% of the time. Furthermore, when the special symbol change pattern indicated by the special symbol 2 change start command received from the game control microcomputer 101 is "SP time-limited jackpot change" (THP011), the effect control microcomputer 121 selects the "normal mode" 100% of the time.

[0245] In this manner, in this embodiment, the special mode flame effect presentation is not executed when a time-saving jackpot is won, but may be executed only when a probability variable jackpot is won. Therefore, in this embodiment, the special mode flame effect presentation functions as a presentation that suggests to the player that a probability variable jackpot has been won. In other words, it functions as a presentation that suggests a transition to a high-probability state (more specifically, a high-probability time-saving state) will occur upon the end of the jackpot game. Furthermore, in the case of a specific probability variable jackpot variation, that is, when a successful mode human-horse fusion presentation is executed, the special mode flame effect presentation is always executed. When a successful mode human-horse fusion presentation is executed, a probability variable jackpot has been won, and a time-saving jackpot has not been won, so by always executing the special mode flame effect presentation, the sense of exhilaration that comes from winning a probability variable jackpot is further enhanced.

[0246] Next, examples of the characteristic effects (human-horse fusion effect, special promotion effect, SP reach, normal promotion effect, flame effect effect, etc.) in the pachinko gaming machine PY1 will be described with reference to FIGS.

[0247] <Human-horse fusion performance> A specific example of the human-horse fusion effect will be explained. When the "specific probability variable jackpot variation" (THP001) or the "specific loss variation" (THP031) is selected as the special symbol variation pattern, the effect control microcomputer 121 executes the human-horse fusion effect immediately after starting to vary and display the effect symbols EZ1, EZ2, and EZ3 (see FIG. 31(A)). In the human-horse fusion effect, first, a human character image G1 representing a human character is displayed on the left edge of the display unit 50a, and a horse character image G2 representing a horse character is displayed on the right edge of the display unit 50a. At this time, the human character image G1 and the horse character image G2 do not overlap at all.

[0248] Next, in the human-horse fusion effect, the human character image G1 is moved to the right, and the horse character image G2 is moved to the left (FIG. 31(B)). As a result, the two images G1 and G2 begin to overlap, and the amount of overlap gradually increases. Then, when this human-horse fusion effect is being executed based on a specific probability variable jackpot fluctuation, the effect control microcomputer 121 hides the human character image G1 and the horse character image G2 at the moment when the amount of overlap between the two images G1 and G2 reaches a certain amount, in other words, at the moment when the human character image G1 and the horse character image G2 overlap in a specific manner (the manner shown in FIG. 31(C)) in the center of the display unit 50a, and displays a success image G4 representing Cerberus in the center of the display unit 50a, and executes a special flame effect effect (FIG. 31(D)). It should be noted that the time it takes from when the screen shown in Figure 31(C) appears until it switches to the screen shown in Figure 31(D) is only a few milliseconds, and the display timing of the image shown in Figure 31(C) and the display timing of the image shown in Figure 31(D) are almost the same from the player's perspective.

[0249] The Cerberus represented by the success image G4 is a combination of the upper body of the human character represented by the human character image G1 and the torso (the part below the neck) of the horse character represented by the horse character image G2. That is, the success image G4 includes a human character partial image G41, which is part of the human character image G1, and a horse partial image G42, which is part of the horse character image G2. Therefore, the success image G4 is both an image representing the human character represented by the human character image G1 and an image representing the horse character represented by the horse character image G2. In this embodiment, the overlapping state of the human character image G1, which is mostly excluding the spear, and the overlapping state of the horse character image G2, from the head to the front legs, as shown in FIG. 31(C), is referred to as a "specific overlapping state." The success image G4 shown in FIG. 31(D) is also referred to as a "specific overlapping state" of the human character image G1 and the horse character image G2.

[0250] As shown in Figure 31(D), when the success image G4 is displayed in the human-horse fusion effect, a red flame effect image G52 is displayed so as to hide the boundary between the human partial image G41 and the horse partial image G42 (see the dashed line in Figure 31(D)). In other words, the red flame effect image G52 is displayed superimposed in front of the boundary between the human partial image G41 and the horse partial image G42. By displaying the red flame effect image G52 in this way (executing a special flame effect effect), it is possible to make the human partial image G41 and the horse partial image G42 seem to be naturally connected, and to give the player a premonition of winning a "probable jackpot," further increasing the sense of elation when the human-horse fusion effect is successful.

[0251] In this embodiment, when the success image G4 is displayed by displaying the human character image G1 and the horse character image G2 in a specific overlapping manner in the horse-human fusion effect (FIGS. 31(C)(D)), the effect control microcomputer 121 vibrates the normal button 40. The vibration of the normal button 40 is noticeable to the naked eye, and this vibration of the normal button 40 further enhances the sense of elation when the horse-human fusion effect is successful. In addition to this effect, the vibration of the normal button 40 also functions as a notice of the occurrence of the operation effect that will be performed thereafter. In other words, the vibration of the normal button 40 draws the player's attention in advance to the normal button 40, which will need to be operated thereafter, thereby smoothly transitioning the effect to the operation effect.

[0252] When the success image G4 is displayed in the horse-human fusion effect and the normal button 40 vibrates, the effect control microcomputer 121 then stops and displays the effect symbols EZ1, EZ2, and EZ3 as a double even number (here, a double 6) as shown in Figure 32(A) (more specifically, a so-called temporary stop display). At this time, the text image "Success!" is also displayed on the display unit 50a. This effect (Figure 32(A)) reliably conveys to the player that the success of the horse-human fusion effect means that they have won the jackpot.

[0253] Next, the effect control microcomputer 121 executes a special promotion effect. As shown in Figures 32(B) to (D), the special promotion effect includes an operation effect that causes the player to operate the normal button 40, and is an effect that promotes a double-digit even number pattern to a double-digit 7 pattern, which is one of the odd number patterns, in response to the operation of the normal button 40. This notifies the player that he or she has won a special jackpot.

[0254] The special promotion effect is also an effect in which the human character and horse character that appeared in the human-horse fusion effect appear. Specifically, in the special promotion effect, as shown in Fig. 32(B), first, a human character image G11 representing the same human character as the human character image G1 in the human-horse fusion effect, a horse character image G21 representing the same horse character as the horse character image G2 in the human-horse fusion effect, and a normal button image G60 representing the normal button 40 are displayed on the display unit 50a.

[0255] Then, as shown in Figure 32 (C), with the start of the valid operation period of the normal button 40, the human character image G11 and the horse character image G21 are changed so that the human character and the horse character are posing as if they are looking into the normal button, and the display of an image of a progress bar (valid period image G61) indicating the valid operation period begins.

[0256] When the player operates the normal button 40, as shown in Fig. 32(D), the normal button image G60 and valid period image G61 are hidden, the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed as a double-digit seven, and the human character image G11 and horse character image G21 are changed so that the human character and horse character appear in happy poses. Finally, the effect symbols EZ1, EZ2, and EZ3 are definitively stopped and displayed as a double-digit seven, and the small symbols KZ1, KZ2, and KZ3 are also definitively stopped and displayed as a double-digit seven. Note that the effect shown in Fig. 32(D) is executed even if the player does not operate the normal button 40 during the valid period for operation of the normal button 40.

[0257] Furthermore, in the special promotion effect, a dialogue image G7 showing the dialogue of the human character is displayed near the head of the human character represented by the human character image G11 (see FIGS. 32(B) to (D)). The content of the dialogue shown in the dialogue image G7 changes from "press the button" to "press it" to "Yeah!" in accordance with the change in the pose (i.e., movement) of the human character. That is, the content of the dialogue shown in the dialogue image G7 urges the player to press the normal button 40 with the dialogue image G71 for "press the button" and the dialogue image G72 for "press it" (see FIGS. 32(B) and (C)), and congratulates the player on the promotion to a double-digit number of 7s with the dialogue image G73 for "Yeah!" (see FIG. 32(D)).

[0258] In this manner, in this embodiment, when the human-horse fusion effect is successful, the normal button 40 vibrates, and then an operation effect is executed in which the normal button 40 is operated. Therefore, the player's attention is directed to the normal button 40 before the operation effect begins, and then the operation effect begins. This results in a smooth connection between the two effects, which is expected to increase the player's interest in the game.

[0259] In this embodiment, in the human-horse fusion effect in which a human character and a horse character appear, when the human character image G1 representing the human character and the horse character image G2 representing the horse character overlap in a specific manner (the success image G4 is displayed), a special promotion effect is executed in which the same human character and horse character appear. Therefore, the two effects are strongly linked in content, and the connection between the two effects is smooth, which is expected to increase the enjoyment of the game.

[0260] Here, when the player operates the normal button 40 during the operation effect in the special promotion effect, the effect control microcomputer 121 vibrates the normal button 40 (Fig. 32(D)). Since the normal button 40 vibrates when operated, the vibration of the normal button 40 is transmitted to the player. This further enhances the sense of excitement of promotion to the 7 symbol. It can also be said that the vibration of the normal button 40 occurs when the human character and the horse character are displayed in a predetermined display mode (both happy poses, see Fig. 32(D)) during the special promotion effect.

[0261] Comparing the vibration time of the normal button 40 during the operation performance (in other words, the vibration time of the normal button 40 when the symbol upgrade is successful) with the vibration time of the normal button 40 during the successful Jin-Horse Fusion performance (in other words, the vibration time of the normal button 40 when the success image G4 is displayed), as shown in FIG. 33, the vibration time t2 of the normal button 40 during symbol upgrade is longer than the vibration time t1 of the normal button 40 when the success image G4 is displayed. Specifically, in this embodiment, the vibration time t1 is about 4 seconds, and the vibration time t2 is about 8 seconds. In other words, the vibration time t2 is about twice the vibration time t1. Thus, in this embodiment, the vibration time t2 of the normal button 40 during symbol upgrade is longer than the vibration time t1 of the normal button 40 when the success image G4 is displayed. This is because the vibration of the normal button 40 executed first is merely a notice of the execution of the subsequent operation performance, and the vibration of the normal button 40 executed later is a congratulatory message for winning the special jackpot. In other words, by making the vibration time t2 of the normal button 40, which is executed later, longer than the vibration time t1 of the normal button 40, which is executed first, the player can easily grasp the significance of these two vibrations, and the player's psychology gradually becomes more excited. This is expected to increase the player's interest in the game.

[0262] Next, we will explain what happens when the human-horse fusion effect fails. In the human-horse fusion effect, the human character image G1 and the horse character image G2 are initially displayed apart, and then gradually move closer to each other until they overlap (FIGS. 34(A) and 34(B)). When the human-horse fusion effect is executed based on a specific failure variation, the movement of the two images G1 and G2 does not end at the position shown in FIG. 31(C). Instead, as shown in FIG. 34(C), the human character image G1 slips past to the right, and the horse character image G2 slips past to the left. Finally, as shown in FIG. 34(D), the human character image G1 is cut off at the right edge of the display unit 50a and disappears, and the horse character image G2 is cut off at the left edge of the display unit 50a and disappears. In other words, this failed human-horse fusion effect expresses the failure of the human character and the horse character to fuse. In a failed human-horse fusion effect, the success image G4 is not displayed, and the normal button 40 does not vibrate.

[0263] When a failed horse-and-horse fusion effect is performed, the effect control microcomputer 121 then stops and displays the effect symbols EZ1, EZ2, and EZ3 with a losing combination (more specifically, a reaching losing combination, in this case, the result of "6-7-6"), as shown in Fig. 35. At this time, the text image "Sorry..." is also displayed on the display unit 50a. This effect (the effect shown in Fig. 35) reliably conveys to the player that the failure of the horse-and-human fusion effect meant a losing combination. In this case, the effect symbols EZ1, EZ2, and EZ3 and the small symbols KZ1, KZ2, and KZ3 are definitively stopped and displayed with a losing combination in the variable effect.

[0264] <SPリーチ> The microcomputer 121 for effect control executes the reach effect of the battle reach shown in Fig. 19 as the SP reach based on the lottery of the special chart 2 in the time-shortened state. Specifically, in this SP reach (battle reach), a moving image of an ally character battling an enemy character is displayed on the display unit 50a (see Fig. 19(A)(B)), and finally branches to a success effect indicating a win (a victory effect in which the ally character wins, see Fig. 19(C-1)), or a failure effect indicating a loss (a defeat effect in which the ally character is defeated, see Fig. 19(C-2)).

[0265] More specifically, in a battle reach, as shown in Fig. 36(A), a masked character image G81 representing a masked character who is an ally character and a devil character image G82 representing a devil character who is an enemy character are displayed on the display unit 50a, and a scene in which the two characters start a battle is shown. Then, as shown in Fig. 36(B), when a success effect is executed in this battle reach, the effect control microcomputer 121 executes a flame effect effect (display of flame effect image G5) superimposed in front of an image of a masked character (masked character image G83) who is happy with both fists raised high.

[0266] As mentioned above, there are two presentation modes for the flame effect presentation: a normal mode and a special mode (see FIG. 30). If the normal mode is selected as the presentation mode for the flame effect presentation accompanying the SP reach (battle reach), the presentation control microcomputer 121 displays the blue flame effect image G51 superimposed in front of the masked character image G83 when executing a successful presentation (see FIG. 36(B)). The display of the blue flame effect image G51 (normal mode flame effect presentation) may be executed both when a probability variable jackpot (jackpot symbol 3) is won and when a time-saving jackpot (jackpot symbol 4) is won. Therefore, even if the blue flame effect image G51 is displayed, the player will not know which jackpot it is. However, compared to simply displaying the masked character image G83, displaying the blue flame effect image G51 in addition to the masked character image G83 creates a more flashy image presentation, enhancing the sense of exhilaration that comes from a successful battle reach. In this embodiment, when a successful effect is executed in the SP reach (battle reach), the normal button 40 does not vibrate, unlike when a successful mode of the human-horse fusion effect is executed.

[0267] The flame effect (display of the flame effect image G5) ends after a predetermined time, and then the effect control microcomputer 121 stops and displays the effect symbols EZ1, EZ2, and EZ3 as even-numbered repeating numbers (more precisely, so-called temporary stop display) while still displaying the masked character image G83, as shown in Figure 36(C). This ensures that the player knows that the success (victory) of the battle reach meant that he or she had won the jackpot.

[0268] Next, the effect control microcomputer 121 executes the normal promotion effect. As shown in FIG. 37(A), in the normal promotion effect, the effect symbols EZ1, EZ2, and EZ3 are displayed variably while forming a double-digit number pattern of each number. If the type of jackpot won is a time-saving jackpot, as shown in FIG. 37(B), in the normal promotion effect, the effect symbols EZ1, EZ2, and EZ3 are finally displayed as a double-digit even number pattern (here, "6 6 6"), and the small symbols KZ1, KZ2, and KZ3 are also displayed as a double-digit even number pattern with the same result. This notifies the player that they have won the time-saving jackpot. On the other hand, if the type of jackpot won is a variable jackpot, as shown in Figure 37(C), in the normal promotion effect, the effect symbols EZ1, EZ2, and EZ3 will finally stop and be displayed as odd-numbered symbols (here, "7 7 7"), and the small symbols KZ1, KZ2, and KZ3 will also stop and be displayed as the same symbols. This notifies the player that they have won a variable jackpot.

[0269] Furthermore, if a special mode is selected as the mode for the flame effect associated with the SP Reach (Battle Reach), the effect control microcomputer 121 displays a red flame effect image G52 superimposed in front of the masked character image G83 when a successful battle reach is executed, as shown in Figures 38(A) and 38(B). In this mode, the display of the red flame effect image G52 (the special mode flame effect) is executed when a probability variable jackpot (jackpot symbol 3) is won, but is not executed when a time-saving jackpot (jackpot symbol 4) is won (see Figure 30). Therefore, the display of the red flame effect image G52 (the special mode flame effect) indicates to the player that they have won a probability variable jackpot. This further enhances the sense of exhilaration when the SP Reach is successful. In this case, the normal button 40 does not vibrate, as is the case when the blue flame effect image G51 is displayed during a successful SP Reach.

[0270] When the red flame effect image G52 is displayed during the successful SP reach effect, as shown in Figure 38(C)(D), the normal promotion effect ends with the effect symbols EZ1, EZ2, and EZ3 definitely stopping with the same odd numbers, and the small symbols KZ1, KZ2, and KZ3 definitely stopping with the same numbers. This definitely indicates to the player that they have won the probability jackpot.

[0271] 8. Effects of the embodiment As explained in detail above, according to the pachinko gaming machine PY1 of this embodiment, when the human character image G1 and the horse character image G2 are in a specific overlapping state (Fig. 31(C)(D)), an operation effect is executed in which the normal button 40 is operated (Fig. 32(B)-(D)), which stimulates anticipation for the execution of the operation effect and is expected to increase interest. In particular, according to the pachinko gaming machine PY1 of this embodiment, when the human character image G1 and the horse character image G2 are in a specific overlapping state (Fig. 31(C)(D)), the normal button 40 vibrates, which makes it possible to give the player a premonition that an operation effect in which the normal button 40 is operated will occur.

[0272] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, the normal button 40 also vibrates when operated (see Figures 32(C)(D)), which can increase the excitement when operating the normal button 40.

[0273] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, the vibration time t2 of the normal button 40 when it is suggested that a jackpot gaming state based on a special jackpot will be entered in response to operation of the normal button 40 is longer than the vibration time t1 of the normal button 40 when the human character image G1 and the horse character image G2 are in a specific overlapping state (Figures 31(C)(D)) (see Figure 31(C)(D)), so it is possible to enhance the sense of exhilaration that comes from entering a jackpot gaming state based on a special jackpot.

[0274] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, when the human character image G1 representing a human character and the horse character image G2 representing a horse character become a specific overlapping state (Fig. 31(C)(D)), a special promotion effect (Fig. 32(B)-(D)) in which the human character and the horse character appear is executed thereafter. Therefore, when the human character image G1 and the horse character image G2 become a specific overlapping state, it is possible to give the player a premonition that a special promotion effect in which the human character and the horse character appear will be executed thereafter, and it is expected that the interest in the series of effects will be enhanced.

[0275] Furthermore, according to this form of pachinko game machine PY1, when the human character image G1 representing the human character and the horse character image G2 representing the horse character are in a specific overlapping state (Figure 31 (C) (D)), the normal button 40 (vibrator) vibrates, emphasizing that a specific overlapping state has been reached, thereby making it possible for the player to more strongly anticipate that a special promotion effect in which the human character and the horse character appear will be executed later.

[0276] Furthermore, according to this form of pachinko game machine PY1, the normal button 40 vibrates when the human character and horse character take on a predetermined display mode (for example, the display mode shown in Figure 32 (D)) during the special promotion performance, which can further increase the excitement of the performance using the human character and horse character.

[0277] Furthermore, according to this form of pachinko game machine PY1, the vibration time t2 of the normal button 40 when the human character image G1 and the horse character image G2 are displayed in a predetermined display mode in the special promotion effect is longer than the vibration time t1 of the normal button 40 when the human character image G1 and the horse character image G2 are in a specific overlapping mode (Figure 31 (C) (D)), so it is possible to further enhance the effect of increasing interest through the special promotion effect.

[0278] Furthermore, with this form of pachinko game machine PY1, the display of a success image G4 in the horse-human fusion effect (image movement effect) indicates that a jackpot game state (advantageous development) has been reached, and the type of jackpot game state is also indicated by the execution of a flame effect effect that displays a flame effect image G5 at the timing when the success image G4 is displayed (see Figure 31 (D)), so it is expected that the player's sense of excitement will be heightened when the success image G4 is displayed in the horse-human fusion effect.

[0279] Furthermore, with this form of pachinko game machine PY1, the human character image G1 representing the human character and the horse character image G2 representing the horse character gradually overlap, and as a result, a success image G4 representing both the human character and the horse character is displayed, and furthermore, a flame effect image G5 is displayed in front of and superimposed on top of it so as to hide the boundary between the part of the success image G4 representing the human character (human part image G41) and the part representing the horse character (horse part image G42) (see Figure 31 (D)), which increases the sense of unity of the effects from the human-horse fusion effect to the flame effect effect, and also makes the success image G4 look natural, further increasing the interest of the effects.

[0280] Furthermore, according to this form of pachinko game machine PY1, when a special flame effect presentation (display of red flame effect image G52) is executed, the normal button 40 vibrates (see Figure 31 (D)), which further enhances the sense of excitement when a jackpot game state based on a guaranteed jackpot is reached.

[0281] 9. Example of changes Below, we will explain modified examples of the pachinko gaming machine PY1 (including the second and third embodiments). Of course, the configurations of the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiments and the following modified examples may be deleted as appropriate unless they are described as essential in this specification.

[0282] <Second form> The pachinko gaming machine of the second form differs from the pachinko gaming machine PY1 of the first form in the vibration time of the normal button 40. Specifically, in the pachinko gaming machine of the second form, as shown in Fig. 39, the vibration time t3 of the normal button 40 when the human character image G1 and the horse character image G2 overlap in a specific manner in the human-horse fusion presentation and a success image G4 is displayed is longer than the vibration time t4 of the normal button 40 in response to the operation of the normal button 40 in the operation presentation. In the second form, the vibration time t3 is about 8 seconds, and the vibration time t4 is about 4 seconds.

[0283] In this pachinko gaming machine of the second form, the vibration time t3 of the normal button 40 when the human character image G1 and the horse character image G2 overlap in a specific manner (FIGS. 31(C)(D)) in the human-horse fusion effect is longer than the vibration time t4 of the normal button 40 in response to the operation of the normal button 40 in the operation effect. This makes it possible to enhance the sense of elation caused by the success of the human-horse fusion effect compared to the pachinko gaming machine PY1 of the first form. Furthermore, since the player is more likely to notice the vibration of the normal button 40 when the human-horse fusion effect is successful, this can fully serve as a hint for the execution of the operation effect to be performed thereafter. In the second form, the vibration time t4 of the normal button 40 in response to the operation of the normal button 40 in the operation effect can also be considered the vibration time of the normal button 40 when the human character and the horse character are displayed in a predetermined display manner (the display manner shown in FIG. 32(D)) in the special promotion effect.

[0284] <3rd form> The pachinko gaming machine of the third form differs from the pachinko gaming machine PY1 of the first form and the pachinko gaming machine of the second form in the vibration time of the normal button 40. Specifically, in the pachinko gaming machine of the third form, as shown in Fig. 40, the vibration time t5 of the normal button 40 when the human character image G1 and the horse character image G2 overlap in a specific manner in the human-horse fusion presentation and a success image G4 is displayed, and the vibration time t6 of the normal button 40 in response to the operation of the normal button 40 in the operation presentation are configured to be the same length. Note that in the third form, both the vibration time t5 and the vibration time t6 are about 4 seconds.

[0285] According to the pachinko gaming machine of the third form, the vibration time t5 of the normal button 40 when the human character image G1 and the horse character image G2 are in a specific overlapping state (FIGS. 31(C)(D)) in the human-horse fusion presentation and the vibration time t6 of the normal button 40 in response to the operation of the normal button 40 in the operation presentation are the same length, so it is possible to easily configure control of the vibration time of the normal button 40. Note that in the third form, the vibration time t6 of the normal button 40 in response to the operation of the normal button 40 in the operation presentation can also be said to be the vibration time of the normal button 40 when the human character and the horse character are displayed in a predetermined display state (the display state shown in FIG. 32(D)) in the special promotion presentation.

[0286] <Other changes> In the above-described embodiment, the special flame effect (display of the red flame effect image G52) is configured to be executed only when the second advantageous development, which is more advantageous than the first advantageous development, is achieved (in the case of a special jackpot) (see FIG. 30). However, if the special flame effect (display of the red flame effect image G52) is executed more frequently than the normal flame effect (display of the blue flame effect image G51), the special flame effect may be executed when the first advantageous development is achieved (in the case of a time-limited jackpot). Even with this configuration, the execution of the special flame effect can give the player a premonition that they have probably won a special jackpot, thereby sufficiently increasing their interest in the game. In addition, with this configuration, the special promotion effect may also have a failure mode (a mode in which the even-numbered symbols are ultimately displayed without being promoted to the 7 symbol). That is, in a variation based on the lottery result indicating the first advantageous development (winning the time-saving jackpot), a case may be provided in which a successful mode of the human-horse fusion effect and a failed mode of the special promotion effect are executed.

[0287] In the above embodiment, the first advantageous development is an advantageous development based on winning a time-saving jackpot (execution of a jackpot game and subsequent control into a low-probability time-saving state), and the second advantageous development is an advantageous development based on winning a probability variable jackpot (execution of a jackpot game and subsequent control into a high-probability time-saving state). However, the contents of the first and second advantageous developments can be changed as appropriate as long as the second advantageous development is more advantageous to the player than the first advantageous development. Specifically, for example, the first advantageous development may be the execution of a jackpot game that is essentially 3R, and the second advantageous development may be the execution of a jackpot game that is essentially 10R. Furthermore, the first advantageous development may be a development in which an N-reach is executed, in which the jackpot expectation probability is a first value, and the second advantageous development may be a development in which an SP-reach is executed, in which the jackpot expectation probability is a second value greater than the first value.

[0288] In the above embodiment, the human character and horse character change to different poses in response to the operation of the normal button 40 during the special promotion effect (see Figures 32(C)(D)), but the human character and horse character may be displayed only up to the scene shown in Figure 32(C) during the special promotion effect, and not displayed during the scene shown in Figure 32(D). Even with this configuration, it can be said that the normal button 40 is vibrating when the human character and horse character are displayed in the predetermined display mode shown in Figure 32(C) during the special promotion effect.

[0289] In addition, in the above embodiment, two modes, a normal mode and a special mode, are provided as the performance modes for the flame effect performance, but other performance modes may also be provided as the performance modes for the flame effect performance other than the two, the normal mode and the special mode.

[0290] Furthermore, in the above embodiment, the system is configured to be able to execute an effect in which a human character image G1 representing a human character and a horse character image G2 representing a horse character overlap in a specific overlapping manner to display a success image G4 (see FIG. 31 ). However, the content of the effect can be changed as appropriate. Specifically, for example, a car image representing a car may be displayed as a first element image representing a first object, and a motorcycle image representing a motorcycle may be displayed as a second element image representing a second object, and an effect may be executed in which these images move to form a specific overlapping manner. If the effect content of the image movement effect is changed, the effect content of the special promotion effect may also be changed accordingly. In other words, if an effect in which a car image and a motorcycle image are moved and overlapped is executed as an image movement effect, an effect in which the car and motorcycle appropriately change poses may be executed in the special promotion effect.

[0291] In addition, as the first element image and the second element image that become a specific overlapping pattern in the image movement effect, an arbitrarily designed effect pattern may be adopted, or an arbitrarily designed reserved icon (reserved pattern) may be adopted. In other words, as the image movement effect, an effect may be executed in which the effect pattern used in the variable effect may become a specific overlapping pattern, or an effect may be executed in which the reserved icon may become a specific overlapping pattern. In addition, the same image may be adopted for the first element image and the second element image.

[0292] Furthermore, the effect in which the first element image and the second element image may overlap in a specific manner (image movement effect, see FIG. 31) may be one in which the first element image and the second element image repeatedly overlap in a specific manner and shift from the specific overlapping manner. In this case, if the first element image and the second element image finally overlap in a specific manner, the effect is successful, and if they do not finally overlap in a specific manner, the effect is failed.

[0293] Furthermore, as a pattern in which the first element image (human character image G1) and the second element image (horse character image G2) are in a specific overlapping state in the image movement effect (see FIG. 31), a pattern indicating a successful state may be provided by temporarily not making the first element image and the second element image in a specific overlapping state (for example, by displaying them up to the state shown in FIG. 34(C)), and then making the first element image and the second element image in a specific overlapping state (for example, by returning them to the state shown in FIG. 31(C)). In this case, a pattern indicating a failed state after all (a pattern in which the specific overlapping state is not achieved after all) may be provided by further shifting the first element image and the second element image from the specific overlapping state. In other words, a so-called revival pattern or a false revival pattern may be provided in the image movement effect.

[0294] Furthermore, in the above-described embodiment, the image movement effect and the special promotion effect are configured to be executed in the time-saving state (low-probability time-saving state and high-probability time-saving state). However, the game state in which the image movement effect and the special promotion effect can be executed can be changed as appropriate. Specifically, for example, the image movement effect and the special promotion effect may be configured to be executable only in the normal game state, or only in the low-probability time-saving state, or only in the high-probability time-saving state. By limiting the game state in which the image movement effect and the special promotion effect can be executed to a certain game state, it is possible to significantly increase the interest in that game state. Of course, if such an effect is not expected, the image movement effect and the special promotion effect may be configured to be executed in any game state. Note that the game state in which the SP reach (battle reach) and the normal promotion effect can be executed may be the same game state as the game state in which the image movement effect and the special promotion effect can be executed, or may be a different game state.

[0295] Furthermore, in the above embodiment, the normal button 40 is used as the operation unit that vibrates when the human-horse fusion effect (image movement effect) is successful, and as the operation unit that the player operates in the operation effect after the human-horse fusion effect is successful, but an operation unit other than the normal button 40 may also be used as these operation units. Specifically, for example, a special button 41 may be used. In this case, a known vibration mechanism is appropriately employed to configure the special button 41 to be able to vibrate. Furthermore, the special button 41 is configured to vibrate not only when the human-horse fusion effect is successful, but also when the special button 41 is operated.

[0296] In addition, in the above embodiment, the normal button 40 is configured to vibrate both when the human-horse fusion performance (image movement performance) is successful and when the normal button 40 is operated in the subsequent operation performance, but it may also be configured to vibrate the normal button 40 only when the human-horse fusion performance is successful.

[0297] Furthermore, as in the above embodiment, when the first object (human character) represented by the first element image (human character image G1) in the horse-human fusion effect (image movement effect) and the second object (horse character) represented by the second element image (horse character image G2) also appear in the special promotion effect (specific effect) after the horse-human fusion effect is successful, the special promotion effect may not include an operation effect. Specifically, for example, the special promotion effect may be configured to display an image in which the human character and the horse character move appropriately, and the type of effect symbol constituting the doublet is promoted accordingly. In such a configuration, the normal button 40 may not be vibrated in response to the success of the horse-human fusion effect. Furthermore, in such a configuration, a vibrating body (e.g., a vibrating movable body for the effect) may be provided in addition to an operation unit such as the normal button 40, and this vibrating body may be vibrated.

[0298] In the above embodiment, the effect after the successful completion of the Jin-Horse Fusion effect (image movement effect) is to upgrade the type of effect symbols that make up the doublet, but as long as the first object (human character) and the second object (horse character) that appear in the Jin-Horse Fusion effect appear, the effect after the successful completion of the Jin-Horse Fusion effect does not have to be an effect that upgrades the type of effect symbols that make up the doublet. Specifically, for example, it may be a preview effect that suggests that the success of the effect indicates a high probability of winning.

[0299] In the above embodiment, the success of the horse-human fusion effect (image movement effect) signifies a jackpot win, but the horse-human fusion effect does not necessarily mean a jackpot win as long as the first element image and the second element image overlap in a specific manner. Specifically, for example, the success of the horse-human fusion effect may suggest a high probability of winning a jackpot.

[0300] In the above embodiment, the successful image G4 in the human-horse fusion effect (image movement effect) is configured to display an image including a human partial image G41 representing a human character and a horse partial image G42 representing a horse character, but the successful image does not necessarily have to include a portion representing the first object (human character) represented by the first element image (human character image G1) and a portion representing the second object (horse character) represented by the second element image (horse character image G2). In this case, the display position of the flame effect effect (display position of the flame effect image G5) may be set to an appropriate position.

[0301] In the above embodiment, if the human-horse fusion effect is successful, the series of effects shown in Figures 31(C) and (D) are performed and the normal button 40 is vibrated, but it is also possible to perform only the effect shown in Figure 31(C) and vibrate the normal button 40. In the above embodiment, both the effect mode shown in Figure 31(C) and the effect mode shown in Figure 31(D) correspond to a "specific overlap mode" regarding the human character image G1 and the horse character image G2, but when configured as in this modified example, only the effect mode shown in Figure 31(C) corresponds to a "specific overlap mode."

[0302] In the above embodiment, the vibration time of the normal button 40 can be changed as appropriate within a range that satisfies the role that the vibration plays.

[0303] In the above embodiment, the special promotion effect is always configured to promote to a double 7 symbol, but it may also be configured to promote to a double 7 symbol of an odd number other than 7. In the above embodiment, the special promotion effect is configured to stop and display a double 7 symbol of an even number before the special promotion effect is executed (see FIG. 32(A)), but it may also be configured to stop and display a double 7 symbol of an odd number other than 7 in addition to the double 7 symbol of an even number.

[0304] In addition, in the above embodiment, a first start port 11 (fixed start port) in which the ease with which the game ball can enter does not change, and a second start port 12 (variable start port, start port related to the electric chute 12D) in which the ease with which the game ball can enter can be changed are provided, but only one of these may be provided.

[0305] In addition, in the above embodiment, the special chart 2 determination process is performed with priority over the special chart 1 determination process (the variable display of special chart 2 is performed with priority over the variable display of special chart 1), but the special chart 1 determination process may be performed with priority over the special chart 2 determination process (the variable display of special chart 1 is performed with priority over the variable display of special chart 2). In this case, it is preferable to make the special chart 1 lottery a lottery that is more likely to win a jackpot than the special chart 2 lottery.

[0306] In the above embodiment, the gaming machine determines whether or not a game enters a high-probability state based on the type of jackpot symbol that is won. However, it may also be a so-called V-type machine (a gaming machine that controls the game to a high-probability state based on the passage of a specific area (V area) within the jackpot slot). In the above embodiment, the gaming machine is configured as a so-called probability loop type gaming machine, in which once the game enters a high-probability state, the game continues to be controlled in the high-probability state until the start of the next jackpot game. However, it may also be configured as a so-called ST machine (a gaming machine with a limited number of probability games). It may also be configured as a so-called type 1 / 2 mixed machine or a swing-type gaming machine. In other words, the invention described in this specification can be suitably employed in gaming machines with various game types, regardless of the game type of the gaming machine.

[0307] In the above embodiment, the present invention is applied to a pachinko game machine, but it can also be applied to other pinball game machines such as an arrange ball game machine and a mahjong ball game machine.

[0308] In the above embodiment, the variable display of the small symbols KZ1, KZ2, and KZ3 is performed in approximately synchronization with the variable display of the special symbols. However, instead of consisting of three symbols like the small symbols KZ1, KZ2, and KZ3, the small symbols may consist of two or other symbols. For example, two separate symbols, special symbol 1 and special symbol 2, may be provided. Also, a single common symbol may be provided for special symbol 1 and special symbol 2. In these cases, the display may be displayed on the display unit 50a of the image display device 50, and the sub-control board 120 may control this. Furthermore, an LED device for displaying symbols may be provided in an area other than the play area 6 of the game board 1. In this case, the LED device may be controlled by the main control board 100 or the sub-control board 120.

[0309] In the above embodiment, the main control board 100 performs basic control related to the progress of the game, and the sub-control board 120 performs basic control related to the progress of the presentation in accordance with the progress of the game (game control), so that game control and presentation control are performed by different boards, but they may also be configured to be performed by a single board. In this case, the image control board 140 may be included in that single board, or may be provided separately from that single board.

[0310] Furthermore, not all jackpot gaming states need to be configured to correspond to "advantageous gaming states advantageous to the player (special gaming states advantageous to the player)." For example, a jackpot gaming state that is scheduled to be subsequently controlled to a high-probability state may be configured to correspond to an "advantageous gaming state advantageous to the player," or a jackpot gaming state in which a relatively large number of prize balls can be obtained, such as 16R, may be configured to correspond to an "advantageous gaming state advantageous to the player." Furthermore, an "advantageous gaming state advantageous to the player" may not necessarily refer to a jackpot gaming state, but may also refer to a high-probability state or a high-base state (time-saving state). If an "advantageous gaming state advantageous to the player" refers to a high-probability state or a high-base state (time-saving state), various effects that create anticipation of entering an advantageous gaming state (special gaming state) may not be limited to effects during the variable display of special symbols, but may also be effects that are performed at other times, such as during a jackpot game.

[0311] In the above embodiment, the game control microcomputer 101 may count the total number of winning balls and the total number of balls fired since power-on, and when the difference between the total number of winning balls and the total number of balls fired reaches a certain number (for example, +120,000 balls), the game may be stopped at a predetermined timing (even if various game ball detection sensors such as the first start port sensor 11a and the second start port sensor 12a detect game balls, this is invalidated and no lottery or prize balls are drawn). In this case, the timing for stopping the game is preferably the end of a jackpot game when the difference between the total number of winning balls and the total number of balls fired reaches a certain number. Also, instead of stopping the game, the firing may be stopped (game balls are not fired even if the handle 72k is operated), or both the game and the firing may be stopped. The total number of shots since power-on is counted based on the detection of an outlet sensor installed on a single passageway through which game balls shot into the game area 6 and passed through the various winning holes (first start hole 11, second start hole 12, first large winning hole 14, second large winning hole 15, general winning hole 10) and outlet hole 19 ultimately pass. The total number of shots may also be determined by counting the detections of the sensors that detect winning at the various winning holes (first start hole 11, second start hole 12, first large winning hole 14, second large winning hole 15, general winning hole 10) and the sensor that detects passage through outlet hole 19. Alternatively, if a return ball prevention section is provided at the end of inner wall section 1B (rail member) and a sensor capable of detecting game balls is provided in this return ball prevention section, the total number of shots may also be determined by counting the detections of this sensor. Furthermore, the count of the difference between the total number of winning balls and the total number of shots is cleared when the power is turned on (i.e., when the power switch 191 is turned on). Furthermore, when gameplay or shooting is stopped, the machine is restored to a playable state when the RAM clear operation (turning the power switch 191 on while pressing the RAM clear switch 119) is performed after the power is cut off. Such a configuration that stops gameplay or shooting when the difference between the total number of winning balls and the total number of shots since power was turned on reaches a certain number (for example, +120,000 balls) is called the excessive winning ball prevention means. The excessive winning ball prevention means is a function that prevents the inconvenience of the pachinko game machine PY1 shooting out excessive winning balls in one day of play.The difference in number of balls between the total number of winning balls and the total number of balls fired, which is the condition for stopping the game or firing, can be changed as appropriate.

[0312] Here, if the game control microcomputer 101 is equipped with an excess prize ball prevention means, it may be provided with the following configuration. For example, when the difference between the total number of prize balls and the total number of shots since power-on (hereinafter referred to as the "specific difference balls") reaches a certain number (e.g., +120,000 balls), a predetermined signal indicating this may be output from the external terminal board to the hall computer. The external terminal board is a circuit board for outputting various signals from the pachinko gaming machine PY1 to an external device such as a hall computer installed in the gaming parlor, and the pachinko gaming machine PY1 may output signals set by the game control microcomputer 101 to the outside of the pachinko gaming machine PY1 via the external terminal board. With this configuration, it becomes possible for an employee of the gaming parlor or the like to check the hall computer that the specific difference balls have reached a certain number. In addition, instead of or in addition to this configuration, when the specific difference balls reach a predetermined number (for example, +110,000 balls) smaller than a certain number (for example, +120,000 balls), an outer end signal (a signal output to the outside from the external terminal board) indicating this may be output. This outer end signal functions as a signal indicating that the specific difference balls are about to reach a certain number.

[0313] In addition, when the excessive prize ball prevention means stops the game or the release, it is preferable to configure the device so that an image indicating this is displayed on the image display device 50, the frame lamp 53 or the board lamp 54 is illuminated in a light emitting mode indicating this, or a sound indicating this is output from the speaker 52. This is because such notifications allow the employees of the game parlor, players, etc. to understand the situation (that the specific difference balls have reached a certain number).

[0314] In addition, when the difference between the total number of winning balls since power-on and the total number of shots reaches a certain number, a notice that the game or shots will stop can be given as a presentation during the game (for example, as one of the advance notice presentations accompanying the variable presentation) or in the presentation waiting for customers. This is because it is possible to notify the player in advance that the game or shots may stop.

[0315] Furthermore, when the count of the difference balls (specific difference balls) between the total number of winning balls and the total number of shots is cleared upon power-on (i.e., upon turning on the power switch 191), an image indicating this may be displayed on the image display device 50, the frame lamp 53 and the board lamp 54 may be illuminated in a light-emitting mode indicating this, or a sound indicating this may be output from the speaker 52. This is because it is possible to notify the employees of the game parlor, players, etc. that the count of the specific difference balls has been cleared.

[0316] The count of the difference balls (specific difference balls) between the total number of winning balls and the total number of shots may not be cleared simply by turning on the power, but may be cleared when the RAM clear switch 119 is operated when the power is turned on, or a switch for clearing the count of specific difference balls other than the RAM clear switch 119 may be provided and cleared when this switch is operated when the power is turned on. Alternatively, the count of specific difference balls may be cleared when the setting key cylinder provided on the main control board 100 is operated when the power is turned on. Alternatively, the count of specific difference balls may be cleared simply by operating the switch for clearing the count of specific difference balls, regardless of when the power is turned on. Also, the count of the difference balls between the total number of winning balls and the total number of shots may be cleared when a predetermined time (for example, 15 minutes) has elapsed since the machine entered a customer waiting state (a state in which neither special games (jackpot games, small jackpot games) nor special symbol variations are being performed and no special symbols are reserved). The count of the difference between the total number of winning balls and the total number of shots may also be cleared when a game state other than the normal game state is changed to the normal game state. Alternatively, the count of the difference between the total number of winning balls and the total number of shots may be cleared when the normal game state continues for a predetermined time (e.g., one hour) or when no game balls are shot in the normal game state for a specific time (e.g., one hour). Note that if the count of specific balls is cleared by a method other than the RAM clear operation, the count of specific balls may not be cleared when the RAM clear operation is performed. In this case, the memory information of the specific balls may be stored in non-volatile memory means (e.g., FRAM (registered trademark)) or in a non-erasable memory area of ​​the game RAM 104 that is not erased when the RAM clear operation is performed.

[0317] In addition, if the configuration is equipped with an excess prize ball prevention means, the counting of the difference balls (specific difference balls) between the total number of prize balls and the total number of shots may start from the so-called first hit (a big hit based on winning in a normal game state). With this configuration, the negative amount of the specific difference balls up to the first hit will not be counted, and it is possible to make the number of specific difference balls that triggers the game to stop the same as the number of balls that have increased after the first hit.

[0318] Furthermore, if the system is configured with an excess prize ball prevention means, the timing for stopping gameplay or stopping firing may be set to the end of a consecutive winning period when the difference between the total number of winning balls and the total number of shots (specific difference balls) reaches a certain number. The consecutive winning period is the gaming period from the start of a jackpot game based on a win in normal gaming mode until normal gaming mode is resumed (or until normal gaming mode is resumed and there are no reserved special charts 2). In such a configuration, if the specific difference balls exceed a certain number during the consecutive winning period, a notification that gameplay or firing will be stopped upon the end of the consecutive winning period may be displayed on the display unit 50a, by lighting up lamps (frame lamp 53, board lamp 54), or by outputting audio from the speaker 52.

[0319] In the above, gameplay was stopped or firing was stopped based on the difference between the total number of winning balls and the total number of shots (specific difference balls) reaching a certain number, but gameplay or firing may also be stopped based on other specific measurement values. For example, the specific measurement value may be a base that is the ratio between the total number of winning balls and the total number of shots (for example, a base during a winning streak), or simply the total number of winning balls (total number of winning balls during a winning streak), and any measurement value based on the total number of winning balls can be changed as appropriate.

[0320] 10. Inventions Disclosed in This Specification The following inventions have been disclosed up to the preceding paragraphs in this [Mode for Carrying Out the Invention]. In the following description, the names and expressions of corresponding configurations in the embodiments and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions. Note that Invention A is a general term for Inventions A1 to A6 below. Invention B is a general term for Inventions B1 to B6 below. Invention C is a general term for Inventions C1 to C3 below.

[0321] Invention A1: When the first element image (human character image G1) and the second element image (horse character image G2) are in a specific overlapping state (the state shown in FIG. 31(C)(D)), an operation effect (the effect shown in FIG. 32(B)(C)) can be executed to operate the operation unit (normal button 40) that can be operated by the player, A gaming machine characterized in that, depending on the operation of the operation unit during the operation presentation, it suggests that a specific advantageous development (a jackpot game state based on a guaranteed jackpot) will occur that is favorable to the player (see Figure 32 (D)).

[0322] According to the gaming machine of this configuration, when the first element image and the second element image overlap in a specific manner, an operation effect is executed that causes the player to operate the operation unit, thereby stimulating anticipation for the execution of the operation effect and increasing interest through the effect.

[0323] Invention A2: The gaming machine according to invention A1, The gaming machine is characterized in that when the first element image and the second element image are in the specific overlapping state, the operation unit is vibrated (see FIG. 31(D)).

[0324] With this type of gaming machine, the operating unit vibrates when the first element image and the second element image overlap in a specific manner, allowing the player to anticipate the next operation that will require the player to operate the operating unit.

[0325] Invention A3: The gaming machine according to Invention A2, A gaming machine characterized in that the operating unit can be vibrated when it is suggested that the specific advantageous development will occur in response to operation of the operating unit (see Figure 32 (D)).

[0326] According to a gaming machine of this configuration, the operating section vibrates even when it is operated, which can increase the excitement of operating the operating section.

[0327] Invention A4: The gaming machine according to Invention A3, A gaming machine characterized in that the vibration time of the operation unit when the operation of the operation unit suggests that the specific advantageous development will occur (t2 shown in Figure 33) is longer than the vibration time of the operation unit when the first element image and the second element image enter the specific overlapping state (t1 shown in Figure 33).

[0328] With a gaming machine of this configuration, the vibration time of the operating unit when it is suggested that a specific advantageous development will occur in response to operation of the operating unit is longer than the vibration time when the first element image and the second element image are in a specific overlapping state, making it possible to enhance the sense of excitement that comes from a specific advantageous development.

[0329] Invention A5: The gaming machine according to Invention A3, A gaming machine characterized in that the vibration time of the operation unit when the first element image and the second element image are in the specific overlapping state (t3 shown in Figure 39) is longer than the vibration time of the operation unit when it suggests that the specific advantageous development will occur in response to the operation of the operation unit (t4 shown in Figure 39).

[0330] With this configuration of gaming machine, the vibration time of the operation unit when the first element image and the second element image are in a specific overlapping state is longer than the vibration time of the operation unit when a specific advantageous development is suggested in response to the operation of the operation unit, so it is possible to enhance the sense of excitement caused by the first element image and the second element image being in a specific overlapping state.

[0331] Invention A6: The gaming machine according to Invention A3, A gaming machine characterized in that the vibration time of the operation unit when the first element image and the second element image are in the specific overlapping state (t5 shown in Figure 40) is the same as the vibration time of the operation unit when the specific advantageous development is suggested in response to operation of the operation unit (t6 shown in Figure 40).

[0332] With this configuration of gaming machine, the vibration time of the operating unit when the first element image and the second element image overlap in a specific manner is the same as the vibration time of the operating unit when a specific advantageous development is suggested in response to the operation of the operating unit, so that the vibration time can be easily controlled.

[0333] Incidentally, as an example of a gaming machine, a pachinko gaming machine has been known in the past, for example, as described in Japanese Patent No. 6854563, which displays an operation button image to suggest operation of the operation button, and then performs an operation performance that prompts the player to operate the operation button (paragraph 2134 of Japanese Patent No. 6854563). However, gaming machines that perform an operation performance that prompts the player to operate an operation unit (operation button), such as the gaming machine described in Japanese Patent No. 6854563, still have room for improvement in order to increase the enjoyment of the game.

[0334] The above-mentioned invention A differs from the gaming machine described in Patent Publication No. 6854563 in that "when the first element image and the second element image are in a specific overlapping state, it is possible to execute an operation effect that causes the player to operate an operation unit that can be operated by the player." This makes it possible for invention A to solve the problem (achieve the effect of) "improving the enjoyment of the game."

[0335] Invention B1: A gaming machine characterized in that when a first element image (human character image G1) representing a first object (human character) and a second element image (horse character image G2) representing a second object (horse character) are in a specific overlapping state (the state shown in Figure 31 (C) (D)), a specific effect (special promotion effect, see Figures 32 (B) to (D)) in which the first object and the second object appear is executed.

[0336] With this type of gaming machine, the first element image representing the first object and the second element image representing the second object overlap in a specific manner, which gives the player a sense that a specific presentation in which the first object and the second object appear will be executed later, which is expected to increase the interest of the series of presentations.

[0337] Invention B2: The gaming machine according to Invention B1, A gaming machine characterized in that when the first element image and the second element image are in the specific overlapping state, a vibrating body (normal button 40) is vibrated (see Figure 31 (D)).

[0338] With this configuration of gaming machine, when a first element image representing a first object and a second element image representing a second object overlap in a specific manner, the vibrator vibrates, thereby emphasizing the specific overlapping manner, and it is possible to more strongly anticipate that a specific presentation in which the first object and the second object appear will then be executed.

[0339] Invention B3: The gaming machine according to Invention B2, A gaming machine characterized in that the vibrator is vibrated (see Figure 32(D)) even when the first object and the second object are displayed in a predetermined display mode (for example, the mode shown in Figure 32(D)) during the specific presentation.

[0340] With this configuration of gaming machine, the vibrator also vibrates when the first object and the second object are displayed in a predetermined manner during a specific presentation, which makes it possible to further increase the interest in the presentation using the first object and the second object.

[0341] Invention B4: The gaming machine according to Invention B3, A gaming machine characterized in that the vibration time of the vibrator when the first object and the second object are displayed in the specified display mode (t2 shown in Figure 33) is longer than the vibration time of the vibrator when the first element image and the second element image are in the specific overlapping mode (t1 shown in Figure 33).

[0342] With this configuration of gaming machine, the vibration time of the vibrator when the first and second objects are displayed in a predetermined display mode in a specific presentation is longer than the vibration time of the vibrator when the first element image and the second element image are in a specific overlapping mode, thereby making it possible to further enhance the presentation effect of the specific presentation.

[0343] Invention B5: The gaming machine according to Invention B3, A gaming machine characterized in that the vibration time (t3 shown in Figure 39) of the vibrator when the first element image and the second element image are in the specific overlapping state is longer than the vibration time (t4 shown in Figure 39) of the vibrator when the first object and the second object are displayed in the specified display state.

[0344] With this configuration of gaming machine, the vibration time of the vibrator when the first element image and the second element image are in a specific overlapping state is longer than the vibration time of the vibrator when the first object and the second object are displayed in a predetermined display state in a specific presentation, so it is possible to enhance the sense of excitement caused by the first element image and the second element image being in a specific overlapping state.

[0345] Invention B6: The gaming machine according to Invention B3, A gaming machine characterized in that the vibration time of the vibrator when the first element image and the second element image are in the specific overlapping state (t5 shown in Figure 40) is the same length as the vibration time of the vibrator when the first object and the second object are displayed in the specified display state (t6 shown in Figure 40).

[0346] With this configuration of gaming machine, the vibration time of the vibrator when the first element image and the second element image are in a specific overlapping state is the same as the vibration time of the vibrator when the first object and the second object are displayed in a predetermined display state in a specific presentation, making it possible to easily configure control of the vibration time.

[0347] Incidentally, as an example of a gaming machine, a pachinko gaming machine has been known in the past, for example, as described in Patent No. 6881630, which is capable of executing an effect in which one character is displayed at a distance from another character, and the two characters are brought closer together until the two characters finally hold hands. In this gaming machine, it is said that the more the effect progresses, the more advantageous the perception of the game situation can be given. However, in the gaming machine described in Patent No. 6881630, the content of the effect in which the characters are brought closer together does not relate to the content of subsequent effects, and there is room for improvement to increase the enjoyment of the game.

[0348] The above-mentioned invention B differs from the gaming machine described in Patent No. 6881630 in that "when a first element image representing a first object and a second element image representing a second object overlap in a specific manner, a specific effect in which the first object and the second object appear can be executed." This makes it possible for invention B to solve the problem (achieve the effect of) "improving the enjoyment of the game."

[0349] Invention C1: The first element image (human character image G1) and the second element image (horse character image G2) are moved so as to overlap, and when the overlap between the first element image and the second element image reaches a certain amount (see FIG. 31(C)), a predetermined success image (success image G4 representing Cerberus) is displayed, thereby notifying the player that a favorable development (jackpot game state) will occur in an advantageous manner (human-horse fusion effect, see FIGS. 31(A) to (D)). It is possible to execute a predetermined effect (a flame effect effect that displays a flame effect image G5, see Figures 31(D), 36(B), and 38(B)) that is executed in one of a plurality of modes, including a normal mode (blue flame effect image G51) that can be executed when the first advantageous development (a jackpot gaming state based on a time-saving jackpot) occurs among the advantageous developments, and a special mode (red flame effect image G52) that is executed when the second advantageous development (a jackpot gaming state based on a probability variable jackpot) that is more advantageous than the first advantageous development occurs, The gaming machine is characterized in that the predetermined effect can be executed at the timing when the predetermined success image is displayed in the image movement effect (see FIG. 31(D)).

[0350] With a gaming machine of this configuration, the display of a predetermined success image in the image movement presentation indicates that a favorable development will occur, and the type of favorable development is also suggested by the execution of a predetermined presentation at the timing when the predetermined success image is displayed, so it is expected that the player's sense of excitement will be heightened when the predetermined success image is displayed in the image movement presentation.

[0351] Invention C2: The gaming machine according to invention C1, The predetermined success image (success image G4 representing Kerberos) is an image including a portion (person partial image G41) representing the first object (person character) represented by the first element image and a portion (horse partial image G42) representing the second object (horse character) represented by the second element image, A gaming machine characterized in that the specified effect is displayed superimposed in front of the specified success image so as to hide the boundary between the part representing the first object and the part representing the second object in the specified success image (see Figure 31 (D)).

[0352] With this type of gaming machine, the first element image representing the first object and the second element image representing the second object gradually overlap, resulting in a predetermined success image representing both the first object and the second object, after which a predetermined effect is displayed at the boundary between the first object and the second object in the predetermined success image, thereby enhancing the sense of unity of the effects from the image movement effect to the predetermined effect and increasing the interest of the effects.

[0353] Invention C3: The gaming machine according to Invention C1 or Invention C2, A gaming machine characterized in that when the specified special mode effect (a flame effect effect that displays a red flame effect image G52) is executed at the time when the specified success image (a success image G4 representing Cerberus) is displayed, a vibrating vibrator (normal button 40) is vibrated (see Figure 31 (D)).

[0354] According to the gaming machine having this configuration, the vibrator vibrates when a predetermined special mode presentation is executed, which further enhances the sense of excitement when the second advantageous development may occur.

[0355] Invention C4: The gaming machine according to Invention C1 or Invention C2, In a specific effect (SP reach, see FIG. 36) different from the image movement effect, the advantageous development may be notified. When the advantageous development is notified in the specific effect, the predetermined effect of the normal mode (a flame effect effect displaying a blue flame effect image G51) may be executed (see FIG. 36(B)). When the predetermined effect of the normal mode is executed, the vibrator (normal button 40) that can vibrate is not vibrated, A gaming machine characterized in that when the specified special mode effect (a flame effect effect displaying a red flame effect image G52) is executed at the time when the specified success image (a success image G4 representing Cerberus) is displayed, the vibrator is vibrated (see Figure 31 (D)).

[0356] With this configuration of gaming machine, when an advantageous development is notified in a specific presentation and a predetermined presentation in a normal mode is executed, the vibrator does not vibrate, but when an advantageous development is notified by the display of a predetermined successful image in the image movement presentation and a predetermined presentation in a special mode is executed, the vibrator does vibrate, thereby further enhancing the sense of excitement when a second advantageous development may occur.

[0357] Incidentally, as an example of a gaming machine, a pachinko gaming machine has been known in the past that can execute an effect in which one character and another character are displayed apart, and the two characters are brought closer together until they finally hold hands, as described in Patent Publication No. 6881630. It is believed that this gaming machine can provide a more favorable perception of the game situation as the effect progresses. However, the effect described in Patent Publication No. 6881630, in which one image (one character) and another image (another character) are brought closer together and displayed in a predetermined manner (the two characters holding hands), still has room for improvement in order to increase the enjoyment of the game.

[0358] The above-mentioned invention C differs from the gaming machine described in Patent No. 6881630 in that "in an image movement effect that notifies the player that an advantageous development will occur by moving a first element image and a second element image so that they overlap, and displaying a predetermined success image when the overlap between the first element image and the second element image reaches a certain amount, the predetermined effect is executed in one of a plurality of modes that can suggest the type of advantageous development at the timing when the predetermined success image is displayed." In this way, invention C can solve the problem of "improving the enjoyment of the game" (achieve the effect). [Explanation of symbols]

[0359] PY1...Pachinko machine 40...Normal button (operation part, vibrator) 50a...Display section 50...Image display device 101...Game control microcomputer 121...Performance control microcomputer G1...Character image (first element image) G2...Horse character image (second element image) G4...Successful image G41…Person partial image G42...Horse part image G5...Flame effect image G51...Blue flame effect image G52...Red flame effect image

Claims

[Claim 1] A vibrating body is provided, A predetermined image presentation in which a first element image representing a first object and a second element image representing a second object different from the first object move closer to each other and can be in a specific overlapping state; When the first element image and the second element image overlap in the specific manner in the predetermined image presentation, a vibration presentation in which the vibrator is vibrated can be executed based on the result of one lottery. In the predetermined image presentation, the first element image and the second element image are overlapped in the specific manner to perform the vibration presentation, and then the vibration presentation is terminated and a specific presentation in which the first object and the second object appear can be performed; The gaming machine is characterized in that after the execution of the specific presentation is started, an operation effective period of a predetermined operation presentation can be started, and in response to a predetermined operation being performed during the operation effective period, a specific advantageous development that is advantageous to the player is suggested.

Citation Information

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