gaming machines

The gaming machine uses staged determination mechanisms to vary presentation modes and probabilities, enhancing player engagement and excitement in pachinko games.

JP7742152B2Active Publication Date: 2025-09-19SANSEI R&D KK
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Patent Information

Application Number
JP2022197597
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-12-12
Publication Date
2025-09-19
Estimated Expiration
2042-12-12

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack mechanisms to enhance player interest and engagement through dynamic and staged presentation modes that vary the probability of achieving advantageous states.

Method used

A gaming machine with first and second determination means to establish an advantageous state, allowing for staged suggestion effects and varying presentation modes based on ball entries, including different formats for displaying icons with changing probabilities of achieving advantageous states.

Benefits of technology

Increases player interest and engagement by providing dynamic and staged presentation effects that enhance the anticipation and excitement of winning.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007742152000002
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    Figure 0007742152000003
Patent Text Reader

Abstract

To enhance amusement property of a game.SOLUTION: A Pachinko game machine PY1 is capable of executing a first suggest-ahead performance (reservation display change performance) that can be progressed gradually on the basis of a result of read-ahead determination, and a second suggest-ahead performance (chance zone performance) different from the first suggest-ahead performance. The Pachinko game machine PY1 sometimes executes the first suggest-ahead performance (reservation display change performance) in a first form (white blinking→blue→red), and sometimes executes it in a second form (white blinking→blue→white) that ends in the middle of the first form.SELECTED DRAWING: Figure 45
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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 has been known in the past, as described in Patent Document 1 below, which determines whether a jackpot has been won, and based on the result of the determination, changes the display mode of a pending display for the purpose of the performance from normal white to a special blue or red, etc., to make the player expect to win the jackpot. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-112132 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the method of executing effects as described in Patent Document 1 is now commonly seen, and there is room for improvement in order to provide players with more interest. [Means for solving the problem]

[0005] The gaming machine of the present invention comprises: a first determination means for making a first determination as to whether or not to create an advantageous state that is advantageous to a player based on a ball entering the first ball entrance or a second ball entrance different from the first ball entrance; a second determination means for making a second determination as to whether the advantageous state will be established before the first determination when the ball has entered the game; A performance control means capable of controlling the performance, The performance control means In a predetermined gaming state in which the probability of determining that the advantageous state is established in the first determination is 1, it is possible to set one of a plurality of presentation modes including a predetermined presentation mode; Based on the result of the second determination, a first-precedence suggestion effect that can be progressed in stages and a second-precedence suggestion effect that is different from the first-precedence suggestion effect can be executed; The first suggestion performance may be performed in a first format or in a second format that ends in the middle of the first format. When the format of the first advance suggestion presentation to be executed is determined to be the first format, the icon to be displayed in the predetermined display area in the predetermined game state and in the predetermined presentation mode can be displayed in a first special format in which the probability of achieving the advantageous state is higher than in the normal format, and then can be displayed in a second special format in which the probability of achieving the advantageous state is higher than in the first special format while remaining in the predetermined game state and in the predetermined presentation mode, When the format of the first advance suggestion presentation to be executed is determined to be the second format, the icon to be displayed in the predetermined display area in the predetermined game state and in the predetermined presentation mode is displayed in the first special format, and then it is possible to display it in the normal format in the predetermined game state and in the predetermined presentation mode without displaying it in the second special format, When the first-precedence suggestion effect of the second format is executed, the effect control means can execute the second-precedence suggestion effect after the first-precedence suggestion effect is executed. the law of nature, When the first-precedent suggestion effect of the second format is executed, the second-precedent suggestion effect is more likely to be executed than when the first-precedent suggestion effect is not executed. 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] FIG. 2 is a perspective view showing the back side of the gaming machine. [Figure 9] FIG. 2 is a front view showing a 7-segment display. [Figure 10] (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 11] (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 12] (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 13] This is an example of a special chart 1 fluctuation pattern determination table. [Figure 14] This is an example of a special chart 2 variation pattern determination table. [Figure 15] 10 is an example of a look-ahead determination table. [Figure 16] 10 is an example of a jackpot game control table. [Figure 17] FIG. [Figure 18] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode. [Figure 19] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 20] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 21]This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 22] An explanatory diagram showing a specific example of a hold effect. [Figure 23] An explanatory diagram showing a specific example of a movable object effect. [Figure 24] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 25] 10 is a flowchart of a main control process. [Figure 26] 10 is a flowchart of a main-side timer interrupt process. [Figure 27] 10 is a flowchart of a sub-control main process. [Figure 28] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 29] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 30] FIG. 2 is a diagram showing a game board relating to a characteristic part of the pachinko game machine PY1. [Figure 31] FIG. 10 is a diagram showing the display contents of the display unit relating to the characteristic part of the pachinko gaming machine PY1. [Figure 32] 10 is a table for explaining the display mode of the hold display. [Figure 33] This is a lottery table for the pending display change effect. [Figure 34] This is a lottery table for the pending change scenario. [Figure 35] This is a lottery table with a chance zone effect. [Figure 36] This is the lottery table for SP Reach. [Figure 37] FIG. 10 is a diagram showing a specific example of a chance zone effect. [Figure 38] A figure showing a specific example of an SP reach exclusive to the chance zone. [Figure 39] This figure shows a specific example of an SP reach exclusive to the chance zone, following Figure 38. [Figure 40] This figure shows a specific example of an SP reach exclusive to the chance zone, following Figure 39. [Figure 41]A figure showing a specific example of a common SP reach. [Figure 42] This is a timing chart to explain the period during which the chance zone ending operation is possible. [Figure 43] This is a timing chart to explain the period during which the chance zone ending operation is possible. [Figure 44] This is a diagram of the display unit to explain the difference in the presentation development when and if the chance zone end operation is not performed. [Figure 45] This is a table to explain examples of combined execution of hold display change effects, chance zone effects, and SP reaches. [Figure 46] FIG. 46 is a diagram of a display unit for explaining the case where rendering execution example 1 shown in FIG. 45 is executed. [Figure 47] FIG. 46 is a diagram of the display unit for explaining the case where rendering execution example 5 shown in FIG. 45 is executed. [Figure 48] This is a timing chart to explain the execution control of the pre-reading effects (hold display change effects, chance zone effects) related to special chart 1 based on winning at the first starting port, and the execution control of the pre-reading effects (hold display change effects, chance zone effects) related to special chart 2 based on winning at the second starting port. [Figure 49] This is a diagram of the display unit to explain an example of the execution of the pending display change effect when a win at the first start port and a win at the second start port occur simultaneously. [Figure 50] This is a lottery table for a reserve change scenario in the second embodiment. [Figure 51] 10 is a lottery table for a chance zone effect according to the second embodiment. 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 a first embodiment will be described. First, the structure of the pachinko gaming machine PY1 will be described with reference to FIGS. 1 to 5. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1. In this specification, the conventional and general configuration of the pachinko gaming machine PY1 will be described first, and then its characteristic configuration (characteristic parts) will be described. For this reason, the configuration explained before the section "7. Characteristic parts of the pachinko gaming machine PY1" may also be explained in the section "7. Characteristic parts of the pachinko gaming machine PY1" and subsequent sections, but in this case, the pachinko gaming machine PY1 is deemed to be configured with the contents explained in the section "7. Characteristic parts of the pachinko gaming machine PY1" and subsequent sections.

[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 a 3D liquid crystal display of a predetermined screen size, and is provided with a display unit (display screen) 50a capable of displaying 3D images. Note that the image display device 50 may be another 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 depressible RAM clear switch 191. The RAM clear switch 191 (specific operation means) causes the gaming CPU 102 to clear (hereinafter referred to as "RAM clear") game information (e.g., game status information such as high probability status, number of reserved special symbols, and jackpot determination results) stored in the gaming RAM 104 of the gaming control microcomputer 101 (described later) when the machine is powered on. As shown in FIG. 8, the RAM clear switch 191 is provided on the power supply board 190 located on the back side of the pachinko gaming machine PY1. Therefore, the RAM clear switch 191 cannot be operated by anyone other than an arcade employee who can open or close the front door 23. In other words, the RAM clear switch 191 can be said to be an operating means that cannot be operated by a player. When the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcomputer 101. In this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the location of the RAM clear switch 191 can be changed as appropriate, and it may be provided on the main control board 100 or a dedicated board, for example.

[0057] The power supply board 190 is provided with a backup power supply circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when power is cut off to the pachinko gaming machine PY1. In addition, a power switch 193 is connected to the power supply board 190. The power supply is turned on and off by turning the power switch 193 on and off. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, 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.

[0058] 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.

[0059] The gaming ROM 103 stores programs for performing 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.

[0060] The gaming RAM 104 is also provided with the special game reserve memory unit 105 and the regular game reserve memory unit 106. The gaming RAM 104 is also provided with a non-erasable memory unit 107, which is provided with a total number of winning balls memory unit 107a, a total number of shot balls memory unit 107b, and a difference in number of balls memory unit 107c. The non-erasable memory unit 107 is designed so that the gaming CPU 102 does not erase the stored contents even when RAM clear is executed.

[0061] The game control microcomputer 101 counts the total number of winning balls as needed after the power is turned on, and information on the counted total number of winning balls is stored in the total winning ball number memory unit 107a. The total number of winning balls refers to the number of winning balls that a player will acquire (be paid out to a player) in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The game control microcomputer 101 also counts the total number of fired balls as needed after the power is turned on, and information on the counted total number of fired balls is stored in the total fired ball number memory unit 107b. The total number of fired balls refers to the number of balls fired by a player in all game states. The game control microcomputer 101 also calculates the difference in the number of winning balls by subtracting the total number of fired balls from the total number of winning balls as needed after the power is turned on, and information on the calculated difference in the number of winning balls is stored in the difference in the number of fired balls memory unit 107c. The game control microcomputer 101 disables the game when the difference in the number of balls (an example of a specific measured number) becomes equal to or exceeds a reference number (for example, "80,000"). This function is called the over-prize ball prevention function. The over-prize ball prevention function may be activated when the maximum difference in the number of balls (also called the maximum number of balls held, MY, etc.) becomes a predetermined reference number. The maximum difference in the number of balls is the difference between the minimum difference in the number of balls, which is the lowest value of the measured difference in the number of balls, and the peak (highest value) of the difference in the number of balls after the minimum difference in the number of balls is measured. In this case, the maximum difference in the number of balls corresponds to the specific measured number.

[0062] The main control board 100 is also provided with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operation means) (see FIG. 8). As shown in FIG. 9, the 7-segment display 300 is a so-called 4-segment display with a total of 32 illuminated (light-emitting) elements. Specifically, the 7-segment display 300 is provided with, from left to right, a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340. Each of the four display areas 310, 320, 330, and 340 has eight illuminated elements (LED elements) LB1-LB8, LB9-LB16, LB17-LB24, and LB25-LB32, respectively, to represent the digits "0" through "9." Display control of the 7-segment display 300 is performed by a game control microcomputer 101.

[0063] The setting key cylinder 180 functions as an operating means for setting a setting value corresponding to the probability of determining a jackpot. With a setting key (not shown) inserted, the setting key cylinder 180 is rotated between an initial position and a rotation position. Therefore, in the present pachinko gaming machine PY1, by rotating the setting key cylinder 180 to the rotation position and turning on the power while pressing the RAM clear switch 191, the machine can transition to a setting mode in which a setting value can be set. In this setting mode, the setting value can be set to "1." However, the present pachinko gaming machine PY1 has only one setting value, "1." Therefore, the setting value cannot be changed from "1." Note that, when the setting mode is set, rotating the setting key cylinder 180 from the rotation position to the standby position ends the setting mode and executes RAM clearing.

[0064] The main control board 100 is also provided with a special reset switch 181 that can be pressed. As shown in FIG. 8, the special reset switch 181 is provided on the main control board 100 located on the back side of the pachinko gaming machine PY1. Therefore, only an employee of the gaming parlor who can open and close the front door 23 can operate the special reset switch 181. In other words, the special reset switch 181 can be said to be an operating means that cannot be operated by a player. The function of the special reset switch 181 will be described in detail later. The main control board 100 is also equipped with a gaming I / O (Input / Output) port unit 118 for inputting and outputting data and signals.

[0065] In addition, various sensors MS and actuators MA are connected to the main control board 100 via predetermined relay boards (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. In addition, the main control board 100 outputs signals to the various actuators MA.

[0066] The various sensors MS connected to the main control board 100 include a first start port sensor 11a, a second start port sensor 12a, a general 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.

[0067] 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.

[0068] Although not shown in FIG. 6, the various sensors MS include an outlet sensor that detects all game balls (total number of balls fired) flowing down the game area 6. Game balls that flow down the game area 6 pass through an outlet path (not shown) located at the bottom of the game board mounting frame 2A and are discharged to the outside of the pachinko game machine PY1. Therefore, the outlet sensor is located within the outlet path. The various sensors MS also include a magnetic sensor that detects illegal magnetism. The magnetic sensor detects the magnetic field generated when a player uses a magnet or the like to illegally place game balls into the various winning slots 10, 11, 12, 14, and 15. When each of the above sensors detects a game ball, it outputs a signal corresponding to the detection result to the main control board 100.

[0069] The various sensors MS also include a front door open sensor that detects the opening of the front door 23 relative to the outer frame 22, and a front frame sensor that detects the opening of the front frame 23m relative to the game board mounting frame 2A. When the front door open sensor detects the opening of the front door 23, it outputs a signal corresponding to the detection content to the main control board 100. When the front frame sensor detects the opening of the front frame 23m, it outputs a signal corresponding to the detection content to the main control board 100. 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.

[0070] In addition, the various actuators MA 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.

[0071] 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.

[0072] 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.

[0073] 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).

[0074] 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.

[0075] 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.

[0076] The payout control board 170 is also connected to the external terminal board 160. That is, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits the outer end signal sent from the main control board 100 to an external unit GU (such as a data counter or hall computer) provided outside the pachinko gaming machine PY1. Information contained in the outer end signal includes, for example, information indicating whether a jackpot has been won, information on the game status, and information indicating an error or fraud (abnormality). Note that the external terminal board 160 transmits the outer end signal to the external unit GU via parallel communication, but the outer end signal may also be transmitted via asynchronous serial communication (a common asynchronous serial communication port). Furthermore, although the main control board 100 is connected to the external terminal board 160 via the dispensing control board 170, the main control board 100 may be connected to the external terminal board 160 via a board other than the dispensing control board 170 (for example, a relay board), or the main control board 100 and the external terminal board 160 may be connected directly.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 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).

[0081] 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.

[0082] 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.).

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] The sub-control board 120 is also connected to various switches serving as input units, various actuators SA serving as drive sources, and various lamps SL via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. The sub-control board 120 also controls the lighting of the various lamps SL via a lamp control circuit 151 based on commands received from the main control board 100.

[0088] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects 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.

[0089] The various actuators SA 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. Specifically, 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.

[0090] The various lamps SL 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 state, 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.

[0091] 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.

[0092] 3. Main games played on gaming machines Next, the main games played by the pachinko gaming machine PY1 will be explained using Figures 10 to 17. Note that the tables shown in Figures 10 to 17 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.

[0093] 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."

[0094] 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 10(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.

[0095] 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. 11(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 (a 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 is determined for 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 losing 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.

[0096] 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 11 (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.

[0097] 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.

[0098] 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.

[0099] 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).

[0100] The elements that make up the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D 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. 11(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.

[0101] 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.

[0102] 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.

[0103] 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.

[0104] 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.

[0105] 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 (winning symbol type random numbers), reach random numbers, and special symbol variation pattern random numbers, as shown in Figure 10(B). The special symbol random numbers are random numbers used to make jackpot judgments. The jackpot symbol type random numbers are random numbers used to make jackpot symbol type judgments (winning symbol type judgments). The reach random numbers are random numbers used to make reach judgments. The special symbol variation pattern random numbers are random numbers used to judge the variation pattern of special symbols. The random numbers are also called judgment information. An appropriate range is set for each random number.

[0106] 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. 12(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).

[0107] 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. 12(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. The probability of winning a jackpot can also be changed as needed. If a small win is allowed, the result of the jackpot determination can include a small win.

[0108] 3-2-2.Jackpot symbol type determination (winning symbol type determination) The jackpot symbol type determination is a determination for determining the type of jackpot symbol (jackpot symbol type) according to a jackpot symbol type determination table as shown in Fig. 12(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.

[0109] 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.

[0110] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value (jackpot symbol type random number value) of the jackpot symbol type random number (win symbol type random number) 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 number of jackpot symbol types can be increased or decreased as appropriate.

[0111] For example, as shown in FIG. 12(B), the allocation rate of the jackpot symbol type determined by the jackpot symbol type determination 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 determination 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 slot 11, and the special symbol 2 lottery, which is held when a gaming ball enters the second starting slot 12. Also, if a small prize can be won, the type of small prize symbol can be determined when a small prize is won. The winning symbol type determination includes determining the type of the jackpot symbol and the type of the small prize symbol. The type of small prize symbol is also determined using a winning symbol type random number, just like the determination of the jackpot symbol type.

[0112] 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 12 (C) when the result of the jackpot judgment is a miss.

[0113] 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.

[0114] 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. 12(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."

[0115] 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 13 and 14, 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.

[0116] 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 13) 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 14) 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).

[0117] 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.

[0118] 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.

[0119] 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.

[0120] 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.

[0121] 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 13 to 14. Note that it is not necessary to associate a special chart variation pattern with a special chart variation performance flow.

[0122] Also, as shown in the rightmost columns of the tables in Figures 13 and 14, 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.

[0123] 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. 15. The look-ahead determination is performed before the jackpot determination (specifically, for example, when the ball enters the starting slot). Examples of look-ahead determinations include determining whether a special symbol random number is determined to be a jackpot in the jackpot determination, determining which jackpot symbol type a jackpot symbol type a jackpot symbol type random number is determined to be, and determining which special symbol variation pattern a 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. Specifically, 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 need to be divided according to the type of starting port (first starting port 11 / second starting port 12). Also, a starting winning refers to winning at a starting port.

[0124] 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).

[0125] 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.

[0126] 3-3. Jackpot games Next, we will explain the jackpot game. 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)."

[0127] The elements that make up such a jackpot game (jackpot game components) include the number of rounds of play, the number of times the jackpot openings (first jackpot opening 14, second jackpot opening 15) in each round of play, the type of jackpot opening and opening time, the time it remains closed 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 16.

[0128] As shown in FIG. 16, the jackpot game control table stores jackpot game components for each jackpot game (for example, for each of jackpot games A to C). In each jackpot game, from 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.

[0129] It is possible to configure the jackpot game A shown in Figure 16 to be executed when the type of the winning jackpot pattern is jackpot pattern A (see Figure 12 (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.

[0130] 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.

[0131] 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."

[0132] 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.

[0133] 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".

[0134] 3-4. Game status Next, the game states will be explained. As shown in FIG. 17, 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-shortened state and a time-shortened state.

[0135] 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.

[0136] 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 13 and 14). 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 stored as reserved special symbols) to occur in the starting slot. This allows for smooth gameplay and the aim of winning a jackpot.

[0137] 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 11(B)). Therefore, the time-saving state has more normal map lottery draws per unit time.

[0138] 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. 11(A)). Therefore, in the time-saving state, the number of times a hit is judged as a hit in the hit judgment per unit time is higher.

[0139] 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.

[0140] 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.

[0141] 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.

[0142] 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). In addition, a low-probability, low-base game state (low-probability, low-base state) can be called a low-probability, non-time-shortened state, a low-probability, high-base game state (low-probability, high-base state) can be called a low-probability, time-shortened state, a high-probability, low-base game state (high-probability, low-base state) can be called a high-probability, non-time-shortened state, and a high-probability, high-base game state (high-probability, high-base state) can be called a high-probability, time-shortened state.

[0143] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.

[0144] 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.

[0145] 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. 18(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. 18(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.

[0146] 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. 18(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. 18(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. 18(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.

[0147] 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. 18 (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.

[0148] 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. 18 (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.

[0149] 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. 18(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. 18(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. 18(C-3), the display unit 50a displays a jackpot ending presentation in which 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 are displayed.

[0150] The types of presentation modes can be changed or added as appropriate.

[0151] 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 (an example of a notification 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 notified by the display of the still effect symbol.

[0152] 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.

[0153] 4-2-1.Performance pattern display area As shown in Figure 19(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, center display area 50b2, and right display area 50b3 can be provided on each of the three sections. 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 display. Similarly, the center display area 50b2 and right display area 50b3 are areas that display the center display area EZ2 and right display area EZ3.

[0154] 19(A), a small symbol area 50c can be provided in a section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when the special symbol is variably displayed.

[0155] In Figure 19 (A), the left effect pattern area 50b1, the middle effect pattern area 50b2, the right effect pattern area 50b3, and the small effect pattern area 50c are indicated by dashed two-dot lines, but this is written to indicate the range of the left effect pattern area 50b1, the middle effect pattern area 50b2, the right effect pattern area 50b3, and the small effect pattern area 50c, and is not actually displayed. Furthermore, the range of each area can be changed as appropriate. Furthermore, not only the effect patterns EZ1, EZ2, and EZ3 (left effect pattern EZ1, middle effect pattern EZ2, and right effect pattern EZ3), but also the small patterns KZ1, KZ2, and KZ3 are examples of "effect patterns" because they are patterns displayed on the display unit 50a for effect.

[0156] 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.

[0157] When the variable display of the special chart begins, for example, as shown in Figure 19(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 19(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. Then, when the special chart variation pattern of the variable display of the special chart is, for example, a "normal miss variation," as shown in Figure 19(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in Figure 19(D), the performance symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern suggesting a miss (a so-called "variant pattern"). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display all at once in a stopping pattern suggesting a miss. On the other hand, when the special chart variation pattern of the variable display of the special chart is, for example, a special chart variation pattern with a reach, such as an "N miss variation," as shown in Figure 19(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 temporarily stop in the same stopping pattern, and a reach is established. In detail, first the left effect symbol EZ1 stops on a certain symbol (for example, a 5 symbol), then the right effect symbol EZ3 stops on the same symbol (5 symbol) as the left effect symbol EZ1, and a reach is established. At this time, the variable display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach effect is performed according to the special symbol variation pattern. The stopping order and stopping mode of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.

[0158] 4-2-3.N Reach The pachinko gaming machine PY1 can perform 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.

[0159] In the N reach, as shown in FIG. 20(A), the reach state is maintained for a predetermined time (e.g., 10 seconds), and as shown in FIG. 20(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. 20(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. 20(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.

[0160] 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.

[0161] 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.

[0162] In the SP reach, after the N reach, for example, as shown in FIG. 21(A), a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display unit 50a, and an image 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. 21(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. 21(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 21 (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 pattern 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 pattern suggesting a miss. The effect content of the SP reach can be changed or added as appropriate.

[0163] 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 a variation ending in an N reach is set to 10% if the result of the jackpot determination is a "miss" and 50% if the result of the jackpot determination is a "jackpot," and the execution probability of a variation developing into an SP reach is set to 4% if the result of the jackpot determination is a "miss" and 50% if the result of the jackpot determination is a "jackpot," then 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.

[0164] 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. 13 and 14). 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.

[0165] 4-3. Hold icon display area As shown in Figure 22(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.

[0166] 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. 22 (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.

[0167] 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.

[0168] 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.

[0169] 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. 22 (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. 22 (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 22 (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".

[0170] 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.

[0171] 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.

[0172] In the movable body effect, for example, when an N reach progresses to an SP reach, as shown in FIG. 23(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 to overlap on the display unit 50a, suggesting the progress 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. 23(B), the on-board movable device 55k and the under-board movable device 56k return to their normal standby state (initial position), and the progress progresses to an SP reach. This movable body effect is an example of a progress effect. Note that the movable body effect is not limited to suggesting progress 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.

[0173] 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.

[0174] 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. 24(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. 24(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.

[0175] 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.

[0176] 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. 22(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 corresponding icon TA is displayed in a special mode (e.g., a "star," also referred to as a special display mode in this embodiment) rather than in a normal mode (in this embodiment, "circle," also referred to as a normal display mode), is referred to as a reserve change effect or a reserve display change effect. The reserve icon HA and the corresponding icon TA are collectively referred to as a reserve display or a predetermined icon. In this embodiment, the reserve icon HA and the corresponding icon TA are displayed as the reserve display, but it is also possible to display only the reserve icon HA and not the corresponding 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 (the so-called 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.

[0177] 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.

[0178] 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 25 and 26. 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.

[0179] [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. 25 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).

[0180] Furthermore, in the power-on process (S001), when a signal based on the pressing operation of the RAM clear switch 191 is input, the game control microcomputer 101 executes RAM clear. When RAM clear is executed, game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, information such as the number of reserved special symbols and the result of the jackpot hit / miss judgment) is erased. This sets the game state to the normal game state (low probability low base state, low probability non-time-saving state). However, even if RAM clear is executed, the information on the total number of prize balls stored in the total prize ball number memory unit 107a, the information on the total number of shot balls stored in the total shot ball number memory unit 107b, and the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c are not cleared.

[0181] 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 10(A) and 10(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.

[0182] 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).

[0183] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 26, in the main timer interrupt process (S005), first, input process (S102) is executed. In the input process (S102), the game control microcomputer 101 takes in, for example, 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.

[0184] 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. 25. That is, the update process of the counter values ​​of various random numbers shown in Fig. 10(A) and Fig. 10(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)).

[0185] 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 (S107). The sensor detection process, normal action process, and special action process will be described later.

[0186] Following the special operation process (S107), a sorting device control process (S108) is performed to control the sorting device 16D. The sorting device 16D is operated when a special game using the second big 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.

[0187] Next, the gaming control microcomputer 101 executes an output process (S112). In the output process (S112), the commands and the like set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each of the above processes are output to the sub-control board 120, the payout control board 170, and the like.

[0188] Thereafter, the game control microcomputer 101 executes other processing (S113) and ends the main timer interrupt processing (S005). Other processing (S113) 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 (S113) 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 a game ball into each winning slot. In other words, the payout control board 170 pays out prize balls based on the prize ball request signal.

[0189] Then, the game control microcomputer 101 repeatedly executes steps S002 to S004 of the main control main processing (see Figure 25) 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 side timer interrupt processing (S005).

[0190] [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, the specific area sensor process, and the outlet sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.

[0191] 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.

[0192] 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.

[0193] 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.

[0194] 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.

[0195] 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.

[0196] 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.

[0197] 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.

[0198] In the outlet sensor process, it is determined whether or not a gaming ball has been detected by the outlet sensor.

[0199] [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.

[0200] 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.

[0201] 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.

[0202] 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.

[0203] 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.

[0204] [2-3. Special Action Processing] In the special operation process (S107), 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.

[0205] [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.

[0206] 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.

[0207] 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.

[0208] 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.

[0209] 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.

[0210] 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.

[0211] 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.

[0212] 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.

[0213] [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.

[0214] [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.

[0215] [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.

[0216] [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.

[0217] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.

[0218] 6. Control of performance by performance control microcomputer 121 Next, the control of the performance by the performance control microcomputer 121 will be described with reference to Figures 27 to 29. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of the performance by the performance control microcomputer 121 are provided in the performance RAM 124.

[0219] [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. 27 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.

[0220] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values ​​of various 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.

[0221] 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.

[0222] 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).

[0223] 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 (S112) 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).

[0224] [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. 28, input process (S4101), light emission data output process (S4102), movable device control process (S4103), and watchdog timer process (S4104) are performed in this order.

[0225] 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.

[0226] [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. 29, 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).

[0227] 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.

[0228] 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.

[0229] 7. Features of the PY1 Pachinko Machine The following describes in detail the features of the pachinko gaming machine PY1.

[0230] First, the game board 1 of the pachinko game machine PY1 will be described with reference to Figure 30. The pachinko game machine PY1 is equipped with the game board 1 shown in Figure 30. In the description of Figure 30, components that perform the same role as the components of the game board 1 in Figure 2 described above will be assigned the same reference numerals as above, and descriptions thereof will be omitted. As shown in Figure 30, the pachinko game machine PY1 has a first gate 28 in the left game area 6A of the game area 6, and a second gate 29 in the right game area 6B. A first gate sensor (not shown) that detects game balls that have passed through the first gate 28 is provided inside the first gate 28, and a second gate sensor (not shown) that detects game balls that have passed through the second gate 29 is provided inside the second gate 29. When a gaming ball passes through the first gate 28 (when the first gate sensor detects the gaming ball) and when a gaming ball passes through the second gate 29 (when the second gate sensor detects the gaming ball), the game control microcomputer 101 performs a lottery for a normal symbol (obtaining and determining a normal symbol random number). In other words, both the first gate 28 and the second gate 29 are passage areas that trigger the execution of a lottery for a normal symbol.

[0231] In this embodiment, the electric chute 12D is located at the confluence of the first flow path R1 and the second flow path R2 so that a game ball passing through either the left game area 6A or the right game area 6B can enter the second start opening 12. Therefore, a game ball can enter the second start opening 12 not only when a right-handed shot is being made in the time-saving mode, but also when a left-handed shot is being made in the non-time-saving mode. In this embodiment, the result of the lottery for the normal symbol may be a winning one even in the non-time-saving mode (see FIG. 11(A)). In this case, the normal symbol is displayed in a variable manner for 30 seconds, and then the winning symbol is displayed as a static symbol (see FIG. 11(B)). The electric chute 12D is opened for 0.08 seconds (see FIG. 11(C)). Therefore, even when a game ball is being played by a left-handed shot in the non-time-saving mode, if the game ball passes through the first gate 28, the electric chute 12D opens, and a winning one can occur in the second start opening 12. When there is a special chart 1 reserve based on winning at the first starting port 11 and a special chart 2 reserve based on winning at the second starting port 12, the pachinko game machine PY1 is configured to prioritize the consumption of the special chart 2 reserve (the judgment of whether it is a win or lose and the special chart change based on the special chart 2 reserve) over the consumption of the special chart 1 reserve (the judgment of whether it is a win or lose and the special chart change based on the special chart 1 reserve).

[0232] Next, the display contents of the display unit 50a in the pachinko gaming machine PY1 will be explained with reference to Fig. 31. When the pachinko gaming machine PY1 is not in a time-saving mode, as shown in Fig. 31, it can display, for example, the normal daytime background image G102 (hereinafter sometimes referred to as the "normal background") while displaying the effect symbols EZ1, EZ2, EZ3 and the small symbols KZ1, KZ2, KZ3 on the display unit 50a. Furthermore, when the pachinko gaming machine PY1 is not in a time-saving mode, it can display, in the special symbol 1 reserve icon display area HR1, a reserve icon (referred to as the special symbol 1 reserve icon HA1) corresponding to the special symbol 1 reserve based on a win in the first starting gate 11, and can display, in the special symbol 2 reserve icon display area HR2, a reserve icon (referred to as the special symbol 2 reserve icon HA2) corresponding to the special symbol 2 reserve based on a win in the second starting gate 12. In addition, the pachinko gaming machine PY1 can display the icon TA corresponding to the winning combination during the variable performance in the icon display area TR. The special symbol 1 reserve icon display area HR1 and the special symbol 2 reserve icon display area HR2 each have four display areas (i.e., the number of display areas corresponds to the upper limit of the number of special symbol reserves): a display area for displaying the reserve icon HA corresponding to the first special symbol reserve, a display area for displaying the reserve icon HA corresponding to the second special symbol reserve, a display area for displaying the reserve icon HA corresponding to the third special symbol reserve, and a display area for displaying the reserve icon HA corresponding to the fourth special symbol reserve. Therefore, a maximum of four special symbol 1 reserve icons HA1 and special symbol 2 reserve icons HA2 may be displayed.

[0233] The pachinko game machine PY1 can execute a reserve display change effect and a chance zone effect as a pre-reading effect based on the result of the pre-reading judgment when a winning occurs in the first start slot 11 and when a winning occurs in the second start slot 12. The special reserve corresponding to the winning that triggered the execution of the pre-reading effect is called a target reserve.

[0234] The hold display change effect is an effect in which the display mode of the hold display (hold icon HA or the icon TA) is displayed in a special display mode different from the normal display mode. In this embodiment, the hold display is a circular icon, and as shown in FIG. 32, the display modes of the hold display include a normal display mode in which the icon is displayed in white, a first special display mode in which the icon is displayed as if flashing white, a second special display mode in which the icon is displayed in blue, and a third special display mode in which the icon is displayed in red. Each display mode of the hold display is assigned a different value as hold display mode data, and the effect control microcomputer 121 displays the hold display on the display unit 50a based on the value of this hold display mode data. The effect control microcomputer 121 also performs a lottery for the hold display change effect so that the relationship of the jackpot expectancy for each display mode is normal display mode (white) < first special display mode (flashing white) < second special display mode (blue) < third special display mode (red). The hold display change effect is an example of a first advance suggestion effect or a first advance notice effect. Moreover, the blue display mode (second special display mode) is an example of the first mode, and the red display mode (third special display mode) is an example of the second mode.

[0235] Fig. 33 is a lottery table for the hold display change presentation in the non-time-shortening state, and Fig. 34 is a lottery table for the hold change scenario. When the presentation control microcomputer 121 receives a start winning command (first start winning command, second start winning command, see Fig. 15) from the game control microcomputer 101 in the non-time-shortening state, it determines the final display mode of the hold display based on the table shown in Fig. 33, and determines the hold change scenario based on the table shown in Fig. 34. The hold change scenario is a scenario that determines the transition of the display mode of the hold display.

[0236] In the lottery for the pending display change effect, as shown in Figure 33, if the result of the advance reading judgment indicated by the start winning command received from the game control microcomputer 101 is a "jackpot," the effect control microcomputer 121 selects the "white" display mode (normal display mode) at a rate of 10% as the final display mode of the pending display, the "white flashing" display mode (first special display mode) at a rate of 15%, the "blue" display mode (second special display mode) at a rate of 30%, and the "red" display mode (third special display mode) at a rate of 45%.

[0237] Furthermore, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcontroller 101 is "SP reach miss" (i.e., a miss in which the SP reach will be made), the performance control microcontroller 121 selects the "white" display mode (normal display mode) at a rate of 20% as the final display mode of the pending display, the "white flashing" display mode (first special display mode) at a rate of 25%, the "blue" display mode (second special display mode) at a rate of 40%, and the "red" display mode (third special display mode) at a rate of 15%.

[0238] In addition, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcontroller 101 is an "L reach miss" (i.e., a miss in which an L reach is made) or an "N reach miss" (i.e., a miss that ends in an N reach), the performance control microcontroller 121 selects the "white" display mode (normal display mode) at a rate of 50%, the "white flashing" display mode (first special display mode) at a rate of 30%, the "blue" display mode (second special display mode) at a rate of 15%, and the "red" display mode (third special display mode) at a rate of 5% as the final display mode of the pending display.

[0239] In this embodiment, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcomputer 101 is a "normal miss" (i.e., a miss where a reach does not occur), the presentation control microcomputer 121 does not change the display mode of the pending display, but always displays the pending display in the normal display mode.

[0240] In this manner, in this embodiment, the final display mode of the reserved display is determined by the allocation ratio shown in FIG. 33, so the probability of winning a jackpot for each display mode of the reserved display increases in the following order: normal display mode (white) < first special display mode (flashing white) < second special display mode (blue) < third special display mode (red). Furthermore, when the result of the pre-reading judgment is an SP reach miss, the blue or red display mode is more likely to be selected, and the white or flashing white display mode is less likely to be selected, compared to when the result of the pre-reading judgment is an L reach miss or an N reach miss. Therefore, the blue or red display mode also functions as an effect that creates anticipation for the execution of a variable effect that develops into an SP reach. The allocation ratio shown in FIG. 33 is an example, and can be changed as appropriate within the scope that does not impair the function of the reserved display change effect. This also applies to the execution lottery for other effects.

[0241] The performance control microcomputer 121 determines the final display mode of the reserved display based on the lottery table shown in Fig. 33, and then determines the reserved change scenario based on the lottery table shown in Fig. 34. In the lottery for the reserved change scenario, as shown in Fig. 34, if the final display mode of the reserved display is "red," the performance control microcomputer 121 selects the "No. 011" reserved change scenario at a 50% rate if the special reserved that triggered this lottery has occurred as the fourth reserved, and selects the "No. 012" reserved change scenario at a 50% rate. Also, if the special reserved that triggered this lottery has occurred as the third reserved, the "No. 013" reserved change scenario is selected at a 50% rate, and selects the "No. 014" reserved change scenario at a 50% rate. Furthermore, if the special reserve that triggered this lottery occurred as the second reserve, the reserve change scenario "No. 015" will be selected 100% of the time, and if the special reserve that triggered this lottery occurred as the first reserve, the reserve change scenario "No. 016" will be selected 100% of the time.

[0242] The change mode of the reserve display according to the "reserve change scenario No." is as shown in Figure 34. To explain one specific example of the transition of the display mode of the reserve display, for example, when the reserve change scenario "No. 012" is selected, the performance control microcomputer 121 displays a reserve display that flashes white (first special display mode) as the reserve display corresponding to this target reserve while the target reserve that triggered the execution of the reserve display change performance is the fourth special chart reserve (reserve 4) and the third special chart reserve (reserve 3), and when the target reserve becomes the second special chart reserve (reserve 2) (when the reserve display corresponding to the target reserve shifts from the display area corresponding to the third to the display area corresponding to the second), the reserve display is changed to blue (second special display mode), and further, when the target reserve becomes the first special chart reserve (reserve 1) (when the reserve display corresponding to the target reserve shifts from the display area corresponding to the second to the display area corresponding to the first), the reserve display is changed to red (first special display mode). Then, even during a change based on the reserved target (the change), the reserved display in red (first special display mode) is displayed as the icon TA. When the display mode of the reserved display changes to "red" in this way, the player is made aware that the possibility of a jackpot being expected for the change based on this reserved target is high, and it is possible to increase the player's sense of expectation.

[0243] Furthermore, when the final display mode of the reserve display is "green," if the special reserve that triggered this lottery occurred as the fourth reserve, the performance control microcomputer 121 selects the reserve change scenario "No. 021" at a rate of 50% and the reserve change scenario "No. 022" at a rate of 50%. Also, if the special reserve that triggered this lottery occurred as the third reserve, the performance control microcomputer 121 selects the reserve change scenario "No. 023" at a rate of 50% and the reserve change scenario "No. 024" at a rate of 50%. Also, if the special reserve that triggered this lottery occurred as the second reserve, the performance control microcomputer 121 selects the reserve change scenario "No. 025" at a rate of 100%, and if the special reserve that triggered this lottery occurred as the first reserve, the performance control microcomputer 121 selects the reserve change scenario "No. 026" at a rate of 100%.

[0244] Furthermore, when the final display mode of the hold display is "white flashing," if the special hold that triggered this lottery occurred as the fourth hold, the performance control microcomputer 121 selects the hold change scenario "No. 031" at a 50% rate, and the hold change scenario "No. 032" at a 50% rate. Also, if the special hold that triggered this lottery occurred as the third hold, the performance control microcomputer 121 selects the hold change scenario "No. 033" at a 50% rate, and the hold change scenario "No. 034" at a 50% rate. Also, if the special hold that triggered this lottery occurred as the second hold, the performance control microcomputer 121 selects the hold change scenario "No. 035" at a 100% rate, and if the special hold that triggered this lottery occurred as the first hold, the performance control microcomputer 121 selects the hold change scenario "No. 036" at a 100% rate.

[0245] Furthermore, if we compare the reserve change scenarios of "No. 022" and "No. 024" with the reserve change scenarios of "No. 012" and "No. 014," the display mode of the reserve display is the same until the target reserve is the second special chart reserve. Therefore, if the display mode of the reserve display is "white flashing" until the target reserve is the third special chart reserve, and the display mode of the reserve display when the target reserve is the second special chart reserve is "blue," the player will pay attention to how the display mode of the reserve display changes when the target reserve becomes the first special chart reserve.

[0246] Furthermore, when comparing the reserved change scenarios of "No. 031" and "No. 033" with the reserved change scenarios of "No. 022," "No. 024," "No. 012," and "No. 014," the display mode of the reserved display is the same until the target reserved is the third special symbol reserved. Therefore, if the display mode of the reserved display is "white flashing" until the target reserved is the third special symbol reserved, the player will pay attention to how the display mode of the reserved display changes when the target reserved becomes the second special symbol reserved.

[0247] Furthermore, when the final display mode of the hold display is "white" and the special chart hold that triggered this lottery has occurred as the fourth hold, if the result of the pre-reading judgment is a "jackpot", the performance control microcomputer 121 will select the hold change scenario of "No. 041" with a probability of 70% and the hold change scenario of "No. 042" with a probability of 30%, while if the result of the pre-reading judgment is a "reach miss" (either SP reach miss, L reach miss, or N reach miss), the performance control microcomputer 121 will select the hold change scenario of "No. 041" with a probability of 98% and the hold change scenario of "No. 042" with a probability of 2%. Also, when the special reserve that triggered this lottery occurred as the third reserve, if the result of the pre-reading judgment is a "jackpot," the "No. 043" reserve change scenario is selected at a rate of 70% and the "No. 044" reserve change scenario is selected at a rate of 30%, while if the result of the pre-reading judgment is a "miss," the "No. 043" reserve change scenario is selected at a rate of 98% and the "No. 044" reserve change scenario is selected at a rate of 2%. Also, when the special reserve that triggered this lottery occurred as the second reserve, whether the result of the pre-reading judgment is a "jackpot" or a "miss," the "No. 045" reserve change scenario is selected at a rate of 100%, and when the special reserve that triggered this lottery occurred as the first reserve, whether the result of the pre-reading judgment is a "jackpot" or a "miss," the "No. 046" reserve change scenario is selected at a rate of 100%.

[0248] Here, the reserve change scenarios of "No. 041," "No. 043," "No. 045," and "No. 046" are scenarios in which the reserve display is displayed in white (normal display mode) regardless of whether the display position of the reserve display is from the position corresponding to the fourth special reserve (reserve 4) to the position corresponding to the first special reserve (reserve 1), and the reserve display remains in white (normal display mode) even when the display position of the reserve display reaches the position corresponding to the change. In contrast, the reserve change scenarios of "No. 042" and "No. 044" are characteristic reserve change scenarios in which the final display mode of the reserve display is "white" (normal display mode), but from the reserve display displayed at the time of starting winning to the reserve display corresponding to the second special reserve (reserve 2), the reserve display in a special display mode is displayed.

[0249] In detail, when the hold change scenario of "No. 042" or "No. 044" is selected, the performance control microcomputer 121 displays a hold display that flashes white (first special display mode) as the hold display corresponding to this target hold until the target hold that triggered the execution of the hold display change performance is the third special symbol hold (hold 3), and when the target hold becomes the second special symbol hold (hold 2) (when the hold display corresponding to the target hold shifts from the display area corresponding to the third symbol to the display area corresponding to the second symbol), it changes the hold display to blue (second special display mode). Then, when the target hold becomes the first special symbol hold (hold 1) (when the hold display corresponding to the target hold shifts from the display area corresponding to the second symbol to the display area corresponding to the first symbol), it changes the hold display to white (normal display mode), and even during the change based on the target hold (the change in question), it displays the hold display in white (normal display mode) as the icon TA. In other words, when the "No. 042" or "No. 044" reserve change scenario is selected, the effect control microcomputer 121 executes a "reserve change stop effect" that changes the display mode of the reserve display from a special display mode to a normal display mode when shifting the reserve display from the display position corresponding to reserve 2 to the display position corresponding to reserve 1. This reserve change stop effect creates a sense of tension for the player, as even if the reserve display is displayed in a special display mode, it may eventually revert to the normal display mode. As a result, this mode prevents monotony in gameplay and is expected to increase game enjoyment. The reserve change stop effect can also be considered an effect that demotes the display mode of the reserve display from one with a high jackpot expectation to one with a low jackpot expectation. The reserve change stop effect is an effect that will be a great surprise to players who play without expecting the display mode of the reserve display to change from one with a high jackpot expectation to one with a low jackpot expectation.

[0250] As described above, the allocation rate of the reserve change scenario for "No. 042" or "No. 044" with a hold change stop effect differs depending on whether the result of the pre-reading judgment is a "jackpot" or a "reach miss" (either SP reach miss, L reach miss, or N reach). Specifically, if a special reserve with the final display mode of the reserve display determined to be "white" in the lottery for the reserve display change effect occurs as reserve 4, if the result of the pre-reading judgment is a "jackpot," "No. 042" with a hold change stop effect is selected at a rate of 30%, and "No. 041" with no change in the display mode of the reserve display is selected at a rate of 70%. On the other hand, if the result of the pre-reading judgment is a "reach miss," "No. 042" with a hold change stop effect is selected at a rate of 2%, and "No. 041" with no change in the display mode of the reserve display is selected at a rate of 98%. Similarly, when a special reserved pattern whose final display mode of the reserved display is determined to be "white" in the lottery for the reserved display change effect is generated as Reserve 3, if the result of the pre-reading judgment is a "jackpot," "No. 044" with the reserved change stop effect will be selected 30% of the time, and "No. 043" with no change in the display mode of the reserved display will be selected 70% of the time, while if the result of the pre-reading judgment is a "miss in the reach," "No. 044" with the reserved change stop effect will be selected 2% of the time, and "No. 043" with no change in the display mode of the reserved display will be selected 98% of the time. In other words, when the fourth or third special symbol reservation occurs due to the start winning, and the result of the pre-reading judgment related to that start winning is "jackpot" and the final display mode of the reserved display is determined to be "white", the reserved change stop effect is executed to a certain extent (30% in the embodiment), but when the fourth or third special symbol reservation occurs due to the start winning, and the result of the pre-reading judgment related to that start winning is "reach miss" and the final display mode of the reserved display is determined to be "white", the reserved change stop effect is almost never executed. Therefore, in this form, the reserved change stop effect is an effect in which the reserved display change effect that displays the reserved display in a special display mode ends and the reserved display is displayed in a normal display mode, but in fact it is an effect with a high probability of winning.However, the probability that the hold change stop effect occurs during a game is not so high that it would change the display mode with the lowest probability of winning among the display modes of the hold display, which is white (normal display mode).

[0251] In addition, if we compare the hold change scenarios of "No. 042" and "No. 044", which involve a hold change stop effect, with the hold change scenarios of "No. 012" and "No. 014", the display mode of the hold display is the same until the target hold is the second special chart hold, and when the target hold becomes the first special chart hold, the display mode of the hold display is different in that it returns from "blue" (second special display mode) to "white" (normal display mode) or is promoted from "blue" (second special display mode) to "red" (third special display mode). Therefore, the hold display change effect of the hold change scenarios of "No. 042" and "No. 044" can be said to be an effect that ends the hold display change effect of the hold change scenarios of "No. 012" and "No. 014" midway.

[0252] Next, the lottery for the chance zone effect will be explained. The chance zone effect is an effect that can be executed over multiple changes, from a special symbol change (or change effect) based on a special symbol reservation prior to the target reservation that triggered the execution of the chance zone effect to a special symbol change (or change effect) based on a target reservation, and is an effect that changes the background image displayed on the display unit 50a from a normal background, such as the daytime normal background image G102, to a different chance background (in this embodiment, a "forest background image G70" depicting a forest; see FIG. 37(B)). The effect mode in which the forest background image G70 is displayed (the effect mode in which the chance zone effect is being executed) is called the chance zone. The chance zone effect is also an effect that controls the effect mode to the chance zone. The chance zone effect is an example of a second advance suggestion effect or a second notice effect. Furthermore, setting the chance zone to a chance zone capable of displaying the forest background image G70 (chance background) is an example of a special effect, and setting the normal effect mode to a normal effect mode in which a normal background, such as the daytime normal background image G102, is an example of a normal effect.

[0253] Figure 35 is a lottery table for the chance zone effect in the non-time-shortening state. When the effect control microcomputer 121 receives a start winning command (first start winning command, second start winning command, see Figure 15) from the game control microcomputer 101 in the non-time-shortening state, it determines whether or not to execute the chance zone effect based on the table shown in Figure 35. The lottery for the chance zone effect is held after the lottery for the hold display change effect.

[0254] As shown in FIG. 35, whether or not to execute the chance zone effect is determined by lottery in association with whether or not the above-mentioned hold change stop effect is executed and the final display mode of the hold display. Specifically, in the lottery for the hold display change effect, as shown in FIG. 35, when the pre-reading judgment result indicated by the start winning command received from the game control microcomputer 101 is a "jackpot" and the execution of the hold change stop effect is scheduled, the effect control microcomputer 121 executes the chance zone effect 99% of the time and does not execute the chance zone effect 1% of the time. In contrast, when the pre-reading judgment result is a "jackpot" and the execution of the hold change stop effect is not scheduled, if the final display mode of the hold display is a "white" display mode (normal display mode), the chance zone effect is executed 60% of the time and the chance zone effect is not executed 40% of the time, and if the final display mode of the hold display is a special display mode (a "white flashing," "blue," or "red" display mode), the chance zone effect is not executed.

[0255] Furthermore, when the result of the look-ahead determination indicated by the start winning command received from the game control microcomputer 101 is "SP reach miss" and the execution of the conserved change stop effect is scheduled, the effect control microcomputer 121 executes the chance zone effect 25% of the time and does not execute the chance zone effect 75% of the time. On the other hand, when the look-ahead determination result is "SP reach miss" and the execution of the conserved change stop effect is not scheduled, if the final display mode of the reserved display is a "white" display mode (normal display mode), the effect control microcomputer 121 executes the chance zone effect 15% of the time and does not execute the chance zone effect 85% of the time, and if the final display mode of the reserved display is a special display mode (a "white flashing," "blue," or "red" display mode), the chance zone effect is not executed.

[0256] Furthermore, when the result of the look-ahead determination indicated by the start winning command received from the game control microcomputer 101 is "L reach miss" or "N reach miss" and the execution of the conserved change stop effect is scheduled, the effect control microcomputer 121 executes the chance zone effect with a probability of 15% and does not execute the chance zone effect with a probability of 85%. On the other hand, when the look-ahead determination result is "L reach miss" or "N reach miss" and the execution of the conserved change stop effect is not scheduled, if the final display mode of the reserved display is a "white" display mode (normal display mode), the effect control microcomputer 121 executes the chance zone effect with a probability of 2% and does not execute the chance zone effect with a probability of 98%, and if the final display mode of the reserved display is a special display mode (a "white flashing," "blue," or "red" display mode), the chance zone effect is not executed.

[0257] In this embodiment, the presentation control microcomputer 121 will not execute the chance zone presentation if the result of the pre-reading judgment indicated by the start winning command received from the game control microcomputer 101 is a "normal miss" (i.e., a miss where a reach does not occur).

[0258] In this manner, in this embodiment, when the execution of the guaranteed change stop effect is scheduled, if the result of the pre-reading judgment is a "jackpot," the chance zone effect is almost always executed, whereas if the result of the pre-reading judgment is not a "jackpot" (if the result is an "SP reach miss," "L reach miss," or "N reach miss"), the chance zone effect is rarely executed. Furthermore, when the execution of the guaranteed change stop effect is not scheduled and the final display mode of the reserved display is "white," the execution probability of the chance zone effect is lower than when the execution of the guaranteed change stop effect is scheduled, regardless of the result of the pre-reading judgment. However, the tendency remains that the chance zone effect is more likely to be executed if the result of the pre-reading judgment is a "jackpot," and less likely to be executed if the result is not a jackpot. Therefore, the chance zone effect functions as an effect that suggests to the player that there is a high probability of winning a jackpot due to the fluctuation based on the target reservation of the effect.

[0259] In this embodiment, the chance zone effect is executed as an effect that has a higher expectation of winning a jackpot than the reserve display change effect in which the final display mode is red. Therefore, when the chance zone effect is executed, the player will have a stronger expectation of winning a jackpot than when the reserve display is red.

[0260] Also, as shown in the remarks column of FIG. 35, the execution timing of the chance zone effect when the guaranteed change stop effect is not executed is the first shift of the target hold, which is the execution trigger of the chance zone effect. In other words, it is the time when the hold display is shifted for the first time after the target hold occurs. In contrast, the execution timing of the chance zone effect when the guaranteed change stop effect is executed is immediately after the guaranteed change stop effect is executed. Therefore, by executing the chance zone effect, it is possible to give a player who is disappointed that the guaranteed change stop effect has lowered his chances of winning a jackpot the joy of knowing that he may still have hope of winning a jackpot after all.

[0261] Here, when the pachinko gaming machine PY1 is controlled to the chance zone presentation mode (i.e., when a chance zone presentation is being executed), it can execute a chance zone-exclusive SP reach (an example of a specific presentation). The chance zone-exclusive SP reach is an SP reach that is not executed when the machine is not controlled to the chance zone. FIG. 36 is a lottery table for SP reaches in a non-time-shortened state. In a non-time-shortened state, as shown in FIG. 36, if the special chart variation pattern indicated by the special chart variation start command (special chart 1 variation start command, special chart 2 variation start command, see FIGS. 13 and 14) received from the game control microcomputer 101 is "SP jackpot variation," the presentation control microcomputer 121 does not select the chance zone-exclusive SP reach if the chance zone presentation is not being executed (i.e., when a normal background such as the daytime normal background image G102 is displayed on the display unit 50a), but instead selects a common SP reach that can be executed whether or not the chance zone presentation is being executed with a 100% probability. In contrast, when the chance zone effect is being executed (i.e., when the chance background (forest background image G70) is displayed on the display unit 50a), the chance zone exclusive SP reach is selected 50% of the time, and the common SP reach is selected 50% of the time.

[0262] Furthermore, when the special chart variation pattern indicated by the special chart variation start command received from the game control microcomputer 101 is "SP miss variation," if the chance zone variation is not being executed (when the normal background is being displayed), the performance control microcomputer 121 does not select the chance zone exclusive SP reach, and selects the common SP reach with a rate of 100%. On the other hand, if the chance zone variation is being executed (that is, when the chance background (forest background image G70) is being displayed), the chance zone exclusive SP reach is selected with a rate of 2% and the common SP reach is selected with a rate of 98%.

[0263] In this way, in this form, if the fluctuation when set to the chance zone is an SP jackpot fluctuation, the probability that the chance zone exclusive SP reach will be executed is 50%, which is quite high, but if it is an SP miss fluctuation, the probability that the chance zone exclusive SP reach will be executed is extremely low at 2%. Therefore, the chance zone exclusive SP reach functions as a performance with a higher probability of jackpot expectation than the common SP reach.

[0264] Next, the details of the chance zone effect, the chance zone exclusive SP reach, and the common SP reach will be specifically explained. Figure 37 is a diagram showing a specific example of the chance zone effect. Figure 37(A) shows a scene in which the variable effect corresponding to the icon TA has ended while the normal daytime background image G102 (normal background) is displayed on the display unit 50a (a scene in which the effect symbols EZ1, EZ2, EZ3 and the small symbols KZ1, KZ2, KZ3 are definitely displayed). In this scene, four special symbol 1 reserve icons HA1 are displayed (four special symbol 1 reserves have been accumulated), and the execution of the chance zone effect has been determined by a pre-reading lottery when the fourth special symbol 1 reserve occurs. In other words, the fourth special symbol 1 reserve is assumed to be the target reserve for the chance zone effect. The display mode of the reserve icon HA corresponding to the target reserve is the normal display mode (white).

[0265] When the next variable display starts from the state shown in FIG. 37(A), as shown in FIG. 37(B), each special symbol 1 hold icon HA1 shifts to the next adjacent display area (one ahead). That is, the first special symbol 1 hold icon HA1 is displayed as the icon TA, and the second to fourth special symbol 1 hold icons HA1 are displayed as the first to third special symbol 1 hold icons HA1. The effect control microcomputer 121 executes a chance zone effect when the hold icon HA corresponding to this target hold is first shifted. Specifically, the background image displayed on the display unit 50a is changed from the normal daytime background image G102 to a forest background image G70, and a zone entry image G72 including a "CHANCE ZONE" text image is displayed in the center of the top, bottom, left, and right of the display unit 50a. The zone entry image G72 functions as an indication that the chance zone effect has started (transition to the chance zone).

[0266] As shown in FIG. 37(C), the effect control microcomputer 121 displays the zone entry image G72 for a predetermined time (3 seconds in this embodiment) and then hides it. It also displays a band image G74 containing the words "CHANCE ZONE" at the top of the display unit 50a and a zone end selection image G76 at the bottom right of the display unit 50a. The band image G74 is an image indicating that the current effect mode is the chance zone. The zone end selection image G76 indicates that a chance zone end operation (hereinafter simply referred to as a "zone end operation") is possible to end the chance zone and return to the normal effect mode (the effect mode in which the normal background is displayed). In other words, in this embodiment, when the chance zone is set, the player can end the chance zone at their own discretion and return to the normal effect mode (the mode in which the normal background is displayed). This point will be described in detail later.

[0267] 38 to 40 are diagrams showing specific examples of the chance zone exclusive SP reach. FIG. 38(A) shows a scene in which a variable effect based on the reserved target that triggered the execution of the chance zone effect has started in the chance zone (while the forest background image G70 (chance background) or the like is displayed on the display unit 50a). In other words, the icon TA shown in FIG. 38(A) is a reserved display related to the reserved target that triggered the execution of the chance zone effect. The display mode of the reserved icon HA corresponding to the reserved target is the normal display mode (white). It is also assumed that the effect control microcomputer 121 has decided to execute the SP reach exclusive to the chance zone in the variable effect based on this reserved target.

[0268] The chance zone-exclusive SP reach is an SP reach that starts immediately when the display of the effect symbols EZ1, EZ2, and EZ3 begins, without showing the process of the reach being established. In other words, it is an SP reach that is executed using almost the entire fluctuation time of the SP jackpot fluctuation. Such an SP reach is referred to as a direct SP reach. In this embodiment, the effect control microcomputer 121 executes a battle reach as the chance zone-exclusive SP reach, in which a main character (knight) battles a specific enemy character (a horse character with a horse motif). The effect content of this chance zone-exclusive SP reach can be broadly divided into a first part and a subsequent second part. The first part of the chance zone-exclusive SP reach depicts the main character's growth process until he becomes a knight who can fight enemy characters (Figure 38). In contrast, the second part of the chance zone-exclusive SP reach depicts a battle scene between the grown main character and a specific enemy character (a horse character) (Figures 39 and 40). In other words, the SP reach exclusive to the chance zone is designed to allow the player to gain a deeper understanding of the main character.

[0269] Specifically, in a variable effect accompanied by a chance zone-exclusive SP reach, as shown in Figures 38(A) and 38(B), as soon as the display of the effect symbols EZ1, EZ2, and EZ3 begins, the word "Straight SP" is displayed in white letters on a solid black background. This indicates to the player that the SP reach has begun. When the "Straight SP" characters are displayed, the effect control microcomputer 121 displays both the left effect symbol EZ1 and the right effect symbol EZ3 as 7 symbols. This also allows the player to recognize that the effect that has begun is a reach effect, since the effect symbols are in reach. In this way, in a variable effect accompanied by a chance zone-exclusive SP reach, an image suggesting the start of the SP reach (the "Straight SP" text image) and the reach-state effect symbols are suddenly displayed at the start of the variable effect, without showing any process of the effect symbols EZ1, EZ2, and EZ3 becoming reach (Figure 38(B)).

[0270] Next, the effect control microcomputer 121 returns to the screen displaying the forest background image G70 and displays the process of the main character growing up in the forest. That is, first, a scene is displayed in which the main character, as a baby, is interested in a toy sword in the forest (FIG. 38(C)), followed by a scene in which the slightly older main character is playing proudly with the toy sword (FIG. 38(D)). Next, a scene is displayed in which the main character, now a young adult, is devoted to swordsmanship training in the forest (FIG. 38(E)(F)), followed by a scene in which the main character has further grown into a fine knight (FIG. 38(G)(H)). This series of effects shown in FIGS. 38(B) to (H) constitutes the prelude to the chance zone-exclusive SP reach. In this mode, while the forest background image G70 is displayed, an image G78 of a miniature character (a fruit character with a fruit motif) representing a fairy living in the forest is displayed as appropriate (see FIGS. 38(A), (C) to (H)). The display of this miniature character image G78 indicates that the forest in which the main character grew up is a special forest.

[0271] When the first part of the chance zone-exclusive SP reach ends, the effect control microcomputer 121 subsequently starts the second part of the chance zone-exclusive SP reach. In the second part of the chance zone-exclusive SP reach, first, an image is displayed indicating that a battle between the main character and a specific enemy character (horse character) will begin in a forest (FIG. 39(A)). After that, a battle scene between the main character and the specific enemy character (horse character) is displayed. As the battle scene, a scene in which the main character performs a technique in a forest (FIG. 39(B)) or a scene in which a specific enemy character (horse character) performs a technique in a forest (FIG. 39(C)) is displayed. Note that this horse character is the master of the forest displayed as a background image. In other words, the effect content of the chance zone-exclusive SP reach in both the first and second parts is related to the content of the chance zone effect (display of the forest background image G70).

[0272] In the latter part of the chance zone exclusive SP reach, a scene in which the main character and the horse character compete against each other against a forest background image G70 is finally displayed (FIG. 40(A)), and a win / loss branch (success / failure branch) is reached. In the win / loss branch, an operation effect is displayed to encourage the player to operate the normal button 40, superimposed on the scene in which the main character and the horse character compete against each other in the forest (FIG. 40(B)). If the player operates the normal button 40 within the effective operation period of this operation effect, or if the effective operation period has elapsed without the normal button 40 being operated, in the case of a chance zone exclusive SP reach based on a jackpot fluctuation, a victory effect (success effect, success mode) showing a scene in which the main character is winning in the forest is displayed (FIG. 40(C)). Then, following the winning effect, the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed with a confirmed number of doubles (a stopping pattern indicating a jackpot win) while the forest background image G70 remains displayed, and the small symbols KZ1, KZ2, and KZ3 are stopped and displayed with a confirmed number of doubles (Fig. 40(D)). On the other hand, if it is a chance zone-only SP reach based on a miss variation, a defeat effect (failure effect, failure pattern) showing a scene in which the main character is defeated in the forest is displayed (Fig. 40(E)). Then, following the defeat effect, the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed with a confirmed number of misses (a stopping pattern indicating a miss) while the forest background image G70 remains displayed, and the small symbols KZ1, KZ2, and KZ3 are stopped and displayed with a missing number (Fig. 40(F)).

[0273] In this manner, in this embodiment, the chance zone exclusive SP reach consisting of the front part shown in Figures 38(B) to (H) and the back part shown in Figures 39 and 40 may be executed only when set in the chance zone. And, since this SP reach is a direct SP reach that starts at the start of the variable presentation, it is possible to provide high interest in terms of the unexpectedness of the start timing of the SP reach and the fulfillment of the presentation content of the SP reach, compared to gaming machines in which the SP reach that simply performs a battle scene can only be performed via the N reach.

[0274] After the SP reach exclusive to the chance zone has started, the band image G74 and the zone end selection image G76 are hidden even if the chance zone is being set (Figs. 38 to 40). The band image G74 is hidden to prevent the presentation from becoming complicated. Also, the zone end selection image G76 is hidden because, as will be described later, after the SP reach exclusive to the chance zone has started, the zone end operation is impossible.

[0275] Fig. 41 is a diagram showing a specific example of a common SP reach. The common SP reach is an SP reach that is executed after the effect symbols EZ1, EZ2, EZ3 become a reach in the variable effect and then an N reach (see Fig. 19 and Fig. 20), and is an SP reach that may be executed whether the effect mode is set to the normal effect mode (the effect mode in which the normal background is displayed on the display unit 50a) or the chance zone (the effect mode in which the forest background image G70 (chance background) is displayed on the display unit 50a).

[0276] In this mode, a battle is performed as a common SP reach in which the main character (knight) battles a predetermined enemy character (an enemy character other than the horse character that appears in the SP reach exclusive to the chance zone). The enemy character in the common SP reach is a character that is not associated with the forest background image G70.

[0277] Specifically, in the common SP reach, first, an image is displayed indicating that a battle between the main character and a predetermined enemy character will begin in a location other than the forest (FIG. 41(A)). Next, a battle scene between the main character and the predetermined enemy character is displayed. As the battle scene, a scene in which the main character attacks the predetermined enemy character is displayed (FIG. 41(B)), and a win / fail branch (success / failure branch) is reached. Then, if the common SP reach being executed is based on a jackpot fluctuation, a victory effect (success effect, success pattern) indicating that the main character has won is displayed superimposed on a victory background image (FIG. 41(C)). Then, following this victory effect, the background image is essentially returned to the one before the execution of the SP reach (in this example, it is returned to the normal daytime background image G102), and the effect symbols EZ1, EZ2, and EZ3 are definitely displayed stopped with a double number (a stop pattern indicating a jackpot win), and the small symbols KZ1, KZ2, and KZ3 are also displayed stopped with a double number (FIG. 41(D)).

[0278] On the other hand, if it is a common SP reach based on a losing variation, a losing effect (failure effect, failure mode) indicating that the main character has been defeated is displayed superimposed on the background image for defeat (Fig. 41(E)). Then, following this losing effect, the background image is basically returned to the one before the SP reach was executed (in this example, it is returned to the normal daytime background image G102), and the effect symbols EZ1, EZ2, and EZ3 are definitely displayed as reaching losing numbers (stop mode indicating a losing), and the small symbols KZ1, KZ2, and KZ3 are displayed as losing numbers (Fig. 41(F)).

[0279] Next, the chance zone termination operation will be described with reference to Figures 42 to 44. In this embodiment, when the chance zone is set, the player can terminate the chance zone by performing a chance zone termination operation using the operation unit (the normal button 40 and the up, down, left, and right select keys (not shown)), except during a predetermined termination operation disabled period. This function takes into consideration players who prefer the normal presentation mode (the presentation content when a normal background, such as the daytime normal background image G102, is displayed) over the presentation content of the chance zone. In other words, even when the chance zone is set, the player is not required to continue playing in that presentation mode for several turns. Instead, the player can terminate the chance zone and return to the normal presentation mode according to their preference. Although not shown, the pachinko gaming machine PY1 is assumed to have a select key consisting of four directional keys (up, down, left, and right) near the normal button 40. The configuration of the select key may be appropriately adopted from known configurations. Note that the execution of the chance zone termination operation is an example of a predetermined termination condition.

[0280] 42 and 43 are timing charts showing the relationship between the chance zone effect, the SP reach, and the chance zone end operation. FIG. 42 shows a case where, after the target hold that triggers the execution of the chance zone effect occurs as hold 4, the target hold progresses from hold 3 to hold 2 to hold 1 to the corresponding change, and a chance zone-exclusive SP reach is executed in the change based on the target hold. In this case, the execution of the chance zone effect begins when the target hold shifts to hold 3, and ends when the change based on the target hold ends (FIG. 42(A)). Furthermore, the chance zone-exclusive SP reach is executed with the start of the change based on the target hold, and ends with the end of the change based on the target hold (FIG. 42(B)). In this case, the period during which the chance zone end operation is possible is the period from the start of the chance zone effect to the start of the chance zone-exclusive SP reach, and the chance zone end operation is disabled during the execution of the chance zone-exclusive SP reach (FIG. 42(C)).

[0281] This is because the effect of the SP reach exclusive to the chance zone is related to the forest background image G70 displayed in the chance zone. In other words, when the SP reach exclusive to the chance zone is started, the effect related to the forest background image G70 is already being executed, and since it is not desirable to stop this effect midway, the chance zone end operation is not possible.

[0282] FIG. 43 shows a case where the target hold that triggers the execution of the chance zone effect occurs as hold 4, and then the target hold progresses from hold 3 to hold 2 to hold 1 to the corresponding change, and a common SP reach is executed in the change based on the target hold. In this case, the execution of the chance zone effect begins when the target hold shifts to hold 3, and the execution of the chance zone effect ends when the change based on the target hold ends (FIG. 43(A)). Furthermore, in the change based on the target hold, the common SP reach begins after the normal change and N reach, and ends shortly before the change based on the target hold ends (before the time required to display the background image corresponding to the effect mode and definitively stop and display the effect symbols EZ1, EZ2, and EZ3) (FIG. 43(B)). In this case, the period during which the chance zone end operation is possible is the period from the start of the chance zone effect to the end of the common SP reach (FIG. 43(C)). In other words, unlike the execution of the chance zone-specific SP reach, the execution of the common SP reach is the end operation possible period during which the chance zone end operation is possible.

[0283] This is because the effect of the common SP reach is not related to the forest background image G70 displayed in the chance zone. In other words, even if the chance zone end operation is performed after the start of the common SP reach, there is no contradiction in the effect. Therefore, in this embodiment, the chance zone end operation is possible even during the execution of the common SP reach.

[0284] 44 shows a specific example of a case where, after a chance zone effect is executed, a common SP reach is executed in a variation based on the target reservation that triggered the execution of this chance zone effect. As shown in FIG. 44(A), the icon TA in the normal display mode is displayed as the reservation display related to the target reservation, and a forest background image G70 is displayed on the display unit 50a as the background image. Also displayed on the display unit 50a are a band image G74 indicating that the "chance zone" has been set and a zone end selection image G76 indicating that the chance zone end operation is possible.

[0285] While the forest background image G70, band image G74, and zone end selection image G76 are displayed in this manner, the effect symbols EZ1, EZ2, and EZ3 reach a reach (FIG. 44(B)), and then the common SP reach begins. When the common SP reach begins, the forest background image G70 disappears, a background image (not shown) for the common SP reach showing a scene other than a forest is displayed, and the band image G74 also disappears, but the zone end selection image G76 continues to be displayed (FIG. 44(C)). In other words, a chance zone end operation is possible even during the execution of the common SP reach. If the common SP reach ends without a chance zone end operation being performed, as shown in FIG. 44(D), the effect symbols EZ1, EZ2, and EZ3 and the small symbols KZ1, KZ2, and KZ3 are definitively displayed as stopped, with the same forest background image G70 as before the common SP reach was executed as the background image.

[0286] In contrast, if a chance zone end operation is performed during execution of the common SP reach (Figure 44 (E)) and the common SP reach ends, as shown in Figure 44 (F), the definitive stopped display of the performance patterns EZ1, EZ2, EZ3 and small patterns KZ1, KZ2, KZ3 is performed using the normal daytime background image G102 (normal background) as the background image.

[0287] Here, the chance zone end operation will be explained. The chance zone end operation is an operation in which the selection cursor displayed in the zone end selection image G76 is moved from the default NO position (see FIG. 44(C)) to the YES position (see FIG. 44(D)) by operating the select keys (up arrow key, down arrow key), and the operation is confirmed (determined) by operating the normal button 40. In this embodiment, the zone end selection image G76 includes a text image of "Zone end?" asking whether to end the chance zone, choice images (NO image, YES image) that answer the question, and images of the up arrow key and down arrow key indicating that the selection cursor can be moved with the up arrow key or down arrow key. The method of the chance zone end operation can be changed as appropriate, and the display content of the zone end selection image G76 can be changed as appropriate depending on the method of the chance zone end operation.

[0288] Next, an example of execution of a composite effect that is executed based on the results of the lottery for the hold display change effect, the lottery for the chance zone effect, and the lottery for the SP reach will be explained with reference to Figure 45. Figure 45 is a table showing the transition of the state of each effect element of the hold display, background image, and reach effect when the target hold that triggered the execution of the hold display change effect or the chance zone effect progresses from hold 4 to hold 3 to hold 2 to hold 1 to the corresponding change (change based on the target hold). Note that the target hold in each effect execution example shown in Figure 45 is a special symbol hold related to the SP change (SP jackpot change, SP miss change).

[0289] "Effect Execution Example 1" shown in Figure 45 is an example in which, when a fourth special symbol is held, a decision is made to execute the hold display change effect of hold change scenario No. 012 (see Figure 34), in which the final display mode is red, a decision is made not to execute the chance zone effect, and a decision is made to execute a common SP reach at the start of a change based on a target hold. In this "Effect Execution Example 1," a white flashing hold icon HA is displayed when a target hold occurs, and when the hold icon HA related to the target hold shifts from position 3 to position 2, it changes to a blue hold icon HA. Furthermore, when the hold icon HA related to the target hold shifts from position 2 to position 1, it changes to a red hold icon HA. The red icon TA is also displayed as the hold display related to the change. During this time, a normal background, such as the normal daytime background image G102, continues to be displayed as the background image. In the change effect based on the target hold, after the effect symbols EZ1, EZ2, and EZ3 reach, they are developed into a common SP reach. According to this performance execution example 1, the player's anticipation of winning the jackpot gradually increases as a white flashing reserve icon HA is displayed when a target hold occurs, and a blue reserve icon HA is displayed when the target hold becomes reserve 2, and the anticipation of winning the jackpot further increases as the reserve icon HA finally changes to red. Note that in this form, the icon TA and the reserve icon HA are not displayed during the SP reach, but the icon TA and the reserve icon HA may be configured to continue to be displayed even during the SP reach.

[0290] Here, Figure 46 is a diagram showing the display unit 50a from the occurrence of a target hold in performance execution example 1 until the start of a variable performance based on the target hold. As shown in Figures 46(A)(B), while the daytime normal background image G102 (normal background) is displayed, a white flashing (first special display mode) special chart 1 hold icon HA1 is displayed as a hold display corresponding to the fourth special chart 1 hold, and as shown in Figure 46(C), even when the target hold is hold 3, a white flashing (first special display mode) special chart 1 hold icon HA1 is displayed. Then, as shown in Figure 46(D), when the hold display related to the target hold shifts from hold 3 to hold 2, the display mode of the special chart 1 hold icon HA1 corresponding to the target hold changes to blue (second special display mode), and further, as shown in Figure 46(E), when the hold display related to the target hold shifts from hold 2 to hold 1, the display mode of the special chart 1 hold icon HA1 corresponding to the target hold changes to red (third special display mode). When a change based on the target reservation starts, the icon TA is displayed in red as a reservation display related to the target reservation, as shown in Figure 46 (F). In addition, in the change based on this target reservation, the common SP reach shown in Figure 41 is executed.

[0291] "Effect Execution Example 2" shown in Figure 45 is an example in which, when a fourth special symbol is held, hold change scenario No. 041 (see Figure 34) is selected, which keeps the display mode of the hold indicator white. It is determined to execute a chance zone effect. No chance zone end operation is performed during the chance zone effect. It is determined to execute a common SP reach at the start of a target hold-based variation. In this "Effect Execution Example 2," a white hold icon HA is displayed when a target hold occurs. The white display mode remains unchanged while the target hold icon HA moves from the hold 3 position to the hold 1 position, even after it becomes the icon TA. Meanwhile, the background image changes from the normal background to a forest background image G70 (chance background) when the target hold becomes the third special symbol (hold 3). The forest background image G70 is displayed until the common SP reach is executed during the variation. According to this effect execution example 2, the player's anticipation of winning a jackpot increases when the chance zone effect is executed when the target hold becomes hold 3 (see Figure 37).

[0292] "Effect Execution Example 3" shown in Figure 45 is an example in which, when a fourth special symbol is held, hold change scenario No. 041 (see Figure 34) is selected, in which the display mode of the hold display remains white, and a chance zone effect is executed. The chance zone end operation is not performed during the chance zone effect, and a chance zone-specific SP reach is executed at the start of a change based on the target hold. In this "Effect Execution Example 3," a white hold icon HA is displayed when a target hold occurs, and the white display mode remains unchanged while the hold icon HA related to the target hold is moving from the hold 3 position to the hold 1 position, even after it becomes the icon TA. Meanwhile, the background image changes from the normal background to a forest background image G70 (chance background) when the target hold becomes the third special symbol (hold 3). The forest background image G70 is displayed until the end of the change. During the change, a chance zone-specific SP reach is executed in response to the start of the change. According to this example of effect execution 3, the player's anticipation of winning the jackpot increases when the chance zone effect is executed when the target hold becomes hold 3 (see Figure 37), and the player's anticipation of winning the jackpot further increases when a chance zone-exclusive SP reach is executed in the fluctuation based on the target hold (see Figures 38 to 40).

[0293] "Effect Execution Example 4" shown in Figure 45 is an example in which, when the fourth special symbol is held, hold change scenario No. 041 (see Figure 34) is selected, which keeps the display mode of the hold display white, and a chance zone effect is executed. The chance zone end operation is performed when the target symbol is the second special symbol (hold 2), and a common SP reach is executed at the start of the target symbol-based fluctuation. In this "Effect Execution Example 4," a white hold icon HA is displayed when the target symbol is held, and the white display mode remains unchanged while the hold icon HA for the target symbol is moving from the hold 3 position to the hold 1 position, even after it becomes the icon TA. Meanwhile, the background image changes from the normal background to a forest background image G70 (chance background) when the target symbol becomes the third special symbol (hold 3). However, because the chance zone end operation is performed when the target symbol is hold 2, the forest background image G70 (chance background) returns to the normal background when the target symbol becomes the first symbol (hold 1). In other words, in this embodiment, if a zone end operation is performed while the target reservation is changing from reservation 3 to reservation 1, the background will return to the normal background at the start of the next variation. Note that if a zone end operation is performed after the start of a variation based on a target reservation but before the end of the common SP reach, the background image will return to the normal background after the end of the common SP reach in the variation based on the target reservation (see Figures 44(E)(F)).

[0294] In effect execution example 4, the normal background returned from the forest background image G70 is displayed in the variation based on the reserved target until the common SP reach is executed. According to this effect execution example 4, the player can increase their expectation of winning the jackpot by having the chance zone effect executed when the reserved target becomes reserve 3, and can also end an undesired chance zone and enjoy the variation based on the reserved target in the normal effect mode. In this regard, since the SP reach exclusive to the chance zone in this mode is an effect with an extremely high probability of winning a jackpot (FIG. 36), for players who do not like such an effect with a high probability of winning a jackpot, by performing a chance zone end operation, it is possible to eliminate the possibility that the SP reach exclusive to the chance zone will be selected as the SP reach for the variation based on the reserved target, and they can enjoy the result of waiting for the result of the common SP reach to see whether they have won the jackpot.

[0295] "Effect Execution Example 5" shown in Figure 45 is an example in which, when a fourth special symbol is held, reserve change scenario No. 042 (see Figure 34) is determined, in which the final display mode becomes white, accompanied by a reserve change stop effect, and a chance zone effect is executed. The chance zone end operation is not performed during the chance zone effect, and a chance zone-specific SP reach is executed at the start of the target hold-based fluctuation. In this "Effect Execution Example 5," a white flashing reserve icon HA (first special display mode) is displayed when a target hold occurs, and when the target hold-related reserve icon HA shifts from the reserve 3 position to the reserve 2 position, the reserve icon HA changes to blue (second special display mode). Up to this point, the process is the same as in the above-mentioned effect execution example 1. Therefore, the player's anticipation of winning a jackpot gradually increases as the white flashing reserve icon HA is displayed when a target hold occurs, and the blue reserve icon HA is displayed when the target hold becomes reserve 2.

[0296] However, in this performance execution example 5, when the hold icon HA related to the target hold shifts from the hold 2 position to the hold 1 position, it changes to a white hold icon HA (normal display mode). In other words, the display mode of the hold display is returned from the special display mode to the normal display mode, and the hold display change performance is ended (the hold change stop performance is executed). After that, the display mode of the hold display remains white (normal display mode) until the change based on the target hold ends.

[0297] Furthermore, while the target reserve is between reserve 4 and reserve 2, the background image displays a normal background, such as the daytime normal background image G102. However, when the target reserve becomes reserve 1 and the reserve change stop effect is executed, the normal background changes to the forest background image G70 (chance background) shortly thereafter. In other words, in effect execution example 5, after the reserve change stop effect is executed, the chance zone effect is executed. Therefore, the player is initially surprised and disappointed by the reserve display, which was blue due to the reserve change stop effect, changing to white, which has a lower chance of winning a jackpot. However, shortly thereafter, the chance zone effect is executed, and the player begins to expect a jackpot again. In other words, according to this embodiment, a novel effect that stirs the player's emotions can be executed.

[0298] The forest background image G70 is displayed until the end of the target hold-based fluctuation. In the target hold-based fluctuation, a chance zone exclusive SP reach is executed in response to the start of the fluctuation. By executing this chance zone exclusive SP reach, the player will have strong expectations for a jackpot win, even though the guarantee change stop effect has been executed.

[0299] Here, the specific performance from the occurrence of the target hold in performance execution example 5 to the start of the variable performance based on the target hold is as shown in Figures 46(A) to (D) and 47. That is, as shown in Figures 46(A) and (B), while the daytime normal background image G102 (normal background) is displayed, the special chart 1 hold icon HA1 flashing white (first special display mode) is displayed as the hold display corresponding to the fourth special chart 1 hold, and as shown in Figure 46(C), even when the target hold is hold 3, the special chart 1 hold icon HA1 flashing white (first special display mode) is displayed. Then, as shown in Figure 46(D), when the hold display related to the target hold shifts from hold 3 to hold 2, the display mode of the special chart 1 hold icon HA1 corresponding to the target hold changes to blue (second special display mode). Up to this point, it is the same as the performance execution example 1 described above.

[0300] However, when the hold display for the target hold shifts from hold 2 to hold 1, the display mode of the special symbol 1 hold icon HA1 corresponding to the target hold changes to white (normal display mode) as shown in FIG. 47(A). In other words, a hold change stop effect is executed. At this time, a speech bubble image G80 with the words "Hold change stopped!" is displayed above the white special symbol 1 hold icon HA1 for the target hold. This speech bubble image G80 is an image suggesting that the hold display change effect has been stopped. This speech bubble image G80 is hidden for a predetermined time (2 seconds in this embodiment). Then, while the previous target hold change is still being performed, as shown in FIG. 47(B), the background image is changed to a forest background image G70, and a zone entry image G72 is displayed. In other words, a chance zone effect is executed. Then, while the forest background image G70 is displayed, a change effect based on the target hold begins (see FIG. 47(C)), and in this change effect, a chance zone-exclusive SP reach is performed (see FIGS. 38 to 40).

[0301] The transition format of the display mode of the hold display in performance execution example 1 shown in Figure 45 (the format shown in Figures 46(A) to (F)) is an example of the first format of the hold display change performance. Also, the transition format of the display mode of the hold display in performance execution example 5 shown in Figure 45 (the format shown in Figures 46(A) to (D) and Figure 47) is an example of the second format.

[0302] Next, the prohibition of the look-ahead effect will be explained based on Figures 48 to 50. As described above, in the pachinko gaming machine PY1 of this embodiment, when a left-handed player is playing in the non-time-saving mode, both a win in the first start slot 11 and a win in the second start slot 12 occur (see Figure 30). Therefore, if a win in the first start slot 11 and a win in the second start slot 12 occur simultaneously (when a special symbol 1 reserve and a special symbol 2 reserve occur simultaneously), if the lottery for the hold display change effect and the lottery for the chance zone effect are executed in the same way as when only one of the wins occurs, various look-ahead effects will be mixed, making it difficult for the player to recognize which change they should expect. Therefore, in this embodiment, as shown in Figure 48, a lottery for the hold display change effect and the lottery for the chance zone effect are executed.

[0303] Specifically, when a winning entry into the first start port 11 occurs but a winning entry into the second start port 12 does not occur, the effect control microcomputer 121 draws lots for the hold display change effect (FIGS. 33 and 34) based on the generated special symbol 1 hold, and also draws lots for the chance zone effect (FIG. 35) (see timing t1 shown in FIG. 48). Also, when a winning entry into the second start port 12 occurs but a winning entry into the first start port 11 does not occur, the effect control microcomputer 121 draws lots for the hold display change effect based on the generated special symbol 2 hold, and also draws lots for the chance zone effect (see timing t2 shown in FIG. 48). On the other hand, when a winning entry into the first start port 11 and a winning entry into the second start port 12 occur simultaneously, the effect control microcomputer 121 does not draw lots for the hold display change effect for the pre-reading effect based on the generated special symbol 1 hold, and only draws lots for the chance zone effect. On the other hand, for the pre-reading effect based on the generated special chart 2 reserve, a lottery for the reserve display change effect is performed and then a lottery for the chance zone effect is performed (see timing t3 shown in Figure 48). In this case, the lottery for the chance zone effect based on winning the first starting port 11 determines whether or not to execute the chance zone effect according to the white table without the "reserve change stop effect" shown in Figure 35 and the "final display mode of the reserve display".

[0304] FIG. 49 is a diagram showing an example of the execution of a reserve display change effect when a win at the first start port 11 and a win at the second start port 12 occur simultaneously (when a special reserve 1 and a special reserve 2 occur simultaneously). FIG. 49(A) shows a situation in which, while the normal daytime background image G102 is displayed, two special reserves 1 are accumulated and no special reserves 2 are accumulated. In this situation, it is assumed that a win at the first start port 11 and a win at the second start port 12 occur simultaneously. In this case, the display mode of the reserve display based on a win at the first start port 11 is determined to be a white display mode without going through a lottery for the reserve display change effect. On the other hand, the display mode of the reserve display based on a win at the second start port 12 is determined by a lottery for the reserve display change effect. In this example, it is assumed that the display mode of the reserve display based on a win at the second start port 12 is determined to be a red reserve icon HA instead of the reserve display at the time of winning.

[0305] In this case, as shown in Figure 49(B), a white Special 1 Reserve icon HA1 is displayed as the reserve indicator for the third Special 1 Reserve, and a red Special 2 Reserve icon HA2 is displayed as the reserve indicator for the first Special 2 Reserve. In this mode, the Special 2 reserve changes take priority over the Special 1 reserve changes. Therefore, the next change is the red Special 2 Reserve icon HA2. Therefore, players can focus solely on the red reserve indicator changes in anticipation of winning the jackpot. If the red Special 1 Reserve icon HA1 were also displayed as the reserve indicator for the third Special 1 Reserve, there is a concern that players would be unable to enjoy the game by focusing their anticipation of winning the jackpot on the red Special 2 Reserve icon HA2, which is executed first. In this mode, when a win in the first start slot 11 and a win in the second start slot 12 occur simultaneously (when a Special 1 reserve and a Special 2 reserve occur simultaneously), the reserve indicator change effect is not executed based on the generated Special 1 reserve, thereby eliminating the above concern.

[0306] In this embodiment, unless a win at the first start port 11 and a win at the second start port 12 occur simultaneously, it is possible to display a hold display for a special display mode related to one of the start ports while a hold display for a special display mode related to the other start port is being displayed. In this case, it is thought that there is less risk of confusion about the content of the presentation by understanding the meaning of the presentation one by one in the order of occurrence.

[0307] In addition, even if a win in the first start port 11 and a win in the second start port 12 occur simultaneously, a lottery for the chance zone effect is held for each win. In this form, if the guarantee change cancellation effect is not executed, the chance zone effect with the special chart 2 reserve as the target reserve is executed at the first shift of the special chart 2 reserve, and the chance zone effect with the special chart 1 reserve as the target reserve is executed at the first shift of the special chart 1 reserve. Therefore, even if it is decided to execute the chance zone effect in both the lottery for the chance zone effect based on the newly created special chart 2 reserve and the lottery for the chance zone effect based on the special chart 1 reserve, the execution of the chance zone effect based on the special chart 2 reserve ends first, and then the execution of the chance zone effect based on the special chart 1 reserve begins, so it is thought that there is no risk that the player will be confused by the content of the effect and their interest in the game will decrease.

[0308] 8. Effects of the embodiment As explained in detail above, according to the pachinko gaming machine PY1 of this embodiment, it is possible to execute a hold display change effect (Fig. 46) that can progress in stages and a chance zone effect (Fig. 37) as a look-ahead effect, and the hold display change effect is sometimes executed in a first format (the format shown in Figs. 46(A) to (F)) and sometimes executed in a second format (the format shown in Figs. 46(A) to (D) and Fig. 47) that ends halfway through the first format. Therefore, even if the hold display is displayed in a special mode (white flashing or blue), a sense of tension arises that it may return to the normal display mode (white), which is expected to increase interest.

[0309] Furthermore, according to this form of pachinko game machine PY1, even when a hold display change effect is performed in the second format accompanied by a hold change stop effect, a chance zone effect may be executed after the hold display returns to the normal display mode (white) (Fig. 47, Fig. 35), so it is possible to maintain the expectation of winning the jackpot, and an increase in interest is expected.

[0310] Furthermore, with this type of pachinko game machine PY1, even if a ball lands in the first start port 11 and a ball lands in the second start port 12 at the same time, the hold display change effect is only executed based on the ball lands in the second start port 12 (Figures 48 and 49), which prevents the effect from becoming complicated and prevents a decline in interest.

[0311] Furthermore, according to this form of pachinko game machine PY1, the probability of the chance zone effect being executed after the hold display change effect is higher when the display mode of the hold display (the effect mode of the hold display change effect) is not red (third special mode), which has a high expectation of a jackpot (Figures 34 and 35).Therefore, even when the hold display is displayed in flashing white (first special display mode) or blue (second special display mode), it is possible to maintain the expectation of winning a jackpot, and increased interest can be expected.

[0312] Furthermore, according to the pachinko gaming machine PY1 of this form, it can be said that the probability of a chance zone effect being executed after a hold display change effect is higher when the hold display change effect is executed in the second format (the format shown in Figs. 46(A) to (D) and 47) which ends midway than when the hold display change effect is executed in the first format (the format shown in Figs. 46(A) to (F)) (Figs. 34 and 35). Therefore, even if the hold display change effect ends midway in the first format, there is hope for the chance zone effect to be executed, and an increase in gaming interest can be expected.

[0313] Furthermore, according to this form of pachinko game machine PY1, a chance zone-exclusive SP reach corresponding to the chance zone effect after the pending display change effect can be executed in conjunction with the variable effect (announcement effect that notifies the results of the special chart lottery) (Figures 36, 38 to 40), which can suitably increase the interest in the variable effect during the chance zone.

[0314] Furthermore, according to this form of pachinko game machine PY1, the player is able to end the chance zone at will by performing a chance zone ending operation. This chance zone ending operation is only possible when the chance zone-exclusive SP reach is not in progress (Figures 42 and 43), so the player can focus their attention on the presentation of the chance zone-exclusive SP reach while it is in progress, thereby preventing a decline in interest in the chance zone and the chance zone-exclusive SP reach.

[0315] 9. Example of changes The following describes modified examples of the pachinko gaming machine PY1. Of course, the configurations of the modified examples may be combined as appropriate. Furthermore, technical features in the above-described embodiments and the following modified examples may be deleted as appropriate unless they are described as essential in this specification.

[0316] Second Embodiment In the first embodiment described above, when the final display mode of the reserved display is determined to be white (normal display mode), a reserved change scenario (No. 42 or No. 44 shown in FIG. 34) accompanied by a reserved change stop effect can be selected. In contrast, the pachinko gaming machine of the second embodiment is configured not to have a reserved change scenario accompanied by a reserved change stop effect. That is, as shown in FIG. 50, when the final display mode of the reserved display is determined to be white (normal display mode), the reserved icon HA is displayed in white (normal display mode) regardless of the reserved display related to any of the reserved special symbols from the fourth to the first, and the icon TA is also displayed in white (normal display mode). In other words, when the final display mode of the reserved display is determined to be white (normal display mode), no reserved display change effect is performed at all. Note that the final display mode of the reserved display is determined based on the table shown in FIG. 33, as in the first embodiment.

[0317] In the pachinko gaming machine of the second embodiment, the lottery for the chance zone effect following the lottery for the hold change display effect is performed based on the table shown in FIG. 51. Specifically, as shown in FIG. 51, when the result of the pre-reading judgment is a jackpot, if the final display mode of the hold display is "white," the effect control microcomputer 121 executes the chance zone effect 65% of the time and does not execute the chance zone effect 35% of the time. If the final display mode of the hold display is "white flashing," the chance zone effect is executed 60% of the time and does not execute the chance zone effect 40% of the time. If the final display mode of the hold display is "blue," the chance zone effect is executed 55% of the time and does not execute the chance zone effect 45% of the time. If the final display mode of the hold display is "red," the chance zone effect is executed 50% of the time and does not execute the chance zone effect 50% of the time.

[0318] Furthermore, when the result of the pre-reading judgment is an SP reach miss, if the final display mode of the reserved display is "white," the effect control microcomputer 121 executes the chance zone effect with a probability of 15% and does not execute the chance zone effect with a probability of 85%. If the final display mode of the reserved display is "white flashing," the effect control microcomputer 121 executes the chance zone effect with a probability of 12% and does not execute the chance zone effect with a probability of 88%. If the final display mode of the reserved display is "blue," the effect control microcomputer 121 executes the chance zone effect with a probability of 9% and does not execute the chance zone effect with a probability of 91%. If the final display mode of the reserved display is "red," the effect control microcomputer 121 executes the chance zone effect with a probability of 6% and does not execute the chance zone effect with a probability of 94%.

[0319] Furthermore, when the result of the pre-read judgment is an L reach miss or an N reach miss, if the final display mode of the hold display is "white," the effect control microcomputer 121 executes the chance zone effect with a probability of 4% and does not execute the chance zone effect with a probability of 96%. Furthermore, if the final display mode of the hold display is "white flashing," the effect control microcomputer 121 executes the chance zone effect with a probability of 3% and does not execute the chance zone effect with a probability of 97%. Furthermore, if the final display mode of the hold display is "blue," the effect control microcomputer 121 executes the chance zone effect with a probability of 2% and does not execute the chance zone effect with a probability of 98%. Furthermore, if the final display mode of the hold display is "red," the effect control microcomputer 121 executes the chance zone effect with a probability of 1% and does not execute the chance zone effect with a probability of 99%.

[0320] In addition, in either case, when it is decided to execute the chance zone effect, the execution of the chance zone effect will begin at the first shift of the target hold that triggered the execution of the chance zone effect.

[0321] Thus, in the second embodiment, the chance zone effect is more likely to be executed when the result of the pre-reading judgment is a jackpot than when it is a miss (SP reach miss, L reach miss, N reach miss). Furthermore, regardless of whether the result of the pre-reading judgment is a jackpot, SP reach miss, L reach miss, or N reach miss, the chance zone effect is most likely to be executed when the final display mode of the reserved display is "white," which has the lowest jackpot expectation, next most likely to be executed when the final display mode of the reserved display is "white flashing," which has the next lowest jackpot expectation, next most likely to be executed when the final display mode of the reserved display is "blue," which has the next lowest jackpot expectation, and least likely to be executed when the final display mode of the reserved display is "red," which has the highest jackpot expectation. In other words, in this embodiment, the lower the jackpot expectation of the display mode of the reserved display, the more likely a chance zone effect with a high jackpot expectation is executed. Therefore, even if the display mode of the pending display is one with a relatively low probability of winning, the player can expect the chance zone presentation to be executed, which reduces the degree of disappointment and can increase the interest in the game.

[0322] In the second embodiment, the hold change scenario includes a scenario (scenarios No. 32 and No. 34 shown in FIG. 50) in which the hold display at the time of winning is in the normal display mode, and the target hold of the hold display change effect changes to a special display mode before the change occurs. However, if there is a case where the display is in a special display mode, it may be configured to always display in one of the special display modes from the time of winning. This is also the case in the first embodiment described above. In this configuration, it can be said that the execution timing of the hold display change effect (at the time of winning) is earlier than the execution timing of the chance zone effect (when the special symbol hold shifts) (the execution timing based on the occurrence of the target hold is earlier).

[0323] In the second embodiment, the execution rate of the chance zone effect is varied based on the type of final display mode of the reserved display, thereby realizing a configuration in which a display mode with a low jackpot expectation is more likely to be set as a chance zone than a display mode with a high jackpot expectation. In contrast, the timing for setting the chance zone (the execution timing of the chance zone effect) may be selected by lottery from among "when a prize is won," "when the target reserved is reserved 3," "when the target reserved is reserved 2," "when the target reserved is reserved 1," and "when it changes based on the target reserved." This lottery also references the results of the reserve change scenario. The timing when the display mode of the reserved display related to the reserved target has a low jackpot expectation is more likely to be selected when the pre-reading judgment result indicates a jackpot and less likely to be selected when the pre-reading judgment result indicates a miss. This may realize a configuration in which a display mode with a low jackpot expectation is more likely to be set as a chance zone than a display mode with a high jackpot expectation. This is because a chance zone effect (high-expectation preview effect) performed when expectations for winning a jackpot are low can make a player feel a stronger sense of excitement than a chance zone effect performed when expectations are already high. Furthermore, when configured in this manner, a hold display change effect in which the final display state of the hold display is red may be configured to be more likely to be set in the chance zone than a hold display change effect in which the final display state of the hold display is blue or flashing white.

[0324] <Other change examples> The types of hold change scenarios and display modes of hold displays shown in the above embodiments (first embodiment, second embodiment) are examples, and can be changed as appropriate as long as it does not interfere with gameplay.

[0325] In the above-described embodiment, the zone end operation in the chance zone cannot be performed while a chance zone-exclusive SP reach is being executed, but can be performed while the chance zone-exclusive SP reach is not being executed (FIGS. 42 and 43). In other words, the configuration is such that it is easier to end the chance zone by performing the zone end operation when a chance zone-exclusive SP reach is not being executed in the chance zone than when a chance zone-exclusive SP reach is being executed in the chance zone. In contrast, the configuration may be such that the zone end operation in the chance zone can be performed only during the chance zone-exclusive SP reach. Specifically, for example, the configuration may be such that the zone end operation is accepted only during the execution period of the first part of the chance zone-exclusive SP reach, which is a direct SP reach, and if the zone end operation is performed during this period, another SP reach (for example, the common SP reach in the above-described embodiment) with the same performance time as this second part is executed instead of the second part of the chance zone-exclusive SP reach. Even with this configuration, the connection between the performance content of the first part of the chance zone-exclusive SP reach (the process of the main character growing into a knight) and the performance content of the subsequent separate SP reach (a battle between the main character and an enemy character) is not broken. This configuration satisfies the needs of players who want to see the performance of the first part of the chance zone-exclusive SP reach, but also want to see a battle scene with an enemy character different from the enemy character in the chance zone-exclusive SP reach, preventing a decline in interest in the chance zone and the chance zone-exclusive SP reach. This configuration can be said to be a configuration in which the chance zone can be ended more easily by a zone end operation during the execution of a chance zone-exclusive SP reach in the chance zone than during the execution of a chance zone-exclusive SP reach in the chance zone.

[0326] Furthermore, in the above embodiment, the chance zone can be ended based on a zone ending operation (the condition for ending the chance zone is that a zone ending operation is performed), but the chance zone may also be ended based on the passage of a gaming ball through the second gate 29 that can be passed by hitting to the right (the condition for ending the chance zone is the passage of a gaming ball through the second gate 29). Note that the period during which the chance zone can be ended by the passage of a gaming ball through the second gate 29 can be set to, for example, the same period as the period during which the zone ending operation is possible in the above embodiment.

[0327] In the above embodiment, the period during which the chance zone end operation is possible may be set based on a lottery. In this case, the period during which the chance zone end operation is possible may be set less easily during the execution of a chance zone-exclusive SP reach than when the chance zone-exclusive SP reach is not being executed, or the period during which the chance zone end operation is possible may be set more easily during the execution of a chance zone-exclusive SP reach than when the chance zone-exclusive SP reach is not being executed. The lottery for setting the period during which the chance zone end operation is possible may be set at a predetermined cycle (for example, every 20 seconds).

[0328] In the above embodiment, when a win in the first start port 11 and a win in the second start port 12 occur simultaneously, the hold display change effect is not executed based on the win in the first start port 11, but the chance zone effect may be executed. In contrast, a configuration may be adopted in which neither the hold display change effect nor the chance zone effect is executed based on the win in the first start port 11.

[0329] In addition, in the above embodiment, when a win in the first start port 11 and a win in the second start port 12 occur simultaneously, no lottery is performed for the hold display change effect based on the win in the first start port 11. However, after a lottery for the hold display change effect based on the win in the first start port 11 is performed, the hold display change effect of this hold change scenario may not be performed only when a hold change scenario with a hold change stop effect is selected. This is because when this hold change scenario is selected, the effect is more likely to be complicated than when other hold change scenarios are selected, since it involves the novel effect of the hold change stop effect.

[0330] Conversely, after a lottery for a reserve display change effect based on winning at the first start port 11 is held, only when a reserve change scenario with a reserve change stop effect is selected, the reserve display change effect of this reserve change scenario may be performed, and when another reserve change scenario is selected, the reserve display change effect may not be performed. This is because the reserve change scenario with a reserve change stop effect is a novel effect, and by not performing prohibition processing only for such special effects, a decline in interest in the game can be suppressed.

[0331] Furthermore, even if a win at the first start port 11 and a win at the second start port 12 occur simultaneously, a lottery for a hold display change effect based on the win at the first start port 11 is conducted. If it is determined that a hold display change effect with a final display mode of "flashing white" or "blue" will be performed, that hold display change effect is performed. However, if it is determined that a hold display change effect with a final display mode of "red" will be performed, that hold display change effect may not be performed. This configuration can avoid a situation where both the special chart 1 hold icon HA1 and the special chart 2 hold icon HA2 include a red hold display, allowing the player to focus their attention on a single effect with a high probability of winning, thereby increasing their interest in the game. Conversely, if it is determined that a hold display change effect with a final display mode of "flashing white" or "blue" will be performed, that hold display change effect may not be performed. However, if it is determined that a hold display change effect with a final display mode of "red" will be performed, that hold display change effect may be performed. This configuration prevents a decline in interest in the game because it does not miss the opportunity to execute the "red" pending display change effect, which has a high probability of resulting in a big win.

[0332] In addition, in the above embodiment, if a win at the first start port 11 and a win at the second start port 12 occur simultaneously, the execution of the hold display change effect based on a win at the first start port 11 is restricted, but if the effect of this configuration is not required, the configuration may be one without such restrictions at all.

[0333] Furthermore, 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 also 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 result in a favorable jackpot than the special chart 2 lottery. Also, in this case, when a win at the first start port 11 and a win at the second start port 12 occur simultaneously, both the hold display change effect and the chance zone effect based on a win at the first start port 11 can be executed, but a hold display change effect based on a win at the second start port 12 is not executed and only the chance zone effect can be executed.

[0334] Furthermore, in the above-described embodiment, the chance zone effect is executed as a pre-reading effect (an effect that can be performed over multiple variations based on a pre-reading judgment, and is a notice effect that raises expectations of winning a jackpot), but the chance zone effect may be configured to be executed not as a pre-reading effect but as a notice at the time of the variation (an effect that is performed only in that variation based on a lottery at the start of the variation, and is a notice effect that raises expectations of winning a jackpot). In this case, the setting of the chance zone is limited to one variation based on the special chart variation start command. Also, when executing a chance zone-exclusive SP reach with a variation set in the chance zone, the chance zone-exclusive SP reach (Figures 38(B) to (H), Figure 39, Figure 40) can be executed immediately after executing the effect that suggests the setting of the chance zone (Figure 37(B)).

[0335] In addition, in the above-mentioned form, the hold change scenario accompanying the hold change cancellation performance is configured to have only a scenario in which the display mode of the hold display immediately returns from blue (second special display mode) to white (normal display mode), but in addition to this scenario, or instead of this scenario, it may be configured to have a scenario in which the blue (second special display mode) hold display temporarily drops by one rank to a flashing white (first special display mode) hold display, and then returns to a white (normal display mode) hold display (ending the hold display change performance).

[0336] In the above-mentioned embodiment, the selection rate of each lottery can be changed as appropriate within the range that does not interfere with the game. For example, in the above-mentioned embodiment, an effect that has a distribution rate of 0% (a configuration that is not executed) may be configured to be executed with a small probability (for example, about 1%) as long as the role of that effect is not hindered.

[0337] In addition, in the above-mentioned form, the SP reach exclusive to the chance zone may be performed only when the continuation of the change in the winning combination is performed.

[0338] In the above-mentioned embodiment, the hold display change effect and the chance zone effect are performed during a non-time-saving state, but the game state in which these effects are performed is not limited to a non-time-saving state. In the above-mentioned embodiment, setting the mode to a normal effect mode in which a normal background such as the daytime normal background image G102 is displayed corresponds to a "normal effect," but if the hold display change effect and the chance zone effect are configured to be performed during a high probability state or a time-saving state, setting the mode to a probability variable effect mode in which the probability variable background image G105 is displayed or setting the mode to a time-saving effect mode in which the time-saving background image G106 is displayed corresponds to a normal effect.

[0339] In addition, in the above form, the probability of winning a jackpot from the chance zone presentation is higher than the probability of winning a jackpot from the red pending display (third special display mode), but the probability of winning a jackpot from both may be the same or may be the opposite to the above form.

[0340] In addition, in the above-described embodiment, the content of each effect can be changed as appropriate within the scope that does not impair the function of that effect.

[0341] In the above embodiment, the hold display change effect, in which the display mode of the hold display (hold icon HA, icon TA) can be gradually changed, and the chance zone effect, in which the effect mode is set to the chance zone, are configured to be executable across multiple variations as pre-reading effects based on pre-reading judgment, and the hold display change effect corresponds to the first pre-reading suggestion effect or the first preview effect, and the chance zone effect corresponds to the second pre-reading suggestion effect or the second preview effect. However, the type of effect of the first pre-reading suggestion effect or the first preview effect may be other than the hold display change effect, and the type of effect of the second pre-reading suggestion effect or the second preview effect may be other than the chance zone effect. For example, an image change effect, in which a predetermined image such as a background image is gradually changed, and a stock effect, in which a suggestion icon is displayed suggesting the type of effect to be executed, may be configured to be executable across multiple variations as pre-reading effects based on pre-reading judgment. In this case, the image change effect corresponds to the first pre-reading suggestion effect or the first preview effect, and the stock effect corresponds to the second pre-reading suggestion effect or the second preview effect. As an example of an image change effect, a background change effect may be implemented in which various special backgrounds (backgrounds different from the normal background) with a jackpot expectation relationship of "first special background < second special background < third special background" are sequentially changed from the first special background to the second special background to the third special background between the occurrence of a target hold and the end of the target hold-based change. As an example of a stock effect, a suggestion icon indicating that a special operation effect requiring the operation of the special button 41 will occur due to a change based on the target hold may be displayed on the display unit 50a before the start of the target hold-based change. The jackpot expectation of the stock effect may be higher than the jackpot expectation of the display of the third special background. The background change effect may also have a pattern (format) in which the second special background is displayed and then returns to the normal background. When this pattern is implemented, the stock effect may be implemented with a higher probability than when a background change effect is implemented in other patterns after returning from the special background to the normal background. The special operation effect suggested by the stock effect is an example of a specific effect. In addition, the type of effect suggested to be executed by the stock effect can be changed as appropriate.

[0342] Furthermore, when the image change effect as described above is configured to be executable, the image change effect may be configured to be executed not as a "pre-reading effect" but as a "notice at the time of the change in question." Furthermore, when the stock effect as described above is configured to be executable, the stock effect may be configured to be executed not as a "pre-reading effect" but as a "notice at the time of the change in question."

[0343] 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.

[0344] In the above embodiment, the present invention is applied to a pachinko machine, but it can also be applied to other pinball machines, such as arrange ball machines and mahjong ball machines. When the present invention is applied to a pachinko machine, the gameplay of the machine can be appropriately changed as long as it does not interfere with play. In other words, the present invention can be appropriately adopted, as long as it does not interfere with play, in so-called symbol probability variable machines (machines in which a transition to a high probability state is determined based on the type of winning symbol), so-called V-probability machines (machines that control a high probability state based on the passage of a specific area (V area) within the large prize slot), so-called probability variable loop type machines (machines that, once controlled to a high probability state, continue to be controlled in the high probability state until the start of the next jackpot game), so-called ST machines (machines with a limited number of probability variable games), so-called type 1 / 2 mixed machines, and swing-type machines. The present invention may also be applied to gaming machines of a type that do not have a configuration such as a lower tray 35 and in which gaming balls enclosed within the gaming machine circulate (so-called enclosed gaming machines, circulating gaming machines, managed gaming machines, smart pachinko machines).

[0345] 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.

[0346] 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.

[0347] Note that when referring to a "state advantageous to the player (advantageous game state, advantageous state, or special game state)," not all jackpot game states may be considered to be such. For example, a jackpot game state that is scheduled to be subsequently controlled to a high-probability state may be considered to be a "state advantageous to the player," or a jackpot game state in which a relatively large number of prize balls can be obtained, such as 10R, may be considered to be a "state advantageous to the player." Furthermore, a "state advantageous to the player" may not necessarily refer to a jackpot game state, but may also refer to a small jackpot game state (a state in which a small jackpot game is being executed), or may refer to a high-probability state or a high-base state (a time-saving state). In a gaming machine equipped with a dual jackpot, a series of game states, including a small jackpot game state and a jackpot game state based on the passage of a game ball into the specific area 16 in the small jackpot game state, may be considered to be a state advantageous to the player. Furthermore, if the "state advantageous to the player" refers to a high probability state or a high base state (time-saving state), the various effects that create anticipation of entering a "state advantageous to the player" may not be limited to effects during the display of changing special patterns, but may also be effects that are performed at other times, such as during a jackpot game.

[0348] 10. Inventions shown in the embodiments and their modifications The above-described embodiments and their modifications include the inventions of the following means. In the following explanation of the means, corresponding component names and expressions in the above-described embodiments, etc., and 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 Means A is a collective term for the following means A1 to A3. Means B is a collective term for the following means B1 to B2. Means C is a collective term for the following means C1 to C3. Means D is a collective term for the following means D1 to D2. Means E is a collective term for the following means E1 to E2.

[0349] Means A1: A first determination means (processing related to the jackpot determination by the game control microcomputer 101) that makes a first determination (jackpot determination) as to whether or not to put the player in an advantageous state (jackpot game state) based on whether the ball has entered the first ball entrance (first starting entrance 11) or a second ball entrance (second starting entrance 12) different from the first ball entrance; When the ball has entered the game, a second determination means (processing related to the pre-reading determination by the game control microcomputer 101) makes a second determination (pre-reading determination) as to whether the advantageous state will be established before the first determination; A performance control means (performance control microcomputer 121) capable of controlling the performance, The performance control means Based on the result of the second judgment, a first-precedent suggestion effect (hold display change effect, FIG. 46) that can be advanced in stages and a second-precedent suggestion effect (chance zone effect, FIG. 37) that is different from the first-precedent suggestion effect can be executed. A gaming machine characterized in that the first-advance suggestion performance can be performed in a first format (the format shown in Figures 46(A) to (F)) or in a second format (the format shown in Figures 46(A) to (D) and Figure 47) that ends halfway through the first format.

[0350] According to the gaming machine having this configuration, the first-precedent suggestion performance of the second format that ends midway through the first format creates a sense of tension, which is expected to increase interest.

[0351] Means A2: The gaming machine according to the means A1, The gaming machine is characterized in that when the first-advance suggestion effect of the second format is executed, the effect control means is capable of executing the second-advance suggestion effect after the first-advance suggestion effect is executed (Figures 47 and 35).

[0352] With this gaming machine, even when a first-precedence suggestion effect is performed in the second format that ends midway through the first format, a second-precedence suggestion effect may be performed after the first-precedence suggestion effect is performed, so it is possible to maintain a sense of anticipation and increase interest.

[0353] Means A3: The gaming machine according to the means A1 or A2, The gaming machine is characterized in that, when a ball enters the first ball entrance and a ball enters the second ball entrance simultaneously, the presentation control means does not execute the first-precedence suggestion presentation based on the second judgment regarding the ball entering the first ball entrance, but executes the first-precedence suggestion presentation based on the second judgment regarding the ball entering the second ball entrance (Figures 48 and 49).

[0354] With this type of gaming machine, even if a ball lands in the first entry port and a ball lands in the second entry port at the same time, the first-precedence suggestion effect is only executed based on the ball lands in the second entry port, which prevents the effect from becoming complicated and prevents a decline in interest.

[0355] Means B1: It is possible to execute a notice effect (hold display change effect, chance zo...

Claims

[Claim 1] a first determination means for making a first determination as to whether or not to create an advantageous state that is advantageous to a player based on a ball entering the first ball entrance or a second ball entrance different from the first ball entrance; a second determination means for making a second determination as to whether the advantageous state will be established before the first determination when the ball has entered the game; A performance control means capable of controlling the performance, The performance control means In a predetermined gaming state in which the probability of determining that the advantageous state will be established in the first determination is 1, the mode can be set to any one of a plurality of presentation modes including a predetermined presentation mode; Based on the result of the second determination, a first-precedence suggestion effect that can be progressed in stages and a second-precedence suggestion effect that is different from the first-precedence suggestion effect can be executed; The first suggestion performance may be performed in a first format or in a second format that ends halfway through the first format. When the format of the first advance suggestion presentation to be executed is determined to be the first format, it is possible to display the icon displayed in the predetermined display area in the predetermined game state and in the predetermined presentation mode in a first special format in which the probability of achieving the advantageous state is higher than in the normal format, and then to display the icon in the predetermined game state and in the predetermined presentation mode in a second special format in which the probability of achieving the advantageous state is higher than in the first special format, When the format of the first advance suggestion presentation to be executed is determined to be the second format, the icon to be displayed in the predetermined display area in the predetermined game state and in the predetermined presentation mode can be displayed in the first special format, and then can be displayed in the normal format in the predetermined game state and in the predetermined presentation mode without being displayed in the second special format, When the first-precedence suggestion effect of the second type is executed, the effect control means is capable of executing the second-precedence suggestion effect after the first-precedence suggestion effect is executed, The gaming machine is characterized in that the second-precedence suggestion performance is more likely to be executed when the first-precedence suggestion performance of the second type is executed than when the first-precedence suggestion performance is not executed.

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