gaming machines

The integration of a movable body with dynamic movement effects in gaming machines addresses the need for improved presentation, increasing player engagement and enjoyment.

JP7785317B2Active Publication Date: 2025-12-15SANSEI R&D KK
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Patent Information

Application Number
JP2021084299
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-05-19
Publication Date
2025-12-15
Estimated Expiration
2041-05-19

AI Technical Summary

Technical Problem

Conventional gaming machines lack engaging presentation methods to enhance player enjoyment.

Method used

Incorporation of a movable body that can move from a first position to a second position, with various movement effects such as temporary stops and returns, to create dynamic and interactive game presentations.

Benefits of technology

Enhances the enjoyment of the gaming experience by providing more engaging and interactive game presentations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of contributing to improvement of interest of a game through a performance.SOLUTION: A game board 1 is provided with a left movable body 55Lk and a right movable body 55Rk. A game control microcomputer 101 can set a jackpot game state. When becoming a jackpot game state, a performance control microcomputer 121 can execute a gimmick performance in which the left movable body 55Lk and the right movable body 55Rk may be moved from a standby position to the lowest position. In the gimmick performance, there is a momentary stagnation performance A in which the left movable body 55Lk and the right movable body 55Rk are stopped for a moment at an intermediate position and then moved to the lowest position.SELECTED DRAWING: Figure 21
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Description

[Technical Field]

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

[0002] In conventional gaming machines, a determination is made based on the establishment of a start condition, and a special game (jackpot game) is played based on the result of the determination. For example, a determination is made when a gaming ball enters a start hole (enters a ball), and a round game is played as a special game, which involves the opening of a large prize hole. By having a gaming ball enter the large prize hole, a large number of prize balls can be obtained. The result of the determination is shown to the player by the pattern display means, which displays a varying pattern and then stops the pattern.

[0003] In addition, in gaming machines, a movable board device is provided at a retracted position retracted from the symbol display means, and a gimmick effect is sometimes performed in which the movable board device moves from the retracted position to an operating position. For example, in the gaming machine of Patent Document 1 below, when a lever operation input is detected within the operation valid period, a gimmick effect is performed in response to the lever operation input. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-51242 Summary of the Invention [Problem to be solved by the invention]

[0005] There is room for improvement in the presentation. By implementing improved presentation, it is expected that the game will become more interesting.

[0006] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]

[0007] The gaming machine disclosed in this specification comprises: No. A performance execution means for executing a performance using a performance means including a movable body that can move from a first position to a second position. Steps The performance execution means before The movable body can be moved to perform a moving body effect, and the moving body effect includes: a first movable body effect in which the movable body does not stop once at a third position between the first position and the second position; The movable body stops temporarily at the third position and then moving to the second position. Movable body production and a third movable body effect in which the movable body stops at the third position and then returns to the first position; It is characterized by the fact that there is. [Effects of the Invention]

[0008] According to the present invention, it is possible to provide a gaming machine that contributes to increasing the enjoyment of the game through its presentation. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] 10A is an explanatory diagram showing the types of game states, and FIG. 10B is an explanatory diagram showing the types of big win games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of an auxiliary game. [Figure 5] FIG. 10 is an explanatory diagram showing the types of presentation modes. [Figure 6] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 7] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 8] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach of the special chart change performance. [Figure 10] An explanatory diagram showing a specific example of a hold effect. [Figure 11]An explanatory diagram showing a specific example of a movable object effect. [Figure 12] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 13] FIG. 2 is a block diagram of a portion related to the control of the gaming machine. [Figure 14] 10 is a specific example of a fluctuation pattern determination table. [Figure 15] 10 is a specific example of a look-ahead determination table. [Figure 16] 10 is a specific example of a pattern determination table. [Figure 17] FIG. [Figure 18] FIG. 2 is an explanatory diagram showing a specific example of a main control unit. [Figure 19] This is a specific example of a fluctuation pattern A determination table. [Figure 20] An explanatory diagram showing a specific example of the presentation flow for special chart change presentation. [Figure 21] FIG. 10 is an explanatory diagram showing a specific example of a falling effect. [Figure 22] An explanatory diagram showing a specific example of temporary stagnation effect A. [Figure 23] An explanatory diagram showing a specific example of temporary stagnation effect B. [Figure 24] (A) is a time chart showing the movement pattern of the movable body on the board in the falling effect, (B) is a time chart showing the movement pattern of the movable body on the board in the temporary stagnation effect A, and (C) is a time chart showing the movement pattern of the movable body on the board in the temporary stagnation effect B. [Figure 25] FIG. 10 is an explanatory diagram showing a specific example of a performance control unit. [Figure 26] 10 is a specific example of a challenge effect selection table. [Figure 27] An explanatory diagram showing a specific example of a challenge effect in a special chart change effect. [Figure 28] FIG. 10 is an explanatory diagram showing a specific example of an image displayed in the challenge presentation. [Figure 29] FIG. 10 is an explanatory diagram showing a specific example of the effective operation time in the challenge performance. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, examples of embodiments of the present invention will be described in detail with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and duplicate descriptions of identical parts will be omitted as a general rule. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs may be omitted or abbreviated. Furthermore, if any flowchart is described below, the execution order of multiple processes in any multiple steps in that flowchart may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.

[0011] <Basic embodiment> A first embodiment of the gaming machine of the present invention will be described later, but first, a basic embodiment that forms the basis of the first embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1.

[0012] 1. Structure of the gaming machine First, the structure of the pachinko gaming machine PY1 will be described with reference to Fig. 1. Fig. 1 is a front view of the pachinko gaming machine PY1.

[0013] The pachinko gaming machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached so as to be freely opened and closed relative to the outer frame 22. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached so as to be freely opened and closed relative to the game board mounting frame 2A. The front frame 23m also comprises a transparent plate 23t, and the game board 1 can be viewed from the front (player's side) through the transparent plate 23t.

[0014] The front door 23 also has an upper tray 34 for storing game balls, and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the bottom of the front door 23, and stores game balls supplied to the handle 72k. The handle 72k is installed at the bottom right of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.

[0015] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined operating mode. The speakers 52 are installed in the upper left and upper right parts of the front door 23 and output, for example, background music (BGM) and sound effects. The frame lamps 53 are installed on the left and right parts of the front door 23 around the transparent plate 23t and are composed of, for example, multiple light-emitting diodes (LEDs). The frame movable body 58k is installed in the upper part of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 1. The movement of the frame movable body 58k may be other than up and down.

[0016] The front door 23 also includes a normal button 40 that can be operated by the player and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are configured, for example, as a button with a pressing surface, a lever with a grip, or the like. The normal button 40 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. The normal button 40 or the special button 41 may be configured to be able to operate in a predetermined operating pattern (e.g., rotation, protrusion, etc.), or may be configured as a cross key, touch panel, or the like.

[0017] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board attachment frame 2A will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 1.

[0018] The gaming board 1 has a gaming area 6 in which gaming balls launched by operating a handle 72k can flow down (fall). In the gaming area 6, gaming pins (not shown) that change the direction in which the gaming balls flow down are installed, and winning devices that allow gaming balls to win (enter or pass through) are also installed. The winning devices include a general winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15. Each winning device is equipped with a detection sensor that detects the entry or passage of a gaming ball.

[0019] The first start hole 11 is installed at the bottom of the game area 6 so that game balls can enter. When a game ball enters the first start hole 11, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, three) as prize balls onto the upper tray 34. When a game ball enters the first start hole 11, the pachinko game machine PY1 acquires the right to undergo a jackpot determination, which will be described later. The first start hole 11 is configured so that the ease with which game balls can enter remains constant.

[0020] The second start opening 12 is installed at the bottom of the game area 6, below the first start opening 11, so that game balls can enter. When a game ball enters the second start opening 12, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, one) as prize balls onto the upper tray 34. When a game ball enters the second start opening 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination, just as when a game ball enters the first start opening 11. Unlike the first start opening 11, the second start opening 12 is equipped with an open / close member 12k and an open / close solenoid (not shown) that can be opened and closed. The pachinko game machine PY1 opens and closes the opening and closing member 12k using an opening and closing solenoid, thereby setting the second starting hole 12 in either a closed state (closed state) in which the game ball does not enter or is difficult to enter, or an open state (open state) in which the game ball enters the second starting hole 12 more easily than in the closed state.

[0021] The gate 13 is installed on the right side of the gaming area 6 so that gaming balls can pass through. When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a winning determination, which will be described later. Note that even if a gaming ball passes through the gate 13, the pachinko gaming machine PY1 does not pay out prize balls to the upper tray 34.

[0022] The first large prize opening 14 is installed in the lower right of the gaming area 6 so that game balls can enter it. When a game ball enters the first large prize opening 14, the pachinko gaming machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The first large prize opening 14 is equipped with a first opening / closing door 14k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 opens and closes the first opening / closing door 14k using the opening / closing solenoid to set the first large prize opening 14 in either a closed state (closed state) in which game balls cannot enter it, or an open state (open state) in which game balls can enter it.

[0023] The second large prize opening 15 is installed in the lower right corner of the game area 6, below the first large prize opening 14, so that game balls can enter it. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The second large prize opening 15 is equipped with a second opening / closing door 15k that can be opened and closed, and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the second opening / closing door 15k using the opening / closing solenoid, thereby switching the second large prize opening 15 between a closed state (closed state) in which game balls cannot enter, and an open state (open state) in which game balls can enter.

[0024] The general winning openings 10 are installed at the lower left and lower right of the game area 6 so that game balls can enter them. When a game ball enters the general winning opening 10, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, five balls) to the upper tray 34 as prize balls.

[0025] In addition, an outlet 19 is provided at the bottom of the game area 6, and game balls that do not win in any of the general winning openings 10, the first starting opening 11, the second starting opening 12, the first large winning opening 14, and the second large winning opening 15 are discharged from the pachinko game machine PY1 through the outlet 19.

[0026] The gaming board 1 also includes an image display device 50 capable of displaying predetermined effects, a board lamp 54 capable of emitting light in a predetermined color, and an on-board movable body 55k capable of operating in a predetermined operating mode. The image display device 50 is installed in the center of the gaming board 1 and includes a display unit 50a configured, for example, by an LCD display, a dot display, a 7-segment display, or the like. The board lamp 54 is installed above the display unit 50a and is configured, for example, by a plurality of LEDs. The on-board movable body 55k is installed in front of and above the display unit 50a. The on-board movable body 55k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. The movement of the on-board movable body 55k may be other than up and down.

[0027] The gaming board 1 also has indicators 8 for notifying the player of the status of the pachinko gaming machine PY1. The indicators 8 are installed on the lower left of the gaming board 1 and are composed of, for example, multiple LEDs. The pachinko gaming machine PY1 notifies the player of the gaming status of the pachinko gaming machine PY1 (variable display and stop display of special symbols, variable display and stop display of regular symbols, number of reserved special symbols 1, number of reserved special symbols 2, number of reserved regular symbols, etc., as will be described later) by a combination of lighting, flashing, and extinguishing of the multiple LEDs.

[0028] 3. Basic gameplay Next, a basic game of the pachinko gaming machine PY1 will be described. The pachinko gaming machine PY1 is capable of executing a special game and a regular game using a game ball that is shot by operating the handle 72k.

[0029] 3-1. Special game When a gaming ball enters the first starting hole 11 or the second starting hole 12, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the special symbol depending on the result of the jackpot determination. The manner in which the special symbol is variable displayed (also called "variable display time") differs depending on the type of variation pattern, which will be described later.

[0030] The right to receive the jackpot determination is, for example, a random number, and the pachinko game machine PY1 performs the jackpot determination based on the acquired random number. The jackpot determination determines whether or not a jackpot game will be played. If a jackpot game is played, it is determined that the jackpot has been won, if a small jackpot game is played, it is determined that the small jackpot has been won, and if neither a jackpot game nor a small jackpot game is played, it is determined that the game has been lost.

[0031] When the pachinko gaming machine PY1 determines that a jackpot has been won by a gaming ball entering the first starting hole 11, it performs a variable display of the first special symbol. The variable display of the first special symbol is, for example, a display in which two LEDs in the upper left of the display device 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the first special symbol in a manner that indicates the result of the jackpot determination. The static display of the first special symbol can be in a manner that indicates a jackpot win (for example, two LEDs in the upper left are lit), a manner that indicates a small jackpot win (for example, only one LED in the upper left is lit), or a manner that indicates a loss (for example, only the other LED in the upper left is lit).

[0032] On the other hand, when the pachinko gaming machine PY1 determines that a jackpot has been won by the game ball entering the second starting hole 12, it performs a variable display of the second special symbol. The variable display of the second special symbol is, for example, a display in which two LEDs at the lower left of the display devices 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the second special symbol in a manner that indicates the result of the jackpot determination. The static display of the second special symbol can be in a manner that indicates a jackpot win (for example, two LEDs at the lower left are lit), a manner that indicates a small jackpot win (for example, only one LED at the lower left is lit), or a manner that indicates a loss (for example, only the other LED at the lower left is lit).

[0033] Furthermore, if a gaming ball enters the first starting hole 11 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination, which will be described later, and stores the acquired right to receive a jackpot determination as a special symbol 1 reserve. On the other hand, if a gaming ball enters the second starting hole 12 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination and stores the acquired right to receive a jackpot determination as a special symbol 2 reserve. The pachinko gaming machine PY1 can store up to a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbol is stopped and displayed, the pachinko gaming machine PY1 performs a jackpot determination for the special symbol 1 reserve and the special symbol 2 reserve. In addition, when special chart 1 reserve and special chart 2 reserve are stored at the same time, the jackpot determination for special chart 2 reserve may be made with priority, or the jackpot determination for special chart 1 reserve may be made with priority, or the jackpot determination may be made in the order in which they were stored.

[0034] The pre-reading judgment is a judgment made in advance before the jackpot judgment is made as to whether or not a jackpot game will be played (whether or not a jackpot will be won in the jackpot judgment), and if a jackpot game is played, it is judged as a pre-reading win, and if a jackpot game is not played, it is judged as a pre-reading non-win. Note that if multiple types of variation patterns can be determined, the pre-reading judgment may make a variation pattern pre-determination that determines in advance the variation pattern to be determined.

[0035] When the pachinko gaming machine PY1 stores a special chart 1 reserve or a special chart 2 reserve, it notifies the player of the number. The special chart 1 reserve number is notified, for example, by two LEDs in the upper middle part of the display 8 lighting up or flashing. When the special chart 1 reserve number is "1," only one LED lights up, when the special chart 1 reserve number is "2," only two LEDs light up, when the special chart 1 reserve number is "3," only one LED flashes, and when the special chart 1 reserve number is "4," only two LEDs flash. On the other hand, the special chart 2 reserve number is notified, for example, by two LEDs in the lower middle part of the display 8 lighting up or flashing. When the special chart 2 reserve number is "1," only one LED lights up, when the special chart 2 reserve number is "2," only two LEDs light up, when the special chart 2 reserve number is "3," only one LED flashes, and when the special chart 2 reserve number is "4," only two LEDs flash.

[0036] Furthermore, the pachinko gaming machine PY1 performs a jackpot game after stopping and displaying the first or second special symbol in a manner indicating a jackpot win. The jackpot game, which will be described in detail later, is a game in which a round game in which the first major prize opening 14 or the second major prize opening 15 is opened is played multiple times (for example, 10 times). The jackpot game is advantageous to the player because the opening of the first major prize opening 14 or the second major prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball). The jackpot game ends when all of the multiple round games have been played.

[0037] On the other hand, the pachinko gaming machine PY1 plays a small prize game after stopping and displaying the first or second special symbol in a manner indicating a small prize win. The small prize game, which will be described in detail later, is a game in which the first large prize opening 14 or the second large prize opening 15 is opened for a predetermined time (for example, 5 seconds). The small prize game is advantageous to the player because the opening of the first large prize opening 14 or the second large prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball).

[0038] 3-2. Regular Play When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a hit determination and performs a hit determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the normal map according to the result of the hit determination.

[0039] The win determination is to determine whether or not to play the auxiliary game. If the auxiliary game is played, it is determined that the player has won, and if the auxiliary game is not played, it is determined that the player has lost.

[0040] When the pachinko gaming machine PY1 determines that a win has occurred due to the game ball entering the gate 13, it displays a variable normal map. The variable normal map display is a display in which multiple LEDs in the upper right corner of the display 8 flash. When a predetermined time has passed since the start of the variable normal map display, the pachinko gaming machine PY1 displays a stopped normal map in a manner that indicates the result of the win determination. There are two modes of the stopped normal map display: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).

[0041] Furthermore, when a gaming ball enters the gate 13 while the normal map is being displayed in a variable manner, the pachinko gaming machine PY1 stores the acquired right to receive a winning judgment as a normal map reserve. The pachinko gaming machine PY1 can store up to a predetermined number of normal map reserves (for example, 2). After the normal map is displayed in a stopped state, the pachinko gaming machine PY1 performs a winning judgment on the normal map reserve.

[0042] When the pachinko game machine PY1 stores the number of reserved normal figures, it notifies the player of the number. The reserved normal figure number is notified by lighting up multiple LEDs in the lower right corner of the display 8. For example, when the reserved normal figure number is "1", only one LED is lit, and when the reserved normal figure number is "2", only two LEDs are lit.

[0043] The pachinko gaming machine PY1 stops and displays the normal image in a manner indicating a win, and then performs an auxiliary game. The auxiliary game, the details of which will be described later, is a game in which the second start opening 12 is opened for a predetermined time (for example, 3.5 seconds). The auxiliary game is advantageous to the player because the opening of the second start opening 12 provides an opportunity for a game ball to enter the second start opening 12 (an opportunity for a prize ball, an opportunity to acquire the right to be judged for a jackpot).

[0044] 4. Game status Next, the gaming states of the pachinko gaming machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the gaming states that the pachinko gaming machine PY1 can take. As shown in Figure 3(A), the pachinko gaming machine PY1 can take one or more of four gaming states, including a "low probability low base gaming state" (also called a "normal gaming state"), a "low probability high base gaming state" (also called a "time-shortened gaming state"), a "high probability low base gaming state" (also called a "potential probability gaming state"), and a "high probability high base gaming state" (also called a "probability variable gaming state").

[0045] The "low probability, low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can reset the game state to the initial state by operating an initialization switch (also called a "RAM clear switch") (not shown) provided on the back of the front door 23.

[0046] The "low probability high base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined time-saving termination condition is met. The predetermined time-saving termination condition includes the occurrence of a jackpot game and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (for example, 200 times).

[0047] The "low probability high base game state" can also be achieved when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific miss when all jackpot determinations are misses for a predetermined specific number of times (e.g., 900 times), and a specific percentage (e.g., 1 / 200) of misses during jackpot determinations. The pachinko game machine PY1 switches to the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss has ended (after the special symbol has stopped display). In this case, the "low probability high base game state" also continues until a specified time-saving termination condition is met, just as when the "low probability high base game state" is entered after a jackpot game state.

[0048] The "high probability low base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined potential end condition is met. The predetermined potential end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 200 times). Note that the "high probability low base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.

[0049] The "high probability high base game state" is a game state that can be achieved after a jackpot game state, and continues until a predetermined probability end condition is met. The predetermined probability end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 100 times). Note that the "high probability high base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.

[0050] The "low probability low base game state" and the "low probability high base game state" belong to normal probability states in which the probability of winning a jackpot in the jackpot determination is normal (e.g., 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to high probability states in which the probability of winning a jackpot in the jackpot determination is higher than the normal probability (e.g., 1 / 30). Therefore, it can be said that the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player in terms of the probability of winning a jackpot than the "low probability low base game state" and the "low probability high base game state."

[0051] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states in which the game ball does not or is difficult to win in the second starting hole 12 (for example, a state in which a hit determination does not or is difficult to result in a win, or a state in which the opening time of the second starting hole 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states in which the game ball is easy to win in the second starting hole 12 (for example, a state in which a hit determination is easy to result in a win, or a state in which the opening time of the second starting hole 12 is relatively long). Therefore, with regard to the second starting hole 12 (with regard to the ease of a game ball winning in the second starting hole 12), the "low probability high base game state" and the "high probability high base game state" can be said to be game states that are more advantageous to the player than the "low probability low base game state" and the "high probability low base game state."

[0052] In addition, since the non-time-saving state is a state in which the game ball does not or is difficult to win at the second starting port 12, the ``low probability low base game state'' and the ``high probability low base game state'' can be said to be game states in which the game ball is more likely to win at the first starting port 11 than at the second starting port 12, while the time-saving state is a state in which the game ball is more likely to win at the second starting port 12, the ``low probability high base game state'' and the ``high probability high base game state'' can be said to be game states in which the game ball is more likely to win at the second starting port 12 than at the first starting port 11.

[0053] Furthermore, the pachinko gaming machine PY1 can change the jackpot probability in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a dip switch that can be switched to three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is referred to as "Setting 1," when the setting change switch is in the middle position, it is referred to as "Setting 2," and when the setting change switch is in the lower position, it is referred to as "Setting 3." In "Setting 1," the jackpot probability in the normal probability state is a first probability (e.g., 1 / 300), and the jackpot probability in the high probability state is a second probability (e.g., 1 / 30). In "Setting 2," the jackpot probability in the normal probability state is a third probability (e.g., 1 / 280) that is higher than the first probability, and the jackpot probability in the high probability state is a fourth probability (e.g., 1 / 28) that is higher than the second probability. In addition, "Setting 3" is a fifth probability (e.g., 1 / 260) in which the probability of winning a jackpot in the normal probability state is higher than the third probability, and a sixth probability (e.g., 1 / 26) in which the probability of winning a jackpot in the high probability state is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate within a range in which the probability increases in the order of "Setting 1" < "Setting 2" < "Setting 3".

[0054] 5. Jackpot games Next, the jackpot game played by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko gaming machine PY1 can play one or more of four types of jackpot games: "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα."

[0055] The "jackpot game Wα" is a jackpot game that then enters a "high probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Wα", any number of rounds of play between 2 and 10 are played depending on α.

[0056] The "jackpot game Xα" is a jackpot game that then enters a "low probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Xα", any number of rounds of play between 2 and 10 are played depending on α.

[0057] The "jackpot game Yα" is a jackpot game that then enters a "high probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Yα", any number of rounds of play between 2 and 10 are played depending on α.

[0058] The "jackpot game Zα" is a jackpot game that then enters a "low probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Zα", any number of rounds of play between 2 and 10 are played depending on α.

[0059] In "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα," only the first major prize opening 14 may be opened for all round games, or only the second major prize opening 15 may be opened for all round games, or the first major prize opening 14 may be opened for some round games and the second major prize opening 15 may be opened for the remaining round games. Both round games in which the first major prize opening 14 is opened and round games in which the second major prize opening 15 is opened provide an opportunity for winning game balls (opportunity for winning prize balls), making them advantageous games for players.

[0060] "Jackpot game Wα" and "jackpot game Yα" belong to so-called variable probability jackpot games in which the gaming state is a high probability state, while "jackpot game Xα" and "jackpot game Zα" belong to so-called normal jackpot games in which the gaming state is a normal probability state. Therefore, "jackpot game Wα" and "jackpot game Yα" can be said to be jackpot games that are more advantageous to the player than "jackpot game Xα" and "jackpot game Zα" in terms of the probability of winning a subsequent jackpot, and a jackpot gaming state in which either "jackpot game Wα" or "jackpot game Yα" is played can be said to be a gaming state that is more advantageous to the player than a jackpot gaming state in which either "jackpot game Xα" or "jackpot game Zα" is played.

[0061] Furthermore, "jackpot game Wα" and "jackpot game Xα" belong to the so-called jackpot game with electric support in which the game state is in a time-shortened state, while "jackpot game Yα" and "jackpot game Zα" belong to the so-called jackpot game without electric support in which the game state is not in a time-shortened state. Therefore, "jackpot game Wα" and "jackpot game Xα" can be said to be jackpot games that are more advantageous to the player than "jackpot game Yα" and "jackpot game Zα" in terms of the subsequent second starting hole 12 (in terms of the ease with which the game ball will enter the subsequent second starting hole 12), and a jackpot game state in which either "jackpot game Wα" or "jackpot game Xα" is played can be said to be a game state that is more advantageous to the player than a jackpot game state in which either "jackpot game Yα" or "jackpot game Zα" is played.

[0062] Here, the flow of the jackpot game will be explained. Figure 4(A) is a time chart showing the flow of the jackpot game. Here, a jackpot game in which only the first big winning hole 14 is opened will be illustrated.

[0063] As shown in FIG. 4(A), when the jackpot game starts after the special symbol is stopped and displayed, a jackpot opening (also referred to as a "jackpot OP") is set first. The jackpot OP continues until a predetermined time (e.g., 10 seconds) has elapsed, and when the jackpot OP ends, the first round of round play begins. The round play continues until a predetermined time (e.g., 30 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) enter the first large prize slot 14. When the first round of round play ends, an inter-round interval (also referred to as a "round IT") is set. The round IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the round IT ends, the second round of round play begins. Then, when the final round of play (e.g., the 10th round of round play) ends, a jackpot ending (also referred to as a "jackpot ED") is set. The jackpot ED continues until a predetermined time (for example, 10 seconds) has elapsed, and one jackpot game ends when the jackpot ED ends. Note that it is also possible to set either or both of the jackpot OP and the jackpot ED.

[0064] 6. Small Win Game Next, the small win game performed by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko gaming machine PY1 is capable of performing a small win game as a game different from a big win game. Unlike a big win game, a small win game is a game in which the game state does not change after the small win game. For example, if a small win game is performed in a "low probability low base game state," the "low probability low base game state" continues even after the small win game. In a small win game, the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15.

[0065] FIG. 4(B) is a time chart showing the flow of a small prize game. Here, a small prize game in which only the first large prize opening 14 is opened is illustrated. As shown in FIG. 4(B), when a small prize game starts after the special symbol is stopped and displayed, a pre-opening interval (also referred to as "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize opening 14 opens. The first large prize opening 14 remains open until a predetermined time (e.g., 5 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) have entered the first large prize opening 14. When the first large prize opening 14 has finished opening, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and one small prize game ends when the post-opening IT ends. In addition, either one or both of the pre-opening IT and the post-opening IT may be set to not be set. Also, in consideration of the playability of the pachinko gaming machine PY1, it may be set to not perform a small win game.

[0066] 7. Supplementary Games Next, the auxiliary game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko gaming machine PY1 is capable of performing an auxiliary game, which is a game different from the jackpot game and the small jackpot game. Unlike the jackpot game and the small jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is performed in the non-time-shortened state, the second start opening 12 is opened for a first opening time (e.g., 0.1 seconds), whereas when the auxiliary game is performed in the time-shortened state, the second start opening 12 is opened for a second opening time (e.g., 3.5 seconds) longer than the first opening time.

[0067] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the normal game display stops, the second start hole 12 opens. The second start hole 12 remains open until a predetermined time (the first opening time if the game is not in the time-saving mode, or the second opening time if the game is in the time-saving mode) has elapsed, or until a predetermined number of game balls (for example, four balls) have entered the second start hole 12. When the second start hole 12 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, two seconds) has elapsed, and one round of auxiliary game ends with the end of the post-opening IT.

[0068] 8. Direction Next, the effects performed by the pachinko gaming machine PY1 will be explained using Figures 5 to 12. The pachinko gaming machine PY1 can set different effect modes depending on the gaming status. In each effect mode, the pachinko gaming machine PY1 can perform the effects shown below using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, etc.) provided in the pachinko gaming machine PY1.

[0069] 8-1.Performance mode First, the presentation mode will be explained using Figure 5. The presentation mode is a classification of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY1 can set the following presentation modes: customer waiting presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.

[0070] The customer waiting mode is a mode that may be set when a special symbol is displayed in a static state (when the variable display of the special symbol is not being performed) in the "low-probability low-base game state," "low-probability high-base game state," "high-probability low-base game state," and "high-probability high-base game state." The customer waiting mode indicates to the player that the variable display of the special symbol is in a waiting state. The pachinko gaming machine PY1 can perform a customer waiting effect while the customer waiting mode is set. The customer waiting effect is an effect in which a customer waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a, as shown in FIG. 5(A-1). Furthermore, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, the pachinko gaming machine PY1 may display a setting screen G101 on the display unit 50a, as shown in FIG. 5(A-2), for setting the effects of the pachinko gaming machine PY1. The pachinko gaming machine PY1 allows settings related to the effects of the pachinko gaming machine PY1 to be made while the setting screen G101 is displayed. The settings related to the effects include a volume setting for the sound output from the speaker 52, a brightness setting (also called a "light amount setting") for the display unit 50a, and a frequency setting for the effects to be executed (also called a "effect setting").

[0071] The normal presentation mode is a presentation mode that may be set over one or more variable display of special symbols in a "low-probability, low-base game state" or a "high-probability, low-base game state." The normal presentation mode indicates to the player that the game is not in a time-saving state. In the normal presentation mode, the pachinko gaming machine PY1 displays, for example, a normal background image G102, depicting a mountain landscape, on the display unit 50a, as shown in FIG. 5(B-1). The background displayed in the normal presentation mode is not limited to the normal background image G102; multiple types of backgrounds may be displayed in order or randomly.

[0072] The probability variation mode is a mode that may be set over one or more variable display of special symbols in a "high probability, high base game state." In the probability variation mode, the player is informed that they are in a high probability state and a time-saving state. In the probability variation mode, the pachinko gaming machine PY1 displays, for example, a probability variation background image G103 with a background depicting space on the display unit 50a, as shown in FIG. 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103; multiple types of backgrounds may be displayed in order or randomly.

[0073] The time-saving mode is a mode that may be set over one or more variable display of special symbols in a "low-probability, high-base game state." In the time-saving mode, the player is informed that the game is in a normal probability state and a time-saving state. In the time-saving mode, the pachinko gaming machine PY1 displays a time-saving background image G104, for example, a sky background, on the display unit 50a, as shown in FIG. 5(B-3). Note that the background displayed in the time-saving mode is not limited to the time-saving background image G104; multiple types of backgrounds may be displayed in order or randomly.

[0074] The jackpot presentation mode is a presentation mode that is set in the jackpot game state. In the jackpot presentation mode, the player is informed that a jackpot game is being played. In the jackpot presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an opening image G107 that suggests the start of the jackpot game, a right-hit image G108 that encourages a "right hit," and the like, as shown in FIG. 5 (C-1), at the start of the jackpot game. The display of these images is referred to as an "opening presentation."

[0075] In addition, in the big win presentation mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during a round game, as shown in Fig. 5 (C-2), and if a high probability state is reached thereafter, displays a promotion image G110 indicating that a high probability state will be reached on the display unit 50a. The display of these images is referred to as a "round presentation."

[0076] In addition, in the big win presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an ending image G111 that suggests the presentation mode that will be set after the big win presentation mode, a total prize ball number image G112 that suggests the total number of prize balls that have been paid out, and the like, as shown in Fig. 5 (C-3). The display of these images is referred to as "ending presentation."

[0077] In the basic embodiment, five types of presentation modes are set: customer waiting presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode, but the types of presentation modes may be changed or added as appropriate.

[0078] 8-2. Special chart change performance Next, the special chart variable effect (also called "variable effect") will be explained using Figures 6 to 8. The special chart variable effect is an effect that suggests the result of the jackpot determination. When the variable display of the special chart begins, the pachinko gaming machine PY1 executes a special chart variable effect using a performance pattern in parallel with the variable display of the special chart. As shown in Figure 6(A), the performance pattern is composed of a left performance pattern EZ1, a center performance pattern EZ2, and a right performance pattern EZ3.

[0079] In the special symbol variation effect, the pachinko gaming machine PY1 displays the effect symbols EZ1, EZ2, and EZ3 variably on the background (normal background image G102, probability variable background image G103, time-saving background image G104). Note that the "↓" in the figure indicates that the effect symbols are currently being displayed variably. The effect symbols EZ1, EZ2, and EZ3 are, for example, each composed of number symbols from "1" to "9." In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 change as the variable display of the special symbol begins, and the effect symbols EZ1, EZ2, and EZ3 stop as the special symbol stops. The result of the jackpot determination is indicated by the manner in which the effect symbols EZ1, EZ2, and EZ3 are displayed.

[0080] 8-2-1.Normal fluctuations The pachinko game machine PY1 can perform a normal variation first in the special chart variation effect. The normal variation is an effect in which the effect patterns EZ1, EZ2, and EZ3 are displayed in a variable manner, and functions as an effect that indicates that the variable display of the special chart has begun.

[0081] In the normal variation, the pachinko gaming machine PY1 starts displaying the varying effect symbols EZ1, EZ2, and EZ3 as shown in FIG. 6(B). When the pachinko gaming machine PY1 determines a miss without generating a reach after the normal variation, it stops the left effect symbol EZ1 and the right effect symbol EZ3 in different patterns as shown in FIG. 6(C-1), and then stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a miss (a so-called "variable pattern") as shown in FIG. 6(D). A pattern suggesting a miss is a pattern in which the left and right effect symbols are not identical, such as "1·1·2" or "2·4·6." On the other hand, when the pachinko gaming machine PY1 generates a reach after the normal variation, it stops and displays the left effect symbol EZ1 and the right effect symbol EZ3 in the same pattern (a so-called "reach pattern") as shown in FIG. 6(C-2), thereby achieving a reach. The stopping order of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.

[0082] 8-2-2.N Reach The pachinko gaming machine PY1 can perform N-reach after a reach is established. N-reach is a reach effect in which the speed of change of the middle effect symbol EZ2 gradually slows down, and functions as an effect suggesting the possibility of a jackpot game.

[0083] In the N-reach state, the pachinko gaming machine PY1 gradually slows down the speed of the middle effect symbol EZ2 as shown in FIG. 7(A). When the pachinko gaming machine PY1 determines a miss in the N-reach state, it stops the middle effect symbol EZ2 and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a miss (a so-called miss-at-reach pattern) as shown in FIG. 7(B). A manner suggesting a miss-at-reach is when the effect symbols on the left and right are the same but the center symbol is different from the effect symbols on the left and right, such as "7·6·7" or "5·3·5." On the other hand, when the pachinko gaming machine PY1 develops an SP-reach state after an N-reach state, it does not stop the middle effect symbol EZ2. The content of the N-reach effect can be changed as appropriate.

[0084] 8-2-3. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a reach effect that displays, for example, a scene in which a main character and an enemy character are battling, and functions as an effect that suggests that a jackpot game is likely to occur.

[0085] In the SP reach, the pachinko gaming machine PY1 displays an SP title image G1 indicating the start of the SP reach on the display unit 50a, as shown in FIG. 8(A). The SP title image G1 is a text image, for example, "Defeat enemy A!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing a main character and an enemy character image G201 representing an enemy character on the display unit 50a, as shown in FIG. 8(B), and displays a video of the main character battling the enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the SP reach results in a jackpot, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 8(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a jackpot (so-called doublets). Furthermore, when the pachinko gaming machine PY1 loses in the SP reach, as shown in FIG. 8(C-2), it displays the enemy character rejoicing at winning the battle, suggesting a loss, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a reach loss. On the other hand, when the pachinko gaming machine PY1 develops the SP reach into an SPSP reach after this SP reach, it does not stop the middle effect symbol EZ2. It should be noted that the effect content of the SP reach can be changed as appropriate.

[0086] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after an SP reach. The SPSP reach is a reach effect that displays, for example, a scene of a main character battling a formidable enemy character, and functions as an effect that suggests a high possibility of a jackpot game.

[0087] In the SPSP reach, the pachinko gaming machine PY1 displays an SPSP title image G2 indicating the start of the SPSP reach on the display unit 50a, as shown in FIG. 9(A). The SPSP title image G2 is, for example, a text image of "Defeat Enemy B!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing a main character and a strong enemy character image G202 representing a strong enemy character on the display unit 50a, as shown in FIG. 9(B), and displays a video of the main character battling the strong enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the pachinko gaming machine PY1 has achieved a jackpot in the SPSP reach, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 9(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a jackpot (so-called doublets). On the other hand, when the pachinko game machine PY1 determines that the SPSP reach is a loss, as shown in Fig. 9 (C-2), it displays the strong enemy character rejoicing at having won the battle, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner that suggests a reach loss. Note that the effect content of the SPSP reach can be changed as appropriate.

[0088] Here, we will explain the possibility that the effect symbols EZ1, EZ2, and EZ3 will stop in a manner indicating a jackpot (also called "jackpot expectation probability"). The jackpot expectation probability is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of N reach is set to 10% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, and the execution probability of SP reach is set to 4% when the result of the jackpot determination is a miss, but set to 100% when the result of the jackpot determination is a win, the jackpot expectation probability for SP reach can be made higher than the jackpot expectation probability for N reach.

[0089] Also, for example, if the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, then by setting the execution probability of an SPSP reach to 2% when the result of the jackpot determination is a miss and to 100% when the result of the jackpot determination is a win, the jackpot expectation for an SPSP reach can be made higher than the jackpot expectation for an SP reach.In this way, by setting the execution probability for executable effects in accordance with the result of the jackpot determination in advance, the jackpot expectation for that effect can be determined.

[0090] 8-3. Hold icon and related icon The pachinko gaming machine PY1 can display a reserve icon HA on the display unit 50a while storing special chart 1 reserve or special chart 2 reserve. The reserve icon HA is, for example, an icon image of "◯". Furthermore, the pachinko gaming machine PY1 can display the icon TA on the display unit 50a while variable display of the special chart is being performed. The icon TA is, for example, the same icon image of "◯" as the reserve icon HA.

[0091] A reserve icon display area 50d is provided at the bottom of the display unit 50a. As shown in FIG. 10(A), the reserve icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko gaming machine PY1 displays a reserve icon HA in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special symbols 1 or 2. For example, when the number of reserved special symbols 1 is "1," the reserve icon HA is displayed in the first display area 50d1. When the number of reserved special symbols 1 is "2," the reserve icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The reserve icon display area 50d may display both the number of reserved special symbols 1 and 2, or it may display only one of the number of reserved special symbols 1 and 2. In addition, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.

[0092] Furthermore, the icon display area 50e is provided at the bottom of the display unit 50a near the reserved icon display area 50d. As shown in FIG. 10(A), the icon display area 50e is configured as a single display area. When the pachinko gaming machine PY1 starts variable display of the special symbol, it displays the icon TA, which may be the same as or different from the reserved icon HA, in the icon display area 50e. Note that, in consideration of the playability of the pachinko gaming machine PY1, the icon TA may not be displayed.

[0093] 8-3-1.Holding effect The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect is, for example, an effect in which a hold icon HA is displayed in the hold icon display area 50d, and functions as an effect for informing the player of the number of special chart 1 holds or special chart 2 holds.

[0094] When the pachinko gaming machine PY1 is not performing variable display of the special chart and the number of reserved special charts 1 is "0", if a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 displays the icon TA in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two gaming balls enter the first starting hole 11 during variable display of the special chart, the pachinko gaming machine PY1 displays the reserved icon HA in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Fig. 10(C), and notifies the player that the number of reserved special charts 1 is "2". Furthermore, when the pachinko game machine PY1 starts variable display of a new special chart while displaying a reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, as shown in FIG. 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, thereby informing the player that the reserve number of special chart 1 is "1".

[0095] 8-4. Preview performance The pachinko game machine PY1 can perform a notice effect at any timing during the special chart variation effect. The notice effect is an effect that uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, normal button 40, special button 41, etc., and functions as an effect that suggests the possibility of a jackpot game.

[0096] 8-4-1.Movable object production The pachinko gaming machine PY1 can perform a movable body effect using the on-board movable body 55k or the frame movable body 58k as a preview effect. The movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.

[0097] The pachinko gaming machine PY1 performs a movable body effect at any timing in the special chart variation effect (for example, when the N reach develops into the SP reach). Here, a movable body effect using the on-board movable body 55k is exemplified. The movable body effect is an effect in which the on-board movable body 55k moves on the display unit 50a, as shown in FIG. 11(A). In the movable body effect, the pachinko gaming machine PY1 displays an effect image G4 in the space on the display unit 50a that does not overlap with the on-board movable body 55k. After the movable body effect, the on-board movable body 55k returns to the normal standby state (initial position), as shown in FIG. 11(B), and the effect develops. FIG. 11(B) shows a case in which the effect develops into the SPSP reach. The movement of the on-board movable body 55k in the movable body effect can be changed as appropriate.

[0098] 8-4-2. Operation direction The pachinko gaming machine PY1 can perform, as a preview effect, an operation effect using the normal button 40 or the special button 41. The operation effect is, for example, an effect in which the player operates the normal button 40 or the special button 41.

[0099] The pachinko gaming machine PY1 performs an operation presentation at any timing in the special chart variation presentation (for example, during SP reach). Here, an operation presentation using the normal button 40 is illustrated. In the operation presentation, the pachinko gaming machine PY1 generates a period during which pressing the normal button 40 is valid (referred to as a "button operation valid period"), and with the occurrence of this button operation valid period, performs a presentation (referred to as a "button operation promotion presentation") that prompts the operation of the normal button 40, as shown in FIG. 12(A). In the button operation promotion presentation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 is composed of a normal button image G31 that imitates the normal button 40, a press operation image G32 (here, a text image of "press") that indicates the operation mode of the normal button 40 (i.e., the press operation), and a remaining valid operation period image G33 that indicates the remaining time of the button operation valid period. In response to the normal button 40 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being pressed during the button operation valid period, the pachinko gaming machine PY1 ends the button operation prompt effect and performs an operation result effect, as shown in Fig. 12(B). Fig. 12(B) shows a case where a movable body effect in which the on-board movable body 55k moves is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.

[0100] 8-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect based on a pre-reading judgment as a notice effect. The pre-reading effect is, for example, an effect in which the reserved icon HA changes, and functions as an effect to indicate the result of the jackpot judgment in advance.

[0101] The pachinko gaming machine PY1 performs a look-ahead effect in response to storing a special chart 1 reserve or a special chart 2 reserve. Here, an example of a look-ahead effect for the special chart 1 reserve is shown. When a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 stores the special chart 1 reserve, and based on the result of the look-ahead determination for the special chart 1 reserve, displays a "☆" icon image as the reserve icon HA in the reserve icon display area 50d, as shown in FIG. 10(C), instead of the usual "◯" icon image. Note that the look-ahead effect content can be changed as appropriate.

[0102] 9. Internal Configuration Next, the internal configuration of the pachinko gaming machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of the parts related to the control of the pachinko gaming machine PY1. As shown in Fig. 13, the pachinko gaming machine PY1 comprises a main control unit 100 that controls the game, and a performance control unit 120 that executes performances. The main control unit 100 and the performance control unit 120 are electrically connected, and the performance control unit 120 executes performances mainly in accordance with instructions from the main control unit 100.

[0103] 9-1.Main control unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 includes, for example, a CPU (Central Processing Unit) and mainly controls various games (special game, regular game, game status, prize ball payout, etc.). The game control microcomputer 101 also includes a game input unit 101a, a game output unit 101b, and a game memory unit 101c. The game input unit 101a inputs game ball winning information from the winning devices (first start gate 11, second start gate 12, gate 13, first large prize gate 14, second large prize gate 15, regular prize gate 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands generated in response to game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game memory unit 101c is composed of, for example, a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores a table for selecting game content, game data generated in response to game control (special chart 1 reserve, special chart 2 reserve, normal chart reserve, etc.), etc.

[0104] The various games are controlled mainly based on winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls the various games using tables and game data stored in the game memory unit 101c.

[0105] 9-2.Table The game control microcomputer 101 can make various selections when controlling a game. When making a selection, a table stored in the game action memory unit 101c is referenced. The game action memory unit 101c stores the following tables.

[0106] 9-2-1. Fluctuation pattern determination table The game memory unit 101c stores a variation pattern determination table 103a1 shown in Fig. 14. The variation pattern determination table 103a1 is a table that is referenced when selecting the type of variation pattern. When performing variable display of the first special symbol or the second special symbol based on the result of the jackpot determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 to select the type of variation pattern.

[0107] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game status, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of reserved special symbols, etc. The reach determination determines whether or not the aforementioned reach effect (N reach, SP reach, SPSP reach) is to be performed during the variable display of the special symbol. If the reach effect is to be performed, it is determined that there is a reach, and if there is not, it is determined that there is no reach. The game control microcomputer 101 can select one of seven variation patterns: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs variable display of the first or second special symbol in a variable display mode (variable display time) according to the selected variation pattern. The type of variation pattern can be changed as appropriate.

[0108] Here, the role of each variation pattern will be explained. As mentioned above, during the variable display of the special chart, the special chart variation performance is performed. In the special chart variation performance, a performance flow consisting of one or more performances is executed, and each variation pattern is associated with the variable display time of the special chart and the performance flow executed in the special chart variation performance. For example, as shown in Figure 14, "THP001" and "THP011" have a variable display time of 120,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" have a variable display time of 100,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" has a variable display time of 20,000 ms and is associated with a presentation flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" have a variable display time of 13,000 ms or 2,000 ms and are associated with a presentation flow consisting of only "normal variation". In this way, the time of the special chart variation presentation and the presentation executed in the special chart variation presentation are varied depending on the type of variation pattern selected by the game control microcomputer 101.

[0109] "THP001" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SPSP reach," so "THP001" is referred to as an "SPSP jackpot fluctuation." Also, "THP002" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SP reach," so "THP002" is referred to as an "SP jackpot fluctuation." Also, "THP011" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SPSP reach," so "THP011" is referred to as an "SPSP miss fluctuation." Also, "THP012" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SP reach," so "THP012" is referred to as an "SP miss fluctuation." Furthermore, "THP013" is selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "N reach," so "THP013" is referred to as an "N miss variation." Furthermore, "THP021" and "THP022" are selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "normal variation," so "THP021" and "THP022" are referred to as "normal miss variation." The selection ratio of the variation pattern can be set appropriately, taking into consideration the playability of the pachinko gaming machine PY1.

[0110] 9-2-2. Look-ahead decision table The game memory unit 101c stores a look-ahead determination table 103b1 shown in FIG. 15. The look-ahead determination table 103b1 is a table that is referenced when selecting the type of look-ahead pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the look-ahead determination table 103b1 and selects the type of look-ahead pattern. The diagram shown in FIG. 15 is the look-ahead determination table 103b1.

[0111] As shown in Figure 15, the game control microcomputer 101 selects the type of look-ahead pattern based on the game status, the type of starting hole, the result of look-ahead determination, etc. The game control microcomputer 101 can select one of three look-ahead patterns, "SHP001" to "SHP003," as the look-ahead pattern. The type of look-ahead pattern can be changed as appropriate.

[0112] "SHP001" is selected when the result of the pre-reading judgment is a pre-reading win, so "SHP001" is called a "jackpot pre-reading pattern." Also, "SHP002" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called a "reach miss pre-reading pattern." Also, "SHP003" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called a "normal miss pre-reading pattern."

[0113] 9-2-3.Pattern Judgment Table The game memory unit 101c stores a symbol determination table 103c1 shown in Fig. 16. The symbol determination table 103c1 is a table that is referenced when selecting the type of symbols to be stopped for the first special symbol and the second special symbol. When a jackpot determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the type of symbols to be stopped for the first special symbol and the second special symbol. The diagram shown in Fig. 16 is the symbol determination table 103c1.

[0114] As shown in Figure 16, the game control microcomputer 101 selects the type of stopping symbol for the first special symbol and the second special symbol based on the type of starting slot, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stopping symbols: "jackpot Wα symbol," "jackpot Xα symbol," "jackpot Yα symbol," "jackpot Zα symbol," "small jackpot symbol," "miss A symbol," and "miss B symbol." The game control microcomputer 101 displays the first or second special symbol in a manner corresponding to the selected stopping symbol. The type of stopping symbol can be changed as appropriate.

[0115] Here, we will explain the role of each stopping symbol. As mentioned above, after the special symbol stops and is displayed, there are times when a jackpot game is played, when a small jackpot game is played, when a time-saving state is entered, and when nothing is played and a loss occurs. There are four types of jackpot games ("jackpot game Wα," "jackpot game Xα," "jackpot game Yα," "jackpot game Zα"), one type of small jackpot game, and two types of losses (the aforementioned specific loss and simple loss), and each stopping symbol is associated with a type of jackpot game, a type of small jackpot game, and a type of loss. 16, for example, a "jackpot Wα symbol" corresponds to a "jackpot game Wα," a "jackpot Xα symbol" corresponds to a "jackpot game Xα," a "jackpot Yα symbol" corresponds to a "jackpot game Yα," a "jackpot Zα symbol" corresponds to a "jackpot game Zα," a "small win symbol" corresponds to a small win game, a "miss A symbol" corresponds to a simple miss in which nothing is done, and a "miss B symbol" corresponds to a time-shortened state. In this way, the type of jackpot game, the type of small win game, and the type of miss (whether or not the time-shortened state is entered) to be executed are varied depending on the type of stopped symbol selected by the game control microcomputer 101.

[0116] The "jackpot Wα symbol" and "jackpot Yα symbol" are selected when a jackpot game that results in a high probability state is played afterwards, and therefore the "jackpot Wα symbol" and "jackpot Yα symbol" are sometimes referred to as "probability variable symbols." The "jackpot Xα symbol" and "jackpot Zα symbol" are selected when a jackpot game that results in a normal probability state is played afterwards, and therefore the "jackpot Xα symbol" and "jackpot Zα symbol" are sometimes referred to as "normal symbols." The "miss A symbol" is selected when a simple miss occurs without any further action, and therefore the "miss A symbol" is sometimes referred to as "normal miss symbol." The "miss B symbol" is selected when a specific miss occurs afterwards, and therefore the "miss B symbol" is sometimes referred to as "miss time-saving symbol." The selection ratio of the stop symbols can be appropriately set in consideration of the gameplay characteristics of the pachinko gaming machine PY1.

[0117] 9-3. Commands The game control microcomputer 101 can output the performance commands generated in response to the control of the game to the performance control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.

[0118] 9-3-1. Winning Command The winning commands are generated in connection with the game ball's entry into various winning devices (first start opening 11, second start opening 12, gate 13, first large prize opening 14, second large prize opening 15, general prize opening 10, etc.). The winning commands include a first start opening command generated when the game ball enters first start opening 11, a second start opening command generated when the game ball enters second start opening 12, a gate command generated when the game ball passes through gate 13, a first large prize opening command generated when the game ball enters first large prize opening 14, a first large prize opening command generated when the game ball enters second large prize opening 15, a general prize opening command generated when the game ball enters general prize opening 10, etc.

[0119] 9-3-2. Special command The special symbol command is generated in relation to the operation of the first special symbol and the second special symbol. The special symbol command includes a special symbol change pattern command generated by determining the change pattern of the special symbol, a special symbol stop symbol command generated by determining the stop symbol of the special symbol, a special symbol start command generated by starting the variable display of the special symbol, and a special symbol confirmation command generated by the stop display of the special symbol.

[0120] 9-3-3. General Map Commands The general map commands are generated in relation to the general map's operation. General map commands include the general map start command, which is generated by starting the general map's variable display, and the general map confirmation command, which is generated by stopping the general map's display.

[0121] 9-3-4. Pending Commands Reserve commands are generated in relation to the increase or decrease in the number of reserved special chart 1 reserves, special chart 2 reserves, and regular chart reserves. Reserve commands include a special chart 1 reserve increase command generated by an increase in the number of reserved special chart 1, a special chart 1 reserve decrease command generated by a decrease in the number of reserved special chart 1, a special chart 2 reserve increase command generated by an increase in the number of reserved special chart 2, a special chart 2 reserve decrease command generated by a decrease in the number of reserved special chart 2, a regular chart reserve increase command generated by an increase in the number of reserved regular charts, and a regular chart reserve decrease command generated by a decrease in the number of reserved regular charts.

[0122] 9-3-5. Jackpot game command The jackpot game command is generated in association with the action of the jackpot game. The jackpot game command includes an OP command generated by the start of an OP, a round command generated by the start of each round game, and an ED command generated by the start of an ED.

[0123] 9-3-6. Small Win Game Command The small win game command is generated in association with the operation of the small win game. Examples of the small win game command include a pre-release IT command generated by the start of the pre-release IT, and a post-release IT command generated by the start of the post-release IT.

[0124] 9-3-7. Auxiliary game commands The auxiliary game command is generated in association with the operation of the auxiliary game, and includes an auxiliary game start command generated upon the start of the auxiliary game.

[0125] 9-3-8. Game status command The game state command is generated in relation to the current game state. Examples of the game state command include a normal probability command generated when the game state is in a normal probability state, a high probability command generated when the game state is in a high probability state, a non-time-saving command generated when the game state is in a non-time-saving state, a time-saving command generated when the game state is in a time-saving state, and a jackpot command generated when the game state is in a jackpot game state.

[0126] 9-4. Production control unit The performance control unit 120 includes a performance control microcomputer 121. The performance control microcomputer 121 includes, for example, a CPU, and mainly executes various performances (performance modes, special chart change performances, hold performances, preview performances, etc.). The performance control microcomputer 121 also includes a performance input unit 121a and a performance memory unit 121b. The performance input unit 121a inputs performance commands output from the main control unit 100, operation information for the normal buttons 40, operation information for the special buttons 41, etc. The performance memory unit 121b is configured with, for example, ROM and RAM, and stores processing programs for the processes performed by the CPU in various performances, tables for selecting preview performances, etc., performance data generated in response to the execution of a performance, etc.

[0127] Various effects are executed mainly based on the effect commands and operation information input by the effect input unit 121a. The effect control microcomputer 121 executes various effects using the processing programs, tables, effect data, etc. stored in the effect storage unit 121b.

[0128] First Embodiment The first embodiment will be described below with reference to Figures 17 to 29. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.

[0129] First, referring to Figure 17, we will explain the on-board movable body 55k provided on the game board 1. As shown in Figure 17(A), the on-board movable body 55k includes a left movable body 55Lk and a right movable body 55Rk. The left movable body 55Lk and the right movable body 55Rk each include a drive motor (not shown) and movable bodies LEDs 55LL and 55RL that can emit light.

[0130] Each drive motor is composed of a stepping motor that rotates at a rotation speed corresponding to the number of steps based on a pulse signal, and is electrically connected to the performance control microcomputer 121. The performance control microcomputer 121 controls the rotation of each drive motor to move the left movable body 55Lk and the right movable body 55Rk.

[0131] The left movable body 55Lk and the right movable body 55Rk are configured to be movable between a standby position shown in Fig. 17(B) and a lowest position shown in Fig. 17(C). The performance control microcomputer 121 controls the rotation of each drive motor, thereby making it possible to move one or both of the left movable body 55Lk and the right movable body 55Rk to any position.

[0132] The movable body LEDs 55LL and 55RL are electrically connected to the performance control microcomputer 121, which can cause the movable body LEDs 55LL and 55RL to emit light and light up or flash the left movable body 55Lk and the right movable body 55Rk.

[0133] Movable body lenses 55LLr and 55RLr are provided in front of the movable body LEDs 55LL and 55RL to diffuse the light emitted from the movable body LEDs 55LL and 55RL. The performance control microcomputer 121 can illuminate the movable body LEDs 55LL and 55RL, and thereby cause the left movable body 55Lk and the right movable body 55Rk to light up or flash in any color via the movable body lenses 55LLr and 55RLr.

[0134] Next, the change patterns of the variable display of the second special symbol that can be selected by the game control microcomputer 101 will be explained with reference to Fig. 19. The game memory unit 101c of the game control microcomputer 101 stores a change pattern A determination table 103a2 as shown in Fig. 18.

[0135] The game control microcomputer 101 can select the variation pattern of the variable display of the second special symbol using the variation pattern A determination table 103a2. The variation pattern A determination table 103a2 is a table used in the "low probability high base game state."

[0136] FIG. 19 is a diagram showing the contents of the fluctuation pattern A determination table 103a2. When using the fluctuation pattern A determination table 103a2, the game control microcomputer 101 selects the type of fluctuation pattern based on the results of the jackpot determination and the reach determination. As shown in FIG. 19, there are six types of fluctuation patterns: "THP001A", "THP005A", "THP006A", "THP011A", "THP015A", and "THP021A". The game control microcomputer 101 selects the fluctuation pattern at the selection ratio shown in FIG. 19.

[0137] Specifically, if the result of the jackpot determination is "jackpot win," one of three variation patterns, "THP001A," "THP005A," or "THP006A," will be selected regardless of the result of the reach determination. When "THP001A" is selected, the variable display time of the special chart is 80,000 ms, and "THP001A" is called "SPSP jackpot variation." When "THP005A" is selected, the variable display time of the special chart is 20,000 ms, and "THP005A" is called "challenge jackpot variation." When "THP006A" is selected, the variable display time of the special chart is 10,000 ms, and "THP006A" is called "instant jackpot variation."

[0138] Furthermore, if the result of the jackpot determination is "miss" and the result of the reach determination is "reach," one of two variation patterns, "THP011A" or "THP015A," will be selected. Note that when "THP011A" is selected, the variable display time of the special chart is 80,000 ms, and "THP011A" is called "SPSP miss variation." Also, when "THP015A" is selected, the variable display time of the special chart is 20,000 ms, and "THP015A" is called "challenge miss variation."

[0139] Also, if the result of the jackpot judgment is "miss" and the result of the reach judgment is "no reach", one type of variation pattern "THP021A" is selected. When "THP021A" is selected, the variable display time of the special chart is 5000 ms, and "THP021A" is called "normal miss variation".

[0140] In the first embodiment, the fluctuation pattern A determination table 103a2 shown in FIG. 19 is used, but the fluctuation pattern A determination table 103a2 and the fluctuation pattern determination table 103a1 shown in FIG. 14 may be used in combination.

[0141] Next, we will explain the special symbol variation effects that the effect control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects in the special symbol variation effects executed in the "low probability high base game state".

[0142] A. Normal fluctuations "Normal variation" is a performance that may occur in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 change. Since "normal variation" is the first to occur in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.

[0143] B. Challenge Production The "challenge effect" is an effect that may be performed after the "normal variation," and is an operation effect in which the aim is to make the movable body 55k on the board fall by operating the normal button 40. The "challenge effect" is more likely to be performed when the result of the jackpot determination is a "jackpot win" than when the result is a "miss," and therefore functions as an effect that suggests that there is a high possibility of a jackpot game being played.

[0144] C.SPSP Reach "SPSP Reach" is an effect that may occur after "Normal Variation," and is a reach effect in which the main character and a formidable enemy character battle. "SPSP Reach" is more likely to occur when the result of the jackpot determination is "Win the jackpot" than when it is "Miss," so it functions as an effect that suggests that a jackpot game is likely to occur. Also, since a jackpot game is more likely to occur when "Normal Variation" develops into "SPSP Reach" than when "Normal Variation" develops into "Challenge Effect," "SPSP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than when "Challenge Effect" develops.

[0145] D. Gimmick production The "gimmick effect" is an effect that may be performed in the "normal variation" mode, and is a moving body effect in which the on-board moving body 55k moves. The "gimmick effect" is more likely to be performed when the result of the jackpot determination is a "jackpot win" than when the result is a "miss," and therefore functions as an effect that suggests that a jackpot game is likely to occur.

[0146] DA. Falling performance The "drop effect" is a type of "gimmick effect" in which the movable body 55k on the board moves to the lowest position without stopping. The "drop effect" is performed when the result of the jackpot determination is "jackpot win," and therefore functions as an effect suggesting that a jackpot game will be played.

[0147] DB.Temporary stagnation production A The "temporary stop effect A" is a type of "gimmick effect" in which the movable body 55k on the board stops temporarily at the middle position and then moves to the lowest position. The "temporary stop effect A" is performed when the result of the jackpot determination is "jackpot win", and therefore functions as an effect suggesting that a jackpot game will be played.

[0148] DC. Temporary stagnation effect B The "temporary stop effect B" is a type of "gimmick effect" in which the on-board movable body 55k temporarily stops at an intermediate position and then returns to the standby position. The "temporary stop effect B" is performed when the result of the jackpot determination is "miss," and therefore functions as an effect suggesting that a jackpot game will not be played.

[0149] Next, the flow of the special chart variation effect that is executed according to the variation pattern selected by the variation pattern A determination table 103a2 will be explained using Figure 20. The microcomputer 121 for effect control displays a performance image on the display unit 50a in each of the effects that make up the performance flow, and can execute a light-emitting effect using the frame lamp 53 and the board lamp 54 and a sound effect using the speaker 52 according to the display of the performance image.

[0150] As shown in FIG. 20(A), in the special chart variation presentation in which the variation pattern is "SPSP big win variation" or "SPSP miss variation", a presentation flow consisting of "normal variation" → "SPSP reach" is executed.

[0151] Also, as shown in Figure 20(B), in the special chart change performance of the change pattern "Challenge Big Win Change" and "Challenge Miss Change", a performance flow consisting of "Normal Change" → "Challenge Performance" is executed. In these special chart change performances, "Temporary Stagnation Performance A" and "Temporary Stagnation Performance B" may be performed from "Normal Change" to "Challenge Performance".

[0152] Also, as shown in Figure 20(C), in the special chart variation effect where the variation pattern is "instant jackpot variation", a performance flow consisting only of "normal variation" is executed. Note that "falling performance" may be performed in the "normal variation" in this special chart variation effect.

[0153] Also, as shown in Figure 20 (D), in the special chart change presentation where the change pattern is "normal miss change", a presentation flow consisting of only "normal change" is executed.

[0154] Next, the main effects executed in the special chart change performance will be specifically explained. In the special chart change performance described below, the display of the reserved icon HA is also performed in parallel, but the illustration of the reserved icon HA may be omitted.

[0155] First, the "drop effect" as a "gimmick effect" will be described. The effect control microcomputer 121 can execute the "drop effect" in the "normal variation" in the special symbol variation effect in which the variation pattern is the "instant jackpot variation".

[0156] Figures 21(A) to 21(C) are diagrams showing how the "falling effect" is performed. When the "normal variation" begins, the effect symbols EZ1, EZ2, and EZ3 are displayed in a varying manner on the display unit 50a, as shown in Figure 21(A). Then, when a predetermined time (for example, 4 seconds) has passed since the effect symbols EZ1, EZ2, and EZ3 are displayed in a varying manner, the "falling effect" is performed.

[0157] In the "drop effect," the left movable body 55Lk and the right movable body 55Rk start moving downward from their standby positions and, as shown in Figure 21(B), move in one go to the lowest position without stopping. This makes it appear as if the left movable body 55Lk and the right movable body 55Rk have suddenly dropped. At this time, the movable body LEDs 55LL and 55RL emit light in rainbow colors, and the left movable body 55Lk and the right movable body 55Rk are also illuminated in rainbow colors.

[0158] Then, when a predetermined time (for example, 3 seconds) has elapsed since the left movable body 55Lk and the right movable body 55Rk reached their lowest positions, the left movable body 55Lk and the right movable body 55Rk move from their lowest positions to their standby positions, and the "drop effect" ends, as shown in Figure 21(C). At this time, the effect symbols EZ1, EZ2, and EZ3 stop and display in a manner indicating a jackpot (here, the repeated number "5 5 5").

[0159] In the first embodiment, the movable body LEDs 55LL and 55RL emit light in rainbow colors in the "falling effect," but the emitted light colors are not limited to rainbow colors as long as the player is able to imagine the execution of a jackpot game.

[0160] Next, we will explain the "temporary stagnation effect A" as a "gimmick effect." The effect control microcomputer 121 can execute the "temporary stagnation effect A" from the "normal change" to the "challenge effect" in the special chart change effect whose change pattern is the "challenge jackpot change."

[0161] Figures 22(A) to 22(D) are diagrams showing how "Temporary stagnation effect A" is performed. When "normal variation" begins, as shown in Figure 22(A), the effect patterns EZ1, EZ2, and EZ3 are displayed in a variably manner on the display unit 50a. Then, when a predetermined time (for example, 4 seconds, the same as in the "falling effect") has elapsed since the effect patterns EZ1, EZ2, and EZ3 are displayed in a variably manner, "Temporary stagnation effect A" is performed.

[0162] In the "Temporary Stop Performance A," the left movable body 55Lk and the right movable body 55Rk start moving downward from the standby position and temporarily stop at an intermediate position above the lowest position, as shown in FIG. 22(B). In the first embodiment, the movement speed (rotation speed of the drive motor) of the left movable body 55Lk and the right movable body 55Rk is set to the same speed as the movement speed of the "drop performance," and it is difficult to distinguish between the "Temporary Stop Performance A" and the "drop performance" until the left movable body 55Lk and the right movable body 55Rk reach the intermediate position. Then, when the left movable body 55Lk and the right movable body 55Rk temporarily stop at the intermediate position, the "normal fluctuation" ends and the performance transitions to the "challenge performance." Details of the "challenge performance" will be described later.

[0163] Then, after a predetermined time (for example, 7 seconds) has elapsed since the start of the "challenge effect," the left movable body 55Lk and the right movable body 55Rk move from the middle position to the lowest position, as shown in Figure 22 (C). At this time, the movable body LEDs 55LL and 55RL emit light in rainbow colors, and the left movable body 55Lk and the right movable body 55Rk are also illuminated in rainbow colors.

[0164] Then, when a predetermined time (for example, 3 seconds) has elapsed since the left movable body 55Lk and the right movable body 55Rk moved to the lowest position, the left movable body 55Lk and the right movable body 55Rk move from the lowest position to the standby position, and the "temporary stop effect A" ends, as shown in Figure 22 (D). At this time, the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner indicating a jackpot (here, the double number "5 5 5").

[0165] In the first embodiment, in the "temporary stagnation effect A", the movable body LEDs 55LL and 55RL are made to emit light in rainbow colors, but the emitted light colors are not limited to rainbow colors as long as the player is able to imagine the execution of a jackpot game.

[0166] Next, we will explain the "temporary stagnation effect B" as a "gimmick effect." The effect control microcomputer 121 can execute the "temporary stagnation effect B" from the "normal change" to the "challenge effect" in the special chart change effect in which the change pattern is the "challenge miss change."

[0167] Figures 23(A) to 23(C) are diagrams showing how "Temporary stagnation effect B" is performed. When "normal variation" begins, as shown in Figure 23(A), the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner on the display unit 50a. Then, when a predetermined time (for example, 4 seconds, the same as in the "falling effect") has elapsed since the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner, "Temporary stagnation effect B" is performed.

[0168] In the "Temporary Stop Presentation B," the left movable body 55Lk and the right movable body 55Rk start moving downward from the standby position and temporarily stop at an intermediate position above the lowest position, as shown in FIG. 23(B). In the first embodiment, the movement speed (rotation speed of the drive motor) of the left movable body 55Lk and the right movable body 55Rk is set to the same speed as the movement speed of the "drop presentation," and it is difficult to distinguish between the "Temporary Stop Presentation B" and the "drop presentation" until the left movable body 55Lk and the right movable body 55Rk reach the intermediate position. Then, when the left movable body 55Lk and the right movable body 55Rk temporarily stop at the intermediate position, the "normal fluctuation" ends and the presentation transitions to the "challenge presentation."

[0169] Then, after a predetermined time (for example, 7 seconds) has elapsed since the start of the "challenge effect," the left movable body 55Lk and the right movable body 55Rk move from the intermediate position to the standby position, and the "temporary stagnation effect B" ends, as shown in Figure 23(C). At this time, the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner indicating a miss (here, the "5 6 5" reach miss).

[0170] In the first embodiment, the movable body LEDs 55LL and 55RL do not emit light in the "temporary stagnation effect B", but they may emit light in a color other than the rainbow colors.

[0171] 24, the operation patterns of the left movable body 55Lk and the right movable body 55Rk in the "drop effect," "temporary stagnation effect A," and "temporary stagnation effect B" will be described. The effect control microcomputer 121 realizes the "drop effect," "temporary stagnation effect A," and "temporary stagnation effect B" by controlling the drive motor of the left movable body 55Lk and the drive motor of the right movable body 55Rk.

[0172] Figure 24(A) is a time chart showing the movement patterns of the left movable body 55Lk and the right movable body 55Rk in the "falling effect", Figure 24(B) is a time chart showing the movement patterns of the left movable body 55Lk and the right movable body 55Rk in the "temporary stagnation effect A", and Figure 24(C) is a time chart showing the movement patterns of the left movable body 55Lk and the right movable body 55Rk in the "temporary stagnation effect B".

[0173] 24(A), at the start of the "falling effect," the drive motors synchronize and rotate forward at a high speed (for example, 2000 pps), and left movable body 55Lk and right movable body 55Rk move from their standby positions to their lowest positions. After that, after 3000 ms have elapsed, the drive motors synchronize and rotate backward at a low speed (for example, 800 pps), and left movable body 55Lk and right movable body 55Rk move from their lowest positions to their standby positions, and the "falling effect" ends.

[0174] Also, in the "Temporary Stop Performance A," as shown in FIG. 24(B), simultaneously with the start of the performance, the drive motors synchronize and rotate forward at the same high speed (e.g., 2000 pps) as in the "Drop Performance," and the left movable body 55Lk and the right movable body 55Rk move from the standby position to the intermediate position. Thereafter, as will be described in detail later, in response to the termination operation of the normal button 40 or the lapse of the effective time for the termination operation, the drive motors synchronize and rotate forward at a high speed (e.g., 2000 pps), and the left movable body 55Lk and the right movable body 55Rk move from the intermediate position to the lowest position. After that, after 3000 ms has elapsed, the drive motors synchronize and rotate backward at a low speed (e.g., 800 pps), and the left movable body 55Lk and the right movable body 55Rk move from the lowest position to the standby position, and the "Temporary Stop Performance A" ends.

[0175] 24(C), at the same time as the start of the performance, in the "temporary stagnation performance B," the drive motors synchronize and rotate forward at the same high speed (for example, 2000 pps) as in the "fall performance," and the left movable body 55Lk and the right movable body 55Rk move from the standby position to the intermediate position. After that, in response to the termination operation of the normal button 40 or the lapse of the effective time for the termination operation, the drive motors synchronize and rotate backward at a low speed (for example, 800 pps), and the left movable body 55Lk and the right movable body 55Rk move from the intermediate position to the standby position, and the "temporary stagnation performance B" ends.

[0176] In this way, in all of the "falling effect," "temporary stagnation effect A," and "temporary stagnation effect B," the downward movement of the left movable body 55Lk and the right movable body 55Rk is carried out at a high speed, while the upward movement of the left movable body 55Lk and the right movable body 55Rk is carried out at a low speed, so that the downward movement of the left movable body 55Lk and the right movable body 55Rk leaves a strong impression on the player.

[0177] Next, the "challenge effect" will be described. The effect control microcomputer 121 can execute the "challenge effect" after the "normal variation" in the special symbol variation effect whose variation pattern is the "challenge big win variation" or the "challenge loss variation".

[0178] As shown in Fig. 25, a challenge effect selection table 123a1 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select the type of light emission color of the movable body LEDs 55LL and 55RL in the "challenge effect" using the challenge effect selection table 123a1. There are three types of light emission colors of the movable body LEDs 55LL and 55RL: green, red, and gold.

[0179] 26 is a diagram showing the contents of the challenge effect selection table 123a1. The effect control microcomputer 121 selects the type of light emission color of the movable body LEDs 55LL and 55RL in the "challenge effect" by referring to the type of variation pattern.

[0180] Specifically, when the fluctuation pattern is "Challenge Jackpot Fluctuation" (THP005A), green is selected 25%, red 35%, and gold 40% of the time.

[0181] Also, when the fluctuation pattern is "Challenge Miss Fluctuation" (THP015A), green is selected 65%, red 25%, and gold 10% of the time.

[0182] In other words, in the case of the variation pattern (THP005A) that is selected when the result of the jackpot determination is "jackpot win," red is set to be selected more easily than green, and the "challenge effect" in which the left movable body 55Lk and the right movable body 55Rk light up in red functions as an effect that suggests that there is a higher possibility of a jackpot game being played than the "challenge effect" in which the left movable body 55Lk and the right movable body 55Rk light up in green.

[0183] In addition, in the case of the variation pattern (THP005A) that is selected when the result of the jackpot determination is "jackpot win," gold is set to be selected more easily than red, and the "challenge effect" in which the left movable body 55Lk and the right movable body 55Rk light up in gold functions as an effect that suggests that there is a higher possibility of a jackpot game being played than the "challenge effect" in which the left movable body 55Lk and the right movable body 55Rk light up in red.

[0184] Therefore, it can be said that the possibility of a jackpot game (expectation of a jackpot) is higher in the following order: "Challenge effect" in which the left movable body 55Lk and the right movable body 55Rk light up in green < "Challenge effect" in which the left movable body 55Lk and the right movable body 55Rk light up in red < "Challenge effect" in which the left movable body 55Lk and the right movable body 55Rk light up in gold.

[0185] When executing the "challenge effect," the effect control microcomputer 121 executes a "challenge effect" in which the left movable body 55Lk and the right movable body 55Rk are illuminated in different colors depending on the selection result of the challenge effect selection table 123a1. Note that the selection ratio indicated by the challenge effect selection table 123a1 can be changed as appropriate.

[0186] 27(A) to 27(E) are diagrams showing how the "challenge effect" is performed. In the "normal fluctuation," "temporary stagnation effect A" or "temporary stagnation effect B" is performed, and as shown in FIG. 27(A), when left movable body 55Lk and right movable body 55Rk temporarily stop at the middle position, the "challenge effect" is performed.

[0187] In the "challenge effect," a valid time for long press of the normal button 40 (for example, 4 seconds) is set, and as shown in Fig. 27(B), a normal button image G31 imitating the normal button 40 and a long press operation image G34 (here, a text image of "long press") instructing to continuously press the normal button 40 are displayed on the display unit 50a. At this time, the long press operation image G34 is displayed to the left of the normal button image G31.

[0188] Then, when the normal button 40 is pressed for the first time within the long press operation valid time, the movable body LEDs 55LL and 55RL begin to emit green light, and the left movable body 55Lk and the right movable body 55Rk also emit green light. At this time, if green is selected by the challenge effect selection table 123a1, even if the normal button 40 is further pressed, the emitted color of the movable body LEDs 55LL and 55RL does not change from green, and the left movable body 55Lk and the right movable body 55Rk continue to emit green light until the end of the operation valid time. Note that if the normal button 40 is not pressed within the long press operation valid time, the movable body LEDs 55LL and 55RL do not emit light.

[0189] Furthermore, if red is selected by the challenge effect selection table 123a1, further pressing of the normal button 40 causes the light-emitting color of the movable body LEDs 55LL and 55RL to change to red, and the left movable body 55Lk and the right movable body 55Rk change from green to red. The left movable body 55Lk and the right movable body 55Rk then remain lit in red until the end of the long press operation valid time. Note that if the normal button 40 is not pressed within the long press operation valid time, the light-emitting color of the movable body LEDs 55LL and 55RL does not change.

[0190] Furthermore, if gold is selected by the challenge effect selection table 123a1, further pressing of the normal button 40 causes the light-emitting color of the movable body LEDs 55LL and 55RL to change from red to gold, and the left movable body 55Lk and the right movable body 55Rk to change from green to red and then from red to gold. The left movable body 55Lk and the right movable body 55Rk remain lit in gold until the end of the valid long press time. If the normal button 40 is not pressed within the valid long press time, the light-emitting color of the movable body LEDs 55LL and 55RL does not change.

[0191] 27(C), the normal button image G31 simulating the normal button 40 continues to be displayed on the display unit 50a, the long press operation image G34 is erased, and in place of the long press operation image G34, an end operation image G35 (here, a text image of "RELEASE") instructing to stop the long press operation of the normal button 40 is displayed on the display unit 50a. At this time, the end operation image G35 is displayed to the right of the normal button image G31.

[0192] Then, when the long press of normal button 40 ends within the valid time for the termination operation (when the hand is released from normal button 40), or when the valid time for the termination operation elapses without the long press of normal button 40 ending (without the hand being released from normal button 40), if "Temporary Stop Performance A" is being executed, left movable body 55Lk and right movable body 55Rk move from the middle position to the lowest position (see FIG. 22(C)), and then, as shown in FIG. 27(D), left movable body 55Lk and right movable body 55Rk return to the standby position, and the performance symbols EZ1, EZ2, and EZ3 stop and display in a manner indicating a jackpot (here, a double-digit "5 5 5"), and the "Challenge Performance" ends. At this time, the light color of movable body LEDs 55LL and 55RL changes to a rainbow color.

[0193] On the other hand, if "Temporary Stop Performance B" is being executed, as shown in Figure 27 (E), the left movable body 55Lk and the right movable body 55Rk return from the intermediate position to the standby position, and the performance symbols EZ1, EZ2, and EZ3 stop and display in a manner indicating a miss (here, the "5 6 5" reach miss), and the "challenge performance" ends. At this time, the movable body LEDs 55LL and 55RL do not emit light.

[0194] In the first embodiment, in the "challenge effect," the display position of the long press operation image G34 and the display position of the end operation image G35 are different, but the display mode other than the display position may be different. For example, as shown in Fig. 28, the actions of the long press operation image G34 and the end operation image G35 may be different.

[0195] 28(A-1) and (A-2) are diagrams showing the operation pattern of the long press operation image G34, and FIGS. 28(B-1) and (B-2) are diagrams showing the operation pattern of the end operation image G35.

[0196] In the operation pattern of the long press operation image G34, when the long press operation image G34 is displayed to the left of the normal button image G31, the long press operation image G34 is displayed to swing up and down, as shown in Figures 28(A-1) and (A-2). Then, regardless of whether a long press operation is being performed on the normal button 40, the long press operation image G34 is repeatedly displayed swinging up and down until the long press operation valid time has elapsed. In this way, the long press operation image G34 swings up and down, so that the player can easily remember that the long press operation valid time is in progress.

[0197] On the other hand, in the operation pattern of the end operation image G35, when the end operation image G35 is displayed to the right of the normal button image G31, the end long press operation image G34 is displayed so as to gradually expand, as shown in Figures 28(B-1) and (B-2). Then, the end operation image G35 gradually expands until the end operation valid time has elapsed (until the hand is released from the normal button 40). In this way, the gradual expansion of the end operation image G35 allows the player to easily recall that the end operation valid time is in progress.

[0198] Here, the long press operation valid time and the end operation valid time will be described with reference to Figure 29. As described above, in the "challenge effect", the long press operation valid time and the end operation valid time are set as the operation valid time of the normal button 40.

[0199] The long press operation valid time is the time during which a long press operation of the normal button 40 can be accepted, and the end operation valid time is the time during which an operation to release the normal button 40 can be accepted. As shown in Fig. 29, the long press operation valid time is set to the period from t1 to t2, and the end operation valid time is set to the period from t2 to t3.

[0200] Whether or not a long press operation has been performed on the normal button 40 is determined by whether or not the normal button 40 is ON at the end of the valid time for the long press operation, and whether or not a release operation has been performed on the normal button 40 is determined by whether or not the normal button 40 has changed from ON to OFF within the valid time for the end operation.

[0201] 29(A), if the normal button 40 is ON at the end of the long press operation valid time (t2), it is determined that a long press operation has been performed, and a new end operation valid time is set. Then, if the normal button 40 changes from ON to OFF within the end operation valid time, the left movable body 55Lk and the right movable body 55Rk move to the standby position or the lowest position.

[0202] 29(B), if the normal button 40 is OFF at the end of the long press operation valid time (t2), it is determined that no long press operation was performed, and even if the normal button 40 was temporarily ON during the long press operation valid time, a new termination operation valid time is not set. Then, when the time equivalent to the termination operation valid time has elapsed (t3), the left movable body 55Lk and the right movable body 55Rk move to the standby position or the lowest position.

[0203] <Considerations on the First Embodiment> The pachinko gaming machine PY1 described in the first embodiment will be considered below.

[0204] First, let us consider the lighting colors of the left movable body 55Lk and the right movable body 55Rk in the "challenge effect." The "challenge effect" is performed in parallel with "temporary stop effect A" or "temporary stop effect B," in which the left movable body 55Lk and the right movable body 55Rk temporarily stop at an intermediate position. In the "challenge effect," pressing and holding the normal button 40 causes the movable body LEDs 55LL and 55RL of the left movable body 55Lk and the right movable body 55Rk to light up.

[0205] The light emission colors of the movable body LEDs 55LL and 55RL in the "challenge effect" are available in three colors: green, red, and gold. The light emission colors of the movable body LEDs 55LL and 55RL are selected in different proportions when the "temporary stagnation effect A" is performed (when the fluctuation pattern is "THP005A" (jackpot win)) and when the "temporary stagnation effect B" is performed (when the fluctuation pattern is "THP015A" (miss)) (see Figure 26).

[0206] In addition, in the "temporary stagnation effect A," the left movable body 55Lk and the right movable body 55Rk move to the lowest position, whereas in the "temporary stagnation effect B," the left movable body 55Lk and the right movable body 55Rk do not move to the lowest position (see Figure 24).

[0207] In other words, in the "challenge performance," the light color of the movable body LEDs 55LL and 55RL, in other words, the lighting color of the left movable body 55Lk and the right movable body 55Rk, suggests the possibility that the left movable body 55Lk and the right movable body 55Rk will move to the lowest position.

[0208] <Effects of the first embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.

[0209] (1) In the "challenge effect," the operation of the normal button 40 switches from a long press operation in which the button is continuously pressed to an end operation in which the long press operation is stopped, thereby adding variety to the operation of the normal button 40 and making the game more interesting.

[0210] (2) In the “challenge effect,” when the operation of the normal button 40 switches from a long press operation to an end operation, the display position of the image instructing the operation changes from the left to the right of the normal button image G31, making it easy to understand that the operation of the normal button 40 has switched, and making the game more enjoyable.

[0211] (3) In the "challenge effect," when the operation of the normal button 40 switches from a long press operation to an end operation, the movement of the image indicating the operation changes from shaking up and down to expanding, making it easy to understand that the operation of the normal button 40 has switched, and making the game more interesting.

[0212] (4) In the "gimmick effect," if the result of the jackpot determination is "jackpot win," the left movable body 55Lk and the right movable body 55Rk move from the standby position to the lowest position. Therefore, the movement of the left movable body 55Lk and the right movable body 55Rk to the lowest position can suggest that a jackpot game will be played, thereby increasing the excitement of the game.

[0213] (5) If the result of the jackpot determination is a "jackpot win," the "gimmick effect" may be a "drop effect" in which the left movable body 55Lk and the right movable body 55Rk move to the lowest position without stopping at the intermediate position, or a "temporary stagnation effect A" in which the left movable body 55Lk and the right movable body 55Rk stop at the intermediate position and then move to the lowest position. This increases the variety of the "gimmick effect," making it possible to increase the excitement of the game.

[0214] (6) When the left movable body 55Lk and the right movable body 55Rk are temporarily stopped at an intermediate position during the "Temporary Stop Effect A," a "Challenge Effect" may be performed. The "Challenge Effect" can encourage the left movable body 55Lk and the right movable body 55Rk to move to the lowest position, thereby increasing the interest in the game.

[0215] (7) In the "challenge effect," the lighting colors of the left movable body 55Lk and the right movable body 55Rk differ depending on the result of the jackpot determination, and the lighting colors of the left movable body 55Lk and the right movable body 55Rk can suggest the possibility that the left movable body 55Lk and the right movable body 55Rk will move to the lowest position, thereby increasing the interest in the game.

[0216] <Modifications of the Basic Embodiment and the First Embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the basic embodiment and the first embodiment. Of course, the configurations of the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiments and the modified examples below may be deleted as appropriate unless they are described as essential in this specification.

[0217] In the first embodiment, the "fall effect" is performed based on the result of the jackpot determination (variation pattern), but it may also be performed based on the type of stopping pattern of the special symbol. For example, the "fall effect" may be performed when the stopping pattern of the special symbol is a "probability variable symbol." In this case, the "fall effect" can suggest that a high probability state will be reached, which can increase the interest of the game.

[0218] In addition, in the first embodiment, the "temporary stagnation effect A" is performed based on the result of the jackpot determination (variation pattern), but it may also be performed based on the type of stopped pattern of the special symbol. For example, the "temporary stagnation effect A" may be performed when the stopped pattern of the special symbol is a "probability variable pattern." In this case, the "temporary stagnation effect A" can suggest that a high probability state will be reached, which can increase the interest of the game.

[0219] Furthermore, in the first embodiment, the "challenge effect" is performed based on the result of the jackpot determination (variation pattern), but it may also be performed based on the type of stopped symbol on the special symbol. For example, if the stopped symbol on the special symbol is a "probability variable symbol," a "challenge effect" may be performed in which the left movable body 55Lk and the right movable body 55Rk light up in gold. In this case, the "challenge effect" in which the left movable body 55Lk and the right movable body 55Rk light up in gold can suggest that a high probability state is being reached, thereby increasing the excitement of the game.

[0220] In addition, in the first embodiment, both the left movable body 55Lk and the right movable body 55Rk are used in the "falling effect," "temporary stagnation effect A," and "temporary stagnation effect B," but it is also possible to use only one of the left movable body 55Lk and the right movable body 55Rk.

[0221] Furthermore, in the first embodiment, the normal button 40 is used in the "challenge effect", but the special button 41 may be used instead.

[0222] In the first embodiment, during the long press operation valid time in the "challenge effect," the player is prompted to perform a long press operation in which the normal button 40 is continuously pressed, but the operation content is not limited to a long press operation. For example, the player may be prompted to perform a rapid press operation in which the normal button 40 is pressed multiple times, or a single press operation in which the normal button 40 is pressed only once.

[0223] In addition, in the first embodiment, during the valid time for the end operation in the "challenge effect", an end operation is performed to stop the long press operation of the normal button 40, but other operation content may be used as long as it is different from the operation content performed during the valid time for the long press operation in the "challenge effect".

[0224] Furthermore, in the first embodiment, in the "challenge performance", the long press operation image G34 is displayed to the left of the normal button image G31, and the end operation image G35 is displayed to the right of the normal button image G31, but the display positions of the long press operation image G34 and the end operation image G35 need only be different from each other, and are not limited to the left and right parts of the normal button image G31.

[0225] Furthermore, in the first embodiment, in the "challenge effect," the long press operation image G34 is displayed with an up and down shaking motion, and the end operation image G35 is displayed with a gradual expanding motion, but the movements of the long press operation image G34 and the end operation image G35 need only be different from each other, and are not limited to an up and down shaking motion and a gradual expanding motion.

[0226] In the first embodiment, the light emitting colors of the movable body LEDs 55LL and 55RL of the left movable body 55Lk and the right movable body 55Rk are changed in the "challenge effect," but the change is not limited to the change in the light emitting colors of the movable body LEDs 55LL and 55RL as long as the player can recognize the change in the effect. For example, an effect image may be displayed on the display unit 50a around the left movable body 55Lk and the right movable body 55Rk, and the display color of this effect image may be changed.

[0227] In the first embodiment, the "gimmick effect" and the "challenge effect" are performed in the special chart variation effect in the "low probability high base game state," but they may be performed in other game states. For example, the "gimmick effect" and the "challenge effect" may be performed in the "high probability high base game state" or the "jackpot game state."

[0228] Furthermore, in the first embodiment, "Temporary stagnation effect A" and "Temporary stagnation effect B" are performed during the period from "normal change" to "challenge effect", but "Temporary stagnation effect A" and "Temporary stagnation effect B" may also be performed after the transition from "normal effect" to "challenge effect".

[0229] In addition, in the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state," but different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state." For example, in the "high probability low base game state," a background including an image suggesting a high probability state may be displayed.

[0230] In addition, in the basic embodiment, only the effect patterns EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a in parallel with the variable display of the special pattern, but other patterns may be displayed variably on the display unit 50a in parallel with the effect patterns EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other patterns smaller than the size of the effect patterns EZ1, EZ2, and EZ3.

[0231] In addition, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols, but other symbols may be displayed variably on a display device other than the image display device 50 in parallel with the effect symbols EZ1, EZ2, and EZ3. For example, a dedicated LED for displaying other symbols variably may be installed on the gaming board 1, and the dedicated LED may be made to flash during the variable display of the effect symbols EZ1, EZ2, and EZ3.

[0232] In addition, in the basic embodiment, the first special chart and the second special chart are not variably displayed at the same time, but only one of them is variably displayed, but the first special chart and the second special chart may be variably displayed at the same time.

[0233] In the basic embodiment, the game progress and the presentation are controlled by separate control units, but the game progress and the presentation may be controlled by a single control unit. For example, both the game progress and the presentation may be controlled by only the main control unit 100.

[0234] The gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines and mahjong ball gaming machines.

[0235] <Invention disclosed in the first embodiment> The preceding paragraphs of this "Mode for Carrying Out the Invention" disclose the following Inventions A to B. In the explanation of Inventions A to B, the names and expressions of the corresponding components in the above-mentioned modes for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as means constituting each invention are not limited to these additions. Note that Invention A is a general term for Inventions A1 to A3 below, and Invention B is a general term for Inventions B1 to B3 below.

[0236] The gaming machine according to invention A1 is The game machine is provided with a performance execution means (performance control microcomputer 121) for executing a performance using a performance means including an operation means (normal button 40) that can be operated by a player and a predetermined display means (image display device 50), The performance execution means It is possible to execute an operation performance (challenge performance) that causes the user to operate the operation means, and in the operation performance, it is possible to change the operation content of the operation means (from a long press operation to an end operation), An instruction image (long press operation image G34, end operation image G35) instructing the operation of the operation means may be displayed on the display means, The display mode of the instruction image changes in response to a change in the operation content of the operation means in the operation performance. It is characterized by:

[0237] The gaming machine according to invention A2 is A gaming machine according to invention A1, In the operation performance, the display position of the instruction image is different before and after the operation content of the operation means is changed. It is characterized by:

[0238] The gaming machine according to invention A3 is A gaming machine according to invention A1, In the operation performance, the movement of the instruction image is different before and after the operation content of the operation means is changed. It is characterized by:

[0239] The invention according to invention B1 is: A game control means (game control microcomputer 101) that can set a special game state (jackpot game state, time-saving state, high probability state) advantageous to a player; and a performance execution means (performance control microcomputer 121) for executing a performance using a performance means including movable bodies (left movable body 55Lk, right movable body 55Rk) that can move from a first position (standby position) to a second position (lowest position), The performance execution means When the special game state is entered, a movable body effect (a falling effect, a temporary stagnation effect A) in which the movable body moves from the first position to the second position can be executed, The movable body performance includes a first movable body performance (falling performance) in which the movable body does not stop at a third position (intermediate position) between the first position and the second position, and a second movable body performance (temporary stagnation performance A) in which the movable body may temporarily stop at the third position. It is characterized by:

[0240] The gaming machine according to Invention B2 is: A gaming machine according to invention A1, The performance execution means When the movable body is temporarily stopped at the third position in the second movable body performance, a suggestion performance (challenge performance) may be executed to suggest that the movable body may move to the second position. It is characterized by:

[0241] The gaming machine according to Invention B3 is: A gaming machine according to invention A2, The movable body is provided with a light-emitting body (movable body LED55LL, 55RL) that can emit light, The performance execution means In the suggestion performance, the light emission mode of the light emitting body suggests the possibility that the movable body will move to the second position. It is characterized by: [Explanation of symbols]

[0242] 40...Normal button 50...Image display device 50a...Display section 55k…Movable body on board 55Lk...Left moving body 55Rk...Right moving body 55LL,55RL…Movable LED 55LLr, 55RLr...movable lens 101...Game control microcomputer 121...Performance control microcomputer 123a1...Challenge performance selection table G31...Normal button image G34...Long press operation image G35...Exit operation image

Claims

[Claim 1] a performance execution means for executing a performance using a performance means including a movable body that is movable from a first position to a second position; The movable body is provided with a light-emitting body that can emit light, The performance execution means It is possible to perform a movable body effect in which the movable body moves, The movable body performance includes a first movable body performance in which the movable body does not stop once at a third position between the first position and the second position, a second movable body performance in which the movable body stops once at the third position and then moves to the second position, and a third movable body performance in which the movable body stops once at the third position and then returns to the first position, The performance execution means In either the second movable body performance or the third movable body performance, it is possible to make the light-emitting body emit light in a specific light-emitting manner that suggests that there is a high possibility that the movable body will move to the second position, The probability that the light-emitting body will emit light in the specific light-emitting mode is different when the movable body is stopped at the third position in the second movable body performance and when the movable body is stopped at the third position in the third movable body performance. A gaming machine characterized by:

Citation Information

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