gaming machines
The gaming machine enhances player engagement by dynamically judging player states and introducing varied performances, addressing the lack of engaging SP reach effects in pachinko machines.
Patent Information
- Application Number
- JP2022131821
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-22
- Publication Date
- 2025-11-10
- Estimated Expiration
- 2042-08-22
AI Technical Summary
Existing pachinko gaming machines lack engaging gameplay experiences, particularly in the execution of SP reach effects, which can be improved to enhance player interest.
The gaming machine introduces a change effect that dynamically judges the player's state, offering a success/failure branch for higher anticipation and includes a performance without a success/failure branch, maintaining consistent content across both scenarios, enhancing gameplay dynamics.
This approach increases player engagement by providing varied and intriguing gameplay experiences through dynamic state judgments and performance variations.
Smart Images

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Figure 0007766344000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, as an example of a gaming machine, a pachinko gaming machine is known, as described in Patent Document 1 below, for example, in which when the variable display pattern reaches a reach, it can develop into an N reach performance and then an SP reach performance, which has a higher chance of winning a jackpot. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-072627 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the method of executing the SP reach effect as described in Patent Document 1 is now commonly seen, and there is room for improvement in order to provide players with an interesting experience. [Means for solving the problem]
[0005] The gaming machine of the present invention comprises: After the display of the effect symbols is changed, it is possible to execute a change effect that stops the effect symbols in a manner that indicates the result of the judgment whether to put the player in an advantageous state, In the first case, a specific performance is executed in which the expectation of the advantageous state is higher than that of a predetermined performance after executing a reach-established performance in which the performance pattern becomes a reach state in the variable performance. In the variable performance, the specific performance is executed without executing the reach-established performance. the law of nature, In the first case, as the specific performance, a first performance including a success / failure branch that branches into a success mode suggesting that the advantageous state will be achieved or a failure mode suggesting that the advantageous state will not be achieved is performed, In the second case, as the specific performance, a second performance of a performance content that does not include the success / failure branch and leads to the first performance is executed, and then the first performance is executed; The content of the first effect is the same in the first case and the second case. 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] 10 is a diagram showing the relationship between the image display device and the game area, which is a characteristic part of the pachinko gaming machine PY1. FIG. [Figure 31] 10 is a jackpot determination table relating to the characteristic features of the pachinko gaming machine PY1. [Figure 32] This is a jackpot game control table relating to the characteristic features of the pachinko gaming machine PY1. [Figure 33] This is a special chart 1 fluctuation pattern determination table for the non-time-saving state related to the characteristic parts of the pachinko game machine PY1. [Figure 34]This is a timing chart showing the presentation configuration of the normal SP route change presentation and the direct SP route change presentation, as well as the presentation configuration of the CU timer presentation (count-up timer presentation). [Figure 35] This is a diagram showing a specific example of an SP reach (first half) in the variable presentation of a direct SP route. [Figure 36] This is a diagram showing a specific example of an SP reach (later stage) that is common to the variable presentation of the direct SP route and the normal SP route. [Figure 37] FIG. 37 is a diagram showing a specific example of the SP reach (later stage), and is a diagram continuing from FIG. 36. [Figure 38] This is an execution lottery table for the CU timer effect (count-up timer effect). [Figure 39] FIG. 10 is a diagram showing a specific example of a CU timer effect. [Figure 40] 39. This figure shows a specific example of the CU timer effect following FIG. 39, and shows the case where the CU timer effect ends before the timer value reaches 99. [Figure 41] This is a diagram showing the case where the timer value reaches 99 in the CU timer presentation. [Figure 42] A figure showing an example of a right-hit notification effect related to a characteristic part of the pachinko game machine PY1. [Figure 43] This is a figure showing an example of a right-hit notification effect following Figure 42. [Figure 44] This is a timing chart showing the execution timing of the character pop-out effect (V winning effect) in response to a V winning. [Figure 45] FIG. 10 is a diagram showing a specific example of a character pop-out effect. [Figure 46] FIG. 46 is a diagram showing a specific example of a character pop-out effect following FIG. 45. [Figure 47] A diagram showing the flow of presentation during a jackpot game. [Figure 48] This is a timing chart for explaining the timing of the announcement effect, start waiting effect, challenge effect, and music effect during a jackpot game. [Figure 49]10 is a table for determining the timing of driving the logo movable body in the challenge performance of a successful mode. [Figure 50] A figure showing specific examples of announcement effects, start waiting effects, and successful challenge effects. [Figure 51] 10 is a front view of the pachinko game machine when the logo movable body is in the performance position. FIG. [Figure 52] This figure shows specific examples of challenge performances, end ED performances, and revival ED performances in failed modes. [Figure 53] This is a diagram showing specific examples of music effects, ending ED effects, and revival ED effects. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, an embodiment of the gaming machine of the present invention will be described in detail with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and duplicate descriptions of identical parts will be omitted as a general rule. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and omit or abbreviate the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs. Furthermore, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.
[0009] 1. Structure of the gaming machine A pachinko gaming machine PY1 of the first embodiment will be described. First, the structure of the pachinko gaming machine PY1 will be described 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 approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rearward" refers to the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.
[0010] As shown in FIG. 1, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming machine frame 2 includes a gaming board mounting frame 2A to which a gaming board unit YU (described later) is attached, and a front frame 23m rotatably supported on the gaming board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the gaming board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the gaming board 1 attached to the gaming board mounting frame 2A faces the transparent plate 23t. Therefore, when the pachinko gaming machine PY1 is installed in a gaming parlor, a player standing in front of the pachinko gaming machine PY1 can view the game area 6 formed on the gaming board 1 through the transparent plate 23t. The transparent plate 23t can be made of a transparent glass plate, a transparent synthetic resin plate, or the like. The transparent plate 23t may be any plate as long as it allows the playing area 6 to be seen from the front of the pachinko gaming machine PY1.
[0011] A handle 72k that can be rotated to launch game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is rotated (rotation angle) corresponds to the magnitude (launch strength) of the force applied to the game ball to launch it (the amount by which the launch device 72, described below, drives the launch solenoid). Therefore, the game balls are launched with a launch strength that corresponds to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the top surface of the lower decorative body 36 to store game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.
[0012] A first input device (hereinafter referred to as the "normal button") 40 that can be pressed downward is provided on the upper surface of the lower decorative body 36, forward of the upper tray 34. A second input device (hereinafter referred to as the "special button") 41 that can be pressed downward is provided on the right decorative body 32, which protrudes forward from the right edge of the surface of the front frame 23m. The normal button 40 is configured to vibrate. Specifically, the normal button 40 incorporates a vibration mechanism for vibrating the normal button 40. When a vibration motor included in this vibration mechanism is activated, the normal button 40 vibrates vigorously enough for the player to notice. A known vibration mechanism can be appropriately employed for vibrating the normal button 40. The normal button 40 is an example of an operating unit and also an example of a vibrator.
[0013] Additionally, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed by protruding forward from the top of the surface of the front frame 23m. The speaker 52 consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. Furthermore, illuminating frame lamps 53 are provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Furthermore, movable frame movable devices 58 are attached to the upper left and right edges of the front frame 23m as presentation devices intended to enhance the enjoyment of the game. The frame movable devices 58 consist of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.
[0014] The positions and number of components and devices provided in the gaming machine frame 2 can be changed as appropriate within the scope that does not interfere with the game.
[0015] Next, the game board unit YU will be described mainly with reference to Figures 2 to 5. The game board unit YU has a game board 1 and a presentation unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. A substantially ring-shaped inner wall portion 1B is formed to protrude forward along the opening 1A to define a game area 6 into which game balls can flow. In addition, a substantially ring-shaped outer wall portion 1C is formed to protrude forward also on the outside of the inner wall portion 1B to define the game area 6.
[0016] A play area 6 surrounded by an inner wall 1B, an outer wall 1C, etc. is formed on the front surface of the game board 1. That is, the front surface of the game board 1 is divided into the play area 6 and other areas by the inner wall 1B and the outer wall 1C.
[0017] The play area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY1. Numerous game nails (not shown) protrude from the play area 6. The game nails form paths that appropriately guide game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general prize opening 10, the gate 13, the first large prize opening 14, and the second large prize opening 15, which will be described later. The start openings, such as the first start opening 11 and the second start opening 12, are referred to as ball entry openings, the large prize openings, such as the first large prize opening 14 and the second large prize opening 15, are referred to as special prize openings or specific prize openings, and the gates can be referred to as passage openings or passage areas.
[0018] A center frame (center decorative body) 61 that decorates the periphery of the opening 1A is provided near the center of the game area 6. The center frame 61 is provided with a stage that can guide the game ball to the first starting hole 11 described below, and a warp that can guide the game ball to the stage.
[0019] In addition, the game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which enables or disables the ball from entering the second start hole 12.
[0020] The first start winning device 11D is stationary. Therefore, the ease with which the game ball enters the first start opening 11 remains constant (unchangeable). The entry of a game ball into the first start opening 11 triggers a lottery for a first special symbol (hereinafter referred to as "Special Symbol 1") (obtaining and determining a random number related to Special Symbol 1, as described below; hereinafter also referred to as "Special Symbol 1 lottery") and the variable display of Special Symbol 1. In addition, when a game ball enters the first start opening 11, a predetermined number of game balls (four in this embodiment) are paid out as prize balls.
[0021] The electric chute 12D is equipped with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is normally (in a normal state) in a closed position that prevents a gaming ball from entering the second start opening 12. When a special state is entered, the electric chute opening / closing member 12k moves to an open position that allows a gaming ball to enter the second start opening 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also referred to as the "open state" of the second start opening 12 or the electric chute 12D, and only when in the open state is a gaming ball allowed to enter the second start opening 12. On the other hand, the electric chute opening / closing member 12k in the closed position is also referred to as the "closed state" of the second start opening 12 or the electric chute 12D. In addition, when the second start opening 12 or the electric chute 12D is in the "open state," it is also referred to as "the electric chute 12D being open," and when the electric chute 12D is in the "closed state," it is also referred to as "the electric chute 12D being closed."
[0022] The entry of a gaming ball into the second starting port 12 triggers a lottery for a second special symbol (hereinafter referred to as "Special Symbol 2") (obtaining and determining a random number related to Special Symbol 2, which will be described later; hereinafter also referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. When a gaming ball enters the second starting port 12, a predetermined number of gaming balls (four in this embodiment) are paid out as prize balls. In addition, a guide stage 12g that guides gaming balls to the second starting port 12 is provided in the gaming area 6.
[0023] In addition, a general winning opening (normal winning opening) 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (three in this embodiment) are paid out as prize balls.
[0024] In addition, the gaming area 6 is provided with a gate 13 through which the gaming ball can pass. The passage of the gaming ball through the gate 13 triggers the drawing of a regular symbol (hereinafter referred to as "regular symbol") (i.e., the acquisition and determination of a regular symbol random number: hereinafter referred to as "regular symbol drawing") and the variable display of the regular symbol. The electric chute 12D is opened when the auxiliary game is executed. In other words, the auxiliary game is a game that involves the opening of the electric chute 12D.
[0025] The gaming area 6 is also provided with a first large prize device 14D (hereinafter also referred to as "normal AT 14D") having a first large prize opening 14 through which a gaming ball can enter. The first large prize device 14D is equipped with a normal AT opening / closing member 14k that can be operated between an open state and a closed state. The first large prize opening 14 is opened and closed by operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize opening 14, and gaming balls cannot enter the first large prize opening 14. When the normal AT opening / closing member 14k is operated to an open state, gaming balls can enter the first large prize opening 14. In this way, gaming balls can enter the first large prize opening 14 only when the normal AT opening / closing member 14k is in the open state. When a gaming ball enters the first big winning hole 14, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.
[0026] The gaming area 6 is also provided with a second large prize device 15D (hereinafter also referred to as "VAT 15D") having a second large prize opening 15 through which a gaming ball can enter. The second large prize device 15D is equipped with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize opening 15. The VAT opening / closing member 15k can be in an open state. A gaming ball can enter the second large prize opening 15 only when the VAT opening / closing member 15k is in the open state. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize opening 15 is also referred to as a "closed state." In this way, the second large prize opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a gaming ball enters the second large prize opening 15, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.
[0027] Here, second large prize winning device 15D will be described in detail using Figure 3. Inside second large prize winning device 15D, there is provided gate-shaped second large prize winning opening sensor 15a that detects a gaming ball that has entered second large prize winning opening 15 and allows the gaming ball to pass downward.
[0028] A specific area 16 and a non-specific area 17 through which gaming balls can pass (enter) are provided downstream of the second large winning opening sensor 15a. Gaming balls that pass through the second large winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.
[0029] When the sorting solenoid 16s is not energized, the sorting member 16k is in a first state (passage prevention state: in a front view of FIG. 3(A), the left end of the sorting member 16k is located slightly to the right of the left end of the specific area 16, and the sorting member 16k covers the specific area 16 directly above) in which it prevents the passage of game balls into the specific area 16. When the sorting member 16k is in the first state, a game ball that has entered the second large prize opening 15 cannot pass through the specific area 16 after passing through the second large prize opening sensor 15a, and instead passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[0030] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, and the distribution member 16k does not cover the specific area 16 directly above, leaving the area directly above the specific area 16 open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.
[0031] Basically, the distributing member 16k is maintained in the first state. That is, the first state can be said to be the normal state of the distributing member 16k. Then, only in a predetermined round game (e.g., 16R), the distributing solenoid 16s is energized and the distributing member 16k can be changed to the second state. The operating mode of the distributing member 16k can be changed as appropriate.
[0032] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a that detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.
[0033] It is possible to provide only one of the first and second special prize devices 14D and 15D, as long as it does not interfere with gameplay. Also, depending on the gameplay, it is possible to provide two special prize devices, such as the first special prize device 14D, that do not have a specific area or allocation device. Although the first and second special prize devices 14D and 15D are provided, it is possible to use only the first special prize device 14D or only the second special prize device 15D, depending on the gameplay. When only the first special prize device 14D is used, processing related to the second special prize device 15D is not performed, and when only the second special prize device 15D is used, processing related to the first special prize device 14D is not performed.
[0034] 2, two outlets 19 are provided at the bottom of the game area 6 for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. The game board 1 is also provided with an illuminating board lamp 54.
[0035] The play area 6 through which game balls can flow can be divided into a left play area 6A (first play area) on the left side of the center in the horizontal direction, and a right play area 6B (second play area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left play area 6A is called a "left hit." On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right play area 6B is called a "right hit." In the pachinko game machine PY1, the flow path through which game balls can flow when launched by a left hit is called the first flow path R1, and the flow path through which game balls can flow when launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a number of game nails, etc.
[0036] A first start opening 11 and two general winning openings 10 are provided on the first flow path R1. Therefore, a player can aim to win a prize in the first start opening 11 or the general winning opening 10 by hitting the ball from the left so that the game ball flows down the first flow path R1. On the other hand, a second start opening 12, the general winning opening 10, a gate 13, a first large winning opening 14, and a second large winning opening 15 are provided on the second flow path R2. Therefore, a player can aim to win a prize in the second start opening 12, the general winning opening 10, the first large winning opening 14, or the second large winning opening 15 by hitting the ball from the right so that the game ball flows down the second flow path R2.
[0037] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.
[0038] In addition, displays 8 are arranged below and to the left of the play area 6 formed on the front of the game board 1 (in the area other than the play area 6). As shown in Figure 4, the displays 8 include a special chart 1 display 81a that variably displays special chart 1, a special chart 2 display 81b that variably displays special chart 2, and a general chart display 82 that variably displays general charts. In addition, the displays 8 include a special chart 1 reserve display 83a that displays the special chart 1 reserve number (U1: the number of reserved special chart 1 variable displays by the special chart 1 display 81a) described below, and a special chart 2 reserve display 83b that displays the special chart 2 reserve number (U2: the number of reserved special chart 2 variable displays by the special chart 2 display 81b) described below.
[0039] The variable display of special chart 1 is executed when a special chart 1 lottery is held in response to a game ball entering the first starting gate 11. The variable display of special chart 2 is executed when a special chart 2 lottery is held in response to a game ball entering the second starting gate 12. In the following explanation, special chart 1 and special chart 2 are collectively referred to as special charts or special patterns, and special chart 1 lottery and special chart 2 lottery are collectively referred to as special chart lottery. Furthermore, special chart 1 display 81a and special chart 2 display 81b are collectively referred to as special chart display 81. Furthermore, special chart 1 reserve display 83a and special chart 2 reserve display 83b are collectively referred to as special chart reserve display 83.
[0040] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed variably and then statically. The statically displayed special symbol (static special symbol, special symbol derived and displayed as a result of the variable display) is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the static special symbol is a predetermined specific special symbol (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is played in which the jackpot slots (first jackpot slot 14 and second jackpot slot 15) are opened. The game state in which a jackpot game is being played is called a jackpot game state. The jackpot game state is an example of a special game state that is advantageous to the player.
[0041] The special symbol display 81 is composed of, for example, eight horizontally arranged LEDs (Light Emitting Diodes), and displays a special symbol according to the result of the special symbol lottery depending on the lighting state of the LEDs. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described below), the special symbol display 81 displays a jackpot symbol consisting of the first, second, fifth, and sixth LEDs from the left lit, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special symbol lottery is a loss, the special symbol display 81 displays a loss symbol consisting of only the rightmost LED lit, such as "■■■■■■■□." The lighting state of the LEDs corresponding to the result of the special symbol lottery is not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to indicate a loss symbol.
[0042] Furthermore, in the variable display of the special symbol, the special symbol is displayed for a predetermined variable time before being displayed in a static manner. The variable display of the special symbol is, for example, a manner in which each LED lights up so that light flows repeatedly from left to right. The variable display of the special symbol is not particularly limited, and may be set appropriately, such as all LEDs flashing simultaneously, unless each LED is displayed in a static manner (illuminated in a specific manner).
[0043] In the pachinko gaming machine PY1, when a gaming ball enters the first starting hole 11 or the second starting hole 12, various random numbers (an example of judgment information) for conducting a special drawing lottery, etc., may be acquired. These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. Hereinafter, the various random numbers acquired upon the entry of a gaming ball into the first starting hole 11 are referred to as "special drawing 1-related random numbers," and the various random numbers acquired upon the entry of a gaming ball into the second starting hole 12 are referred to as "special drawing 2-related random numbers." Herein, the special drawing 1-related random numbers are stored as special drawing 1 reserves in the special drawing reserve memory unit 105a within the special drawing reserve memory unit 105. Meanwhile, the special drawing 2-related random numbers are stored as special drawing 2 reserves in the special drawing reserve memory unit 105b within the special drawing reserve memory unit 105. An upper limit (four in this embodiment) is set for the number of special drawing 1 reservations (special drawing 1 reservation number) that can be stored in the special drawing 1 reservation memory unit 105a and the number of special drawing 2 reservations (special drawing 2 reservation number) that can be stored in the special drawing 2 reservation memory unit 105b. The upper limit for the number of special drawing 1 reservations and the number of special drawing 2 reservations can be changed as appropriate, and the upper limit may be set to "none." In the following, special drawing 1 reservations and special drawing 2 reservations are collectively referred to as "special drawing reservations," and the number of special drawing 1 reservations and the number of special drawing 2 reservations are collectively referred to as "special drawing reservation number." In addition, special drawing 1 related random numbers and special drawing 2 related random numbers are collectively referred to as "special drawing related random numbers."
[0044] In the pachinko gaming machine PY1, if the variable display of the special symbol is not performed immediately after the gaming ball enters the first starting hole 11 or the second starting hole 12, specifically, if a prize is won while the variable display of the special symbol is being performed or during the execution of a jackpot game, the variable display of the special symbol (or the right to draw a special symbol) for that prize can be reserved. The reserved special symbol stored in the special symbol reservation memory unit 105 is consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. In other words, the consumption of the reserved special symbol means determining the special symbol-related random number, etc. corresponding to that reserved special symbol and executing the variable display of the special symbol to show the determination result.
[0045] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by lighting up the LEDs corresponding to the number of reserved special drawings.
[0046] Furthermore, the variable display of the normal map notifies the result of the normal map lottery. In the variable display of the normal map, the normal map is displayed variably and then stopped. The stopped and displayed normal map (stop normal map, normal map derived and displayed as a display result of the variable display) is one normal map selected from multiple types of normal maps by the normal map lottery. If the stopped and displayed normal map is a specific normal map determined in advance (a normal map with a predetermined stopping pattern, i.e., a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.
[0047] The normal map display 82 is composed of, for example, two LEDs, and displays a normal map according to the result of the normal map lottery depending on how they are lit. If the result of the normal map lottery is a win, the normal map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: unlit). If the result of the normal map lottery is a loss, the normal map display 82 displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are unlit may also be adopted to indicate a losing pattern. The lighting mode of the LEDs corresponding to the result of the normal map lottery is not limited and can be set as appropriate.
[0048] In addition, before the normal map is displayed as stopped, the normal map is displayed as a variable display for a predetermined variable time. The variable display mode of the normal map is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode of the normal map is not particularly limited, and if each LED is not displayed as stopped (lighted up in a specific mode), it may be set appropriately, such as all LEDs flashing at once.
[0049] In the pachinko gaming machine PY1, when a gaming ball passes through gate 13, a normal symbol random number (an example of judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve memory unit 106 (described below) provided that variable normal symbol display or auxiliary game play is not being performed. The number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106 is limited (four in this embodiment). The limit on the number of normal symbol reserves can be changed as needed, or may be set to "none." Hereinafter, the normal symbol random number acquired when a gaming ball passes through gate 13 is also referred to as a "normal symbol-related random number." Although this embodiment does not include a normal symbol reserve indicator that displays the number of normal symbol reserves, a normal symbol reserve indicator may be added to the indicators 8. The normal symbol reserve indicator may be configured similarly to the special symbol reserve indicator 83, for example.
[0050] Next, the presentation unit 1U attached to the back of the game board 1 will be explained using Figure 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as "above-board movable device") 55, and a second board movable device (hereinafter referred to as "below-board movable device") 56.
[0051] The image display device 50 is configured with 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, the display unit 50a displays the variation of the effect symbol superimposed on a predetermined background image. In the variable display of the effect symbol, the effect symbol changes and then stops. In other words, after the variable display of the effect symbol for the special symbol variation time is performed, the variation stops and the effect symbol is displayed as still. Then, the result of the special symbol lottery is announced by the display of the still effect symbol.
[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 patterns 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 pattern 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.Holding effect The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect 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 (for example, 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 called a "hold change effect." The reserve icon HA and the corresponding icon TA are collectively referred to as a "hold display." 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 image display device 50 in the pachinko gaming machine PY1 will be described with reference to Fig. 30. In Fig. 30, the configuration within the play area 6 is indicated by solid lines, and the image display device 50 is indicated by dashed lines. As shown in Fig. 30, the image display device 50 is disposed behind the play board 1 on which the play area 6 is formed, and the size of the display unit 50a of the image display device 50 is larger than the size of the play area 6 when viewed from the front. In other words, the display unit 50a extends above, below, left, and right of the rail members such as the outer wall portion 1C and inner wall portion 1B that define the play area 6.
[0231] The game board 1 is fitted with an outer wall 1C, an inner wall 1B, a center frame 61, a first start winning device 11D, an electric chute 12D, a gate 13, a first large winning device 14D, a second large winning device 15D, and a device having a general winning port 10, and each of these components and the game board 1 itself are made of a colorless and transparent synthetic resin material. This allows the player to clearly see the image displayed on the display unit 50a located behind the game board 1 even from the front of the game board 1.
[0232] Next, the big win determination table in the pachinko gaming machine PY1 will be described. The game control microcomputer 101 of the pachinko gaming machine PY1 performs the big win determination (the drawing of the special chart 1 and the drawing of the special chart 2) according to the big win determination table shown in FIG.
[0233] As shown in Figure 31, the results of the lottery for special chart 1, which is based on the ball entering the first starting hole 11, include a big win and a miss, and the results of the lottery for special chart 2, which is based on the ball entering the second starting hole 12, include a big win and a small win. Specifically, the game control microcomputer 101 determines that a big win has been won in the lottery for special chart 1 with a probability of approximately 1 / 300, and determines any other result as a miss. On the other hand, in the lottery for special chart 2, it determines that a big win has been won with the same probability as the big win probability in the lottery for special chart 1, and determines any other result as a small win. In other words, the lottery for special chart 1 will never result in a small win, and the lottery for special chart 2 will never result in a miss.
[0234] When a small prize is won, the game control microcomputer 101 executes a small prize game that opens the second large prize opening 15. Then, when a game ball passes through a specific area 16 (see FIG. 3) in the second large prize opening 15 during the small prize game, a jackpot game that opens the first large prize opening 14 is executed. A jackpot game based on the game ball passing through the specific area 16 (called a V prize) is called a Type 2 jackpot game. In contrast, a jackpot game based on a jackpot determined to have been won in the lottery on Special Chart 1 or Special Chart 2 is called a Type 1 jackpot game. The pachinko game machine PY1 of this embodiment is a so-called Type 1 / Type 2 hybrid machine that can execute Type 1 jackpot games and Type 2 jackpot games. Both the jackpot game and the small prize game are examples of special games. In addition, this type of pachinko game machine PY1 can store up to four special chart 1 reserves, but cannot store special chart 2 reserves or regular chart reserves. The upper limit number of each reserve can be changed as appropriate within the range that does not interfere with play.
[0235] Next, we will explain the jackpot games (type 1 jackpot games and type 2 jackpot games) that can be executed by the game control microcomputer 101 of the pachinko gaming machine PY1. The game control microcomputer 101 can execute various jackpot games (jackpot games 1 to 7) shown in the jackpot game control table in Fig. 32. Jackpot games 1 to 4 are type 1 jackpot games that are based on winning a jackpot symbol, and jackpot games 5 to 7 are type 2 jackpot games that are based on winning a small jackpot symbol and causing a V win during a small jackpot game.
[0236] 32, the game control microcomputer 101 can determine either "jackpot symbol 1" or "jackpot symbol 2" in the winning symbol type determination when determining that a jackpot has been won in the special symbol 1 determination process (special symbol determination process based on winning at the first starting port 11). More specifically, the game control microcomputer 101 determines "jackpot symbol 1" at a rate of 60% and "jackpot symbol 2" at a rate of 40%.
[0237] Furthermore, the game control microcomputer 101 can determine either "jackpot symbol 3" or "jackpot symbol 4" in the winning symbol type determination when determining that a jackpot has been won in the special symbol 2 determination process (special symbol determination process based on winning at the second starting port 12). More specifically, the game control microcomputer 101 determines "jackpot symbol 3" at a rate of 60% and "jackpot symbol 4" at a rate of 40%.
[0238] The game control microcomputer 101 then executes a jackpot game according to the type of jackpot symbol determined. Specifically, ten rounds of play are played in "jackpot game 1," which is executed when "jackpot symbol 1" is determined, and "jackpot game 2," which is executed when "jackpot symbol 2" is determined. The first jackpot opening 14 is opened for a maximum of 29.5 seconds per round of play from rounds 1 through 4, and for a maximum of 0.1 seconds per round of play from rounds 5 through 10. The opening time of the first jackpot opening 14 is extremely short from rounds 5 through 10 of this jackpot game, making it unlikely that a prize will actually be won in this round. In other words, although the total number of rounds in this jackpot game is ten, the actual number of rounds is four.
[0239] Furthermore, in "jackpot game 3," which is executed when "jackpot symbol 3" is determined, and "jackpot game 4," which is executed when "jackpot symbol 4" is determined, 10 rounds of play are played. In all of rounds 1 to 10, the first large prize opening 14 is opened for a maximum of 29.5 seconds per round of play. In other words, in this jackpot game, the total number of rounds and the actual number of rounds are both 10.
[0240] Therefore, it can be said that "jackpot game 3" and "jackpot game 4", which have an effective number of rounds of play of 10, are jackpot games that are more advantageous to the player than "jackpot game 1" or "jackpot game 2", which have an effective number of rounds of play of 4, and the jackpot game state in which "jackpot game 3" or "jackpot game 4" is executed is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 1" or "jackpot game 2" is executed.
[0241] Furthermore, the game control microcomputer 101 can determine the type of winning symbol when determining that a small win has been won in the big win determination in the special symbol 2 determination process (special symbol determination process based on winning at the second starting port 12), and can determine any one of "small win symbol 1," "small win symbol 2," or "small win symbol 3." More specifically, the game control microcomputer 101 determines "small win symbol 1" at a rate of 70%, "small win symbol 2" at a rate of 10%, and "small win symbol 3" at a rate of 20%.
[0242] A small win game that is executed when small win pattern 1 is determined is referred to as "small win game 1," and a jackpot game that is executed based on passage into specific area 16 (V winning) in small win game 1 is referred to as "jackpot game 5." Furthermore, a small win game that is executed when small win pattern 2 is determined is referred to as "small win game 2," and a jackpot game that is executed based on passage into specific area 16 (V winning) in small win game 2 is referred to as "jackpot game 6." Furthermore, a small win game that is executed when small win pattern 3 is determined is referred to as "small win game 3," and a jackpot game that is executed based on passage into specific area 16 (V winning) in small win game 3 is referred to as "jackpot game 7."
[0243] In small prize games 1 to 3, the second large prize opening 15 is opened for 0.1 seconds 15 times. A 0.1-second closing period is set between each opening. The opening period of the second large prize opening 15 in small prize games 1 to 3 is short, at a maximum of 1.5 seconds (0.1 seconds x 15 times). However, because the 0.1-second opening is repeated 15 times with a 0.1-second closing period in between, the player can win the maximum number of winning balls in the small prize game (10 balls in this mode) through the second large prize opening 15 during this period. In addition, in this mode, the operation pattern of the distribution member 16k that opens and closes the specific area 16 is the same for small prize games 1 to 3. This common operation pattern is an operation pattern that always results in passage into the specific area 16 (V entry) during the small prize game as long as the player continues to hit the ball correctly. In other words, in this mode, if a small prize is won, the player can always play the big prize game as long as they play correctly.
[0244] If a V win occurs in small win games 1 to 3, jackpot games 5 to 7 are executed. Jackpot games 5 to 7 each consist of a 9-round game. If a V win occurs in a small win game, that small win game is counted as the first round. Therefore, a 9-round game from round 2 to round 10 is executed as a jackpot game based on a V win. Each of these 9-round round games is a round game in which the first large win opening 14 is open for a maximum of 29.5 seconds, with a 2.0-second closing time between each round game. During this maximum 29.5-second opening of the first large win opening 14, the player can place the maximum number of game balls (10 balls in this embodiment) into the first large win opening 14 in one round game. Thus, in this embodiment, if a small win is won, a total of 10 rounds of prize balls can be won during the small win game and the type 2 jackpot game.
[0245] Next, the game states that the game control microcomputer 101 can control will be described. When the game control microcomputer 101 executes any of the following jackpot games: "jackpot game 1" based on jackpot symbol 1, "jackpot game 3" based on jackpot symbol 3, "jackpot game 5" based on small win symbol 1, or "jackpot game 6" based on small win symbol 2, it sets the game state after the jackpot game to the time-shortened state (high base state). On the other hand, when the game control microcomputer 101 executes any of the following jackpot games: "jackpot game 2" based on jackpot symbol 2, "jackpot game 4" based on jackpot symbol 4, or "jackpot game 7" based on small win symbol 3, it sets the game state after the jackpot game to the non-time-shortened state (low base state). The probability of winning a jackpot remains the same whether the game is in the non-time-shortened state or the time-shortened state. In other words, the pachinko game machine PY1 of this embodiment is never set to the high probability state.
[0246] In this embodiment of the pachinko gaming machine PY1, the lottery for special symbol 2 is not performed in the non-time-saving mode, and the winning probability for the normal symbol lottery, the normal symbol variation time, and the opening pattern of the electric chute 12D are set so that the lottery for special symbol 2 can be easily performed in the time-saving mode. Therefore, when the non-time-saving mode is activated upon the end of a jackpot game, the player plays with the left hand aiming for a win in the first starting slot 11. When the time-saving mode is activated upon the end of a jackpot game, the player plays with the right hand aiming for a win in the second starting slot 12. The conditions for ending the time-saving mode are that the variable display of the special symbol is performed 100 times (100 time-saving times) or a jackpot game is executed, regardless of the type of jackpot game. In this embodiment, the lottery for special symbol 2 always results in a small win or a big win, and when a small win is won, a type 2 jackpot game is always executed. Therefore, the time-shortening state is controlled in response to the end of a big win game, which means that the next big win game is confirmed.
[0247] In this mode, the content of the presentation during the jackpot game is determined based on the type of winning symbol that has been won. For example, in a type 2 jackpot game (jackpot game 6) based on the small winning symbol 2, until the end of the final round of round play, it appears as if the game will be controlled to a non-time-saving state after the end of the jackpot game, and in the ending (ED) of the jackpot game, it may be announced that the game will be controlled to a time-saving state. This ending presentation (ED presentation) is called a revival ED presentation.
[0248] In this way, in this embodiment, "jackpot game 1," "jackpot game 3," "jackpot game 5," or "jackpot game 6," which are subsequently set to the time-shortened state, can be said to be jackpot games that are more advantageous to the player than "jackpot game 2," "jackpot game 4," or "jackpot game 7," which are subsequently set to the non-time-shortened state. Also, the jackpot game state in which "jackpot game 1," "jackpot game 3," "jackpot game 5," or "jackpot game 6" is executed can be said to be a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 2," "jackpot game 4," or "jackpot game 7" is executed.
[0249] The jackpot gaming state can be said to be a gaming state that is more advantageous to the player than the normal gaming state (non-time-saving state), regardless of the type of jackpot symbol or small jackpot symbol. In this specification, a gaming state that is advantageous to the player may be referred to as an advantageous gaming state or advantageous state.
[0250] Next, we will explain how to determine the variation pattern of special chart 1 in the non-time-saving state. In the non-time-saving state, the game control microcomputer 101 determines the variation pattern of special chart 1 using the variation pattern determination table shown in Figure 33.
[0251] In the special symbol 1 variation pattern determination process when the non-time-saving mode is set, the game control microcomputer 101 determines the special symbol 1 variation pattern based on the result of the jackpot determination (special symbol determination) performed in the special symbol 1 determination process, the result of the reach determination, and the special symbol variation pattern random number. More specifically, as shown in FIG. 33, when the game control microcomputer 101 determines that a jackpot has been won in the jackpot determination process, it can determine one of "THP001" to "THP003" as the special symbol 1 variation pattern, regardless of whether the jackpot is "jackpot symbol 1" or "jackpot symbol 2." The special symbol 1 variation pattern to be selected is determined based on the special symbol variation pattern random number. The allocation rate is as shown in FIG. 33. The allocation rate (selection rate) of the special symbol variation pattern can be changed as appropriate within the range that does not interfere with gameplay. This also applies to special symbol variation patterns other than "THP001" to "THP003."
[0252] In addition, when the game control microcomputer 101 determines that the jackpot has been missed in the jackpot determination and the result of the reach determination is "reach," it can determine one of "THP021" to "THP023" as the special chart 1 variation pattern.
[0253] In addition, when the game control microcomputer 101 determines that the jackpot has been lost and the result of the reach determination is "no reach," it is possible to determine either "THP041" or "THP042" as the special chart 1 variation pattern. Which of these special chart 1 variation patterns is determined is determined by the number of special chart 1 reserved. When the number of special chart 1 reserved is 0 to 2, a special chart variation pattern with a relatively long special chart variation time is likely to be determined, and when the number of special chart 1 reserved is 3 to 4, a special chart variation pattern with a relatively short special chart variation time is likely to be determined.
[0254] Here, the special chart 1 variation pattern "THP001" is a variation (direct SP jackpot variation) in which an SP reach suddenly starts as soon as the display of the performance symbols EZ1, EZ2, and EZ3 begins, and as a result of that SP reach, a successful performance (winning notification performance) is executed. Also, the special chart 1 variation pattern "THP002" is a variation (normal SP jackpot variation) in which, when the display of the performance symbols EZ1, EZ2, and EZ3 begins, it develops into an SP reach via an N reach, and as a result of that SP reach, a successful performance (winning notification performance) is executed. Also, the special chart 1 variation pattern "THP003" is a variation (N jackpot variation) in which a win is announced in the N reach, and it ends without developing into an SP reach.
[0255] In addition, the special chart 1 variation pattern "THP021" is a variation (direct SP miss variation) in which an SP reach suddenly starts as soon as the display of the performance symbols EZ1, EZ2, and EZ3 begins, and as a result of that SP reach, a failure effect (a notification of a loss) is executed. In addition, the special chart 1 variation pattern "THP022" is a variation (normal SP miss variation) in which, when the display of the performance symbols EZ1, EZ2, and EZ3 begins, it progresses to an SP reach via an N reach, and as a result of that SP reach, a failure effect (a notification of a loss) is executed. In addition, the special chart 1 variation pattern "THP023" is a variation (N miss variation) in which a loss is announced in the N reach, and the game ends without progressing to an SP reach.
[0256] In addition, the special chart 1 variation pattern "THP041" is a "normal A miss variation" in which the variation ends in 16 seconds without the EZ1, EZ2, and EZ3 symbols reaching a reach, and "THP042" is a "normal B miss variation" in which the variation ends in 5 seconds without the EZ1, EZ2, and EZ3 symbols reaching a reach. A reach is a state in which there is only one variable display symbol left among multiple display symbols, and depending on which variable display symbol stops, a combination of symbols (for example, a "7↓7" state) that indicates a game state advantageous to the player (for example, a jackpot game state) is achieved.
[0257] In this embodiment, as shown in FIG. 33, when a jackpot is won (in the case of a jackpot fluctuation), the direct SP jackpot fluctuation (special chart fluctuation pattern THP001) is selected at a rate of 45%, the normal SP jackpot fluctuation (special chart fluctuation pattern THP002) is selected at a rate of 45%, and the N jackpot fluctuation (special chart fluctuation pattern THP003) is selected at a rate of 10%. In contrast, when a miss occurs (in the case of a miss fluctuation), the direct SP miss fluctuation (special chart fluctuation pattern THP021) is selected at a rate of 2%, the normal SP miss fluctuation (special chart fluctuation pattern THP022) is selected at a rate of 28%, and the N miss fluctuation (special chart fluctuation pattern THP023) is selected at a rate of 70%. For this reason, the SP reach functions as a performance with a higher jackpot expectation than the N reach, and a fluctuation performance in which the SP reach starts immediately functions as a performance with a higher jackpot expectation than a fluctuation performance in which the SP reach starts via the N reach. In addition, the rate at which the SP Reach immediately starts is selected in the case of a miss is extremely low at 2% when it is determined that there is a Reach. Therefore, the SP Reach that starts after the N Reach is more likely to catch the player's eye than the SP Reach that starts immediately.
[0258] Here, the special chart change time for the direct SP change (direct SP jackpot change, direct SP miss change) and the special chart change time for the normal SP change (normal SP jackpot change, normal SP miss change) are both set to the same time, 109 seconds. Using this same special chart change time, normal SP change follows a presentation flow in which a normal change occurs, forming a reach, and then progressing from an N reach to an SP reach. Meanwhile, direct SP change follows a presentation flow in which an SP reach begins immediately upon the start of the change presentation (the start of the display of the EZ1, EZ2, and EZ3 symbols). The execution route of an SP reach that develops into an SP reach after showing the EZ1, EZ2, and EZ3 symbols as a reach is called the "normal SP route." In contrast, the execution route of an SP reach that performs an SP reach upon the start of the change without showing the EZ1, EZ2, and EZ3 symbols as a reach is called the direct SP route.
[0259] In this embodiment, the SP reach includes an SP reach (early stage) and an SP reach (late stage). The SP reach (early stage) is also called an early stage SP reach, and the SP reach (late stage) is also called a late stage SP reach. The SP reach is an example of a specific effect, the late stage SP reach is an example of a first effect, and the early stage SP reach is an example of a second effect. The early stage SP reach has the background leading up to the late stage SP reach (a story that leads to the effect content of the late stage SP reach). In normal SP fluctuations, only the late stage SP reach is executed as the SP reach, and in direct SP fluctuations, the late stage SP reach is executed after the early stage SP reach is executed.
[0260] Specifically, the SP reach is a battle reach in which a battle takes place between the main character (knight) and an enemy character. The later SP reach begins with a scene in which the main character and the enemy character begin battling. The later SP reach includes a win / lose branch, and branches into a success effect (victory effect) in which the main character defeats the enemy character, or a failure effect (defeat effect) in which the main character is defeated by the enemy character. The success effect functions as an effect that suggests to the player that they have won a jackpot. The failure effect functions as an effect that suggests to the player that they have not won a jackpot. The success effect (victory effect) is an example of a success mode, and the failure effect (defeat effect) is an example of a failure mode.
[0261] In contrast, the first SP Reach depicts the growth process of the main character until he becomes a knight capable of fighting enemy characters. The first SP Reach does not include a win / lose branch. By watching the first SP Reach and the second SP Reach in succession, the player can gain a deeper understanding of the characters appearing in the second SP Reach, and can also understand the background that led to the presentation of the second SP Reach.
[0262] In this mode, the probability that a direct SP variation will be selected when losing is extremely low (see Figure 33), so there is a high possibility that a back-stage SP reach will have been executed several times before a front-stage SP reach is executed. Therefore, since the player will see the front-stage SP reach after having seen the back-stage SP reach several times, a special feeling is created in the variation presentation of the direct SP variation consisting of the front-stage SP reach and the back-stage SP reach, and it is possible to increase the interest in the SP reach compared to gaming machines that can simply execute only the back-stage SP reach portion as an SP reach.
[0263] In addition, in this embodiment, the long-length SP reach consisting of the front SP reach and the back SP reach is executed at the start of the variation presentation without showing the reach being established in the variation presentation. This makes it possible to keep the variation time of the direct SP variation to the same level as the variation time of the normal SP variation (both 109 seconds in the embodiment). In other words, even when a long story is shown in the SP reach, there is no need to set an unnecessarily long variation time. This prevents situations such as disappointment when a loss is announced after an excessively long variation presentation, and can suppress a decline in interest in the game.
[0264] In addition, in the case of direct SP fluctuation, the SP reach begins immediately with the start of the fluctuation presentation, so it can give a strong surprise to players who think that the SP reach is executed in an advanced manner after the presentation patterns EZ1, EZ2, and EZ3 become reach, and can make them look forward to a big win, which is expected to increase their interest.
[0265] Next, the variation effect of the direct SP route will be explained in more detail with reference to Figures 34 to 37. Figure 34 is a timing chart comparing the configuration of the variation effect in the normal SP route with the configuration of the variation effect in the direct SP route. As shown in Figure 34(A), in the variation effect related to the normal SP route, normal variation (variable display of the effect symbols EZ1, EZ2, and EZ3) is first performed, and the effect symbols EZ1, EZ2, and EZ3 become reach. The process by which the effect symbols EZ1, EZ2, and EZ3 become reach is shown to the player as first the left effect symbol EZ1 stops on a certain symbol (for example, symbol 7), and then the right effect symbol EZ3 stops on the same symbol (symbol 7) as the stopped left effect symbol EZ1. The effect that shows the effect symbols EZ1, EZ2, and EZ3 becoming reach is called reach formation effect (reach establishment effect). When the EZ1, EZ2, and EZ3 symbols reach a reach, an N reach reach effect is performed, and the effect develops into a later SP reach. From the start of the variation effect to the start of the later SP reach, it takes place from 0 to 29 seconds out of the 109 seconds of the normal SP variation special chart variation time, and from the start of the later SP reach to the end of the variation effect, it takes place from 29 to 109 seconds out of the 109 seconds of the normal SP variation special chart variation time. The timing of the win / loss branch (success / fail branch) in the SP reach is 99 seconds after the start of the variation.
[0266] On the other hand, in the variation effect related to the direct SP route, as shown in Figure 34(B), the front SP reach occurs immediately upon the start of the variation effect, and the back SP reach occurs following the end of the front SP reach. In other words, in the variation effect of the direct SP route, the SP reach begins suddenly without any effect showing the effect patterns EZ1, EZ2, and EZ3 becoming reach (reach formation effect). The front SP reach occurs from 0 to 29 seconds of the 109-second special chart variation time of the direct SP variation, and the start to end of the variation effect of the back SP reach occurs from 29 to 109 seconds of the 109-second special chart variation time of the direct SP variation. The timing of the win / loss branch (success / fail branch) in the SP reach is 99 seconds after the start of the variation. In other words, the start timing of the back SP reach and the subsequent presentation structure are the same for both the variation effect of the direct SP route and the variation effect of the normal SP route; the only difference between the two variation effects is the structure from the start of the variation to 29 seconds.
[0267] Next, an example of the execution of a variation effect of the direct SP route in the pachinko gaming machine PY1 will be explained with reference to Figures 35 to 37. Figure 35 shows from the start of the variation effect to the end of the first-stage SP reach, and Figures 36 and 37 show from the start of the second-stage SP reach to the end of the variation effect. Note that the performance control microcomputer 121 displays a performance image on the display unit 50a for each performance (normal variation, N reach, SP reach, etc.) that constitutes the special chart variation effect, and can execute, in accordance with the display of the performance image, light-emitting effects using the frame lamp 53 and the board lamp 54, sound effects using the speaker 52, movable body effects using the movable devices 55, 56, and 58, operation effects using the input device (normal button 40, special button 41), etc.
[0268] In the direct SP route variable presentation, as shown in Figures 35(A) and 35(B), as soon as the display of the effect symbols EZ1, EZ2, and EZ3 begins, the word "Direct SP" is displayed in white letters on a solid black background. This indicates to the player that the SP Reach has begun. When the "Direct SP" characters are displayed, the presentation 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 presentation that has begun is a Reach presentation, since the presentation symbols are in Reach. The display of the left effect symbol EZ1 and the right effect symbol EZ3 continues until the SP Reach ends. In this way, in the direct SP route variable presentation, an image suggesting the start of the SP Reach (the "Direct SP" text image) and the Reach presentation symbols are suddenly displayed (Figure 35(B)) at the start of the variable presentation, without showing any process of the effect symbols EZ1, EZ2, and EZ3 becoming Reach.
[0269] Next, the effect control microcomputer 121 displays on the display unit 50a a scene in which the infant protagonist character is playing with a stuffed toy (Fig. 35(C)), and then a scene in which the slightly older protagonist character is interested in a toy sword (Fig. 35(D)). Next, a scene in which the protagonist character has grown into a young man and is devoting himself to swordsmanship training (Fig. 35(E)(F)), and then a scene in which the protagonist character has grown even further and become a fine knight (Fig. 35(G)(H)). This series of effects shown in Fig. 35(B) to (H) is the early SP reach. This early SP reach allows the player to learn about events that occurred earlier in time than the effect content of the later SP reach that will be executed afterwards.
[0270] When the first stage SP reach ends, the performance control microcomputer 121 then starts the second stage SP reach. The performance content of the second stage SP reach is the same as that of the normal route variable performance. In the second stage SP reach, first, the words "Defeat enemy X!" are displayed (Fig. 36(A)), followed by an image indicating that a battle between the main character and the enemy character (enemy X) is about to begin (Fig. 36(B)). After that, a battle scene between the main character and the enemy character is displayed. The battle scene may include a scene in which the main character uses a technique (Fig. 36(C)) or a scene in which the enemy character uses a technique (Fig. 36(D)).
[0271] Finally, a scene in which the main character and the enemy character compete against each other is displayed (FIG. 37(A)), and the game reaches a win / loss branch (success / failure branch). In the win / loss branch, an operation effect is displayed over the scene in which the main character and the enemy character compete against each other, prompting the player to operate the normal button 40 (FIG. 37(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 an SP reach based on a jackpot fluctuation (later SP reach), a victory effect showing a scene in which the main character is winning is displayed (FIG. 37(C)). Then, following the victory effect, the game returns to the background image before the SP reach was executed (normal daytime background image G102), and the effect symbols EZ1, EZ2, and EZ3 are definitely displayed as double numbers (a stop pattern indicating a jackpot win), and the small symbols KZ1, KZ2, and KZ3 are also displayed as double numbers (FIG. 37(D)). On the other hand, if it is an SP reach based on a losing variation (later SP reach), a defeat effect showing a scene in which the main character is defeated is displayed (Fig. 37(E)). Then, following the defeat effect, the background image before the SP reach is executed (normal daytime background image G102) is restored, and the effect symbols EZ1, EZ2, and EZ3 are displayed stopped and fixed in a reach losing pattern (a stopping pattern indicating a loss), and the small symbols KZ1, KZ2, and KZ3 are displayed stopped and fixed in a losing pattern (Fig. 37(F)).
[0272] In this way, in this form, an SP reach consisting of the front SP reach shown in Figures 35(B) to (H) and the back SP reach shown in Figures 36 and 37 may begin at the start of the variable presentation (Figure 34(B)). Therefore, compared to gaming machines in which an SP reach that simply performs a battle scene can be performed via an N reach, it is possible to provide high interest in terms of the unexpectedness of the execution timing of the SP reach and the richness of the presentation content of the SP reach.
[0273] Next, we will explain the count-up timer effect (CU timer effect) that the pachinko gaming machine PY1 can execute. The pachinko gaming machine PY1 can execute a CU timer effect as a preview effect that suggests the likelihood of a jackpot, in conjunction with a variable effect based on a lottery on special chart 1 in a non-time-shortened state. The CU timer effect (an example of a progress effect) is an effect in which an image representing a timer (timer image G50, see FIG. 39) is displayed on the display unit 50a, and the displayed value of the timer (timer value) counts up from zero ("00") to a target value. In this embodiment, the target value of the CU timer effect is "99." A timer value of "00" represents 0 seconds, and a timer value of "99" represents 99 seconds. The timer value is incremented by 1 every second. The timer value "99" is an example of a predetermined mode.
[0274] Figure 34(C) is a timing chart showing the configuration of the CU timer effect. As shown in Figures 34(A) to (C), in the CU timer effect, the timer value starts counting up as the fluctuation effect starts. In a fluctuation where a later SP reach occurs, the win / loss branch (success / failure branch) occurs 99 seconds after the start of the fluctuation. When the CU timer effect occurs in conjunction with a fluctuation effect of a direct SP fluctuation or a normal SP fluctuation, the timing when the timer value of the CU timer effect reaches "99" coincides with the timing when the win / loss branch (success / failure branch) occurs in the later SP reach.
[0275] Here, the CU timer effect may end when the timer value reaches "99" or may end without reaching "99." The CU timer effect in which the timer value reaches "99" may be executed in a jackpot fluctuation (a fluctuation based on the result of determining whether a jackpot has been won), but it is not executed in a loss fluctuation (a fluctuation based on the result of determining whether a jackpot has been won). In other words, the timer value reaching "99" functions as a notification of a jackpot win. In this embodiment, the timing at which the timer value reaches "99" occurs before the result of the win / loss branch (success / failure branch) is shown in the subsequent SP reach. Therefore, when a CU timer effect in which the timer value reaches "99" is executed in conjunction with a fluctuation effect including an SP reach, the player can recognize that he or she has won a jackpot by the CU timer effect.
[0276] As shown in FIG. 34(C), while the CU timer performance is being executed, an end prompting performance is executed at a predetermined timing to indicate the end of the performance. Specifically, in the CU timer performance, a timer image G50 representing a timer and a miniature character image G60 representing a predetermined character (miniature character A) flying while holding the timer are displayed (see FIG. 39). The end prompting performance is a performance that shows the miniature character A about to drop the timer (see FIG. 39(D) and FIG. 39(F)). If the CU timer performance is continued despite the execution of the end prompting performance, the miniature character A is shown holding on without dropping the timer (see FIG. 39(E)). In contrast, if the end prompting performance is executed to end the CU timer performance, the miniature character A is shown dropping the timer (see FIG. 39(G)).
[0277] In the CU timer effect, the timer value may end before reaching "99" in the following cases: when the timer value counts up to "18", when the timer value counts up to "35", or when the timer value counts up to "70". In other words, in this form, an end prompting effect to anticipate the end of the CU timer effect can be performed three times before the timer value reaches "0" to "99" in the CU timer effect. The player does not know when the CU timer effect will end. This is a major difference from timer effects that count down from a certain value to zero.
[0278] If the timer value in the CU timer effect ends before reaching "99", after mini character A drops the timer, the timer image G50 is hidden and a suggestion effect is executed to suggest the likelihood of a jackpot (see Figures 40(A)(B)). The suggestion effect is an effect that suggests the likelihood of a jackpot by displaying a specified character. In this form, the characters displayed as the suggestion effect have three forms: "···.", "Opportunity", and "Fever".
[0279] Fig. 38 is a lottery table for executing the CU timer effect. Based on the table shown in Fig. 38, the effect control microcomputer 121 determines whether to execute the CU timer effect, and the effect mode (for example, until how many seconds the timer value reaches, or which characters to display as the suggestive effect) if executed. Specifically, in the lottery for executing the CU timer effect, if the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "Direct SP Big Win Variation" (THP001), the effect control microcomputer 121 determines to execute the CU timer effect with a probability of 40%, and as to the breakdown, selects a mode in which the timer value count-up ends at "35" and the character "Good Opportunity" is displayed (referred to as "35 seconds + Good Opportunity") with a probability of 4%; The mode in which the timer value ends at "35" and the word "heat" is displayed (called "35 seconds + heat") is selected 6% of the time, the mode in which the timer value counts up to "70" and the word "opportunity" is displayed (called "70 seconds + opportunity") is selected 4% of the time, the mode in which the timer value counts up to "70" and the word "heat" is displayed (called "70 seconds + heat") is selected 16% of the time, and the mode in which the timer value counts up to "99" (called "99 seconds") is selected 10% of the time.
[0280] Furthermore, when the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is the "normal SP jackpot variation" (THP002), the presentation control microcomputer 121 decides to execute the CU timer presentation with a probability of 40%, and the details thereof are as follows: a mode in which the timer value count-up ends at "18" and the word "opportunity" is displayed (called "18 seconds + opportunity") is selected with a probability of 2%, a mode in which the timer value count-up ends at "18" and the word "heat" is displayed (called "18 seconds + heat") is selected with a probability of 2%, a mode in which the timer value count-up ends at "18" and the word "heat" is displayed (called "35 seconds + opportunity") is selected with a probability of 3%, a mode in which the "35 seconds + heat" mode is selected with a probability of 5%, a mode in which the "70 seconds + opportunity" mode is selected with a probability of 3%, a mode in which the "70 seconds + heat" mode is selected with a probability of 15%, and a mode in which the "99 seconds" mode is selected with a probability of 10%.
[0281] In addition, when the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "N jackpot variation" (THP003), the presentation control microcomputer 121 determines to execute the CU timer presentation at a rate of 20%, and as a breakdown, selects the mode in which the timer value count-up ends at "18" and the characters "···" are displayed (said "18 seconds + ···") at a rate of 2%, and selects the mode of "18 seconds + good opportunity" at a rate of 18%. Note that, since the variation time of the N jackpot variation is 29 seconds, the CU timer presentation in which the timer value is 35 seconds or more is never selected.
[0282] In addition, when the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "direct SP miss variation" (THP021), the presentation control microcomputer 121 decides to execute the CU timer presentation at a rate of 20%, with the breakdown being as follows: the "35 seconds + opportunity" mode is selected at a rate of 10%, the "35 seconds + heat" mode is selected at a rate of 4%, the "70 seconds + opportunity" mode is selected at a rate of 4%, and the "70 seconds + heat" mode is selected at a rate of 2%.
[0283] In addition, when the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "normal SP miss variation" (THP022), the presentation control microcomputer 121 decides to execute the CU timer presentation at a rate of 20%, with the breakdown being as follows: "18 seconds + opportunity" mode is selected at a rate of 8%, "18 seconds + heat" mode is selected at a rate of 2%, "35 seconds + opportunity" mode is selected at a rate of 5%, "35 seconds + heat" mode is selected at a rate of 2%, "70 seconds + opportunity" mode is selected at a rate of 2%, and "70 seconds + heat" mode is selected at a rate of 1%.
[0284] In addition, when the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "N miss variation" (THP023), the presentation control microcomputer 121 decides to execute the CU timer presentation at a rate of 10%, and as a breakdown, selects the "18 seconds +...." mode at a rate of 8% and the "18 seconds + good opportunity" mode at a rate of 2%. Note that, since the variation time of the N miss variation is 29 seconds, a CU timer presentation with a timer value of 35 seconds or more is never selected. In addition, in the case of a miss variation (THP021-023), the CU timer presentation of the "99 seconds" mode is never executed.
[0285] In addition, the presentation control microcomputer 121 will not execute the CU timer presentation if the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "normal A miss variation" (THP041) or "normal B miss variation" (THP042).
[0286] In this embodiment, the "99 seconds" CU timer effect can be executed only based on either a direct SP jackpot fluctuation or a normal SP jackpot fluctuation. Therefore, when the timer value reaches "99" in the CU timer effect, it functions as a jackpot winning notification. Furthermore, in a SP jackpot fluctuation, the timer value is more likely to count up to a large value, while in a SP miss fluctuation, it is less likely to count up to a large value. Therefore, the CU timer effect suggests a higher jackpot expectation the longer it counts up (in other words, the slower the effect ends). Furthermore, the "..." suggestion effect may be selected in an N fluctuation (N jackpot fluctuation, N miss fluctuation), but is never selected in an SP fluctuation (direct SP jackpot fluctuation, normal SP jackpot fluctuation, direct SP miss fluctuation, normal SP miss fluctuation). Therefore, the "..." suggestion effect functions as a suggestion that the fluctuation effect will end with an N reach. Also, in a jackpot fluctuation, when the CU timer effect ends without counting up to "99", "heat" is more likely to be selected as a suggestive effect than "..." or "opportunity", and "opportunity" is more likely to be selected than "...". On the other hand, in a loss fluctuation, when the CU timer effect ends without counting up to "99", "heat" is less likely to be selected as a suggestive effect than "..." or "opportunity", and "opportunity" is less likely to be selected than "...". Therefore, the jackpot expectancy of each character in the suggestive effect is in the following relationship: "heat" > "opportunity" > "...".
[0287] Next, an example of the CU timer effect in the pachinko game machine PY1 will be described with reference to Fig. 39 to Fig. 41. Fig. 39 and Fig. 40 show a case where a CU timer effect in the form of "35 seconds + good chance" is executed in conjunction with a variable effect of the normal SP route. Fig. 41 shows a case where a CU timer effect in the form of "99 seconds" is executed.
[0288] When the CU timer effect is executed, as shown in Figures 39(A) and (B), when the display of the effect symbols EZ1, EZ2, and EZ3 starts to change, a timer image G50 and a miniature character image G60 are displayed on the right side of the display unit 50a. For a few seconds (about 5 seconds in this embodiment) after the start of the CU timer effect, the timer image G50 includes not only an image of the timer value but also a text image G51 that reads "If you can last 99 seconds." The display of this text image G51 is an effect that explains the meaning of the CU timer effect to the player, and this display can draw the player's attention to whether the timer value will count up to "99."
[0289] In the CU timer performance, the timer value counts up as time passes (Figures 39(B) to (D)). In parallel with this, the left performance pattern EZ1 stops (Figure 39(C)), followed by the right performance pattern EZ3, forming a reach (Figure 39(D)), and so on, and the variable performance also progresses. At this point, when the timer value reaches about 15, the first end prompting performance (a performance in which the mini character is about to drop the timer) is executed (Figure 39(D)). In this execution example, the CU timer performance does not end with the first end prompting performance, and mini character A picks up the timer again (Figure 39(E)). During this time, the timer value of the timer image G50 continues to count up, and the variable performance also progresses to the N reach.
[0290] When the variable effect develops into a later SP reach and the timer value of the timer image reaches "32," a second end prompt effect is executed (FIG. 39(F)). In this execution example, the CU timer effect ends with the second end prompt effect. That is, following the second end prompt effect, a scene is displayed in which mini-character A drops the timer (FIG. 39(G)). When mini-character A drops the timer, a series of effects are performed, as shown in FIG. 39(G) and FIG. 40(A), (B), and (C), in which an image of the timer cracking and breaking is displayed as the timer image G50, and a "good opportunity" character image G54 appears from the broken timer. This suggestive effect displaying the "good opportunity" character image G54 suggests to the player the likelihood of a jackpot. The timer value of the timer image G50 continues to be updated even after the timer drops until it breaks (FIG. 39(F)(G), FIG. 40(A)). In this execution example, the timer value count-up ends at "35" (Figure 40 (A) (B)). Also, after mini character A drops the timer, he looks at the dropped timer for a while, but then leaves the scene (he frames out to the right edge of the display unit 50a, Figure 40 (C) (D)). Also, the "opportunity" text image G54 is hidden after being displayed for a predetermined time. In this way, the CU timer performance can end without the timer value reaching "99", but during this time the subsequent SP reach continues to progress as shown in Figure 39 (G) and Figures 40 (A) to (D).
[0291] FIG. 41 shows an example of a CU timer effect in which the timer value reaches "99." As shown in FIG. 41(A), when the timer value reaches "99" in the CU timer effect, a win / loss branch (success / failure branch) is reached in the subsequent SP reach. In other words, the player is instructed to operate the normal button 40. If the CU timer effect were not being executed, the player would operate the normal button 40 in this operation effect in the hope of winning a jackpot. However, in this example, the CU timer effect displays a timer image G50 in which the timer value has reached "99," and a miniature character image G60 representing miniature character A rejoicing at this, which allows the player to recognize that they have won a jackpot. Therefore, the player can watch the subsequent development of the SP reach with a sense of security. In other words, as shown in Figures 41(B)(C), when the timer value reaches "99" in the CU timer presentation, a winning presentation (success presentation) is executed as a result of the winning / losing branch of the SP reach, and the presentation symbols EZ1, EZ2, EZ3 and the small symbols KZ1, KZ2, KZ3 are displayed as double numbers, but the player can be confident of this type of presentation development even before the winning / losing branch result shown in Figure 41(A) is displayed, and can continue playing with a sense of elation.
[0292] Next, we will explain the effects that occur when a small jackpot is won based on the drawing of special chart 2 during the time-saving mode. When a small jackpot is won based on the drawing of special chart 2, the variable effects will finally stop and display the effect symbols EZ1, EZ2, and EZ3 as a repeated number (e.g., 777). After that, during the small jackpot OP (small jackpot opening) period, the effect control microcomputer 121 performs a right-hit notification effect as shown in Figures 42(A) and 42(B) and 43(A). The small jackpot OP is the period during which the second large prize opening 15 is closed before opening during a small jackpot game, and is set to 10 seconds in this embodiment. During the small jackpot OP, the effect control microcomputer 121 first displays the word "BONUS" in approximately the center of the display unit 50a (inside the center frame 61) (Figure 42(A)). This notifies the player of the win.
[0293] Then, the effect control microcomputer 121 starts the right-hit notification effect several seconds after the "BONUS" message is displayed. This right-hit notification effect, as shown in FIGS. 42(A)(B) and 43(A), extends an arrow image G70 to follow the trajectory of the gaming ball when a right hit is actually made. In other words, in this embodiment, the entire rear area of the gaming area 6 is the display unit 50a of the image display device 50 (an example of a predetermined display device). By utilizing this display unit 50a, the arrow image G70 (an example of a trajectory image) representing the trajectory of the gaming ball is displayed so as to overlap in the front-to-back direction with the path of the gaming ball when a right hit is actually made (ball path portion 63). The ball path portion 63 is comprised of a path defined by the outer wall portion 1C and the inner wall portion 1B, a path defined by the outer wall portion 1C and the center frame 61, and the like.
[0294] Specifically, in the right-hit notification effect, the effect control microcomputer 121 gradually extends the tip of the arrow image G70 along the ball passage portion 63. Fig. 42(A) shows the stage where the tip of the arrow image G70 has extended to the vicinity of the ball return prevention piece 1Ba provided at the upper end of the inner wall portion 1B, Fig. 42(B) shows the stage where the tip of the arrow image G70 has extended to the vicinity of the top of the center frame 61, progressing from the stage shown in Fig. 42(A), and Fig. 43(A) shows the stage where the tip of the arrow image G70 has further extended from the stage shown in Fig. 42(B) to the vicinity of the second large winning device 15D. By executing the right hit notification effect of extending the arrow image G70 along the ball passage portion 63 in this way, the player can clearly imagine the trajectory of the actual game ball, and it is possible to provide a right hit notification effect that is easier to understand and more realistic than a configuration in which the words "right hit" are simply displayed on a display unit located in a position unrelated to the position of the ball passage portion 63, a right-pointing arrow is displayed, or an image of the game board surface is combined with an image showing the trajectory of the game ball. The right hit notification effect that displays the arrow image G70 is an example of a trajectory display effect.
[0295] When the time for the small prize OP elapses and the second large prize opening 15 opens (the VAT opening / closing member 15k is in the open state), the presentation control microcomputer 121, as shown in FIG. 43(B), hides the arrow image G70 and displays an effect image G74 representing a radial effect in the display area of the display unit 50a, including the area behind and near the second large prize device 15D. As described above, the second large prize device 15D is made of a transparent synthetic resin material, so the player can clearly see the effect image G74 even from in front of the second large prize device 15D. The display area of the display unit 50a near the second large prize device 15D is referred to as the nearby display area 50x. The effect image G74 is displayed not only in the display area behind the second large prize device 15D but also in the area that overlaps the nearby display area 50x. The nearby display area 50x refers to, for example, the area from the second large prize device 15D to approximately the center frame 61. The effect control microcomputer 121 also displays a text image G75 reading "Aim for the attacker!" in the approximate center of the display unit 50a, and an image G76 of a right-pointing arrow pointing toward the second special prize device 15D in the display area to the left of the second special prize device 15D. These image displays highlight the second special prize device 15D (second special prize opening 15) and allow the player to recognize that the game ball should enter the second special prize device 15D (second special prize opening 15). In this manner, the series of effects shown in Figures 42(A)(B) and 43(A)(B) allows the player to easily recognize information about the game method, such as the path the game ball should take and which opening the game ball should enter. The second special prize device 15D is an example of a specific device and an example of a predetermined ball entry device. Furthermore, the display of the effect image G74 is an example of a specific display effect.
[0296] Next, the V winning effect will be explained. When the VAT opening / closing member 15k of the second large winning device 15D is opened during a small win game and the game ball passes through the specific area 16 (an example of a predetermined area) in the second large winning opening 15, the effect control microcomputer 121 executes the V winning effect. That is, as shown in FIG. 44, the effect control microcomputer 121 executes the V winning effect when the specific area sensor 16a is turned ON. In this embodiment, as the V winning effect, the effect control microcomputer 121 displays on the display unit 50a an image of the main character appearing to jump out from inside the second large winning device 15D, as shown in FIGS. 45 and 46. For this reason, the V winning effect is also referred to as a character pop-out effect. The V winning effect (character pop-out effect) is an example of a predetermined display effect.
[0297] Specifically, in the V winning effect (character pop-out effect), the effect control microcomputer 121 first uses a display area (nearby display area 50x) on the display unit 50a that includes the area behind and near second special winning device 15D to display an image of a main character (an example of a predetermined object) popping out to the left from second special winning device 15D (FIG. 45(A)). Next, the effect control microcomputer 121 displays an image of the main character popping out from second special winning device 15D moving toward the center of the display unit 50a (FIG. 45(B)). After that, the effect control microcomputer 121 displays an image of the main character moving to the center of the display unit 50a and then moving toward the player (nearby side) (FIG. 46). The image representing the main character in the character pop-out effect is referred to as main character image G77. The main character image G77 moves from a position near the second big prize device 15D outside the center frame 61 to the inside of the center frame 61 (FIGS. 45(A)(B)). Then, it is finally displayed in a size that extends beyond the play area 6 (see FIG. 46), making an impact on the player. The effects shown in FIGS. 45 and 46 are executed following the effect shown in FIG. 43(B).
[0298] As described above, the image display device 50 is capable of displaying 3D images that allow the player to perceive depth even with the naked eye, and the display unit 50a of the image display device 50 extends across the entire rear area of the game area 6. Therefore, as shown in Figures 45 and 46, the pachinko gaming machine PY1 of this embodiment can perform a character pop-up effect in which the main character pops out from the second special winning device 15D and approaches the player. In this embodiment, such a character pop-up effect can provide an interesting effect that is never achieved with conventional V winning effects, such as displaying the letter "V" or other effects in a position unrelated to the position of the second special winning device (the so-called V attacker).
[0299] Next, we will explain the effects during a jackpot game based on a V win. The small jackpots that can be won in the drawing on Special Chart 2 include small jackpot symbols 1 through 3 (see Figure 32). If small jackpot symbol 1 or small jackpot symbol 2 is selected, the game will be controlled to a time-saving mode after the end of the Type 2 jackpot game. However, if small jackpot symbol 3 is selected, the game will be controlled to a non-time-saving mode after the end of the Type 2 jackpot game. If the game is controlled to a time-saving mode after the end of the jackpot game, the jackpot game can be executed again based on the drawing on Special Chart 2. In other words, a jackpot streak is confirmed. In contrast, if the game is controlled to a non-time-saving mode after the end of the jackpot game, the game will return to the game aiming for a jackpot win based on the drawing on Special Chart 1. Therefore, the player's concern is whether the game will be controlled to a time-saving mode after the end of the jackpot game. This pachinko gaming machine PY1 is configured to be able to accumulate up to four Special Chart 1 reserves, but not to accumulate any Special Chart 2 reserves or regular reserves. The maximum number of special and regular reserved symbols can be changed as needed as long as it does not interfere with gameplay.
[0300] In the pachinko gaming machine PY1, regardless of whether the small win symbol 1, small win symbol 2, or small win symbol 3 is selected, the subsequent two-type jackpot game will proceed with the presentation flow shown in FIG. 47. In brief, the presentation flow during the jackpot game in this mode is a challenge presentation in which a predetermined mission is attempted. If the mission is successful (if a success presentation is executed), the game will be controlled to the time-shortened state after the jackpot game. If the mission is unsuccessful (if a failure presentation is executed), the game will likely be controlled to the non-time-shortened state after the jackpot game. Even if a failure presentation is executed, a revival presentation (revival ED presentation) may be executed in the jackpot game ending (ED), in which case the game will be controlled to the time-shortened state after the jackpot game. If a failure presentation is executed as a result of the challenge presentation and the game is controlled to the non-time-shortened state after the jackpot game, a termination ED presentation is executed, suggesting that the game will be controlled to the non-time-shortened state. Furthermore, if a success presentation is executed as a result of the challenge presentation, a continuation ED presentation is executed, suggesting that the game will be controlled to the time-shortened state. When a challenge effect is performed, whether a continuation ending effect, an end ending effect, or a revival ending effect is performed is determined by the type of small win symbol. In the ED of a jackpot game based on small win symbol 1, a continuation ending effect is performed, in the ED of a jackpot game based on small win symbol 2, a revival ending effect is performed, and in the ED of a jackpot game based on small win symbol 3, an end ending effect is performed.
[0301] Furthermore, as shown in FIG. 47, the pachinko gaming machine PY1 of this embodiment executes an announcement effect and a start waiting effect before starting a challenge effect. The announcement effect is an effect that notifies the player of the content of the challenge effect (the content of the mission in the challenge effect). In this embodiment, the mission in the challenge effect is to make the logo movable body 400 (part of the upper decorative body 31 shown in FIG. 1) appear (to move from the standby position shown in FIG. 1 to the effect position shown in FIG. 51) within 10 counts (see FIG. 50(A)). The logo movable body 400 is a movable body modeled after the main character, and is one of the effect means whose drive is controlled by the effect control microcomputer 121.
[0302] The start waiting effect is an effect that is performed after the announcement effect, and is an effect to wait whether the player is in a situation where he or she can accept the execution of the challenge effect (a situation where he or she can aim to achieve the mission). Specifically, the start waiting effect is an effect that allows the player to operate the normal button 40 (an example of a predetermined operation unit) at a timing of his or her choice (see Figures 50(B) and 50(C)). If the normal button 40 is operated during the start waiting effect, the challenge effect starts at the timing of the operation. In other words, the challenge to the mission begins. In this way, in this embodiment, the challenge effect does not start automatically immediately following the announcement effect, but rather, it is possible to start the challenge effect at a timing preferred by the player after the announcement effect. In the start waiting effect, no effect that makes the player aware of the operation valid period (operation acceptance period) of the normal button 40 is performed until there are 5 seconds left (see Figure 50(B)). At this point, a remaining time display G80 indicating the remaining time is displayed (see Figure 50(C)). This allows the player to start the challenge performance at a timing of his or her choice without being rushed, and also makes it possible to prevent the occurrence of a situation in which the start waiting performance ends without the player's knowledge.
[0303] If the normal button 40 is not operated during the start waiting effect, the challenge effect will not start, and instead a music effect (an example of another effect) will start, as shown in FIG. 47. Therefore, a player who does not want to challenge the mission can avoid the mission by not operating the normal button 40 during the start waiting effect. In this case, if the time-shortening state is to be entered after the jackpot game (if the winning small win symbol is small win symbol 1 or small win symbol 2), this will be notified at the end of the jackpot game. That is, a revival ED effect (an example of a revival effect) will be executed, suggesting that the time-shortening state will be entered. Conversely, if the time-shortening state is to be entered (if the winning small win symbol is small win symbol 3), an end ED effect will be executed as the ending effect, suggesting that the time-shortening state will be entered.
[0304] The time from the announcement to the result of the challenge or the end of the music is used to play from the time when there are 9 rounds remaining in the jackpot game to the final round. On the other hand, the continuation ending, end ending, and revival ending are all performed during the ending of the jackpot game (the period when the big prize slot is closed after all rounds have been played).
[0305] The effects during a jackpot game will be explained in more detail with reference to Figs. 48 to 53. Fig. 48 is a timing chart showing the execution relationship between the announcement effect, the start waiting effect, the challenge effect, and the music effect. When a type 2 jackpot game starts, the effect control microcomputer 121 first starts the announcement effect (Fig. 48(A)), and then starts the start waiting effect after the announcement effect ends (Figs. 48(A)(B)). If the normal button 40 is operated during the execution period of the start waiting effect, the start waiting effect ends in response to this operation (see the two-dot chain line in Fig. 48(B)), and the challenge effect starts (Figs. 48(B)(C)). In this way, in this mode, the player can start the challenge effect at any timing.
[0306] If the execution period of the start waiting effect (valid period for operation of the normal button 40) has elapsed without the normal button 40 being operated, the start waiting effect will end and the music effect will begin (Fig. 48(C)(D)). In this way, in this form, if the player does not want to challenge the mission, it is possible to not execute the challenge effect. Note that a countdown display of the remaining time (remaining time display G80, Fig. 50(C)) is displayed 5 seconds before the end of the execution period of the start waiting effect (valid period for operation of the normal button 40). This makes it possible to prevent the occurrence of a situation in which the opportunity to start the challenge effect ends without the player's knowledge.
[0307] As described above, the challenge effect is a mission in which the movable logo body 400 appears within 10 counts. Specifically, in the challenge effect, the numbers from 10 to 1 are counted down by one. In the challenge effect of a success mode in which the mission is successful, the timing at which the movable logo body 400 moves to the effect position between the counts of 10 and 1 is determined by lottery. The challenge effect of a success mode is performed in a type 2 jackpot game based on small win symbol 1. On the other hand, the challenge effect of a failure mode in which the mission is unsuccessful is performed in a type 2 jackpot game based on small win symbol 2 or small win symbol 3. In a type 2 jackpot game based on small win symbol 2, the challenge effect of a failure mode is performed, but at the ending, a revival ED effect is performed suggesting that the game will be controlled to a time-shortened state.
[0308] When executing a challenge effect in a successful mode, the effect control microcomputer 121 determines the drive timing (appearance timing) of the logo movable body 400 based on the drive timing determination table shown in FIG. 49. Specifically, as shown in FIG. 49, the effect control microcomputer 121 selects count values "10" to "8" at a rate of 5% each, count values "7" to "4" at a rate of 10% each, and count values "3" to "1" at a rate of 15% each as the drive timing of the logo movable body 400. In this manner, in this embodiment, the drive of the logo movable body 400 can be expected to be better when the count value is relatively small than when the count value is large. The selection rate of the drive timing of the logo movable body 400 can be changed as appropriate.
[0309] Next, examples of effects performed during a jackpot game in the pachinko gaming machine PY1 will be described with reference to FIGS. 50 to 53. When a V win occurs during a small jackpot game and a type 2 jackpot game is initiated, the effect control microcomputer 121 first executes a notification effect as shown in FIG. 50(A). In this notification effect, the words "Make the logo appear within 10 counts!" are displayed on the display unit 50a. This means that the mission of the upcoming challenge effect is to move the logo movable body 400 from the standby position (FIG. 1) to the effect position (FIG. 51) within 10 counts. The logo is the name of the main character in the work that is the motif of the pachinko gaming machine PY1 of this embodiment, and the logo movable body 400 is a movable body for effect representing this main character.
[0310] Following the announcement effect, the effect control microcomputer 121 executes the start waiting effect, as shown in Figures 50(B) and (C). In this start waiting effect, the message "Press the button whenever you're ready!" and an image of an operation unit showing the normal button 40 being pressed are displayed on the display unit 50a. In this embodiment, the execution period of the start waiting effect is set to approximately 13 seconds. Since the start waiting effect is intended to prepare the player to accept the challenge, it is desirable that the execution period of the start waiting effect be at least 10 seconds or more. Furthermore, five seconds before the end of the start waiting effect, a remaining time display G80 is displayed, indicating the time remaining until the end, such as "5 seconds left until decision" (Figure 50(C)).
[0311] If the normal button 40 is pressed during the execution period of the wait-for-start effect (during the valid operation period of the normal button 40), the effect control microcomputer 121 initiates the challenge effect, as shown in FIG. 50(D). During the challenge effect, the message "Continue if the logo appears" and a countdown indicator G82 indicating the end of the mission are displayed on the display unit 50a. The countdown indicator G82 progresses from 10 to 1 by decrementing by one (FIGS. 50(D)(E)), indicating the remaining time (deadline, time limit) of the mission to the player. The decrementing of the countdown indicator G82 serves to motivate the player to succeed in the mission (to be granted the time-saving state). Once the challenge effect is initiated, the countdown indicator G82 is decremented. Therefore, providing a wait-for-start effect before the start of the challenge effect, as in this embodiment, is effective in allowing the player to enjoy the challenge effect with ample time to spare.
[0312] When the challenge effect being executed is a successful challenge effect, that is, when a challenge effect is being executed in a jackpot game based on small win symbol 1, the effect control microcomputer 121 executes a success effect at the timing determined by the lottery for the drive timing shown in Fig. 49. In this effect example, it is assumed that the count value "9" was selected in the lottery for the drive timing shown in Fig. 49. In such a case, as shown in Figs. 50(E) and (F), the effect control microcomputer 121 displays "9" as the value of the count display G82, and then displays the word "congratulations!" on the display unit 50a as a success effect, and displaces the logo movable body 400 from the standby state (state in the standby position) shown in Fig. 1 to the effect state (state in the effect position) shown in Fig. 51. The drive mechanism of the logo movable body 400, etc., can be appropriately adapted from known configurations and will not be explained here, but in this form of pachinko game machine PY1, the upper decorative body 31 includes the logo movable body 400, and is capable of transforming from the state shown in Figure 1 (standby state) to the state shown in Figure 51 (performance state).
[0313] This success effect notifies the player that the game will transition to a time-saving mode after the jackpot game ends. In this embodiment, the transition to the time-saving mode means that a series of jackpots has been confirmed.
[0314] 50(D)(E), if a challenge effect has started but the challenge effect being executed is a failure mode challenge effect, i.e., if a challenge effect is being executed in a jackpot game based on small win pattern 2 or small win pattern 3, the effect control microcomputer 121 will decrement the value of the count display G82 to "1" without displacing the logo movable body 400 to the effect position, as shown in Fig. 52(A), and then execute a failure effect. In the failure effect, the word "Sorry..." is displayed on the display unit 50a for a predetermined time, as shown in Fig. 52(B).
[0315] When a failure effect is executed, the effect control microcomputer 121 executes either an end ED effect (FIG. 52(C)) or a revival ED effect (FIG. 52(D)) at the ending after the end of the final round. The end ED effect shown in FIG. 52(C) is executed when the game state after the jackpot game is in a non-time-saving state, i.e., when the ending is a type 2 jackpot game based on a small win symbol 3. On the other hand, the revival ED effect shown in FIG. 52(D) is executed when the game state after the jackpot game is in a time-saving state, i.e., when the ending is a type 2 jackpot game based on a small win symbol 2. As in this embodiment, even when a failure effect is executed in the challenge effect, a revival ED effect is executed at the ending, and by adopting a configuration that leaves the possibility of control to a time-saving state after the jackpot game, it is possible to increase the interest during the jackpot game compared to a configuration that does not include a revival ED effect.
[0316] Furthermore, if the normal button 40 is not operated at all during the start waiting effect shown in Figures 50(B) and (C), the effect control microcomputer 121 executes a music effect as shown in Figure 53(A). In the music effect, an image of the main character or the like is displayed on the display unit 50a, while music that excites the player is output from the speaker 52. In this way, in this embodiment, the player can select whether to execute a challenge effect or a music effect. Therefore, it is possible to provide high gaming interest even to players who are not good at psychologically stimulating effects such as challenge effects, which branch into success and failure within a certain time period.
[0317] When the music effect is executed, the effect control microcomputer 121 executes either the end ED effect (FIG. 53(B)) or the revival ED effect (FIG. 53(C)) at the ending after the final round. The end ED effect shown in FIG. 53(B) is executed when the game state after the jackpot game is not in the time-saving state, i.e., when the ending of a type 2 jackpot game based on the small win symbol 3 is reached. On the other hand, the revival ED effect shown in FIG. 53(C) is executed when the game state after the jackpot game is in the time-saving state, i.e., when the ending of a type 2 jackpot game based on the small win symbol 1 is reached, or when the ending of a type 2 jackpot game based on the small win symbol 2 is reached. In this way, in this embodiment, even when the music effect is executed without executing the challenge effect, the effect content and the game content are naturally consistent at the ending of the jackpot game. This makes it less likely that the player will feel uncomfortable with the effect even when the challenge effect is not executed, and there is little risk of a decrease in interest in the game.
[0318] 8. Effects of the embodiment As explained in detail above, according to the pachinko gaming machine PY1 of this embodiment, not only is it possible to execute an SP reach with a high probability of winning after showing the process of reaching a winning position in the variable presentation (after executing the reach-established presentation), but it is also possible to execute an SP reach suddenly without showing the process of reaching a winning position in the variable presentation (Fig. 34(A)(B)). Therefore, it is possible to surprise the player and increase the interest. In particular, according to the pachinko gaming machine PY1 of this embodiment, an SP reach may suddenly start with the start of the variable display of the presentation symbols EZ1, EZ2, and EZ3 without showing the player the process of reaching a winning position (see Fig. 34(B) and Fig. 35), so it is possible to give the player a pleasant surprise and increase the interest.
[0319] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, only the latter SP reach is performed as the SP reach in the variable presentation of the normal SP route, whereas in the variable presentation of the direct SP route, the latter SP reach is performed after the former SP reach of the presentation content that leads to the latter SP reach is performed (see Figures 35 to 37). Therefore, by executing the former SP reach, it is possible to know the presentation content that is the premise of the latter SP reach, so it is possible to give a special feeling to the variable presentation of the direct SP route, and it is expected that the interest will be increased.
[0320] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, the time required for the entire variable performance is the same for the normal SP route variable performance and the direct SP route variable performance (see Figure 33, Figure 34 (A) (B)). Therefore, even when an SP reach that includes a front SP reach and a back SP reach is executed, it is possible to provide a reach performance with substantial content without making the player feel that it is too long, and it is possible to increase the player's interest.
[0321] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, in the CU timer effect (count-up timer effect) that advances the timer display value toward "99" (predetermined mode), an end prompting effect (see Fig. 34(C), Fig. 39(D)(F)) that prompts an end midway is executed. Therefore, the player can be excited about whether the CU timer effect can advance to the display value "99", and the interest can be increased.
[0322] Furthermore, according to the pachinko game machine PY1 of this embodiment, in one CU timer performance, an end prompting performance that prompts its end can be performed multiple times (up to three times in this embodiment) (see FIG. 34(C)). Therefore, during the execution of the CU timer performance, a sense of excitement that cannot be relieved until the very end can be provided, and it is possible to increase interest.
[0323] Furthermore, according to the pachinko game machine PY1 of this embodiment, when the timer display value reaches "99" in the CU timer effect, it means that a jackpot has been won (see FIG. 38). Therefore, it is possible to attach importance to the timer display value reaching "99" in the CU timer effect, and it is possible to further increase the interest of the CU timer effect.
[0324] In addition, according to the pachinko game machine PY1 of this embodiment, when the CU timer effect ends midway due to the end-teasing effect, a suggestive effect (the display of the characters "...", "Opportunity", or "Heat") is executed, which suggests the likelihood of a jackpot in the variable effect being executed (see Figures 38 and 40). Therefore, the content of this suggestive effect can also entertain the player, and it is possible to increase the interest.
[0325] Furthermore, in the pachinko gaming machine PY1 of this embodiment, the CU timer effect is an effect that shows whether or not the timer display value can reach "99" as the elapsed time is counted up (see FIG. 39). Therefore, such an innovative effect can increase the interest in the game.
[0326] <c>Furthermore, with the pachinko gaming machine PY1 of this embodiment, the player can determine the start timing of the challenge effect in which the player attempts a predetermined mission (to make the logo movable body 400 appear within 10 counts) through the start waiting effect (see Figures 48 and 50). This makes it possible to provide an effect that is in tune with the player's psychology. As a result, it is possible to increase the player's interest in the game. In particular, with the pachinko gaming machine PY1 of this embodiment, the player can start the challenge effect by operating the normal button 40 at the timing that is best for the player during the start waiting effect, allowing the player to enjoy the challenge effect to the fullest.
[0327] Furthermore, in the pachinko gaming machine PY1 of this embodiment, the content of the mission in the challenge effect is announced by the announcement effect (Fig. 50(A)), and then the start waiting effect (Fig. 50(B)(C)) is performed. Therefore, the player can understand the content of the mission, prepare mentally, etc., and start the challenge effect at the optimal timing.
[0328] Furthermore, with this type of pachinko game machine PY1, the challenge performance mission has a time limit of 10 counts, so if the challenge performance starts suddenly, some players may feel impatient and not be able to fully enjoy the performance. However, the start waiting performance allows the player to start the challenge performance at a timing that is optimal for them, so it is possible for a variety of players to fully enjoy the challenge performance.
[0329] In addition, according to the pachinko game machine PY1 of this embodiment, the success of the mission in the challenge performance means that the game will enter a time-saving state (a game state in which consecutive jackpots are confirmed) after the end of the jackpot game. Therefore, it is possible to give importance to the challenge performance, and it is possible to further increase the interest of the challenge performance.
[0330] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, if the normal button 40 is not operated within the operation valid period (operation acceptance period) in the start waiting effect, the challenge effect will not be executed, and instead a music effect will be executed (see Figure 48 (B) (D)). Therefore, players who do not like to get excited can choose not to have the challenge effect executed, making it possible to provide effects that are more in line with the user's psychology.
[0331] Furthermore, according to the pachinko game machine PY1 of this embodiment, in the case where the time-saving state is entered after the end of the jackpot game, even if the player chooses not to execute the challenge effect, the revival ED effect will be executed after the music effect and the time-saving state will be entered (see Figure 53 (A) (C)). Therefore, it is possible to prevent the problem that the progress of the game and the effect content are not consistent.
[0332] <d>Furthermore, according to the pachinko gaming machine PY1 of this embodiment, when the second special winning device 15D, which is arranged so as to overlap the front of the display unit 50a as seen from the player, operates, a character pop-out effect (display of the main character image G77) can be performed in a specific display area including the display area near the device (nearby display area 50x) (see Figures 45 and 46). Therefore, a novel effect that relates the second special winning device 15D and the effect image can be provided, which is expected to increase interest.
[0333] In particular, according to the pachinko gaming machine PY1 of this embodiment, the character pop-out effect (display of the main character image G77) is performed in response to the occurrence of a V win after the VAT opening / closing member 15k is opened. That is, in this embodiment, in response to the behavior of the gaming ball toward the second special winning device 15D disposed in front of the display unit 50a, the character pop-out effect is performed in a specific display area including the display area near the second special winning device 15D (nearby display area 50x). This makes it easy for the player to sense the relationship between the second special winning device 15D and the effect image.
[0334] In addition, according to the pachinko game machine PY1 of this embodiment, the character pop-up effect (display of the main character image G77) is a novel display effect in which the main character (predetermined object) appears from the second big winning device 15D (see Figures 45 and 46). This is expected to increase the interest.
[0335] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, the image display device 50 is a display device capable of 3D display, and the character pop-out effect includes a scene in which the main character (predetermined object) approaches from the back (see Figures 45(B) and 46). Therefore, compared to when an image display device that is not capable of 3D display is used, it is possible to create a stronger feeling that the main character is popping out from the second large winning device 15D.
[0336] <e>Furthermore, according to the pachinko gaming machine PY1 of this embodiment, a ball passage section 63 through which the gaming ball passes when a right hit is made is provided so as to overlap the front of the image display device 50. Therefore, by using the image display device 50 to perform a trajectory display effect (display of an arrow image G70, see FIGS. 42 and 43) showing the trajectory of the gaming ball, it is possible to create a display effect that gives the impression of the gaming ball actually passing through the ball passage section 63. In particular, according to the pachinko gaming machine PY1 of this embodiment, the trajectory display effect is an effect in which an arrow image G70 (trajectory image) showing the trajectory of the gaming ball moving through the ball passage section 63 is displayed in a display area located behind the ball passage section 63 on the display unit 50a, so it is possible to further enhance the impression of the gaming ball actually passing through the ball passage section 63.
[0337] Furthermore, according to the pachinko game machine PY1 of this embodiment, an instruction to the player to hit to the right is given by combining the display of the actual ball passage section 63 and the arrow image G70. As a result, the trajectory of the game ball that the player should make is directly displayed on the ball passage section 63 (see Figures 42(A)(B) and 43(A)), and it is possible to provide an easy-to-understand hitting instruction that allows the player to imagine the flow of the game ball that should be made.
[0338] Furthermore, according to the pachinko game machine PY1 of this embodiment, a trajectory display effect (display of an arrow image G70) instructs the player to hit to the right, and the ball entry device (in this embodiment, the second special winning device 15D) that should receive the game ball by hitting to the right is highlighted by an effect (specific display effect) that displays an effect image G74 in the display area behind it and in the nearby display area 50x on the display unit 50a (FIGS. 43(A)(B)). This makes it possible for the player to easily recognize that the game ball should be entered into the second special winning device 15D by hitting to the right.
[0339] 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.
[0340] In the above-mentioned form, the start timing of the SP reach in the direct SP route variable performance is simultaneous with the start of the variable performance, but if the SP reach starts without showing the process of the performance symbols EZ1, EZ2, EZ3 becoming a reach, it may be after a predetermined time (for example, 5 seconds) has passed since the start of the variable performance. In this case, when the SP reach suddenly starts, all of the performance symbols EZ1, EZ2, EZ3 may be in the variable display, or there may be a performance symbol stopped among the performance symbols EZ1, EZ2, EZ3.
[0341] Furthermore, in the above-described embodiment, the SP reach in the direct SP route variation presentation is first displayed as a title (display of the presentation title) of "Direct SP" (see FIG. 35(B)). However, such a presentation title display may also be omitted. Furthermore, based on the results of a look-ahead determination (pre-determination), the "Direct SP" title may be displayed during the execution of a variation presentation that precedes the direct SP route variation presentation. That is, based on the results of the look-ahead determination, a look-ahead presentation suggesting that the direct SP route variation presentation will be performed may be executed during the variation presentation related to a special symbol reserve that was stored before the special symbol reserve (target reserve) that is scheduled to perform the direct SP route variation presentation. This configuration allows players to enjoy the joy of knowing in advance that the direct SP route variation presentation will begin. The content of the look-ahead presentation suggesting that the direct SP route variation presentation will be performed can be changed as appropriate.
[0342] In the above-mentioned form, only the latter stage SP reach is performed in the normal SP route variation performance, and the former stage SP reach and the latter stage SP reach are performed in the direct SP route variation performance, but the content of the SP reach performed in the normal SP route and the content of the SP reach performed in the direct SP route may be the same. For example, it may be configured so that only the latter stage SP reach of the above-mentioned form is performed on both the normal SP route and the direct SP route. In this case, the variation time related to the variation performance of the direct SP route is shorter than the variation time related to the variation performance of the normal SP route.
[0343] In the above embodiment, the fluctuation time of the direct SP fluctuation (109 seconds) and the fluctuation time of the normal SP fluctuation (109) are exactly the same (see Figure 33), but the fluctuation time of the direct SP fluctuation may be shorter (for example, 100 seconds) or longer (for example, 110 seconds) than the fluctuation time of the normal SP fluctuation.
[0344] In the above embodiment, the direct SP jackpot variation (THP001) and the normal SP jackpot variation (THP002) are provided as different special chart variation patterns (Fig. 33), but one special chart variation pattern (for example, THP099) associated with the SP reach may be selected by the game control microcomputer 101, and in this case, the presentation control microcomputer 121 may determine whether to perform a direct SP route variation presentation or a normal SP route variation presentation. This also applies when an SP reach is performed based on the result of a miss determination.
[0345] Furthermore, in the above embodiment, the end prompting effect can be executed up to three times in the CU timer effect (FIG. 34(C)), but the number of times the end prompting effect is executed in the CU timer effect can be changed as appropriate. For example, it may be executed only once, twice, or four or more times. Furthermore, the number of times the end prompting effect is executed may be determined by lottery, such that the end prompting effect may be executed three times or only two times before the timer value reaches "99" in the CU timer effect. Furthermore, the execution timing of the end prompting effect in the CU timer effect can be changed as appropriate.
[0346] In the above embodiment, the timer value of the CU timer effect reaching "99" means that a jackpot has been confirmed, but it may also mean that the jackpot is highly likely to be won, that the game will develop into an SP reach, or that the game will transition to a favorable game state such as a time-shortened state. If the CU timer effect means that the game will transition to a favorable game state such as a time-shortened state, the CU timer effect may be executed as an effect during the game of a jackpot.
[0347] In the above embodiment, if the CU timer effect ends midway, a suggestive effect is executed in which the text image G54 of "opportunity" or the like is displayed. However, the CU timer effect may end midway without executing the suggestive effect. The suggestive effect does not have to display text such as "opportunity." Specifically, for example, the suggestive effect may be configured to suggest the likelihood of an advantageous state by displaying a text element other than text, such as a character or an item.
[0348] In the above embodiment, the CU timer effect (progress effect) is an effect in which the timer value counts up to "99" (predetermined mode), but it may also be an effect in which the timer counts down from a predetermined value other than "00" (zero) (for example, "99") to "00". In this case, the timer value "00" corresponds to the predetermined mode.
[0349] In the above embodiment, the initial value of the CU timer effect is set to "00" (zero), but it may be set to a value other than zero (for example, "05" (5 seconds) or "-5" (-5 seconds)). Also, the target value of the CU timer effect is set to "99", but it may be set to a value other than "99" (for example, "77" (77 seconds)).
[0350] In addition, in the above embodiment, the CU timer effect may be provided not only in a mode in which mini character A (mini character image G60) holds a timer, but also in a mode in which another mini character (mini character B) holds a timer. In this case, the expectation of the timer counting up to "99" may be varied depending on the type of mini character. Specifically, for example, a CU timer effect in which mini character A holds a timer may be configured to have a higher expectation of counting up to "99" (predetermined mode) than a CU timer effect in which mini character B holds a timer. Furthermore, as a CU timer effect, multiple modes in which the display color of the timer (timer image G50) is different may be provided, and the expectation of the timer counting up to "99" may be varied depending on which mode is selected.
[0351] In addition, in the above embodiment, the start waiting effect is configured so that the player decides the start timing of the challenge effect by operating the normal button 40, but the start timing of the challenge effect may also be configured so that it is determined based on the operation of other operating parts such as the special button 41 or the handle 72k.
[0352] In the above embodiment, the content of the mission in the challenge effect is announced by the announcement effect before the start waiting effect is executed, but the start waiting effect may be executed without the announcement effect. In the above embodiment, the time limit of "within 10 counts" is set for the mission in the challenge effect, but a mission without such a time limit may be used as the mission in the challenge effect.
[0353] In the above-described embodiment, a success in the challenge presentation functions as an indication that the game will be controlled to the time-saving mode after a jackpot game, and a failure in the challenge presentation functions as an indication that the game will not be controlled to the time-saving mode after a jackpot game (will be controlled to the non-time-saving mode). In contrast, a success in the challenge presentation may function as an indication that a predetermined win has been won, and a failure in the challenge presentation may function as an indication that the game has not been won (has lost). In this case, the challenge presentation may be executed in a variable presentation. A success in the challenge presentation may also function as an indication that the likelihood of a jackpot is high, and a failure in the challenge presentation may also function as an indication that the likelihood of a jackpot is not high (low).
[0354] In the above embodiment, the remaining time display G80 is displayed 5 seconds before the end of the start waiting effect (FIG. 50(C)), but the remaining time may be displayed from the start of the start waiting effect. The remaining time display G80 can be said to be a display indicating the end timing of the start waiting effect, or a display indicating the end timing of the valid period for operating the normal button 40. Furthermore, the operation of the normal button 40 by the player in the start waiting effect can be said to be a "predetermined input operation indicating that the player is ready."
[0355] In addition, in the above-mentioned form, at the end of a jackpot game, a revival ED effect is performed to suggest that the game will be controlled to a time-shortened state after the jackpot game, but the timing of the execution of the effect suggesting that the game will be controlled to a time-shortened state after the jackpot game may be during a predetermined round (for example, the final round) of gameplay.
[0356] In the above embodiment, the V winning effect (character pop-up effect, see Figures 45 and 46) is configured to display the main character image G77 in a display area including the display area behind the second large winning device 15D on the display unit 50a and the display area nearby (nearby display area 50x). In contrast, the display area displaying the main character image G77 in the character pop-up effect does not have to include other parts such as the display area behind the second large winning opening 15, as long as it includes the display area nearby the operating device (second large winning device 15D) (nearby display area 50x, see Figure 45(A)).
[0357] In the above embodiment, when the second special prize device 15D is activated (when the VAT opening / closing member 15k is opened), a character pop-out effect (see FIGS. 45 and 46) is performed in response to the passage of the game ball into the specific area 16 (V prize). Alternatively, when a light-emitting device having an LED (such as the second special prize device 15D, which is disposed in front of the display unit 50a) emits light, an effect image may be displayed in a specific display area including a display area near the light-emitting device. In this case, the light-emitting device corresponds to the specific device, and the display of the effect image corresponds to the predetermined display effect. In other words, the specific device may be a device other than the special prize device, and the predetermined display effect may be an effect other than a prize-winning effect corresponding to a prize. In this case, before the light emitting device operates (lights up), a predetermined character or the like throws an image of a light emitting ball (a light emitting ball) at the light emitting device (an effect in which a predetermined image acts on the light emitting device), and an effect pattern in which the light emitting ball hits the light emitting device and the light emitting device lights up, or an effect pattern in which the light emitting ball does not hit the light emitting device and the light emitting device does not light up, may be provided. Note that the light emitting device may also be a prize winning device.
[0358] In the above embodiment, the character pop-out effect (see Figures 45 and 46) is performed when a gaming ball passes through specific area 16 in second large prize device 15D (when a gaming ball is detected by specific area sensor 16a), but the character pop-out effect may be performed when second large prize device 15D is opened, or when a gaming ball enters second large prize opening 15 (when a gaming ball is detected by second large prize opening sensor 15a). Also, a prize device other than second large prize device 15D may be the prize device that triggers the character pop-out effect.
[0359] In the above embodiment, the predetermined object that appears to emerge from second large prize winning device 15D in the V prize winning effect is the main character (main character image G77), but it may be another character such as an enemy character, or an item other than a character such as a sword or jewel. In the above embodiment, the main character first emerges from second large prize winning device 15D in the V prize winning effect, but the direction in which the main character (predetermined object) emerges can be changed as appropriate. For example, it may be configured to emerge forward from the beginning.
[0360] Furthermore, in the above embodiment, the image display device 50 is a display device capable of 3D display (a display device on which the player can view a stereoscopic display with the naked eye), but it may also be a display device that is not capable of 3D display.
[0361] In the above embodiment, an arrow image G70 is displayed on the image display device 50 as a trajectory display effect showing the trajectory of the gaming ball moving through the ball passage section 63 (FIGS. 42 and 43). Alternatively, a light-emitting device having an LED may be disposed behind the ball passage section 63, and this light-emitting device may be used to perform a light-emitting effect in which light flows along the ball passage section 63. In this case, the light-emitting device corresponds to the predetermined display device.
[0362] In the above embodiment, an arrow image G70 (trajectory image) is displayed as a right-hit notification effect instructing the player to hit the ball to the right, but a configuration may be adopted in which a trajectory along the path of the game ball is displayed as a hitting direction notification effect instructing a hitting direction other than right-hit, such as hitting to the left. Also, a trajectory display effect such as in the above embodiment may be performed simply as an effect showing the trajectory of the game ball, rather than as an effect instructing a hitting direction.
[0363] In addition, in the above embodiment, when the arrow image G70 is displayed, an effect image G74 (Figure 43 (B)) that makes the second large prize device 15D stand out is displayed, but it is also possible to configure the effect image G74 not to be displayed.
[0364] In addition, in the above-described embodiment, the content of each effect can be changed as appropriate without interfering with gameplay. That is, the content of the SP reach (first-stage SP reach, second-stage SP reach), the content of the count-up timer effect (CU timer effect), the content of the suggestion effect when the CU timer effect ends midway, the content of the challenge effect (mission content), the content of the effect (music effect in this embodiment) executed when the player does not operate the normal button 40 during the start waiting effect, the content of the V winning effect (character pop-up effect), etc. can be changed as appropriate. Furthermore, the game state in which each effect is executed and the lottery that each effect targets (for example, whether it is a lottery for special chart 1 or a lottery for special chart 2, etc.) can be changed as appropriate without interfering with gameplay.
[0365] In addition, in the above embodiment, the selection ratio for each lottery can be changed as appropriate within the range that does not interfere with the game.
[0366] 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.
[0367] In addition, in the above embodiment, the special chart 2 determination process is performed with priority over the special chart 1 determination process (the variable display of special chart 2 is performed with priority over the variable display of special chart 1), but the special chart 1 determination process may be performed with priority over the special chart 2 determination process (the variable display of special chart 1 is performed with priority over the variable display of special chart 2). In this case, it is preferable to make the special chart 1 lottery a lottery that is more likely to win a jackpot than the special chart 2 lottery.
[0368] 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.
[0369] 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.
[0370] 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.
[0371] 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.
[0372] 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 A4. Means B is a collective term for the following means B1 to B5. Means C is a collective term for the following means C1 to C7. Means D is a collective term for the following means D1 to D4. Means E is a collective term for the following means E1 to E4.
[0373] Means A1: After the display of the effect symbols (EZ1, EZ2, EZ3), a variable effect can be performed to stop the effect symbols in a manner that indicates the result of the judgment of whether to put the player in an advantageous state (for example, a jackpot game state), In the variable performance, a reach-established performance (the performance shown in FIG. 19(B) → FIG. 19(C-2)) is executed in which the performance pattern reaches a reach state, and then a specific performance (SP reach) with a higher expectation of reaching the advantageous state than a predetermined performance (N reach) is executed (when executing a variable performance of the normal SP route, see FIG. 34(A)), A gaming machine characterized in that there is a second case in which the specific effect (SP reach) is executed without executing the reach establishment effect in the variable effect (when executing a variable effect of a direct SP route, see Figure 34 (B)).
[0374] With this type of gaming machine, not only can a specific effect with a high probability of becoming advantageous be executed after a reach-achi effect is executed in a variable effect, but also a specific effect with a high probability of becoming advantageous can be executed suddenly without executing a reach-achi effect in a variable effect. This makes it possible to surprise the player and increase their interest.
[0375] Means A2: The gaming machine according to the means A1, In the second case, the specific presentation starts when the variable presentation starts (see FIG. 34(B) and FIG. 35).
[0376] With a gaming machine of this configuration, a specific effect that has a high probability of putting the player in an advantageous state may suddenly start as the display of the changing effect symbols begins, without the player being able to see the process of how a reach is achieved, giving the player a pleasant surprise and increasing their interest.
[0377] Means A3: The gaming machine according to the means A1 or A2, In the first case, as the specific effect, a first effect (second stage SP reach) including a success or failure branch that branches into a success mode (victory effect, FIG. 37(C)) that suggests the advantageous state will be achieved, or a failure mode (defeat effect, FIG. 37(E)) that suggests the advantageous state will not be achieved is performed (see FIG. 34(A)), In the second case, the gaming machine is characterized in that, as the specific performance, a second performance (early SP reach) whose performance content does not include the success / failure branch and leads to the first performance is executed, and then the first performance (late SP reach) is executed (see Figure 34 (B)).
[0378] According to a gaming machine with this configuration, in the first case where a specific effect is performed after a reach-achi effect, only the first effect is performed as the specific effect, whereas in the second case where a specific effect is suddenly performed in response to the start of a variable effect without a reach-achi effect, the first effect is performed after a second effect with effect content that leads to the first effect is performed as the specific effect. Therefore, since the execution of the second effect allows the effect content that is the premise of the first effect to be known, a sense of specialness can be given to the second case, and increased interest can be expected.
[0379] Means A4: The gaming machine according to means A3, A gaming machine characterized in that the time from the start to the end of the variable performance in the first case and the time from the start to the end of the variable performance in the second case are the same or approximately the same (see Figures 33 and 34).
[0380] With this gaming machine, even if the second special effect is performed before the first special effect, the time required for the entire variable effect is the same as when only the first special effect is performed. Therefore, it is possible to increase the player's interest by executing a specific effect with substantial content without making the effect feel too long.
[0381] Incidentally, as an example of a gaming machine, a pachinko gaming machine has been known in the past, for example, as described in JP 2019-072627 A, when the variable display effect pattern reaches a reach, it can develop into an N reach effect and then an SP reach effect, which has a higher chance of winning. However, the execution method of the SP reach effect described in JP 2019-072627 A is now commonly seen, and there is room for improvement in order to provide players with an interesting experience.
[0382] The above-mentioned means A differs from the gaming machine described in JP 2019-072627 A in that "there are two cases: a first case in which a reach-achieved effect is executed in which the effect symbol reaches a reach state in a variable effect, and then a specific effect that has a higher expectation of being in a more advantageous state than a predetermined effect is executed, and a second case in which a specific effect is executed without executing a reach-achieved effect in a variable effect." As a result, the invention of means A can solve the problem of "improving the enjoyment of the game" (achieve the effect of achieving this).
[0383] Means B1: It is possible to execute a progress effect (count-up timer effect) that progresses towards a predetermined state (display value "99"); A gaming machine characterized in that, in the progression presentation, an end prompting presentation (see Figure 39 (D)) is executed to indicate that the progression presentation will end midway without reaching the specified mode.
[0384] According to a gaming machine of this configuration, in the progression presentation in which the game progresses towards a predetermined mode, an end-teasing presentation is executed to provoke the player into a state of completion, which makes the player excited about whether the game will progress to the predetermined mode, thereby increasing the player's interest.
[0385] Means B2: A gaming machine according to means B1, A gaming machine characterized in that the end prompting effect may be executed multiple times in one of the progression effects (see Figure 34 (C)).
[0386] According to a gaming machine of this configuration, end-teasing effects that provoke the player to reach the end can be performed multiple times in a single progression performance, providing a sense of suspense that keeps the player from feeling at ease until the very end, thereby increasing interest.
[0387] Method B3: The gaming machine according to means B2, The gaming machine is c...
Claims
1. After the display of the effect symbols is changed, it is possible to execute a change effect that stops the effect symbols in a manner that indicates the result of the judgment whether to put the player in an advantageous state, In the first case, a reach-established effect is executed in which the effect pattern becomes a reach state in the variable effect, and then a specific effect having a higher expectation of becoming the advantageous state than a predetermined effect is executed; In the variable performance, there is a second case in which the specific performance is executed without executing the reach-established performance, In the first case, as the specific effect, a first effect including a success / failure branch that branches into a success mode suggesting that the advantageous state will be achieved or a failure mode suggesting that the advantageous state will not be achieved is performed, In the second case, as the specific performance, a second performance of a performance content that does not include the success / failure branch and leads to the first performance is executed, and then the first performance is executed; The gaming machine is characterized in that the content of the first effect is the same in the first case and the second case.
2. 2. The gaming machine according to claim 1, In the second case, the gaming machine is characterized in that the specific presentation starts when the variable presentation starts.
3. 3. The gaming machine according to claim 1 or 2, The gaming machine is characterized in that the time from the start to the end of the variable performance in the first case is the same or approximately the same as the time from the start to the end of the variable performance in the second case.
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