Gaming machine

By dynamically controlling light emission colors between favorable and unfavorable game states, the gaming machine enhances player engagement and enjoyment.

JP7831848B2Active Publication Date: 2026-03-17SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-07-14
Publication Date
2026-03-17

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack effective mechanisms to enhance player engagement and interest through light emission effects.

Method used

The gaming machine incorporates game control means to transition between advantageous and unfavorable game states, using first and second light-emitting units to change emission colors dynamically, suggesting the likelihood of these states to enhance player engagement.

Benefits of technology

This approach increases gaming enjoyment by creating dynamic light emission effects that enhance player interaction and interest.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance game amusement.SOLUTION: A Pachinko game machine PY1 includes a game control microcomputer 101 that can control the game state to a high-probability high-base game state on the basis of the satisfaction of a predetermined condition, a performance control microcomputer 121 that can execute a predetermined performance, a second frame lamp 53B that can emit light, and each LED of a light source unit 260 that can emit light. When a performance that displays a ten-losing round game image G127 suggesting the possibility of being controlled to the high-probability high-base game state is executed if the light emission color of the second frame lamp 53B and the light emission color of the light source unit 260 are rainbow colors, the performance control microcomputer 121 may change the light emission color of the light source unit 260 from rainbow colors to blue while maintaining the light emission color of the second frame lamp 53B as rainbow colors.SELECTED DRAWING: Figure 68
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Description

Technical Field

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[0001] The present invention relates to a gaming machine typified by a pachinko machine or the like.

Background Art

[0002] In a pachinko machine as an example of a gaming machine, a jackpot determination is made to determine whether or not it is a jackpot on the condition that a game ball enters a start port. When the jackpot determination is made and the combination of jackpot symbols appears on the symbol display, a jackpot game advantageous to the player is executed.

[0003] For example, in the pachinko machine of Patent Document 1 below, when there is a possibility that the symbols displayed on the symbol display become a combination of jackpot symbols, a frame lamp (light emitting unit) provided at the upper part of the pachinko machine is blinked and displayed.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, for gaming machines capable of emitting light from the light emitting unit, there is still room for improvement in order to enhance the gaming interest.

Means for Solving the Problems

[0006] The gaming machine according to the present invention includes game control means capable of controlling to an advantageous gaming state advantageous to the player based on the establishment of a predetermined condition, effect control means capable of controlling a predetermined effect, a first light emitting unit capable of emitting light, <00​​​​can be controlled to an unfavorable game state that is more unfavorable to the player than the advantageous game state, The aforementioned performance control means is can execute a disadvantage suggestion effect that suggests that the possibility of the unfavorable game state is higher than the possibility of the advantageous game state, can execute an advantageous suggestion effect that suggests that the advantageous game state is achieved, When the emission color of the first light-emitting part and the emission color of the second light-emitting part are the first emission color , the unfavorable indicat When the effect is performed, the emission color of the first light-emitting part is maintained at the first emission color, while the emission color of the second light-emitting part is changed from the first emission color to a second emission color different from the first emission color. ion, When the disadvantage suggestion effect is executed and the emission color of the second light emitting part is changed from the first emission color to the second emission color, if the advantageous suggestion effect is executed, the emission color of the second light emitting part may be changed from the second emission color to the first emission color This is a gaming machine characterized by the following features. [Effects of the Invention]

[0007] According to the present invention, it is possible to enhance the enjoyment of gaming. [Brief explanation of the drawing]

[0008]

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[0009] Hereinafter, a basic embodiment of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the referenced figures, the same parts are denoted by the same reference numerals, and redundant descriptions relating to the same parts are omitted as a general rule. In this specification, for the sake of simplification of description, symbols or numerals that refer to information, signals, physical quantities, or components may be indicated, and the names of the information, signals, physical quantities, or components corresponding to such symbols or numerals may be omitted or abbreviated. Furthermore, in any flowchart described later, the execution order of multiple processes in any multiple steps can be arbitrarily changed or executed in parallel, as long as no inconsistencies arise in the processing content.

[0010] 1. Structure of a gaming machine This section describes the basic embodiment of the present invention, the pachinko game machine PY1. First, the structure of the pachinko game machine PY1 will be explained using Figures 1 to 5. In the following description, the left, right, up, and down directions of each part of the pachinko game machine PY1 refer to the left, right, up, and down directions (from the perspective of a player facing the pachinko game machine PY1). Furthermore, "front" refers to the direction from the pachinko game machine PY1 towards the player facing the pachinko game machine PY1, and "rear" refers to the direction from the player facing the pachinko game machine PY1 towards the pachinko game machine PY1.

[0011] As shown in Figure 1, the pachinko game machine PY1 is equipped with a game machine frame 2. The game machine frame 2 comprises an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. Furthermore, the front door 23 comprises a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m that is rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game parlor, players in front of the pachinko game machine PY1 can see the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t can be made of transparent glass, transparent synthetic resin, etc. It is sufficient that the game area 6 can be seen from the front of the pachinko game machine PY1.

[0012] A handle 72k is provided on the lower right front of the front frame 23m, which can be rotated to launch the game balls. The amount the handle 72k is operated (rotation angle) corresponds to the magnitude of the force (launching intensity) applied to the game balls to launch them (the amount that the launching device 72, described later, drives the launching solenoid). Therefore, the game balls are launched with a launching intensity corresponding to the rotation operation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 for storing game balls supplied to the handle 72k is formed on the upper surface of the lower decorative body 36. In addition, a lower tray 35 for storing excess game balls that cannot be accommodated in the upper tray 34 is provided at the lower center of the front of the lower decorative body 36.

[0013] An operable first input device (hereinafter referred to as "normal button") 40 is provided on the upper surface of the lower decorative body 36, in front of the upper tray 34. The normal button 40 is composed of, for example, a button with a pressing surface, a lever with a gripping portion, etc. Furthermore, an operable second input device (hereinafter referred to as "special button") 41 is provided on the right decorative body 32, which is formed to protrude forward from the right edge of the surface of the front frame 23m. The special button 41 (operating means) is composed of, for example, a button with a pressing surface, a lever with a gripping portion, etc.

[0014] Furthermore, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed to protrude forward from the top of the surface of the front frame 23m. The speaker 52 consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Moreover, a movable frame movable device 58, which serves as a performance device for enhancing the enjoyment of the game, is attached to the upper sides of the left and right edges of the front frame 23m. The frame movable device 58 consists of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.

[0015] Furthermore, the position and number of components and devices installed in the gaming machine frame 2 can be changed as appropriate, as long as it does not interfere with gameplay.

[0016] Next, the game board unit YU will be explained, mainly using Figures 2 to 5. The game board unit YU comprises a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. A roughly circular opening 1A is formed approximately in the center of the game board 1 when viewed from the front. Along the opening 1A, a roughly ring-shaped inner wall portion 1B is formed, projecting forward to demarcate the game area 6 through which the game balls can flow. In addition, a roughly ring-shaped outer wall portion 1C is formed, projecting forward outside the inner wall portion 1B, to demarcate the game area 6.

[0017] A game area 6 is formed on the front of the game board 1, surrounded by an inner wall 1B, an outer wall 1C, and so on. In other words, the front of the game board 1 is divided into the game area 6 and the rest of the area by the inner wall 1B and the outer wall 1C.

[0018] The game area 6 is an area through which game balls launched by the operation of the handle 72k can flow, and is provided for playing the game on the pachinko game machine PY1. Numerous game pins (not shown) are installed protruding from the game area 6. The game pins form paths that appropriately guide game balls entering the game area 6 and flowing down through the game area 6 to the first starting opening 11 (a predetermined ball entry opening), the second starting opening 12, the general prize entry opening 10, the gate 13, the first major prize entry opening 14, and the second major prize entry opening 15, which will be described later.

[0019] The game area 6 is provided with a first start-up device 11D, which has a first start-up opening 11 into which game balls can be entered, and a second start-up device (so-called "electric chute") 12D that allows or prevents game balls from entering the second start-up opening 12.

[0020] The first starting prize device 11D is stationary. Therefore, the ease with which game balls enter the first starting opening 11 remains constant (unchanged). The entry of a game ball into the first starting opening 11 triggers the lottery for the first special symbol (hereinafter referred to as "Special Symbol 1") (acquisition and determination of the Special Symbol 1-related random number described later: hereinafter referred to as "Special Symbol 1 lottery") and the variable display of Special Symbol 1. When a game ball enters the first starting opening 11, a predetermined number of game balls (for example, 4 balls) are dispensed as prize balls.

[0021] The electric tuner 12D is equipped with an operable electric tuner opening / closing member 12k. Normally (in the normal state), the electric tuner opening / closing member 12k is in a closed position where it is impossible or extremely difficult for game balls to enter the second start port 12. In a special state, it moves to an open position where game balls can enter the second start port 12. This movement of the electric tuner opening / closing member 12k to the open position is also called the "open state" of the second start port 12 or electric tuner 12D, and game balls can only enter the second start port 12 when it is in the open state. On the other hand, when the electric tuner opening / closing member 12k is in the closed position, it is also called the "closed state" of the second start port 12 or electric tuner 12D. Furthermore, when the second start port 12 or electric tuner 12D becomes the "open state," it is also called "the electric tuner 12D opens," and when the electric tuner 12D becomes the "closed state," it is also called "the electric tuner 12D closes."

[0022] When a game ball enters the second starting slot 12, it triggers a lottery for the second special symbol (hereinafter referred to as "Special Symbol 2") (acquisition and determination of the Special Symbol 2-related random number described later: hereinafter referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. When a game ball enters the second starting slot 12, a predetermined number of game balls (for example, 4 balls) are dispensed as prize balls.

[0023] Furthermore, the game area 6 is provided with a general prize slot 10 into which game balls can be entered. When a game ball enters the general prize slot 10, a predetermined number of game balls (for example, 3 balls) are dispensed as prize balls.

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

[0025] Furthermore, the game area 6 is provided with a first large prize entry device 14D (hereinafter also referred to as "normal AT 14D") which has a first large prize entry opening 14 into which game balls can be entered.

[0026] The first large prize winning device 14D is equipped with a normal AT opening / closing member 14k that can be operated to an open state and a closed state. The first large prize winning opening 14 opens and closes when the normal AT opening / closing member 14k is operated. Normally, the normal AT opening / closing member 14k is in a closed state that blocks the first large prize winning opening 14, making it impossible or extremely difficult for game balls to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k is operated to an open state, it becomes possible for game balls to enter the first large prize winning opening 14. Thus, it is only possible for game balls to enter the first large prize winning opening 14 when the normal AT opening / closing member 14k is in an open state. When game balls enter the first large prize winning opening 14, a predetermined number of game balls (for example, 14 balls) are dispensed as prize balls.

[0027] Furthermore, the game area 6 is provided with a guidance stage 12g that guides the game balls to the second starting opening 12. The game balls rolling on the upper surface of the guidance stage 12g can flow downward toward the second starting opening 12.

[0028] Furthermore, the game area 6 is provided with a second large prize entry device 15D (hereinafter also referred to as "VAT 15D") which has a second large prize entry opening 15 into which game balls can be entered. The second large prize entry device 15D is equipped with an operable VAT opening / closing member 15k. Normally, the VAT opening / closing member 15k blocks the second large prize entry opening 15, making it impossible or extremely difficult for game balls to enter the second large prize entry opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in an open state, it becomes easy for game balls to enter the second large prize entry opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize entry opening 15 is also called the "closed state". In this way, the second large prize entry opening 15 opens and closes by the operation of the VAT opening / closing member 15k. When a game ball enters the second large prize slot 15, a predetermined number of game balls (for example, 14 balls) are dispensed as prize balls.

[0029] Here, the second major prize device 15D will be explained in detail using Figure 3. Inside the second major prize device 15D, there is a gate-shaped second major prize opening sensor 15a that can detect a game ball that has entered the second major prize opening 15 and allow the game ball to pass downwards.

[0030] Downstream of the second large prize-winning opening sensor 15a, there are a specific area 16 and a non-specific area 17 through which game balls can pass (enter). Game balls that have passed through the second large prize-winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D comprises a sorting member 16k made of a roughly rectangular flat plate and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to slide left and right when driven by the sorting solenoid 16s.

[0031] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage blocking state: in the front view in Figure 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above it). When the distribution member 16k is in the first state, it is impossible or extremely difficult for a game ball that has entered the second large prize opening 15 to pass through the specific area 16 after passing through the second large prize opening sensor 15a, and it passes through the non-specific area 17. This route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.

[0032] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass through (enter) the specific region 16 (passage-allowed state: in the front view in Figure 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific region 16, the distribution member 16k does not cover the specific region 16 directly above it, and the area directly above the specific region 16 is open). When the distribution member 16k is in the second state, game balls that have entered the second large prize opening 15 can easily pass through the specific region 16 after passing through the second large prize opening sensor 15a. This route of the game ball flowing down from the second large prize opening 15 to the specific region 16 is called the second route.

[0033] Basically, the distribution member 16k is held in the first state. In other words, the first state can be said to be the normal state of the distribution member 16k. Then, only during a predetermined round of play (for example, 10 rounds), the distribution solenoid 16s can be energized and change to the second state.

[0034] The specific area 16 and the non-specific area 17 are equipped with a specific area sensor 16a and a non-specific area sensor 17a, respectively, which detect game balls that have passed through (entered) the respective areas 16 and 17 and allow the game balls to pass downwards.

[0035] Furthermore, it is possible to install only one of the first major prize device 14D and the second major prize device 15D, as long as it does not interfere with the gameplay.

[0036] Furthermore, at the very bottom of the game area 6, there are two outlets 19 for discharging game balls that were played into the game area 6 but did not enter any of the winning slots to the outside of the game area 6. In addition, the game board 1 is equipped with a lit-up lamp 54.

[0037] By the way, the game area 6 in which the game balls can flow can be divided into the left game area (first game area) to the left of the center in the left-right direction, and the right game area (second game area) to the right. The operation of the handle 72k to launch the game balls so that they flow down the left game area is called "left-handed shooting". On the other hand, the operation of the handle 72k to launch the game balls so that they flow down the right game area is called "right-handed shooting". In the pachinko game machine PY1, the path through which the game balls can flow when launched with left-handed shooting is called the first path R1, and the path through which the game balls can flow when launched with right-handed shooting is called the second path R2. The first path R1 and the second path R2 are also composed of numerous game pins and the like.

[0038] The first channel R1 is provided with a first starting opening 11 and two general prize winning openings 10. Therefore, players can aim to win by hitting the game ball with their left hand to make it flow down the first channel R1, either into the first starting opening 11 or into one of the general prize winning openings 10. On the other hand, the second channel R2 is provided with a second starting opening 12, a gate 13, a first major prize winning opening 14, and a second major prize winning opening 15. Therefore, players can aim to pass through the gate 13 or win by hitting the game ball with their right hand to make it flow down the second channel R2, either into the second starting opening 12, the first major prize winning opening 14, or the second major prize winning opening 15.

[0039] Furthermore, any game balls that do not enter any of the prize slots (first starting slot 11, second starting slot 12, general prize slot 10, first major prize slot 14, and second major prize slot 15) are guided to the out slot 19 and discharged. In addition, the number of prize balls awarded for entering each prize slot can be set as appropriate.

[0040] Furthermore, indicators 8 are positioned to the left of the lower part of the game area 6 formed on the front of the game board 1 (in the area other than the game area 6). As shown in Figure 4, the indicators 8 include a special figure 1 indicator 81a that variably displays special figure 1, a special figure 2 indicator 81b that variably displays special figure 2, and a general figure indicator 82 that variably displays general figures. The indicators 8 also include a special figure 1 hold indicator 83a that displays the number of special figure 1 holds (U1: the number of times the variable display of special figure 1 by the special figure 1 indicator 81a is held), and a special figure 2 hold indicator 83b that displays the number of special figure 2 holds (U2: the number of times the variable display of special figure 2 by the special figure 2 indicator 81b is held), which will be described later.

[0041] The variable display of Special Feature 1 is executed when a game ball enters the first starting opening 11 and triggers a Special Feature 1 lottery. Similarly, the variable display of Special Feature 2 is executed when a game ball enters the second starting opening 12 and triggers a Special Feature 2 lottery. In the following explanation, Special Feature 1 and Special Feature 2 are collectively referred to as Special Feature, and the Special Feature 1 lottery and Special Feature 2 lottery are collectively referred to as Special Feature lottery. Furthermore, the Special Feature 1 indicator 81a and the Special Feature 2 indicator 81b are collectively referred to as Special Feature indicator 81. In addition, the Special Feature 1 reserve indicator 83a and the Special Feature 2 reserve indicator 83b are collectively referred to as Special Feature reserve indicator 83.

[0042] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed in a variable state and then stopped. The special symbol that is stopped (the special symbol that is displayed as a result of the variable display) is one special symbol selected from among several types of special symbols by the special symbol lottery. If the stopped special symbol is a specific special symbol predetermined (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is performed, which opens the big prize slots (the first big prize slot 14 and the second big prize slot 15).

[0043] The special symbol indicator 81 is composed of eight LEDs (Light Emitting Diodes) arranged horizontally, for example, and displays a special symbol corresponding to the result of the special symbol lottery depending on how the LEDs are lit. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described later), the special symbol indicator 81 displays a jackpot symbol consisting of the lit LEDs in the 1st, 2nd, 5th, and 6th positions from the left, such as "□□■■□□■■" (□: lit, ■: off). If the result of the special symbol lottery is a loss, the special symbol indicator 81 displays a losing symbol consisting of the lit LED in the rightmost position, such as "■■■■■■■□". Note that the LED lighting patterns corresponding to the result of the special symbol lottery are not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to represent a losing symbol.

[0044] Furthermore, in the variable display of the special symbol, the variable display of the special symbol is performed for a predetermined variation time before the special symbol is displayed as stopped. The mode of the variable display of the special symbol is, for example, a mode in which each LED lights up so that the light flows repeatedly from left to right. However, the mode of the variable display of the special symbol is not particularly limited, and as long as each LED is not displayed as stopped (lit in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.

[0045] By the way, in the pachinko game machine PY1, when a game ball enters the first start port 11 or the second start port 12, various random numbers (examples of numerical information and judgment information) for performing special symbol lotteries, etc., may be acquired. These various random numbers are temporarily stored as special symbol reserves in the special symbol reserve storage unit 105, which will be described later. Hereafter, the various random numbers acquired when a game ball enters the first start port 11 will be called "special symbol 1 related random numbers," and the various random numbers acquired when a game ball enters the second start port 12 will be called "special symbol 2 related random numbers." Here, the special symbol 1 related random numbers are stored as special symbol 1 reserves in the special symbol 1 reserve storage unit 105a of the special symbol reserve storage unit 105. On the other hand, the special symbol 2 related random numbers are stored as special symbol 2 reserves in the special symbol 2 reserve storage unit 105b of the special symbol reserve storage unit 105. It is possible to set an upper limit (for example, 4) on the number of special figure 1 reserves that can be stored in the special figure 1 reserve storage unit 105a (number of special figure 1 reserves) and the number of special figure 2 reserves that can be stored in the special figure 2 reserve storage unit 105b (number of special figure 2 reserves). In the following, special figure 1 reserves and special figure 2 reserves will be collectively referred to as "special figure reserves," and the number of special figure 1 reserves and the number of special figure 2 reserves will be collectively referred to as "number of special figure reserves." Also, special figure 1 related random numbers and special figure 2 related random numbers will be collectively referred to as "special figure related random numbers."

[0046] In the pachinko game machine PY1, if the variable display of the special symbol does not occur immediately after a game ball enters the first start slot 11 or the second start slot 12, specifically if the ball enters while the variable display of the special symbol is being performed or while a jackpot game is being played, the variable display of the special symbol (or the right to draw a special symbol) for that ball can be reserved. The "predetermined condition" is that when a game ball enters the first start slot 11 or the second start slot 12, various random numbers (examples of numerical information and judgment information) for performing a special symbol draw are acquired. Special symbol reserves stored in the special symbol reserve storage unit 105 are consumed when it becomes possible to display a variable special symbol based on that special symbol reserve. In other words, consuming a special symbol reserve means determining the special symbol-related random numbers etc. corresponding to that special symbol reserve and performing a variable special symbol display to show the result of that determination.

[0047] The number of reserved special symbols is then displayed on the reserved special symbol indicator 83. Each of the reserved special symbol 1 indicator 83a and the reserved special symbol 2 indicator 83b consists of, for example, four LEDs, and the number of reserved special symbols can be displayed by lighting up the corresponding number of LEDs.

[0048] Furthermore, the variable display of the regular symbol indicates the result of the regular symbol lottery. In the variable display of the regular symbol, the regular symbol is displayed in a variable state and then stopped. The regular symbol that is stopped (stopped regular symbol, the regular symbol that is displayed as a result of the variable display) is one regular symbol selected from among several types of regular symbols by the regular symbol lottery. If the regular symbol that is stopped is a specific regular symbol predetermined (a regular symbol with a predetermined stopping pattern, i.e., a winning symbol), an auxiliary game is performed to open the second start opening 12 (electric tuner 12D).

[0049] The general diagram indicator 82 is composed of, for example, two LEDs, and displays a general diagram corresponding to the result of the general diagram lottery depending on how the LEDs are lit. If the result of the general diagram lottery is a win, the general diagram indicator 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the general diagram lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A pattern in which all LEDs are turned off may also be used for the losing pattern. Note that the LED lighting patterns corresponding to the result of the general diagram lottery are not limited and can be set as appropriate.

[0050] Furthermore, before the normal display is shown as stopped, the normal display is shown in a variable state for a predetermined period of time. The mode of the variable display of the normal display is, for example, the alternating illumination of both LEDs. However, the mode of the variable display of the normal display is not particularly limited, and as long as each LED is not shown as stopped (illuminated in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.

[0051] In the pachinko game machine PY1, when a game ball passes through gate 13, a random number for a normal symbol (an example of numerical information or judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve storage unit 106, described below, provided that variable normal symbol display or auxiliary gameplay is not being performed. An upper limit (for example, 4) can be set for the number of normal symbol reserves that can be stored in the normal symbol reserve storage unit 106. In the following, the random number for a normal symbol acquired when a game ball passes through gate 13 will also be called a "normal symbol related random number".

[0052] Next, using Figure 5, we will explain the performance unit 1U attached to the back of the game board 1. The performance unit 1U is a unitized collection of multiple devices that primarily perform performances. The performance unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as the "on-board movable device") 55, and a second board movable device (hereinafter referred to as the "below-board movable device") 56.

[0053] The image display device 50 is composed of, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display, etc., and includes a display unit 50a (display unit) capable of displaying patterns, etc.

[0054] The on-board movable device 55 is positioned in front of the display unit 50a, is movable along the display unit 50a, and comprises a decorative on-board movable body 55k. The under-board movable device 56 is positioned in front of the display unit 50a, is movable along the display unit 50a, and comprises a decorative under-board movable body 56k.

[0055] Figure 5(A) schematically shows the state in which the on-board movable body 55k and the under-board movable body 56k are held in their normal standby state (initial position) when not in operation. When the drive source of the on-board movable device 55 is activated, the on-board movable body 55k moves downward (down), and when the drive source of the under-board movable device 56 is activated, the under-board movable body 56k moves upward (up). At this time, the image display device 50 is covered by the lowered on-board movable body 55k or the raised under-board movable body 56k, making the image display device 50 difficult to see. In the basic embodiment, it is possible to recognize by hearing the sound of movement (for example, rattling) generated when the drive sources of the movable devices 55, 56, and 58 are activated and each movable body moves. Furthermore, in the basic embodiment, a vibration motor is provided on an operable input device (normal button 40, special button 41, etc.), and when the vibration motor is driven, it collides with the vibration motor housing, etc., which houses the vibration motor, causing the input device (normal button 40, special button 41, etc.) to vibrate (not shown). The vibration sound generated by this vibration of the input device (normal button 40, special button 41, etc.) can also be perceived by hearing. The operating sound in the basic embodiment also includes the vibration sound generated when the vibration motor is driven and the input device (normal button 40, special button 41, etc.) vibrates.

[0056] Furthermore, the position and number of components and devices installed in the YU game board unit can be changed as appropriate, as long as it does not interfere with gameplay.

[0057] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be explained based on Figures 6 to 7. As shown in Figures 6 to 7, the pachinko game machine PY1 is further back from the image display device 50 of the game board 1, and includes a game control board (hereinafter referred to as the "main control board") 100 that controls game benefits (progress of the game) such as special symbol lottery, variable display of special symbols, jackpot game, setting of game state (described later), normal symbol lottery, variable display of normal symbols, and auxiliary game; an effect control board (hereinafter referred to as the "sub-control board") 120 that controls game effects (special symbol variation effect (judgment result suggestion effect), hold effect, jackpot game effect), customer waiting effect, and operation promotion effect that prompts operation during the period when the operation of the normal button 40 or special button 41 is valid (operation valid period); and a payout control board 170 that controls game ball payout, etc. The main control board 100 can be positioned as a game control unit that controls the game. The sub-control board 120 can also be positioned as a performance control unit that controls the effects, together with the image control board 140, lamp control circuit 151, and sound control circuit 161, which will be described later. The performance control unit only needs to include at least the sub-control board 120 and be capable of controlling game effects, customer waiting effects, and operation promotion effects using performance means (image display device 50, speaker 52 (output means), frame lamp 53, board lamp 54, and movable devices 55, 56, etc.).

[0058] Furthermore, the pachinko game machine PY1 is equipped with a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is equipped with a backup power supply circuit 192. The backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later, when power is not supplied to the pachinko game machine PY1. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when the power to the pachinko game machine PY1 is lost. In addition, a power switch 191 is connected to the power supply board 190. The power is switched on and off by operating the power switch 191 ON or OFF. Furthermore, a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, or a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.

[0059] As shown in Figure 6, the main control board 100 is equipped with a one-chip microcontroller for game control (hereinafter referred to as "game control microcontroller") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program. The game control microcontroller 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as work memory, and a game CPU (Central Processing Unit) 102 that executes the program stored in the game ROM 103.

[0060] The game ROM 103 stores programs for performing main control processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores the jackpot determination table, jackpot symbol type determination table, reach determination table, special symbol variation pattern determination table, pre-read determination table, jackpot game control table, hit determination table, normal symbol variation pattern determination table, and auxiliary game control table, which will be described later. The game ROM 103 may be external. The game RAM 104 is provided with the special symbol hold storage unit 105 and normal symbol hold storage unit 106 mentioned above.

[0061] Furthermore, the main control board 100 is equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for clearing the information stored in the game RAM 104 to the game CPU 102.

[0062] Various sensors MS and various actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.

[0063] The various sensors MS connected to the main control board 100 include a first start-up sensor for detecting game balls that enter the first start-up 11, a second start-up sensor for detecting game balls that enter the second start-up 12, a general prize-winning jackpot sensor for detecting game balls that enter the general prize-winning jackpot 10, a gate sensor for detecting game balls that pass through the gate 13, a first major prize-winning jackpot sensor for detecting game balls that enter the first major prize-winning jackpot 14, a second major prize-winning jackpot sensor 15a for detecting game balls that enter the second major prize-winning jackpot 15, a specific area sensor 16a for detecting game balls that pass through (enter) a specific area 16, and a non-specific area sensor 17a for detecting game balls that pass through (enter) a non-specific area 17. When each sensor detects a game ball, it outputs a signal to the main control board 100 according to the detected information. Furthermore, the type and number of sensors connected to the main control board 100 can be changed as appropriate, as long as it does not interfere with gameplay.

[0064] Furthermore, the various actuators MA connected to the main control board 100 include an electric tuner solenoid that drives the electric tuner opening / closing member 12k of the electric tuner 12D, a first major prize slot solenoid that drives the normal AT opening / closing member 14k of the first major prize slot device 14D, a second major prize slot solenoid that drives the VAT opening / closing member 15k of the second major prize slot device 15D, and a distribution solenoid 16s that drives the distribution member 16k of the distribution device 16D. Note that the types and number of actuators connected to the main control board 100 can be changed as appropriate within a range that does not interfere with gameplay.

[0065] Furthermore, the main control board 100 is connected to a group of indicators 8 (a special symbol indicator 81, a general symbol indicator 82, and a special symbol hold indicator 83). The display control of these indicators 8 is performed by a microcomputer 101 for game control.

[0066] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball dispensing based on information from inserted prepaid cards, etc.) and a prize ball payout device 73, as well as a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see Figure 1).

[0067] The payout control board 170 uses the prize ball payout device 73 and the rental ball payout device 74 to pay out prize balls and rental balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The number of game balls to be paid out is output to the payout control board 170.

[0068] Furthermore, the launching device 72 is equipped with a touch switch capable of detecting contact between a player or other person and the handle 72k (see Figure 1). When a player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. The launching device 72 is also connected to a launch volume knob capable of detecting the rotation angle (amount of operation) of the handle 72k. The launching device 72 drives a launch solenoid so that the game balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko game machine PY1, as long as rotational operation on the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.

[0069] Furthermore, the main control board 100 transmits various commands containing information about the game to the sub-control board 120 in accordance with the progress of the game. Based on the various commands sent from the main control board 100, the sub-control board 120 can grasp the progress of the game (the content of the game control) by the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that only allows the transmission of signals from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the main control board 100 and the sub-control board 120 as a means of restricting the direction of communication.

[0070] As shown in Figure 7, the sub-control board 120 is equipped with a one-chip microcontroller for performance control (hereinafter referred to as "performance control microcontroller") 121 that controls the performance of the pachinko game machine PY1 according to a program. The performance control microcontroller 121 (performance control means) includes a performance ROM 123 that stores programs for controlling the performance as the game progresses by the main control board 100, a performance RAM 124 used as work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.

[0071] Furthermore, the ROM 123 for effects contains programs for performing the sub-control main processing, receive interrupt processing, 1ms timer interrupt processing, and 10ms timer interrupt processing, which will be described later. Note that the ROM 123 for effects may be external.

[0072] Furthermore, the sub-control board 120 is equipped with an I / O port section 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. When the pachinko game machine PY1 is supplied with power from a predetermined island power supply device (not shown), the RTC 139 operates using that power. When power is not supplied from the island power supply device, it operates using power supplied from the backup power supply circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the power supply to the pachinko game machine PY1 is not turned on. A backup power supply circuit for the RTC 139 may also be provided on the sub-control board 120. The backup power supply circuit can include a capacitor or an internal battery (such as a button battery).

[0073] The sub-control board 120 is connected to the image control board 140. The microcontroller 121 for controlling the presentation on the sub-control board 120 causes the image CPU 141 on the image control board 140 to control the display on the image display device 50 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a bidirectional communication connection that allows both the transmission of signals from the sub-control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the sub-control board 120.

[0074] The image control board 140 includes an image ROM 142 that stores programs for image control, an image RAM 143 used as work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 that stores image data displayed on the image display device 50, a VRAM 146 used for processing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured as a single chip. The CGROM 145 stores, for example, image data for displaying the images shown on the image display device 50 (still image data and video data, specifically image data such as characters, items, shapes, letters, numbers and symbols (including animation patterns) and background images).

[0075] The VDP144 reads image data from the CGROM145 and expands it into the expansion area in the VRAM146, according to the display list created by the image CPU141 based on commands from the performance control microcontroller121. Then, it combines the expanded image data as appropriate and draws the image to the frame buffer in the VRAM146. Finally, it outputs the image drawn to the frame buffer as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.

[0076] The display list consists of a set of commands used to instruct the execution of drawing on a frame-by-frame basis. The display list contains information on various parameters such as the type of image to be drawn, the position in which the image is drawn, the display priority, the display magnification, and the transparency of the image.

[0077] The microcontroller 121 for performance control outputs voice, music, sound effects, etc., from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100.

[0078] Audio data, such as the sound output from speaker 52, is stored in the performance ROM 123 of the sub-control board 120. Alternatively, the audio control circuit 161 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to perform audio control. Furthermore, in this case, a ROM may be mounted on the circuit board, and the audio data may be stored in that ROM. Alternatively, speaker 52 may be connected to image control board 140, and the image CPU 141 of image control board 140 may be used to perform audio control. Furthermore, in this case, the audio data may be stored in the image ROM 142 of image control board 140.

[0079] Furthermore, various switches that serve as inputs, various actuators SA that serve as drive sources, and various lamps SL are connected to the sub-control board 120 via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. In addition, the sub-control board 120 controls the lighting of the various lamps SL via the lamp control circuit 151 based on commands received from the main control board 100.

[0080] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects when the normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. Each detection switch 40a and 41a outputs a signal to the sub-control board 120 according to the detected content. The types and number of switches connected to the sub-control board 120 can be changed as appropriate, as long as it does not interfere with gameplay.

[0081] The various actuators SA connected to the sub-control board 120 include motors that drive the on-board movable device 55, the under-board movable device 56, the frame movable device 58, and input devices (normal buttons 40, special buttons 41, etc.). By driving the motors, it is possible to make each movable device perform a predetermined operation. Specifically, the performance control microcontroller 121 creates operation pattern data that determines the operation mode of each movable device and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate, as long as it does not interfere with the game.

[0082] The various lamps SL connected to the sub-control board 120 include frame lamps 53 and panel lamps 54, and each lamp is illuminated. Specifically, the performance control microcontroller 121 creates light emission pattern data (data that determines the lighting behavior, light color, etc., also called lamp data) that determines the lighting behavior of each lamp, and controls the illumination of each lamp according to the light emission pattern data. The data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.

[0083] Furthermore, the lamp control circuit 151 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may also be mounted on the circuit board and stored in the ROM with data related to the light emission patterns and operation patterns. In addition, the types and number of lamps connected to the sub-control board 120 can be changed as appropriate, as long as it does not interfere with gameplay.

[0084] 3. Main types of games played using amusement machines Next, the main games played using the pachinko machine PY1 will be explained using Figures 8 to 15.

[0085] 3-1. Games related to general diagrams First, let's explain the gameplay related to the regular symbols. When a launched game ball passes through gate 13 in the pachinko game machine PY1, a regular symbol lottery is performed. After the regular symbol lottery is performed, the regular symbol display unit 82 displays a variable regular symbol (displays a variable symbol followed by a stop symbol). Here, the regular symbols that are displayed as stops include winning symbols and losing symbols. The losing symbols in the regular symbols are also called "losing regular symbols" to distinguish them from the losing symbols in the special symbols, which will be described later. When a winning symbol is displayed as a stop, an auxiliary game is performed, and the game related to passing through gate 13 ends. On the other hand, when a losing regular symbol is displayed as a stop, no auxiliary game is performed, and the game related to passing through gate 13 ends. Furthermore, in the following, when a game ball passes through gate 13 when neither a variable regular symbol display nor an auxiliary game is performed, this is referred to as "the fulfillment of the regular symbol variation start condition."

[0086] The Pachinko game machine PY1, in performing this series of gameplay (normal symbol lottery, variable normal symbol display, auxiliary gameplay), acquires normal symbol-related random numbers when the normal symbol variation start condition is met. The acquired normal symbol-related random numbers include normal symbol random numbers, as shown in Figure 8(A). Normal symbol random numbers are random numbers (judgment information) used for determining a win. Each random number has an appropriate range.

[0087] 3-1-1. Hit detection The hit determination is a determination made using one or more hit determination tables, as shown in Figure 9(A), to determine whether or not it is a hit (whether or not to execute an auxiliary game). The hit determination table can be associated with the game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and it is possible to distinguish between a hit determination table used in the non-time-saving state (non-time-saving hit determination table) and a hit determination table used in the time-saving state (time-saving hit determination table). In each hit determination table, a determination value (normal symbol random value) is assigned to the hit or miss result of the hit determination. Therefore, the pachinko game machine PY1 compares the acquired normal symbol random number with the hit determination table to determine whether it is a hit or a miss. Then, based on the result of the hit determination, it performs a normal symbol variation pattern determination for the variable display of the normal symbol. If the result of the hit determination is a hit, the winning symbol is basically stopped and displayed in the variable display of the normal symbol. On the other hand, if the result of the hit detection is a miss, the losing regular diagram will basically be displayed in the variable display of the regular diagram. Also, the probability of winning can be changed as appropriate.

[0088] 3-1-2. General Chart Fluctuations The general diagram variation pattern determination is a determination to determine the general diagram variation pattern using one or more general diagram variation pattern determination tables as shown in Figure 9(B). The general diagram variation pattern is identification information relating to predetermined items concerning the variable display of the general diagram, such as the general diagram variation time.

[0089] The regular symbol variation pattern determination table can be associated with the game state. That is, it is possible to distinguish between the regular symbol variation pattern determination table used when the game is not in a time-saving state (non-time-saving regular symbol variation pattern determination table) and the regular symbol variation pattern determination table used when the game is in a time-saving state (time-saving regular symbol variation pattern determination table).

[0090] Each regular figure variation pattern determination table stores one regular figure variation pattern for each regular figure that is stopped, which is the result of the regular figure variation pattern determination. In other words, the pachinko game machine PY1 can make the regular figure variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing regular figure (losing regular figure) is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 30 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 30 seconds. In the time-saving state, when a losing regular figure is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 5 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 5 seconds. The variable display of the regular figure corresponding to the regular figure variation pattern determined by this determination is performed by the regular figure display unit 82. Furthermore, these normal figure variation times can be changed as appropriate. In this way, by performing collision detection and normal figure variation pattern determination, the normal figure is displayed variably on the normal figure display unit 82.

[0091] 3-1-3. Auxiliary Games The auxiliary game is executed when a winning symbol is displayed (derived) as the result of the display (result of the regular symbol lottery) in the variable display of the regular symbols.

[0092] Auxiliary gameplay includes various elements that constitute the auxiliary gameplay (auxiliary gameplay components), namely the number of times the electric tuner 12D opens and the opening time for each opening. Each of these elements is associated with the game state. The pachinko game machine PY1 controls the auxiliary gameplay based on the game state using one or more auxiliary gameplay control tables as shown in Figure 9(C). The auxiliary gameplay control tables are associated with the game state. Each auxiliary gameplay control table stores the auxiliary gameplay components. Furthermore, the number of openings and opening times for each of these elements can be changed as appropriate.

[0093] The Pachinko game machine PY1 allows for different opening times of the electric tuner 12D depending on whether the auxiliary game is played in a non-time-saving state or in a time-saving state. For example, in an auxiliary game played in a non-time-saving state, the electric tuner 12D is opened for a first opening time (a time when it is difficult to get the game ball into the electric tuner 12D (e.g., 0.08 seconds)). In the following, the auxiliary game played in a non-time-saving state will also be referred to as the "short opening auxiliary game." In an auxiliary game played in a time-saving state, the electric tuner 12D is opened for a second opening time that is longer than the first opening time (a time when it is easy to get the game ball into the electric tuner 12D (e.g., 3.00 seconds)). In the following, the auxiliary game played in a time-saving state will also be referred to as the "long opening auxiliary game."

[0094] 3-2. Games related to special symbols Next, we will explain the gameplay related to the special symbols. When a launched game ball enters the first starting opening 11 of the pachinko game machine PY1, a special symbol 1 lottery is performed. When the special symbol 1 lottery is performed, the special symbol 1 display 81a displays a variable special symbol 1 (a variable display followed by a stop display) to notify the result of the special symbol 1 lottery. Here, the special symbol 1 that is stopped to display includes a jackpot symbol and a losing symbol. In other words, the result of the special symbol 1 lottery is either a jackpot or a loss. If a jackpot symbol is stopped to display, a jackpot game is performed, a new game state is set, and the game based on that entry ends. On the other hand, if a losing symbol is stopped to display, a jackpot game is not performed, and the game based on that entry ends.

[0095] Similarly, when a launched game ball enters the second starting port 12, the pachinko game machine PY1 performs a special symbol 2 lottery. When the special symbol 2 lottery is performed, the special symbol 2 display 81b displays a variable special symbol 2 (a variable display followed by a stop display) to notify the result of the special symbol 2 lottery. Here, the special symbol 2 that is stopped on display can be a jackpot symbol or a losing symbol. In other words, the result of the special symbol 2 lottery can be a jackpot or a loss. If a jackpot symbol is stopped on display, a jackpot game is performed, a new game state is set, and the game based on that entry ends. On the other hand, if a losing symbol is stopped on display, a jackpot game is not performed, and the game based on that entry ends.

[0096] In the following, when a game ball enters the first starting opening 11, it is referred to as "fulfillment of the first starting condition," and when a game ball enters the second starting opening 12, it is referred to as "fulfillment of the second starting condition." Furthermore, "fulfillment of the first starting condition" and "fulfillment of the second starting condition" are collectively referred to as "fulfillment of the starting condition." In addition, the losing special symbols are also called "losing special symbols" to distinguish them from the losing regular symbols mentioned above.

[0097] The Pachinko game machine PY1, in performing a series of gameplay actions (special symbol lottery, variable display of special symbols, jackpot gameplay, and setting of game state), acquires special symbol-related random numbers when the starting conditions are met, and performs various judgments on these random numbers. The acquired special symbol-related random numbers include, as shown in Figure 8(B), special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers. Special symbol random numbers are used to determine jackpots. Jackpot symbol type random numbers are used to determine the type of jackpot. Reach random numbers are used to determine reach. Special symbol variation pattern random numbers are used to determine the variation pattern of special symbols. Each random number has an appropriate range. Random numbers are sometimes also referred to as judgment information.

[0098] 3-2-1. Jackpot Determination The jackpot determination is a determination made using one or more jackpot determination tables, as shown in Figure 10(A), to determine whether or not a jackpot has been hit (whether or not to perform a jackpot game). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether or not the state is a normal probability state or a high probability state. In other words, it is possible to distinguish between a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).

[0099] In each jackpot determination table, special symbol random number determination values ​​(special symbol random number values) are assigned to the jackpot determination results, namely jackpots and misses. The pachinko game machine PY1 compares the acquired special symbol random numbers with the jackpot determination table to determine whether it is a jackpot or a miss. As shown in Figure 10(A), the high-probability jackpot determination table has more special symbol random number determination values ​​set to determine a jackpot than the normal-probability jackpot determination table. Furthermore, the jackpot winning probability can be changed as appropriate.

[0100] 3-2-2. Determination of the type of winning symbol The jackpot symbol type determination is a determination made when the result of the jackpot determination is a jackpot, using one or more jackpot symbol type determination tables as shown in Figure 10(B) to determine the type of jackpot symbol (jackpot symbol type). For each type of jackpot symbol, it is possible to associate it with the contents of the jackpot, in other words, the components of the jackpot which consist of the game benefits granted to the player.

[0101] The jackpot symbol type determination table can be associated with the type of special symbol that is displayed variably, or in other words, the type of starting gate from which the winning combination occurred that caused the jackpot symbol type determination (the one that triggered the jackpot symbol type determination). That is, it is possible to distinguish between the jackpot symbol type determination table used when displaying the variable special symbol 1 (the first jackpot symbol type determination table) and the jackpot symbol type determination table used when displaying the variable special symbol 2 (the second jackpot symbol type determination table).

[0102] There are multiple types of winning symbols, and in each winning symbol type determination table, the determination value of the winning symbol type random number (winning symbol type random value) is assigned to the winning symbol type, which is the result of the winning symbol type determination. Therefore, the pachinko game machine PY1 determines the type of winning symbol by comparing the acquired winning symbol type random number with the winning symbol type determination table. Then, in the first and second winning symbol type determination tables, the winning symbol type random values ​​are appropriately assigned to each type of winning symbol. Furthermore, the distribution rate of the winning symbol types can be changed as needed. Also, the types of winning symbols can be increased or decreased as needed.

[0103] For example, as shown in Figure 10(B), it is possible to set the distribution rate of jackpot symbol types determined by the jackpot symbol type determination for Special Figure 1 to 50% for jackpot symbol X and 50% for jackpot symbol Y, and to set the distribution rate of jackpot symbol types determined by the jackpot symbol type determination for Special Figure 2 to 100% for jackpot symbol Z. In this way, it is possible to make the distribution rate of jackpot symbol types different for the Special Figure 1 lottery, which is performed when a game ball enters the first starting opening 11, and for the Special Figure 2 lottery, which is performed when a game ball enters the second starting opening 12.

[0104] 3-2-3. Reach Determination The reach determination is a determination made when the result of the jackpot determination is a miss, using one or more reach determination tables as shown in Figure 10(C) to determine whether or not to generate a reach in the special symbol variation effect described later.

[0105] The reach determination table can be associated with the game state. In other words, it is possible to distinguish between a reach determination table used when the game is not in a time-saving state (non-time-saving reach determination table) and a reach determination table used when the game is in a time-saving state (time-saving reach determination table).

[0106] In each reach determination table, the reach random number determination value (reach random number value) is assigned to either "reach present (a reach occurs)" or "no reach (a reach does not occur)" as the result of the reach determination. Therefore, the pachinko game machine PY1 compares the acquired reach random number with the reach determination table to determine whether there is a reach present or no reach (whether a reach occurs or not). As shown in Figure 10(C), it is possible to make the number of reach random numbers determined as "reach present (a reach occurs)" different between the reach determination table for non-time-saving mode and the reach determination table for time-saving mode. In the following, "reach present (a reach occurs)" which is performed on the premise that the result of the jackpot determination is "miss" may be called "reach present miss," and "no reach (a reach does not occur)" may be called "no reach miss."

[0107] 3-2-4. Special Pattern Variation The special symbol variation pattern determination is a determination to determine the variation pattern of the variable display of the special symbol (special symbol variation pattern) using a variation pattern determination table (special symbol variation pattern determination table) for one or more special symbols as shown in Figures 11 and 12, and is performed in both cases where the result of the jackpot determination is a jackpot or a miss. The special symbol variation pattern is identification information for identifying predetermined items related to the special symbol variation time and the performance flow (performance content) of the special symbol variation performance described later. In addition to the special symbol variation time and the performance flow (performance content) of the special symbol variation performance, the special symbol variation pattern can also include identification information related to the result of the jackpot determination and the result of the reach determination. It is possible to use multiple types of special symbol variation patterns, each with different identification information, and the number of such patterns can be changed as appropriate.

[0108] The special symbol variation pattern determination table can be associated with the type of special symbol that performs the variable display and is the subject of the determination, or in other words, the type of starting gate from which the prize resulting from the special symbol variation pattern determination occurred. That is, it is possible to distinguish between the special symbol variation pattern determination table used when performing the variable display of special symbol 1 (special symbol 1 variation pattern determination table: Figure 11) and the special symbol variation pattern determination table used when performing the variable display of special symbol 2 (special symbol 2 variation pattern determination table: Figure 12).

[0109] Furthermore, each special symbol variation pattern determination table can also be associated with the game state. That is, for the special symbol 1 variation pattern determination table, it is possible to distinguish between the special symbol 1 variation pattern determination table used when the game is not in a time-saving state (special symbol 1 variation pattern determination table for non-time-saving mode) and the special symbol 1 variation pattern determination table used when the game is in a time-saving state (special symbol 1 variation pattern determination table for time-saving mode). Similarly, for the special symbol 2 variation pattern determination table, it is possible to distinguish between the special symbol 2 variation pattern determination table used when the game is not in a time-saving state (special symbol 2 variation pattern determination table for non-time-saving mode) and the special symbol 2 variation pattern determination table used when the game is in a time-saving state (special symbol 2 variation pattern determination table for time-saving mode). Note that it is not necessary to separate the special symbol variation pattern determination tables for each game state.

[0110] Furthermore, each special symbol variation pattern determination table associated with the game state can also be associated with the jackpot determination result, the jackpot symbol type determination result, or the reach determination result. That is, the non-time-saving special symbol 1 variation pattern determination table and the non-time-saving special symbol 2 variation pattern determination table each have versions for jackpots (for each jackpot symbol type), for misses with reaches, and for misses without reaches, etc. Similarly, the time-saving special symbol 1 variation pattern determination table and the time-saving special symbol 2 variation pattern determination table each have versions for jackpots (for each jackpot symbol type), for misses with reaches, and for misses without reaches, etc.

[0111] Furthermore, the special symbol 1 variation pattern determination table for each no-reach miss can also be associated with the number of special symbol reserves. For example, it is possible to distinguish between the special symbol 1 variation pattern determination table used when the number of special symbol 1 reserves (U1) is 0-2 and the special symbol 1 variation pattern determination table used when the number of special symbol 1 reserves (U1) is 3-4. Also, the special symbol 2 variation pattern determination table for each no-reach miss can also be associated with the number of special symbol reserves. For example, it is possible to distinguish between the special symbol 2 variation pattern determination table used when the number of special symbol 2 reserves (U2) is 0-2 and the special symbol 2 variation pattern determination table used when the number of special symbol 2 reserves (U2) is 3-4.

[0112] Then, the variable display of the special symbols for the special symbol variation time corresponding to the special symbol variation pattern determined by each special symbol variation pattern judgment is performed on the special symbol display unit 81. When the display result (result of the special symbol lottery) of the variable display of the special symbols is shown as a jackpot symbol, the next variable display of the special symbols is not performed immediately, and the jackpot game is executed immediately thereafter.

[0113] Furthermore, each special symbol variation pattern can be associated with a special symbol variation effect flow, as shown in the second column from the right in the table in Figures 11 and 12.

[0114] As shown in the rightmost column of the tables in Figures 11 and 12, special symbol variation patterns may be named in relation to the special symbol (jackpot result) and the content of the special symbol variation performance. For example, a special symbol variation pattern related to a jackpot is called a "jackpot variation." On the other hand, among the misses with a reach, a special symbol variation pattern in which an SP reach, a type of reach, is performed is called an "SP miss variation," a special symbol variation pattern in which an L reach, a type of reach, is performed among the misses with a reach, is called an "L miss variation," a special symbol variation pattern in which the special symbol variation performance ends with an N reach (normal reach performance), a type of reach, among the misses with a reach, is called an "N miss variation," and a special symbol variation pattern related to misses without a reach is called a "normal miss variation."

[0115] 3-2-5. Predictive Judgment The pachinko game machine PY1 performs a pre-read determination using one or more pre-read determination tables as shown in Figure 13, based on the acquired special symbol-related random numbers. Pre-read determinations include, for example, determining whether the special symbol random number will result in a jackpot determination, determining which type of jackpot symbol the jackpot symbol type random number will be, and determining which special symbol variation pattern the special symbol variation pattern random number will be. The pre-read determination table can be associated with the type of starting gate involved in the initial winning. That is, it is possible to distinguish between a pre-read determination table for when the ball enters the first starting gate 11 (first pre-read determination table) and a pre-read determination table for when the ball enters the second starting gate 12 (second pre-read determination table).

[0116] Furthermore, the pre-read judgment table can also be associated with the game state. In other words, it is possible to distinguish between a pre-read judgment table used when the game is not in a time-saving state (non-time-saving pre-read judgment table) and a pre-read judgment table used when the game is in a time-saving state (time-saving pre-read judgment table).

[0117] In other words, the look-ahead determination table can be divided into a first look-ahead determination table used when not in a time-saving state, a first look-ahead determination table used when in a time-saving state, a second look-ahead determination table used when not in a time-saving state, and a second look-ahead determination table used when in a time-saving state. Note that the types of determinations included in the look-ahead determination can be changed as needed.

[0118] 3-3. Jackpot Game Next, we will explain the jackpot game. The jackpot game consists of multiple rounds of gameplay involving the opening and closing of the large prize slots (the first large prize slot 14 or the second large prize slot 15), an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of gameplay, and an ending (also referred to as ED) from the end of the final round of gameplay until the jackpot game ends. Each round of gameplay begins with the end of the opening or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ending. It is also possible to omit the OP and ED. In the following, a predetermined number of rounds of gameplay (a predetermined order) will simply be referred to as a "round". For example, the first round of gameplay will be called "Round 1 (1R)", and the tenth round of gameplay will be called "Round 10 (10R)".

[0119] The elements that constitute such a jackpot game (jackpot game components) include the number of rounds played, the number of times the big prize slots (first big prize slot 14 or second big prize slot 15) are opened in each round, the type of big prize slot that is opened and the opening time (opening pattern), the time for closing until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special symbol stops, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables as shown in Figure 14. The jackpot game control table stores the jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games.

[0120] For example, as shown in Figure 14, from Round 1 to Round 10, a round game is played in which the first large prize opening 14 is open for a maximum of 29.5 seconds, or a round game in which the first large prize opening 14 is open for a maximum of 0.1 seconds. Then, in Round 10 (the final round), a round game is played in which the second large prize opening 15 is open for a maximum of 29.5 seconds, or a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds. In addition, in each round game, if a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensor, the round game is terminated even if the maximum opening time of the large prize openings 14 and 15 has not elapsed.

[0121] Furthermore, the number of times and duration for each element can be changed as appropriate. Also, the jackpot game can be performed using both the first and second jackpot entry points 14 and 15, or using only one of them.

[0122] Here, the specific area 16 will be explained in detail. The specific area 16 takes between a closed state where entry is impossible and an open state where entry is possible, as determined by the distribution member 16k. Therefore, the operation mode of the distribution member 16k can be said to be the opening and closing mode of the specific area 16. Hereafter, the operation mode of the distribution member 16k will also be referred to as the "opening and closing mode of the specific area 16". In this way, the distribution member 16k is controlled by a fixed operation mode (the specific area 16 is in a fixed opening and closing mode), and the difficulty (ease) of getting the game ball into the specific area 16 in a jackpot game is set by the combination of the fixed operation mode of the distribution member 16k (the fixed opening and closing mode of the specific area 16) and the opening and closing mode of the second large prize entry point 15. Hereafter, the state in which the specific area 16 is open will also be referred to as "V open".

[0123] For 15 seconds after the opening of the second large prize opening, the distribution solenoid 16s is energized, and the distribution member 16k is controlled to the second state (Figure 3(B)). Therefore, in a round game where the second large prize opening 15 is open for a maximum of 29.5 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing of the distribution member 16k being controlled to the second state makes it easy for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16). On the other hand, in a round game where the second large prize opening 15 is open for a maximum of 0.1 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing of the distribution member 16k being controlled to the second state makes it almost impossible (difficult) for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16). Thus, in a jackpot game, it is possible to execute two types of jackpot games: one in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which it is easy for the game ball to pass through a specific area 16 (hereinafter also referred to as "V passage"), and another in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which it is impossible or difficult for the game ball to pass through a specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V long opening pattern is called a "V long jackpot". On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V short opening pattern is called a "V short jackpot".

[0124] 3-4. Game state Next, the game states will be explained. As shown in Figure 15, the pachinko game machine PY1 can be in any of the following game states: "low probability low base game state", "low probability high base game state", "high probability low base game state", "high probability high base game state (advantageous game state)", and "jackpot game state". Note that "low probability low base game state" can be abbreviated as "low probability low base state", "low probability high base game state" as "low probability high base state", "high probability low base game state" as "high probability low base state", and "high probability high base game state" as "high probability high base state". The game states consist of states related to the probability of being judged as a "jackpot" in the jackpot judgment, and states related to the ease of opening the electric tuner 12D. The former includes the normal probability state and the high probability state. On the other hand, the latter includes the non-time-saving state and the time-saving state. Furthermore, the jackpot game state corresponds to the "special game state" or "advantageous game state."

[0125] The normal probability state is set in either the "low probability low base game state" or the "low probability high base game state," where the probability of being judged as a jackpot in the jackpot judgment is the normal probability. The high probability state is set in either the "high probability low base game state" or the "high probability high base game state," where the probability of being judged as a jackpot in the jackpot judgment is higher than the normal probability. Therefore, the high probability state can be said to be more advantageous to the player than the normal probability state. When the Pachinko game machine PY1 is first powered on, the normal probability state is set. Then, by winning a jackpot, it becomes possible to switch from the normal probability state to the high probability state. For example, in a jackpot game, it is possible to switch to the high probability state by having the game ball pass through a specific area 16. It is also possible to switch to the high probability state depending on the type of jackpot symbol. In the high probability state, it is possible to switch back to the normal probability state by having a predetermined number of jackpot judgments made without winning a jackpot, or by winning the next jackpot.

[0126] The non-shortened time state is set in the "low probability low base game state," the "high probability low base game state," or the "jackpot game state." The shortened time state is set in the "low probability high base game state" or the "high probability high base game state," and is a game state in which the opening time of the electric tuner 12D in a single auxiliary game tends to be longer compared to the non-shortened time state. For example, in the shortened time state, the opening time of the electric tuner 12D will be longer (e.g., 3.00 seconds) than in the non-shortened time state (e.g., 0.08 seconds). In addition, in the shortened time state, it is possible to perform special symbol variation pattern determination using a special symbol variation pattern determination table that is set so that special symbol variation patterns with shorter special symbol variation times are selected more often than in the non-shortened time state (see Figures 11-12). As a result, in the shortened time state, the pace of consumption of special symbol reserves becomes faster, and effective entries into the starting gate (entries that can be stored as special symbol reserves) are more likely to occur. Therefore, it is possible to aim for a jackpot under smooth gameplay.

[0127] Furthermore, the time-saving state makes it easier to shorten the normal diagram variation time compared to the non-time-saving state. For example, in the time-saving state, a normal diagram variation time shorter than the normal diagram variation time determined in the non-time-saving state (5 seconds) is determined. Therefore, the time-saving state allows for a higher number of normal diagram draws per unit time.

[0128] Furthermore, the time-saving state makes it easier to determine a hit in the hit detection process compared to the non-time-saving state. For example, in the time-saving state, the probability of determining a hit is higher (e.g., 59936 / 65536) than in the non-time-saving state (e.g., 6600 / 65536). Therefore, the number of times a hit is determined per unit of time is higher in the time-saving state.

[0129] In this time-saving state, the opening time of the electric tuner 12D per unit time is longer compared to the non-time-saving state, making it easier for game balls to enter the second start opening 12 more frequently. As a result, the base rate, which is the ratio of the number of prize balls to the number of balls launched, becomes higher. Therefore, in the time-saving state with a high base rate, it is possible to aim for a jackpot without significantly reducing the number of game balls held. Thus, it can be said that the time-saving state is more advantageous to the player than the non-time-saving state.

[0130] When the PY1 pachinko machine is first powered on, it is set to a non-shortened time state. Then, for example, by winning a jackpot, the shortened time state can be set. In the shortened time state, it is possible to change back to the non-shortened time state by having a predetermined number of jackpot checks performed without winning a jackpot, or by winning the next jackpot.

[0131] Furthermore, in the shortened time state, it is easier to win a prize, the normal symbol variation time tends to be shorter, and the opening time of the electric tuner 12D in a single auxiliary game tends to be longer compared to the non-shortened time state. The game related to the normal symbol is set to be advantageous to the player in three respects. However, it is only necessary that some of these points are advantageous to the player.

[0132] When the PY1 pachinko machine is first powered on, the game state is set to a "low probability, low base game state," which is a normal probability state and a non-time-saving state. This game state is also called the "normal game state (disadvantageous game state)." In the "jackpot game state," a win determination is made, but the jackpot determination is not made, so the non-time-saving state is set when the jackpot game begins. Furthermore, it is possible to use all or only some of the game states described above.

[0133] 4. Main effects of the gaming machine Next, the main effects performed by the pachinko game machine PY1 will be explained using Figures 16 to 22.

[0134] 4-1. Performance Mode First, let's explain the presentation modes. Presentation modes refer to categories of presentations (or higher-level conceptual attributes). The Pachinko game machine PY1 can be set to one of the following presentation modes: waiting-for-customers presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.

[0135] The customer waiting performance mode can be set when no special symbol variation performance is being performed in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state," and is a performance mode that indicates a standby state in which no special symbol variation performance is being performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in Figure 16(A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display unit 50a. Also, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed, as shown in Figure 16(A-2). The performance settings include setting the volume of the sound output from the speaker 52, setting the brightness of the display unit 50a ("brightness setting"), and setting the frequency of the performances to be performed ("performance setting").

[0136] The normal performance mode can be set when a special symbol variation performance is being performed in a "low probability low base game state" or a "high probability low base game state," and is a performance mode that indicates that the game is not in a time-saving state. The normal performance mode includes, for example, a first normal performance mode in which a background image representing a daytime mountain landscape (daytime normal background image G102) is displayed on the display unit 50a as shown in Figure 16(B-1), a second normal performance mode in which a background image representing an evening mountain landscape (evening normal background image G103) is displayed on the display unit 50a as shown in Figure 16(B-2), and a third normal performance mode in which a background image representing a nighttime mountain landscape (nighttime normal background image G104) is displayed on the display unit 50a as shown in Figure 16(B-3). These modes can be switched based on the condition that one or more special symbol variation performances are performed without winning a jackpot. Furthermore, each of the first to third normal performance modes has a normal pre-performance mode before a reach is established in the special symbol variation performance, and a normal post-performance mode after a reach is established. In the normal pre-performance mode, the display unit 50a displays one of the daytime normal background image G102, the evening normal background image G103, or the nighttime normal background image G104, while in the normal post-performance mode, a dedicated background image corresponding to the type of reach is displayed. In addition, a special performance mode may be provided that is set only in the "high probability low base game state".

[0137] The probability variation performance mode (space mode) is a performance mode that can be set when a special symbol variation performance is being performed in a "high probability high base game state," and it is a performance mode that indicates that the state is both high probability and time-saving state. In the probability variation performance mode, for example, as shown in Figure 16 (B-4), a background image representing space (probability variation background image G105) is displayed on the display unit 50a. Furthermore, the probability variation performance mode has a pre-probability variation performance mode before a reach is established in the special symbol variation performance, and a post-probability variation performance mode after a reach is established. In the pre-probability variation performance mode, the probability variation background image G105 is displayed on the display unit 50a, but in the post-probability variation performance mode, a dedicated background image according to the type of reach is displayed.

[0138] The time-saving performance mode (empty mode) is a performance mode that can be set when a special symbol variation performance is being performed in a "low probability, high base game state," and it is a performance mode that indicates that the game is in a normal probability state and a time-saving state. In the time-saving performance mode, for example, as shown in Figure 16 (B-5), a background image representing an empty space (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving performance mode has a pre-time-saving performance mode before a reach is established in the special symbol variation performance, and a post-time-saving performance mode after a reach is established. In the pre-time-saving performance mode, the time-saving background image G106 is displayed on the display unit 50a, but in the post-time-saving performance mode, a dedicated background image corresponding to the type of reach is displayed.

[0139] The jackpot performance mode is a performance mode that can be set when a jackpot game is in progress in the "jackpot game state," and it is a performance mode that indicates that a jackpot game is in progress. In the jackpot performance mode, for example, during the opening of a jackpot game, as shown in Figure 16(C-1), the display unit 50a displays an opening image G107 that suggests the start of a jackpot game and a right-hand shooting image G108 that prompts the player to "shoot to the right," and a jackpot opening performance is performed. During the rounds of a jackpot game, as shown in Figure 16(C-2), the display unit 50a displays a round image G109 that indicates the number of rounds and a prize ball count image G110 that suggests the number of prize balls paid out, and a round performance is performed. During the ending of a jackpot game, as shown in Figure 16(C-3), the display unit 50a displays an ending image G111 that suggests the performance mode to be set after the jackpot game and a total prize ball count image G112 that suggests the total number of prize balls paid out, and a jackpot ending performance is performed.

[0140] Furthermore, the types of performance modes can be changed or added as needed.

[0141] 4-2. Special Symbol Variation Production Next, we will explain the special symbol variation effect (also simply called the "variation effect"). When the variable display of the special symbol begins, the pachinko game machine PY1 executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery results (jackpot judgment result, jackpot symbol type judgment result, reach judgment result, and special symbol variation pattern judgment result). In the special symbol variation effect, the display unit 50a displays the variation of the effect symbols superimposed on a predetermined background image. The effect symbols consist of, for example, number symbols from 1 to 9. In the variation display of the effect symbols, the effect symbols change in conjunction with the start of the variable display of the special symbol and stop when the variable display of the special symbol ends. That is, after the special symbol variation time and the variation display of the effect symbols have been performed, the variation stops and the stop display of the effect symbols is performed. The result of the special symbol lottery is then announced by the stop display of the effect symbols.

[0142] In addition to displaying the variation of the featured symbols, the special symbol variation effect allows for other effects to be performed using various effect devices such as the image display device 50, speaker 52, frame lamp 53, panel lamp 54, movable devices 55, 56, 58, normal button 40, and special button 41. In this case, it is possible to continue performing other effects even after the featured symbols have stopped.

[0143] 4-2-1. Display area for performance symbols As shown in Figure 17(A), the display unit 50a of the image display device 50 can be divided horizontally into three approximately equal sections, with the left, center, and right sections each providing a left performance symbol area 50b1, a middle performance symbol area 50b2, and a right performance symbol area 50b3. The left performance symbol area 50b1 is the area that displays the left performance symbol EZ1 when the performance symbols stop during the special symbol variation performance. Similarly, the middle performance symbol area 50b2 and the right performance symbol area 50b3 are the areas that display the middle performance symbol EZ2 and the right performance symbol EZ3, respectively.

[0144] Furthermore, as shown in Figure 17(A), it is possible to provide a small symbol area 50c in a section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area in which small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner when the special symbol is being displayed. The small symbols KZ1, KZ2, and KZ3 are composed of, for example, number symbols from 1 to 9.

[0145] In Figure 17(A), the left display symbol area 50b1, the middle display symbol area 50b2, the right display symbol area 50b3, and the small symbol area 50c are indicated by dashed lines. These are included to represent the boundaries of the left display symbol area 50b1, the middle display symbol area 50b2, the right display symbol area 50b3, and the small symbol area 50c, and are not actually displayed.

[0146] 4-2-2. Normal fluctuations The Pachinko game machine PY1 allows for a normal spin to occur first in the special symbol variation sequence. The normal spin functions as a sequence that indicates the start of the variable display of the special symbols.

[0147] When the variable display of the special symbols begins, for example, as shown in Figure 17(A), the display unit 50a shows the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 as stationary, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 as stationary, with the variable display of the special symbols not yet active and in a waiting state for the variable display of the special symbols, as shown in Figure 17(B), the variable display of the performance symbols EZ1, EZ2, and EZ3 begins as well as the variable display of the small symbols KZ1, KZ2, and KZ3. Note that the "↓" in Figure 17 indicates that the variable display of the symbols is in progress. Then, if the variable display pattern of this special symbol is, for example, a "normal miss variation," then, as shown in Figure 17(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in Figure 17(D), the performance symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern that suggests a miss (a so-called scattered pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a miss. There are several types of stopping patterns that suggest a miss, such as "1·1·2" and "2·4·6," in which the left and right symbols are not identical. On the other hand, if the variable display pattern of the special symbol is a special symbol variation pattern that includes a reach, such as "N miss variation", then as shown in Figure 17(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 will temporarily stop in the same stopping manner (a so-called reach pattern), and a reach will be established. At this time, the variation display of the small symbols KZ1, KZ2, and KZ3 will continue, and a reach performance will be carried out according to the special symbol variation pattern. Note that the stopping order and stopping manner of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.

[0148] 4-2-3.N reach The Pachinko machine PY1 allows for an "N-Reach" to occur when a reach is achieved during normal gameplay. The N-Reach is a visual effect that suggests there is a possibility that the jackpot result was a "jackpot," and it functions as a visual effect to make the player anticipate a jackpot.

[0149] In an N-reach, as shown in Figure 18(A), the state in which a reach is established is maintained for a predetermined time (for example, 10 seconds), and as shown in Figure 18(B), the fluctuation speed of the middle performance symbol EZ2 gradually slows down. Then, if the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N-miss fluctuation", the performance symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern that suggests a reach miss (a so-called reach miss pattern), as shown in Figure 18(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a reach miss. There are several types of stopping patterns that suggest a reach miss, such as "7-6-7" and "5-3-5", in which the left and right symbols are the same and the middle symbol is different from the left and right symbols. On the other hand, if the variable display pattern of the special symbol is, for example, "N jackpot variation," the symbols will stop in a manner that suggests a jackpot (so-called matching numbers), as shown in Figure 18(C-2). There are several types of stopping patterns that suggest a jackpot, such as "7-7-7" and "2-2-2," where the left, right, and middle symbols are identical. At this time, the small symbols KZ1, KZ2, and KZ3 will also stop simultaneously in a stopping pattern that suggests a jackpot. Note that the content of the N reach is not limited to the middle symbol EZ2 gradually slowing down, and can be changed or added as appropriate.

[0150] 4-2-4.SP Reach The Pachinko machine PY1 allows for an SP Reach to occur after an N Reach. An SP Reach is a visual effect that suggests a higher probability of a "jackpot" result than an N Reach, and functions to raise the player's expectations of a jackpot.

[0151] In an SP Reach, after an N Reach, for example, as shown in Figure 19(A), a background image specifically for SP Reaches (SP Reach background image G113) is displayed on the display unit 50a, and an image indicating the start of an SP Reach (SP Reach start title image) G1 is displayed in the center of the display unit 50a. Then, as shown in Figure 19(B), an SP Reach-specific performance (for example, a battle performance) is performed. When the SP Reach-specific performance reaches its final stage, if the variable display pattern of the special symbols is, for example, an "SP Jackpot Performance," then, as shown in Figure 19(C-1), an performance suggesting a jackpot (for example, a display showing the main character celebrating after winning a battle) is shown on the display unit 50a, and the performance symbols EZ1, EZ2, and EZ3 stop in a manner that suggests a jackpot (so-called matching numbers). At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a jackpot. On the other hand, if the variable display pattern of the special symbol is, for example, an "SP miss variation," then, as shown in Figure 19(C-2), an effect suggesting a miss (for example, a display showing an enemy character celebrating a victory in battle) is shown, and the effect symbols EZ1, EZ2, and EZ3 stop in a manner that suggests a missed reach. At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a miss. Note that the content of the SP reach effects can be changed or added as appropriate.

[0152] Here, we will explain in detail the probability (expected probability of winning) that the EZ1, EZ2, and EZ3 symbols for each reach will stop in a manner indicating a jackpot. The expected probability of winning for each reach is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of the N reach is set to 10% when the jackpot judgment result is "miss" and 100% when the jackpot judgment result is "jackpot", and the execution probability of the SP reach is set to 4% when the jackpot judgment result is "miss" and 100% when the jackpot judgment result is "jackpot", then it is possible to set the expected probability of winning for the SP reach higher than the expected probability of winning for the N reach. Furthermore, if we make SP Reach A and SP Reach B available as special reaches, and set the execution probability of SP Reach A to 2% when the jackpot result is a "miss" and 20% when the jackpot result is a "jackpot", and set the execution probability of SP Reach B to 2% when the jackpot result is a "miss" and 30% when the jackpot result is a "jackpot", then it is possible to set the jackpot expectation rate of SP Reach B higher than that of SP Reach A. In this way, it is possible to set the jackpot expectation rate by appropriately setting the execution probability according to the result of the jackpot judgment.

[0153] 4-3. Display area for the hold icon As shown in Figure 20(A), the display unit 50a of the image display device 50 can be provided with a hold icon display area 50d consisting of four display areas. The hold icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and a hold icon HA (hold indicator) can be displayed in each of the display areas 50d1, 50d2, 50d3, and 50d4 according to the number of hold items in Feature 1 or Feature 2. For example, if the number of hold items in Feature 1 is '1', the hold icon HA is displayed in the first display area 50d1, and if the number of hold items in Feature 1 is '2', the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2.

[0154] Furthermore, as shown in Figure 20(A), it is possible to provide an icon display area 50e consisting of a single display area in the vicinity of the hold icon display area 50d. The icon display area 50e can display the same or different icon TA as the hold icon HA in response to the start of the special feature variation effect. Note that the hold icon HA and the icon TA correspond to "predetermined icons".

[0155] The number of display areas that make up the hold icon display area 50d can be changed as appropriate. Furthermore, the hold icon display area 50d can be configured to display both the number of holds for Special Feature 1 and the number of holds for Special Feature 2, or to display only one of them.

[0156] 4-3-1.Hold performance The pachinko game machine PY1 is capable of performing a hold animation when a game ball enters the first start opening 11 or the second start opening 12. The hold animation can inform the player of the number of special symbol 1 hold or special symbol 2 hold.

[0157] In the hold animation, when the number of hold symbols for Special Symbol 1 is '0' and a game ball enters the first start opening 11, the special symbol variation animation starts, and for example, as shown in Figure 20(B), the icon TA is displayed in the icon display area 50e. Then, when two more game balls enter the first start opening 11 during the special symbol variation animation, as shown in Figure 20(C), the hold symbol HA is displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, informing the player that the number of hold symbols for Special Symbol 1 is '2'. Subsequently, when the special symbol variation effect ends and a new special symbol variation effect begins, as shown in Figure 20(D), the reserve icon HA that was displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA that was displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, informing the player that the number of special symbol 1 reserves is '1'.

[0158] 4-4. Trailer Production The Pachinko game machine PY1 can perform a pre-announcement effect at any timing during the special symbol variation effect. The pre-announcement effect is an effect that uses an image display device 50, speaker 52, frame lamp 53, panel lamp 54, movable devices 55, 56, 58, input devices 40, 41, etc., and can suggest the result of the jackpot judgment or the result of the special symbol variation pattern judgment.

[0159] 4-4-1. Movable object production The Pachinko game machine PY1 is capable of performing a movable body effect using movable devices 55, 56, and 58 as a pre-announcement effect. The movable body effect is an effect that activates the movable devices 55, 56, and 58, and functions as an effect that makes the player expect a big win.

[0160] In the movable body effect, for example, when progressing from an N-Reach to an SP-Reach, as shown in Figure 21(A), the on-board movable device 55 and the under-board movable device 56 are activated, and the on-board movable body 55k and the under-board movable body 56k move so that they overlap on the display unit 50a from the player's perspective, suggesting that the game will progress to an SP-Reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in Figure 21(B), the on-board movable body 55k and the under-board movable body 56k return to their normal standby state (initial position) and the game progresses to an SP-Reach. Note that the movable body effect is not limited to suggesting the progression to an SP-Reach and can be changed or added as appropriate. Also, the operation of the movable devices in the movable body effect can be changed or added as appropriate.

[0161] 4-4-2. Operation direction The Pachinko machine PY1 can perform operational animations using the regular button 40 and special button 41 as a pre-announcement effect. These operational animations involve the player operating the regular button 40 or special button 41, and function as an effect to make the player anticipate a big win.

[0162] In the operation animation, for example, during an SP reach, a period occurs in which pressing the special button 41 is valid (button operation valid period). When this button operation valid period occurs, an animation prompting the player to press the special button 41 (button operation promotion animation) is performed, as shown in Figure 22(A). In the button operation promotion animation, a button operation promotion image G3 is displayed on the display unit 50a. The button operation promotion image G3 includes an image that mimics the special button 41 (button image G31), an image representing the operation of the special button 41 (i.e., pressing the button) (button press image G32), and an image representing the remaining time of the button operation valid period (remaining operation valid period image G33). The remaining operation valid period image G33 consists of a roughly curved progress bar, which changes over time so that the player can easily understand the remaining time of the operation valid period. Subsequently, in response to the special button 41 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated, the on-board movable device 55 is activated as shown in Figure 22(B), and the on-board movable body 55k moves so that it overlaps the display unit 50a from the player's perspective, indicating the probability of a jackpot. Note that the operation and presentation are not limited to the operation of the on-board movable device 55 and can be changed or added as appropriate.

[0163] 4-4-3. Predictive effects The Pachinko machine PY1 can perform a pre-announcement effect for special symbol 1 or special symbol 2 reserves that have not yet been drawn for special symbol lottery. The pre-announcement effect functions to hint in advance at the result of the special symbol lottery for special symbol 1 or special symbol 2 reserves.

[0164] In the pre-read animation, for example, if the result of the pre-read judgment for the Special Symbol 1 reserve is "Big Win," the reserve icon HA, which is normally displayed as "○" in the reserve icon display area 50d, may be displayed as "☆" as shown in Figure 20(C). Also, if the result of the pre-read judgment is "Miss," the reserve icon HA may be displayed as "☆" as a so-called false alarm. The pre-read animation can be performed on either or both of the Special Symbol 1 and Special Symbol 2 reserves. Furthermore, it is not limited to changes in the display manner of the reserve icon HA, but can be changed or added as appropriate. For example, it is also possible to change the stopping manner of the animation symbols EZ1, EZ2, and EZ3 in the Special Symbol variation animation.

[0165] 5. Game control by the microcontroller 101 for game control Next, the control of the game by the game control microcomputer 101 (game control means) will be explained based on Figures 23 to 24. Note that the counters, timers, buffers, etc., that appear in the game control by the game control microcomputer 101 described below are provided in the game RAM 104.

[0166] [1. Main control processing] When the pachinko game machine PY1 is powered on, the game control microcomputer 101 on the main control board 100 reads the main control main processing program shown in Figure 23 from the game ROM 103 and executes it. As shown in the figure, the main control main processing first performs power-on processing (S001). Power-on processing includes setting permission to access the game RAM 104, setting the game CPU 102, and setting SIO, PIO, CTC (circuit for managing interrupt time), etc.

[0167] Following the power-on processing, interrupts are disabled (S002), and the normal and special symbol main random number update processing (S003) is executed. In this normal and special symbol main random number update processing (S003), the counter values ​​of the various random numbers shown in Figures 8(A) and 8(B) are updated by incrementing by 1. When the counter value of each random number reaches its upper limit, it resets to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. In addition, at least some of the random numbers may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.

[0168] When the normal and special symbol main random number update process (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a 4 msec period. That is, the main timer interrupt process (S005) is executed at a 4 msec period. Then, between the completion of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the process of updating the counter values ​​of various random numbers by the normal and special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the game CPU 102 when interrupts are disabled, the main timer interrupt process (S005) will not start immediately, but will start after interrupts are enabled (S004).

[0169] [2. Main timer interrupt processing] Next, the main timer interrupt processing (S005) will be explained. As shown in Figure 24, the main timer interrupt processing (S005) first executes output processing (S101). In output processing (S101), commands etc. set in the output buffer provided in the game RAM 104 of the main control board 100 for each of the processes described below are output to the sub-control board 120, the payout control board 170, etc.

[0170] In the input processing (S102) that follows the output processing (S101), the game control microcomputer 101, for example, receives a detection signal from the lower tray full switch that detects when the lower tray 35 is full, and stores it as lower tray full data in the output buffer of the game RAM 104.

[0171] The next process, updating the main random numbers for normal and special symbols (S103), is the same as the main random number update process for normal and special symbols (S003) performed in the main control process shown in Figure 23. That is, the update process for the counter values ​​of the various random numbers shown in Figures 8(A) and 8(B) is performed both during the execution period of the main timer interrupt process (S005) and during other periods (the period from the end of the main timer interrupt process (S005) until the start of the next main timer interrupt process (S005)).

[0172] Following the regular and special symbol main random number update process (S103), the game control microcomputer 101 performs sensor detection processing (S104), followed by normal operation processing (S105), and then special operation processing (S106). Sensor detection processing, normal operation processing, and special operation processing will be described later.

[0173] Following the special operation processing (S106), the sorting device control processing for controlling the sorting device 16D is performed (S107).

[0174] Next, the game control microcontroller 101 executes other processing (S108) and terminates the main timer interrupt processing (S005). Other processing (S108) includes power outage monitoring processing when the power is cut off, and updating the timers in the game RAM 104. In addition, payout control processing is performed as another other processing (S108) to dispense prize balls to the player. In the payout control processing, a prize ball request signal is sent to the payout control board 170 in response to the entry of game balls into each prize slot. In other words, the payout control board 170 dispenses prize balls based on the prize ball request signal.

[0175] Then, the game control microcontroller 101 repeatedly executes steps S002 to S004 of the main control processing until an interrupt pulse is input to the game CPU 102 (see Figure 23). When an interrupt pulse is input (approximately 4 msec later), the main timer interrupt processing (S005) is executed again. In the output processing (S101) of the main timer interrupt processing (S005) that has been executed again, the game control microcontroller 101 outputs the commands and other information that were set in the output buffer of the game RAM 104 in the previous main timer interrupt processing (S005).

[0176] [2-1. Sensor detection process] In the sensor detection process (S104), the general prize entry sensor process, gate sensor process, second start entry sensor process, first start entry sensor process, first major prize entry sensor process, second major prize entry sensor process, and specific area sensor process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0177] The general prize slot sensor processing determines whether or not a game ball has been detected by the general prize slot sensor. Based on the result of this processing, a command for the general prize slot sensor is generated.

[0178] In the gate sensor processing, it is determined whether or not a game ball has been detected by the gate sensor. If it is determined that a game ball has been detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is obtained, and the obtained normal symbol random number is stored in the normal symbol hold storage unit 106 provided in the game RAM 104. Note that if a predetermined number (for example, 4) of normal symbol random numbers are already stored in the normal symbol hold storage unit 106, the newly obtained normal symbol random number is not stored. In addition, a gate sensor command is generated according to the result of this processing.

[0179] In the second start-out sensor processing, it is determined whether or not a game ball has been detected by the second start-out sensor. If it is determined that a game ball has been detected, a special symbol 2-related random number is acquired, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter. The acquired special symbol 2-related random number is stored in the special symbol 2-reserve storage unit 105b provided in the game RAM 104. The special symbol 2-reserve storage unit 105b has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more), and the acquired special symbol 2-related random numbers are stored sequentially from the first area. Note that if special symbol 2-related random numbers have been stored up to the nth area, newly acquired special symbol 2-related random numbers are not stored. Furthermore, the second pre-read determination is performed using the acquired special symbol 2-related random number and the second pre-read determination table. Furthermore, depending on the result of the processing, commands for the second start port sensor are generated, including a Special Feature 2 Reserved Number command, which represents the number of Special Feature 2-related random numbers (Special Feature 2 Reserved Number) stored in the Special Feature 2 Reserved Storage Unit 105b, and a Second Start Award Command, which represents the result of the second pre-read judgment.

[0180] In the first start-out sensor processing, it is determined whether or not a game ball has been detected by the first start-out sensor. If it is determined that a game ball has been detected, a special symbol 1 related random number is obtained, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter. The obtained special symbol 1 related random number is stored in the special symbol 1 reserve storage unit 105a provided in the game RAM 104. The special symbol 1 reserve storage unit 105a has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more), and the obtained special symbol 1 related random numbers are stored sequentially starting from the first area. Note that if special symbol 1 related random numbers have been stored up to the nth area, newly obtained special symbol 1 related random numbers are not stored. Furthermore, the first pre-read judgment is performed using the obtained special symbol 1 related random number and the first pre-read judgment table. Furthermore, depending on the result of the processing, a command for the first start slot sensor is generated, which includes a Special Feature 1 Reserved Number command representing the number of Special Feature 1-related random numbers (Special Feature 1 Reserved Number) stored in the Special Feature 1 Reserved Storage Unit 105a, and a First Start Prize Command representing the result of the First Pre-read Judgment.

[0181] The first major prize slot sensor processing determines whether or not a game ball has been detected by the first major prize slot sensor. It also generates a command for the first major prize slot sensor based on the result of this processing.

[0182] The second major prize slot sensor processing determines whether or not a game ball has been detected by the second major prize slot sensor. It also generates a command for the second major prize slot sensor based on the result of this processing.

[0183] In the specific area sensor processing, it is determined whether or not a game ball has been detected by the specific area sensor. Furthermore, a command for the specific area sensor is generated based on the result of this processing.

[0184] [2-2. Normal Operation Processing] In the normal operation process (S105), the normal symbol waiting process, normal symbol variation process, normal symbol confirmation process, and auxiliary game control process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0185] The normal symbol standby process is performed while the variable display of the normal symbols and auxiliary gameplay are not taking place. In the normal symbol standby process, a win determination is made based on the normal symbol random numbers stored in the normal symbol hold memory unit 106. A normal symbol variation pattern determination is also made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated, which includes information regarding the results of the win determination and the normal symbol variation pattern. After that, the variable display of the normal symbols is started on the normal symbol display unit 82 based on the normal symbol variation time associated with the determined normal symbol variation pattern.

[0186] The normal symbol variation process is performed while the normal symbol is being displayed in a variable state. During the normal symbol variation process, the normal symbol is stopped based on the hit detection result, depending on the amount of time that has elapsed since the variable display of the normal symbol began. Then, a normal symbol variation stop command is generated to indicate the end of the variable display of the normal symbol.

[0187] The normal symbol confirmation process is performed when a normal symbol is displayed in a stopped state. In the normal symbol confirmation process, after a predetermined stop time (for example, 0.8 seconds) has elapsed since the normal symbol in progress began to be displayed in a stopped state, it is determined whether the displayed normal symbol is a winning symbol or not. If a winning symbol is displayed in a stopped state, the auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command is generated to indicate the start of the auxiliary game.

[0188] The auxiliary game control process is performed when an auxiliary game is in progress. This process controls the auxiliary game based on the current game state and the auxiliary game control table. Furthermore, it generates auxiliary game control commands based on the results of this process.

[0189] [2-3. Special Operation Processing] In the special operation process (S106), the special symbol waiting process, special symbol variation process, special symbol confirmation process, jackpot game control process, and game state setting process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0190] [2-3-1. Special Symbol Waiting Process] The special symbol standby process is performed when the special symbol is not in a jackpot game state and is not being displayed in variable form. In the special symbol standby process, special symbol 2 determination processing and special symbol 2 variation pattern determination processing are performed based on the special symbol 2 related random numbers stored in the special symbol 2 reserve memory unit 105b, as well as special symbol 2 reserve memory unit shift processing. In addition, special symbol 1 determination processing and special symbol 1 variation pattern determination processing are performed based on the special symbol 1 related random numbers stored in the special symbol 1 reserve memory unit 105a, as well as special symbol 1 reserve memory unit shift processing.

[0191] In the Special Symbol 2 determination process, a jackpot determination is performed to determine whether it is a jackpot or a miss, using the special symbol random number from the Special Symbol 2 related random numbers stored in the first area of ​​the Special Symbol 2 reserve memory unit 105b and the jackpot determination table corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number from the Special Symbol 2 related random numbers and the Special Symbol 2 jackpot symbol type determination table. Then, a symbol specification command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol specification command representing a miss is generated.

[0192] The Special Feature 2 variation pattern determination process is performed after the Special Feature 2 determination process. In the Special Feature 2 variation pattern determination process, the Special Feature 2 variation pattern is determined using the Special Feature 2 variation pattern random number from the Special Feature 2 related random numbers stored in the first area of ​​the Special Feature 2 reserve memory unit 105b and the Special Feature 2 variation pattern table corresponding to the current game state. The determination of the Special Feature 2 variation pattern is also associated with the number of Special Feature 2 related random numbers (Special Feature 2 reserve number) stored in the Special Feature 2 reserve memory unit 105b. Then, a Special Feature 2 variation start command representing the determined Special Feature 2 variation pattern is generated. The Special Feature 2 variation start command includes information about it being Special Feature 2, information about the result of the jackpot determination, information about the result of the reach determination, and information about the Special Feature 2 variation time associated with the Special Feature 2 variation pattern. Then, based on the Special Feature 2 variation time associated with the determined Special Feature 2 variation pattern, the variable display of Special Feature 2 is started on the Special Feature 2 display unit 81b.

[0193] The Special Feature 2 Reserved Memory Shift Processing is performed when the Special Feature 2 Judgment Processing and the Special Feature 2 Variation Pattern Judgment Processing are carried out. In the Special Feature 2 Reserved Memory Shift Processing, the Special Feature 2 related random numbers stored in the Special Feature 2 Reserved Memory 105b are shifted one position to the first area, and the Special Feature 2 related random numbers in the first area are cleared from the Special Feature 2 Reserved Memory 105b. In this way, the Special Feature 2 related random numbers are consumed in the order in which they were acquired. Then, a Special Feature 2 Reserved Number command is generated to represent the number of Special Feature 2 reserved numbers after the processing.

[0194] In the Special Symbol 1 determination process, a jackpot determination is performed to determine whether it is a jackpot or a miss, using the special symbol random number from the Special Symbol 1 related random numbers stored in the first area of ​​the Special Symbol 1 reserve memory unit 105a and the jackpot determination table corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number from the Special Symbol 1 related random numbers and the Special Symbol 1 jackpot symbol type determination table. Then, a symbol specification command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol specification command representing a miss is generated.

[0195] The Special Feature 1 variation pattern determination process is performed after the Special Feature 1 determination process. In the Special Feature 1 variation pattern determination process, the Special Feature 1 variation pattern is determined using the Special Feature 1 variation pattern random number from the Special Feature 1 related random numbers stored in the first area of ​​the Special Feature 1 reserve storage unit 105a and the Special Feature 1 variation pattern table corresponding to the current game state. The determination of the Special Feature 1 variation pattern is also associated with the number of Special Feature 1 related random numbers (Special Feature 1 reserve number) stored in the Special Feature 1 reserve storage unit 105a. Then, a Special Feature 1 variation start command representing the determined Special Feature 1 variation pattern is generated. The Special Feature 1 variation start command includes information about it being Special Feature 1, information about the result of the jackpot determination, information about the result of the reach determination, information about the result of the jackpot type determination, and information about the Special Feature 1 variation time associated with the Special Feature 1 variation pattern. Then, based on the Special Feature 1 variation time associated with the determined Special Feature 1 variation pattern, the variable display of Special Feature 1 is started on the Special Feature 1 display unit 81a.

[0196] The Special Feature 1 Reserved Memory Shift Processing is performed when the Special Feature 1 Judgment Processing and the Special Feature 1 Variation Pattern Judgment Processing are carried out. In the Special Feature 1 Reserved Memory Shift Processing, the Special Feature 1 related random numbers stored in the Special Feature 1 Reserved Memory 105a are shifted one position to the first area, and the Special Feature 1 related random numbers in the first area are cleared from the Special Feature 1 Reserved Memory 105a. In this way, the Special Feature 1 related random numbers are consumed in the order in which they were acquired. Then, a Special Feature 1 Reserved Number command is generated to represent the number of Special Feature 1 reserved numbers after the processing.

[0197] In this embodiment, if both the number of reserved items in Feature Figure 2 and the number of reserved items in Feature Figure 1 exist, the Feature Figure 2 determination process is performed preferentially, and the variable display of Feature Figure 2 and the variable display of Feature Figure 1 are not performed in parallel.

[0198] [2-3-2. Special Symbol Fluctuation Processing] The special symbol variation process is performed while the special symbols are being displayed variably. During the special symbol variation process, as the special symbol variation time elapses, the special symbol display 81 is instructed to end the variable display of the special symbols and to stop displaying the special symbols according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed; if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated to indicate the end of the variable display of the special symbols.

[0199] [2-3-3. Special Symbol Confirmation Process] The special symbol determination process is a process that is performed when the special symbol is stopped and displayed. In the special symbol determination process, if the special symbol that is currently stopped and displayed is a jackpot symbol, the process proceeds to the jackpot game state. Then, an opening command indicating the start of the jackpot game is generated. The opening command includes information regarding the result of the jackpot type determination. Also, if the special symbol that is currently stopped and displayed is a losing symbol and the high probability state is to be ended, the normal probability state is set. Then, a high probability end command indicating the transition to the normal probability state is generated. Further, if the special symbol that is currently stopped and displayed is a losing symbol and the time shortening state is to be ended, the non-time shortening state is set. Then, a time shortening end command indicating the transition to the non-time shortening state is generated. Note that if the special symbol that is currently stopped and displayed is a losing symbol and the number of reserved special symbols 2 and the number of reserved special symbols 1 are "0", a customer waiting command indicating that the pachinko machine PY1 is in the standby state is generated.

[0200] [2-3-4. Jackpot Game Control Process] The jackpot game control process is a process that is performed in the jackpot game state. In the jackpot game control process, the jackpot game is played using the jackpot game control table. After the transition to the jackpot game state, each round game is started according to the elapse of the opening time or the closing time. Then, a round game command indicating the start of the round game is generated. Also, according to the end of the final round game, the ending is started. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot type determination.

[0201] [2-3-5. Game State Setting Process] The game state setting process is a process performed when the jackpot game state ends. In the game state setting process, when changing from the normal probability state to the high probability state, the high probability state is set at the end of the jackpot game state. When restricting the duration of the high probability state, the duration of the high probability state (for example, the number of variable displays of the special symbol that the high probability state can continue without winning the jackpot) is also set accordingly. Then, a high probability setting command indicating the setting of the high probability state is generated. Also, when changing from the non-time-reduced state to the time-reduced state, the time-reduced state is set at the end of the jackpot game state. When restricting the duration of the time-reduced state, the duration of the time-reduced state (for example, the number of variable displays of the special symbol that the time-reduced state can continue without winning the jackpot) is also set accordingly. Then, a time-reduced setting command indicating the setting of the time-reduced state is generated. When the control of the high probability state ends and the control changes to the normal game state, a high probability end command indicating the end of the control of the high probability state is generated. Also, when the control of the time-reduced state ends and the control changes to the normal game state, a time-reduced end command indicating the end of the control of the time-reduced state is generated.

[0202] Note that the commands generated by the game control microcomputer 101 in each process can be appropriately added or changed.

[0203] 6. Control of Effects by the Effect Control Microcomputer 121 Next, the control of effects by the effect control microcomputer 121 will be described based on FIGS. 25 and 26. Note that the counters, timers, flags, buffers, etc. that appear in the following description of the control of effects by the effect control microcomputer 121 are provided in the effect RAM 124.

[0204] [1. Sub-Control Main Process] When the pachinko game machine PY1 is powered on, the performance control microcontroller 121 on the sub-control board 120 reads the sub-control main processing program shown in Figure 25 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to the power being turned on (S4001). In the power-on processing, for example, settings are made for the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc.

[0205] Next, interrupts are disabled (S4002), and the random number seed update process is executed (S4003). In the random number seed update process (S4003), the values ​​of the various random number counters used for determining various effects are updated. As an example, the method for updating the random number counters used for determining various effects can be the same as the method used for updating the main random number for normal and special symbols performed by the main control board 100 described above. When updating, instead of adding 1 to the random value, it may be added by 2, for example. This is also the case in the main random number update process for normal and special symbols performed by the main control board 100 described above.

[0206] Once the random number seed update process is complete, the command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the performance RAM 124 of the sub-control board 120 are sent to the image control board 140. Upon receiving the commands, the image control board 140 displays an image on the display unit 50a according to the received commands (performing various image-based effects). In addition, the sub-control board 120, along with the various effects performed by the image control board 140, outputs sound from the speaker 52 via the sound control circuit 161 (performing various sound effects using sound), illuminates the frame lamps 53 (first frame lamp 53A, second frame lamp 53B) and the panel lamp 54 via the lamp control circuit 151 (performing various illumination effects using illumination), and operates the movable devices 55, 56, and 58 (performing various movable body effects using movement). The performance RAM 124 is provided with a start-up prize command hold storage unit that stores start-up prize commands including hold lottery information. The pending lottery information includes information based on each random number stored in the special symbol pending memory unit 105 of the main control board 100. The start prize command pending memory unit is further provided with a first start prize command pending memory unit that stores the first start prize command based on the first special symbol pending, and a second start prize command pending memory unit that stores the second start prize command based on the second special symbol pending. In addition, the performance RAM 124 may be provided with a memory unit that stores commands including information on regular symbol pending. Specifically, the first start prize command pending memory unit and the second start prize command pending memory unit are each provided with a memory area corresponding to the upper limit of the number of special symbol pending. In the pachinko game machine PY1, in accordance with the upper limit of the number of special symbol pending, the first start prize command pending memory unit is provided with four memory areas, and the second start prize command pending memory unit is also provided with four memory areas. Furthermore, each memory area is provided with multiple sub-areas. Specifically, in the pachinko game machine PY1, the start-up entry command, which is determined based on the entry into the start-up slot, and data indicating the display mode of the reserve icon HA are stored in separate sub-regions. The reception counter is used to manage the order of entry.

[0207] The microcontroller 121 for performance control then enables interrupts (S4005). From here, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute receive interrupt processing (S4010), 1ms timer interrupt processing (S4011), and 10ms timer interrupt processing (S4012).

[0208] The receive interrupt handler (S4010) is executed whenever various commands sent from the main control board 100 are input to the performance control microcontroller 121. In the receive interrupt handler (S4010), the performance control microcontroller 121 stores the various commands that were sent and received by the output handler (S101) of the main control board 100 into the receive buffer of the performance RAM 124. This receive interrupt handler is executed in priority over other interrupt handlers (S4011).

[0209] [2.1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S4011) is executed each time an interrupt pulse of a predetermined period (for example, a 1 msec period) is input to the sub-control board 120. In the 1ms timer interrupt processing (S4011), as shown in Figure 26, the input processing (S4101), light emission data output processing (S4102), movable device control processing (S4103), and watchdog timer processing (S4104) are performed sequentially.

[0210] In the input processing, operations on control parts that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, are detected. In the light emission data output processing, based on the performance data created in the performance data creation processing described later, light emission data is output to the lamp control circuit 151 in order to light up the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the panel lamps 54 at timings that match the image-based performances, etc. In other words, the performance control microcontroller 121 lights up the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the panel lamps 54, etc., in a predetermined light emission pattern according to the light emission data. In the movable device control processing, based on the performance data created in the performance data creation processing, drive data is output in order to perform a movable body performance by operating movable devices such as movable devices 55, 56, 58, etc., at predetermined timings. In other words, the performance control microcontroller 121 performs a movable body performance by operating the movable devices 55, 56, 58, etc., in a predetermined operating pattern according to the drive data. The watchdog timer processing sets the reset of the watchdog timer. The switch processing sets the display content of the display unit 50a based on the operation data of the player-operable control units, such as the normal button detection switch 40a and the special button detection switch 41a, which are detected in the input processing. The button validity period processing sets the validity period for button operation of various buttons (normal button 40, special button 41, etc.). This ensures that, for example, an operation animation is performed while a special symbol variation animation is in progress, and the button operation validity period is also established.

[0211] [3.10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a period of 10 msec is input to the sub-control board 120. In the 10ms timer interrupt processing (S4012), as shown in Figure 27, the received command analysis processing (S4201), the performance timer update processing (S4202), the voice control processing (S4203), and the performance data creation processing (S4204) are performed in sequence.

[0212] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 is analyzed by the receive interrupt process (S4010), and processing is performed according to that command (for example, selecting a performance, setting a performance mode, setting a command, etc.). In the performance timer update process, the timers used to measure the time for each performance are updated. For example, in the performance timer update process, the start and end timings of the operation validity period of the control unit, such as the normal button 40 and the special button 41, are measured. In the voice control process, based on the processing results of the received command analysis process, voice data (data that controls the output of sound from the speaker 52) is created and output to the voice control circuit 161. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.

[0213] In the switch processing, the performance control microcontroller 121 may analyze the switch data acquired by the input processing (S4104) to determine whether or not the normal button 40 was pressed within the button operation validity period. For example, if the performance control microcontroller 121 analyzes the switch data acquired by the input processing (S4104) and determines that the normal button 40 was pressed within the button operation validity period, it executes the normal button processing. Here, normal button processing refers to processes such as displaying a preview image on the display unit 50a or performing a movable body effect using the movable body 55k on the board. The performance control microcontroller 121 may also analyze the switch data acquired by the input processing (S4104) to determine whether or not the special button 41 was pressed within the button operation validity period. For example, if the performance control microcontroller 121 determines that the special button 41 was pressed within the button operation validity period, it executes the special button processing. Here, special button processing refers to processes such as displaying a preview image using the display unit 50a or performing a movable effect using the movable body 55k on the board.

[0214] Here, we will explain an example of the processing that occurs when the performance control microcontroller 121 receives a command from the game control microcontroller 101. The command received by the performance control microcontroller 121 is a variation start command (special feature 1 variation start command or special feature 2 variation start command). When the performance control microcontroller 121 determines in the received command analysis process (S4201) that it has received a variation start command, as a variation start command reception processing, it selects a variation performance pattern (sub-variation pattern) based on the special feature variation pattern indicated by the command, sets the information of that sub-variation pattern, and sets a variation performance start command containing the information of that sub-variation pattern in the output buffer. For example, if the special feature variation pattern indicated by the variation start command is an SP variation (variation pattern associated with an SP reach), it selects a sub-variation pattern that performs an SP reach and sets a variation performance start command corresponding to that sub-variation pattern in the output buffer. Subsequently, each process (command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), voice control process (S4203), etc.) is executed to realize the variation effect corresponding to the selected sub-variation pattern. The processing flow for realizing such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-announcement effects, so-called notification effects associated with the variation, and control of the effect mode.

[0215] 7. Description of the features of the pachinko game machine PY1 of the first embodiment The features of the pachinko game machine PY1 will be described in detail below. The first embodiment will be described below. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment described above will also apply to the first embodiment. Of course, the configurations of the first embodiment may be combined as appropriate. Furthermore, any configurations from the first embodiment or the basic embodiment may be combined as appropriate. In addition, technical features in the first embodiment may be deleted as appropriate unless they are described as essential in this specification.

[0216] 7-1. Structure of the gaming machine of the first embodiment A first embodiment of the present invention, a pachinko game machine PY1, will be described. First, the structure of the pachinko game machine PY1 will be described using Figures 28 to 31. In the following description, the left, right, up, and down directions of each part of the pachinko game machine PY1 refer to the left, right, up, and down directions (from the perspective of a player facing the pachinko game machine PY1). Furthermore, "front" refers to the direction from the pachinko game machine PY1 towards the player facing the pachinko game machine PY1, and "rear" refers to the direction from the player facing the pachinko game machine PY1 towards the pachinko game machine PY1.

[0217] As shown in Figures 28 and 29, the pachinko game machine PY1 of the first embodiment is equipped with a game machine frame 2 (game machine frame). An operable first input device (hereinafter referred to as the "first normal button") 40 is provided on the upper surface of the lower decorative body 36, in front of the upper tray 34. The first normal button 40 will be described later. In addition, an operable second input device (hereinafter referred to as the "special button") 41 is provided on the right decorative body 32, which is formed to protrude forward from the right edge of the surface of the front frame 23m. The special button 41 is composed of, for example, a button with a pressing surface, a lever with a gripping part, etc. Furthermore, an operable third input device (hereinafter referred to as the "second normal button") 43 is provided on the upper surface of the lower decorative body 36, in front of the upper tray 34 to the right. The second normal button 43 (operating part) will be described later. In addition, an operable fourth input device (hereinafter referred to as the "select button") 42 is provided on the upper surface of the lower decorative body 36, in front of the upper tray 34. The select button 42 is, for example, a directional pad that allows selection of four directions (up, down, left, and right), and is composed of an up button 42u, a down button 42d, a left button 42l, a right button 42r, and a middle button 42c.

[0218] As shown in FIGS. 28 and 29, a first frame lamp 53A capable of emitting light is provided at the left edge of the front frame 23m, and a second frame lamp 53B capable of emitting light is provided on the front surface of the lower decorative body 36. As shown in FIG. 28, the second frame lamp 53B is provided in front of the transparent plate 23t attached to the front frame 23m. That is, the second frame lamp 53B is provided in front of the game board 1. Further, as shown in FIG. 29, the second frame lamps 53B are provided in the vicinity of each other in the lower decorative body 36 so that the player can simultaneously visually recognize the second normal buttons 43.

[0219] Here, the shape of the second frame lamp 53B is linear, extending from the left side of the lower decorative body 36 toward the second normal button 43 as shown in FIG. 29, and is the mark on the chest of the main character (LOGO). Also, a large number of LEDs and the like are arranged inside the second frame lamp 53B. Further, the second frame lamp 53B has a cover member which is a resin member capable of transmitting light, and the shape of the cover member is also linear like the second frame lamp 53B and is formed in accordance with the mark on the chest of the main character (LOGO). When all the LEDs arranged inside the second frame lamp 53B are lit, it is possible for the player to recognize that the second frame lamp 53B emits light as the mark on the chest of the main character (LOGO) through this cover member.

[0220] Note that the positions and numbers of the members and devices provided on the gaming machine frame 2 can be appropriately changed within a range that does not interfere with the game.

[0221] Next, the first normal button 40 will be described with reference to FIG. 30. The first normal button 40 can be pressed by the player and is composed of a button having a pressing surface. As shown in FIG. 30, the first normal button 40 is disposed at the center in the left - right direction of the portion of the upper surface of the lower decorative body 36 that is closer to the player than the upper plate 34.

[0222] The first normal button 40 is in the shape of a disk made of a transparent resin member. As shown in FIG. 30, the surface of the first normal button 40 has the character "push" printed thereon, enabling the player to recognize that it is a button capable of being pressed. Note that the first normal button 40 is not limited to being composed of a button having a pressing surface, and may be composed of, for example, a lever having a gripping portion or the like.

[0223] Subsequently, the second normal button 43 (hemispherical button unit 200) will be described with reference to FIGS. 30 and 31. Similar to the first normal button 40, the second normal button 43 can be pressed by the player. As shown in FIG. 30, the second normal button 43 is disposed on the upper surface portion of the lower decorative body 36, to the right of the above-described first normal button 40.

[0224] This second normal button 43 (hemispherical button unit 200) includes a cover portion 210 shown in FIG. 31, a movable portion 220 shown in FIG. 31, a support portion 250 shown in FIG. 31, a bottom portion 310 shown in FIG. 31, a second normal button detection switch 43a, and a substrate portion for controlling the lighting of a plurality of each LED of a light source portion 260 described later, etc. The cover portion 210 is made of a transparent resin member. This cover portion 210 has a hemispherical dome portion 211 shown in FIG. 31 and the like.

[0225] As shown in FIG. 31, the movable portion 220 has a disk-shaped base portion 221 and a disk-shaped decorative portion 225 covering one surface of the base portion 221. A gap is formed between the base portion 221 and the decorative portion 225 (see FIG. 31), and the light source portion 260 and the light guide plate 275 are disposed in the gap (not shown in FIG. 31). Note that the light source portion 260 is substantially disk-shaped, and for example, four LEDs are arranged on the surface. The light guide plate 275 is for guiding only the light traveling in the direction perpendicular to the surface of the light source portion 260 among the light emitted from each LED of the light source portion 260 to the decorative portion 225. The light guide plate 275 is substantially disk-shaped like the above-described light source portion 260.

[0226] The decorative part 225 is made by combining a first resin member made of a colorless, transparent material and a second resin member whose surface is plated. This decorative part 225 has a surface portion 227 (see Figure 31).

[0227] The surface portion 227 of the decorative portion 225 is a part of the hemispherical button unit 200 that is visible to the player through the colorless, transparent cover portion 210 (dome portion 211) (see Figure 31). This surface portion 227 has a translucent portion 226, as shown in Figure 31.

[0228] In this embodiment, when light enters the decorative part 225 from its surface, the light passes through the interior of the decorative part 225 and reaches the surface 227. Then, the light is emitted to the outside of the decorative part 225 through the light-transmitting portion 226 of the surface 227, thereby enabling emission. Specifically, the light is emitted towards the dome portion 211 of the cover portion 210 above the decorative part 225.

[0229] In the hemispherical button unit 200, the dome portion 211 of the cover portion 210 covers the upper part of the support portion 250 on which the movable portion 220 is located. As mentioned above, the cover portion 210 is made of a transparent resin material, so the player can see the movable portion 220 located inside the cover portion 210 (dome portion 211).

[0230] Furthermore, the cover portion 210 is capable of moving up and down relative to the support portion 250. When the cover portion 210 is pressed, the second normal button detection switch 43a, which is connected to the sub-control board 120, detects the press operation.

[0231] 7-2. Electrical configuration of the gaming machine of the first embodiment Next, the electrical configuration of the pachinko game machine PY1 of the first embodiment will be described based on Figure 32. As shown in Figure 32, the pachinko game machine PY1 is further back from the image display device 50 of the game board 1, and includes a sub-control board 120 that controls game effects (special symbol variation effects, hold effects, jackpot game effects) corresponding to the progress of the game by the main control board 100, as well as an operation promotion effect that prompts operation during the period when the operation of the first normal button 40 (operation unit, operating means), the second normal button 43 (operation unit, operating means), and the special button 41 is effective (operation effective period), and a payout control board 170, etc. The main control board 100 can be positioned as a game control unit that controls the game. The performance control unit only needs to be equipped with at least a sub-control board 120 and be capable of controlling game performances, customer waiting performances, and operation performances (operation promotion performances (first normal button operation promotion performance, second normal button 43 operation promotion performance, special button operation promotion performance), button operation result performances (first normal button operation result performance, second normal button operation result performance, special button operation result performance)) using performance means (image display device 50, speaker 52, first frame lamp 53A, second frame lamp 53B, frame lamp 53, panel lamp 54, and movable devices 55, 56, etc.).

[0232] The various switches connected to the sub-control board 120 include a first normal button detection switch 40a, a special button detection switch 41a, a second normal button detection switch 43a, an upper button detection switch 42au, a lower button detection switch 42ad, a right button detection switch 42ar, a left button detection switch 42al, and a middle button detection switch 42ac. The first normal button detection switch 40a detects when the first normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. The second normal button detection switch 43a detects when the second normal button 43 is pressed. The upper button detection switch 42au detects when the upper button of the select button 42 is pressed. The lower button detection switch 42ad detects when the lower button of the select button 42 is pressed. The right button detection switch 42ar detects when the right button of the select button 42 is pressed. The left button detection switch 42al detects when the left button of the select button 42 is pressed. The middle button detection switch 42ac detects when the middle button of the select button 42 is pressed. Each detection switch 40a, 41a, 42a, and 43a outputs a signal to the sub-control board 120 according to the detected content. The type and number of switches connected to the sub-control board 120 can be changed as appropriate, as long as it does not interfere with gameplay.

[0233] In the first embodiment of the pachinko game machine PY1, the volume level and light intensity level are changed by the performance control microcontroller 121. For this purpose, as shown in Figure 32, the performance RAM 124 of the sub-control board 120 is further provided with a volume memory unit 128 that stores the currently set volume level and a light intensity memory unit 129 that stores the currently set light intensity level.

[0234] The various lamps SL connected to the sub-control board 120 include the first frame lamp 53A, the second frame lamp 53B, the panel lamp 54, etc., and each lamp is illuminated. Specifically, the performance control microcontroller 121 creates light emission pattern data (data that determines the lighting behavior, light color, etc., also called lamp data) that determines the lighting behavior of each lamp, and controls the illumination of each lamp according to the light emission pattern data. The data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.

[0235] Furthermore, the lamp control circuit 151 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may also be mounted on the circuit board and stored in the ROM with data related to the light emission patterns and operation patterns. In addition, the types and number of lamps connected to the sub-control board 120 can be changed as appropriate, as long as it does not interfere with gameplay.

[0236] 7-3. Jackpot game in the first embodiment First, the jackpot games that the game control microcontroller 101 of the first embodiment can execute will be described. The game control microcontroller 101 can execute various jackpot games (jackpot game X, jackpot game Y, jackpot game Z) shown in the jackpot game control table in Figure 33.

[0237] As shown in Figure 33, the game control microcomputer 101 of the first embodiment can determine either "jackpot symbol X" or "jackpot symbol Y" in the jackpot symbol type determination in the special symbol 1 determination process (special symbol determination process based on entry into the first start opening 11). More specifically, the game control microcomputer 101 determines "jackpot symbol X" with a 50% probability and "jackpot symbol Y" with a 50% probability. In addition, the game control microcomputer 101 can determine "jackpot symbol Z" in the jackpot symbol type determination in the special symbol 2 determination process (special symbol determination process based on entry into the second start opening 12). More specifically, the game control microcomputer 101 determines "jackpot symbol Z" with a 100% probability.

[0238] The game control microcomputer 101 of the first embodiment then executes a jackpot game according to the type of jackpot symbol that has been determined. Specifically, in the "jackpot game X" that is executed when "jackpot symbol X" is determined, 10 rounds of gameplay are performed. From rounds 1 to 4, the first large prize slot 14 is opened for a maximum of 29.5 seconds per round, from rounds 5 to 9, the first large prize slot 14 is opened for a maximum of 0.1 seconds per round, and in round 10, the second large prize slot 15 is opened for a maximum of 29.5 seconds per round. In rounds 5 to 9 of this jackpot game, the opening time of the first large prize slot 14 is extremely short, and in reality, it is not possible to expect a prize to enter the first large prize slot 14 during these rounds. In other words, although the total number of rounds of gameplay in this jackpot game is 10, the actual number of rounds of gameplay is 5.

[0239] Furthermore, in "Big Win Game Y," which is executed when "Big Win Symbol Y" is determined, 10 rounds of gameplay are performed. From rounds 1 to 4, the first big prize slot 14 is open for a maximum of 29.5 seconds per round, from rounds 5 to 9, the first big prize slot 14 is open for a maximum of 0.1 seconds per round, and in round 10, the second big prize slot 15 is open for a maximum of 0.1 seconds per round. In rounds 5 to 9 of this Big Win Game, the opening time of the first big prize slot 14 is extremely short, making it practically impossible to expect a ball to enter the first big prize slot 14 during these rounds. In other words, although the total number of rounds in this Big Win Game is 10, the actual number of rounds played is only 4.

[0240] Furthermore, in "Big Win Game Z," which is executed when "Big Win Symbol Z" is determined, 10 rounds of gameplay are performed. From rounds 1 to 9, the first large prize slot 14 is opened for a maximum of 29.5 seconds per round, and in round 10, the second large prize slot 15 is opened for a maximum of 29.5 seconds per round. In other words, this Big Win Game consists of 10 rounds in total and 10 actual rounds of gameplay.

[0241] Therefore, "Big Win Game Z," which has 10 rounds of actual gameplay, can be said to be a more advantageous big win game for the player than "Big Win Game X" or "Big Win Game Y," which have 5 rounds of actual gameplay.

[0242] Next, the game states that can be controlled by the game control microcomputer 101 of the first embodiment will be explained using Figure 33. In the pachinko game machine PY1 of the first embodiment, the game control microcomputer 101 sets a time-saving state even after a jackpot game state in which any of the aforementioned "jackpot game X", "jackpot game Y", and "jackpot game Z" is executed. Furthermore, the game control microcomputer 101 sets a high probability state after a jackpot game state in which either "jackpot game X" or "jackpot game Z" is executed, but does not set a high probability state after a jackpot game state in which "jackpot game Y" is executed (a normal probability state is set). Therefore, after a jackpot game state in which either "jackpot game X" or "jackpot game Z" is executed, the game enters a "high probability high base game state" which is a high probability state and a time-saving state. After a jackpot game state in which "jackpot game Y" is executed, the game enters a "low probability high base game state" which is a normal probability state and a time-saving state. When the game enters a high probability state and a time-saving state, the number of probability variation rounds and the number of time-saving rounds are set to 100. Here, the number of probability variation rounds refers to the maximum number of times (specified number) that the variable display of the special symbol is executed in the high probability state. The number of time-saving rounds refers to the maximum number of times (specified number) that the variable display of the special symbol is executed in the time-saving state. In other words, the high probability high base game state can continue for up to 100 times the number of times the variable display of the special symbol is executed in the high probability high base game state. When the game enters a low probability state and a time-saving state, only the number of time-saving rounds is set to 100. In other words, in a low-probability, high-base game state, the variable display of the special symbols in that state can continue for up to 100 times. This means that "Big Win Game X" or "Big Win Game Z," which subsequently sets a high-probability state, is a more advantageous big win game for the player than "Big Win Game Y," which subsequently does not set a high-probability state. Therefore, the big win game state in which "Big Win Game X" or "Big Win Game Z" is executed is a more advantageous game state for the player than the big win game state in which "Big Win Game Y" is executed.

[0243] Furthermore, regardless of the type of winning symbol, a jackpot game state is considered a more advantageous game state than a normal game state. Also, the "high probability high base game state," which is one of the high probability states, is considered a more advantageous game state for the player than the "low probability high base game state," which is one of the normal probability states. In this specification, game states that are advantageous to the player may be referred to as advantageous game states or special game states.

[0244] 7-4. Special Figure Variation Pattern of the First Embodiment Next, we will explain the distribution rates of the special figure 1 variation patterns in a non-time-saving state using Figure 34. As shown in Figure 34(A), in the pachinko game machine PY1 of the first embodiment, the distribution rates of the special figure 1 variation patterns selected when it is in a "non-time-saving state" and a "jackpot" are in the following order of increasing distribution rates: special figure 1 variation pattern "P03" (10%) ⇒ special figure 1 variation pattern "P02" (30%) ⇒ special figure 1 variation pattern "P01" (60%).

[0245] On the other hand, as shown in Figure 34(B), in the pachinko game machine PY1 of the first embodiment, the distribution rate of the special figure 1 variation patterns selected when it is in a "non-time-saving state" and a "reach occurs but it's a miss" is highest for special figure 1 variation pattern "P04" (5%), followed by special figure 1 variation pattern "P05" (25%), and then special figure 1 variation pattern "P06" (70%).

[0246] Furthermore, as shown in Figure 34(C), in the pachinko game machine PY1 of the first embodiment, when the state is "not time-saving" and there is a "no-reach miss", the distribution rate of the special symbol 1 variation pattern selected is, when the number of special symbol reserves (U1) is "0" to "2", in the order of distribution rate of special symbol 1 variation pattern "P08" (20%) ⇒ special symbol 1 variation pattern "P07" (80%). On the other hand, when the state is "not time-saving" and there is a "no-reach miss", the distribution rate of the special symbol 1 variation pattern selected is, when the number of special symbol reserves (U1) is "3" to "4", in the order of distribution rate of special symbol 1 variation pattern "P07" (20%) ⇒ special symbol 1 variation pattern "P08" (80%).

[0247] As explained using Figures 34(A) to 34(C), in the non-time-saving state of the pachinko game machine PY1 of the first embodiment, the sequence of events is such that it is less likely to be executed when the Special Symbol 1 judgment process determines a miss, and more likely to be executed when the Special Symbol 1 judgment process determines a jackpot, in the following order: normal variation only ⇒ normal variation → reach → N reach ⇒ normal variation → reach → N reach → development sequence → L reach ⇒ normal variation → reach → N reach → development sequence → SP reach (see Figures 11, 34(A), 34(B), and 34(C)). Note that the distribution rate (selection ratio) of the Special Symbol 1 variation patterns shown in Figure 34 can be changed as appropriate within a range that does not interfere with gameplay.

[0248] 7-5. Volume and light intensity of the first embodiment The upper button detection switch 42au, lower button detection switch 42ad, right button detection switch 42ar, left button detection switch 42al, and middle button detection switch 42ac, when they detect operation on each button, output a signal (upper button detection signal, lower button detection signal, right button detection signal, left button detection signal, and middle button detection signal) to the sub-control board 120 indicating that operation has been performed on that part.

[0249] Furthermore, in the first embodiment, during gameplay in which the game control microcomputer 101, such as the special symbol variation display, is operating, and during non-gameplay in which the game control microcomputer 101 is not operating, the volume level is changed to change the volume of the sound output from the speaker 52, and the light intensity level is changed to change the light intensity of the light emitted from the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the light emitted from the image display device 50.

[0250] In the first embodiment of the pachinko game machine PY1, when an operation is performed to change the volume level or light intensity level, an image representing the volume level or light intensity level is displayed on the display unit 50a. The display of the image representing the volume level or light intensity level is performed by the performance control microcontroller 121.

[0251] In the first embodiment, both the volume level and the light intensity level can be changed between five levels, from the minimum level "0" to the maximum level "4". However, the number of levels and the names of the levels can be changed as appropriate. Furthermore, the number of levels for the volume level and the light intensity level do not necessarily have to be the same; they may be different. Also, when set to the minimum level "0", the speaker 52 does not output any sound or background music. However, it is not limited to this. For example, when set to the minimum level "0", the speaker 52 may output a small amount of sound or background music.

[0252] In the first embodiment of the pachinko game machine PY1, the volume level is set by the performance control microcomputer 121 from a range of five volume levels from "0" to "4". Volume level "4" is the volume level at which the loudest game sound can be output from the speaker 52 within the five volume levels. When the volume level is set to "4", the maximum volume output instantaneously during, for example, an SP reach or a jackpot performance is 95.0 dB. When the volume level is set to "3", the maximum volume output instantaneously during, for example, an SP reach or a jackpot performance is 90.0 dB. When the volume level is set to "2", the maximum volume output instantaneously during, for example, an SP reach or a jackpot performance is 88.0 dB. It should be noted that at volume level "2", the game sound during most performances can be heard even in a generally noisy hall. Furthermore, when the volume level is set to "1," the maximum instantaneous volume output during special reach or jackpot animations is 85.0 dB. This volume level is such that even in generally noisy halls, most game sounds are inaudible. When the volume level is set to "0," no game sound is output from speaker 52, meaning it is silent. The higher the numerical value of the volume level, the louder the game sound output from speaker 52. Volume level "3" corresponds to the first volume level, and volume level "1" corresponds to the second volume level. The volume output from speaker 52 corresponding to each volume level can be changed as needed.

[0253] In the first embodiment of the pachinko game machine PY1, the light intensity level is set by the performance control microcomputer 121 from a range of five light intensity levels, from "0" to "4". Light intensity level "4" is the light intensity level at which the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the image display device 50 can emit light at the highest intensity among the five light intensity levels. Light intensity level "3" is the next highest light intensity level after light intensity level "4" among the five light intensity levels, and is the light intensity level at which the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the image display device 50 can emit light. Light intensity level "2" is the second highest light intensity level in the five-level volume range, after light intensity level "3," and is the light intensity level at which the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the image display device 50 can emit light. Light intensity level "1" is the second highest light intensity level in the five-level volume range, after light intensity level "2," and is the light intensity level at which the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the image display device 50 can emit light. Light intensity level "0" is the light intensity level in which, out of the five-level volume range, no light is emitted from the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the image display device 50, i.e., they are turned off.

[0254] Next, we will explain the operations for changing the volume level and light intensity level, and the display of images representing the volume level and light intensity level. As will be explained in more detail later, in the first embodiment, it is possible to change the volume level and light intensity level during the variable special feature display when the normal game state is set, and images representing the volume level and light intensity level are displayed.

[0255] First, we will explain the operations for changing the volume level and brightness level during the variable special symbol display when the normal game state is set, and the display of images representing the volume level and brightness level. During the variable special symbol display in the normal game state, it is basically possible to change the volume level and brightness level and display images representing the volume level and brightness level regardless of the type of effect that constitutes the effect flow of the variable special symbol effect, such as normal variation and reach effect. In addition, in the pachinko game machine PY1 of the first embodiment, it is possible to change the volume level and brightness level and display images representing the volume level and brightness level while the customer waiting effect is being executed. Furthermore, it may be possible to change the volume level and brightness level and display images representing the volume level and brightness level when a game state other than the normal game state (for example, a jackpot game state, a high probability high base game state, etc.) is set.

[0256] The volume level during the variable special symbol display in normal gameplay can be changed by operating the left and right buttons 42A. Operating the left button 42l of the left and right buttons 42A decreases the volume by one level. Operating the right button 42r of the left and right buttons 42A increases the volume level by one level. However, if the left button 42l is operated when the volume level is set to the minimum level "0", the volume level will not change and will remain at level "0". Similarly, if the right button 42r is operated when the volume level is set to the maximum level "4", the volume level will not change and will remain at level "4".

[0257] On the other hand, the brightness of the variable display during normal gameplay can be changed by operating the up and down buttons 42B. Operating the down button 42d of the up and down buttons 42B decreases the brightness by one level. Operating the up button 42u of the up and down buttons 42B increases the brightness level by one level. However, if the down button 42d is operated when the brightness level is set to the minimum level "0", the brightness level will not change and will remain at level "0". Similarly, if the up button 42u is operated when the brightness level is set to the maximum level "4", the brightness level will not change and will remain at level "4".

[0258] Furthermore, when the volume level is changed by operating the left or right buttons 42A, the volume may immediately switch to the volume (dB) corresponding to the changed volume level. For example, if the volume level is changed while sound is being output from speaker 52, the volume level will switch while sound is being output, and sound effects and performance sounds, including music (BGM, etc.), will be output at the volume (dB) corresponding to the changed volume level, or a siren or other notification sound will be output if there is a malfunction in the pachinko game machine PY1. Also, when the light intensity level is changed by operating the up or down buttons 42B, the image display device 50 will immediately emit light at the light intensity corresponding to the changed light intensity level, and the frame lamps 53 and panel lamps 54 will also emit light.

[0259] Next, we will explain the display of images representing the volume level and light intensity level during the variable special symbol display in normal gameplay. Images representing the volume level and light intensity level are displayed on the display unit 50a. The area for displaying the images representing the volume level and light intensity level on the display unit 50a is predetermined. As shown in Figure 35, the volume image display area 50g1 for displaying the volume level image is formed in the lower right of the display unit 50a. On the other hand, the light intensity image display area 50g2 for displaying the light intensity level is formed adjacent to and directly above the volume image display area 50g1. As shown in Figure 35, the light intensity image display area 50g2 is formed adjacent to and directly above the volume image display area 50g1, but it is not limited to this. For example, the light intensity image display area 50g2 and the volume image display area 50g1 can be predetermined to any display position on the display unit 50a, as long as they are set to a display position that is easy for the player to check together.

[0260] As shown in Figures 36(A) to 36(E), a volume level image G20 representing the volume level is displayed in the volume image display area 50g1. The volume level image G20 includes a volume scale section G20a that shows a scale with a number of steps from 0 to 4, a volume pointer section G20b that indicates the set volume, and a volume identification image G20c that identifies that it is a volume level.

[0261] The volume scale section G20a is formed extending horizontally and consists of a gauge with five divisions. The volume indicator section G20b consists of a rod-shaped indicator displayed inside the volume scale section G20a. The volume indicator section G20b is formed extending to the right from the left end of the volume scale section G20a by the amount of the volume. The volume identification image G20c consists of icons representing general volume levels and is displayed to the left of the volume scale section G20a.

[0262] Figure 36(A) shows the volume level image G20 when the volume level is set to "0". When the volume level is "0", the volume indicator G20b is not displayed on the volume scale G20a. When the volume level is "1", the volume indicator G20b is displayed up to the first mark from the left end to the right on the volume scale G20a (Figure 36(B)). When the volume level is "2", the volume indicator G20b is displayed up to the second mark from the left end to the right on the volume scale G20a (Figure 36(C)). When the volume level is "3", the volume indicator G20b is displayed up to the third mark from the left end to the right on the volume scale G20a (Figure 36(D)). When the volume level is "4", the volume indicator G20b is displayed for all the marks on the volume scale G20a (Figure 36(E)).

[0263] On the other hand, as shown in Figures 36(F) to 36(J), a light intensity level image G21 representing the light intensity level is displayed in the light intensity image display area 50g2. The light intensity level image G21 includes a light intensity scale section G21a that represents a scale indicating the number of steps from 0 to 4, a light intensity indicator section G21b that points to the set light intensity, and a light intensity identification image G21c for identifying that it is a light intensity level.

[0264] The light intensity scale section G21a is formed extending horizontally and consists of a gauge with four divisions. The light intensity indicator section G21b consists of a rod-shaped indicator displayed inside the light intensity scale section G21a. The light intensity indicator section G21b is formed extending to the right from the left end of the light intensity scale section G21a by the amount of light intensity. The light intensity identification image G21c consists of icons representing general light intensity and is displayed to the left of the light intensity scale section G21a.

[0265] Figure 36(F) shows the light intensity level image G21 when the light intensity level is "0". When the light intensity level is "0", the light intensity indicator G21b is not displayed on the scale of the light intensity scale G21a. If the light intensity level is set to "1", the light intensity indicator G21b is displayed up to the first mark from the left end to the right of the light intensity scale G21a (Figure 36(G)). If the light intensity level is set to "2", the light intensity indicator G21b is displayed up to the second mark from the left end to the right of the light intensity scale G21a (Figure 36(H)). If the light intensity level is set to "3", the light intensity indicator G21b is displayed up to the third mark from the left end to the right of the light intensity scale G21a (Figure 36(I)). If the light intensity level is set to "4", the light intensity indicator G21b is displayed for all the marks on the light intensity scale G21a (Figure 36(J)).

[0266] In the following, a volume level of "0" will be referred to as "Volume Level 0," and similarly, volume levels of "1," "2," "3," and "4" will be referred to as "Volume Level 1," "Volume Level 2," "Volume Level 3," and "Volume Level 4," respectively. Similarly, a light intensity level of "0" will be referred to as "Light Intensity Level 0," and similarly, light intensity levels of "1," "2," "3," and "4" will be referred to as "Light Intensity Level 1," "Light Intensity Level 2," "Light Intensity Level 3," and "Light Intensity Level 4," respectively.

[0267] Next, we will explain specific examples in which, for example, during the variable display of special symbols in the normal game state, an operation to change the volume level is performed and the volume level image G20 is displayed, and an operation to change the light intensity level is performed and the light intensity level image G21 is displayed. In the explanation of the specific examples, it is assumed that the normal game state is set, the daytime normal background image G102 is displayed on the display unit 50a, and normal variation is being performed. Also, the display of icons will be omitted.

[0268] The volume level image G20 is displayed when the left or right button 42A is operated during the variable special symbol display in normal gameplay. When the volume level image G20 is displayed, it is displayed in a manner that represents the new volume level set by that operation. However, as mentioned above, if the left button 42l is operated when the volume level is set to "0", and if the right button 42r is operated when the volume level is set to "4", the volume level does not change. Therefore, in these cases, the volume level does not change when the left or right button 42A is operated, but the volume level image G20 is displayed in a manner that represents the volume that was set before the operation.

[0269] Furthermore, once the volume level image G20 is displayed, it will remain displayed for at least 5 seconds after the last operation on the left or right buttons 42A. If no further operation is performed on the left or right buttons 42A within 5 seconds of the last operation, the volume level image G20 will disappear at the end of those 5 seconds. In other words, once the volume level image G20 is displayed, it will remain displayed until 5 seconds have passed since the last operation on the left or right buttons 42A.

[0270] For example, when the volume level is set to "1", and the animation symbols EZ1 to EZ3 are displayed in a variable manner as shown in Figure 37(A), and the volume level image G20 is not displayed, if the right button 42r is operated, the volume level will be changed to "2", and the volume level image G20 representing volume level "2" will be displayed as shown in Figure 37(B). After that, if the left or right buttons 42A are not operated for 5 seconds, the volume level image G20 will disappear as shown in Figure 37(C).

[0271] Furthermore, when the volume level is set to "1," and the EZ1-EZ3 animation symbols are displayed as shown in Figure 38(A), and the volume level image G20 is not displayed, if the right button 42r is operated, the volume level will be changed to "2," and the volume level image G20 will be displayed in a manner representing volume level "2," as shown in Figure 38(B). Subsequently, if the right button 42r is operated again before 5 seconds have elapsed since the first operation, the volume level will be changed to "3," and the display manner of the volume level image G20 will change to a manner representing volume level "3," as shown in Figure 38(C). In detail, the volume indicator G20b changes from a manner indicating volume level "2" to a manner indicating volume level "3." Then, if 5 seconds have elapsed without the left or right buttons 42A being operated, the volume level image G20 will disappear at that point, as shown in Figure 38(D).

[0272] Furthermore, the light intensity level image G21 is displayed when the up / down buttons 42B are operated during the variable display of the special symbol in the normal game state. When the light intensity level image G21 is displayed, it is displayed in a manner that represents the new light intensity level set by that operation. However, as mentioned above, if the down button 42d is operated when the light intensity level "0" is set, and if the up button 42u is operated when the light intensity level "4" is set, the light intensity level does not change. Therefore, in these cases, the light intensity level does not change when the up / down buttons 42B are operated, but the light intensity level image G21 is displayed in a manner that represents the light intensity that was continuously set before the operation.

[0273] Furthermore, once the light intensity level image G21 is displayed, it will remain visible for at least 5 seconds after the last operation on the up / down buttons 42B. If no further operation on the up / down buttons 42B is performed within 5 seconds of the last operation, the light intensity level image G21 will disappear at the end of those 5 seconds. In other words, once the light intensity level image G21 is displayed, it will continue to be visible until 5 seconds have passed since the last operation on the up / down buttons 42B.

[0274] For example, when the light intensity level is set to "1", and the animation patterns EZ1 to EZ3 are displayed in a variable manner as shown in Figure 39(A), and the light intensity level image G21 is not displayed, if the up button 42u is operated, the light intensity level will be changed to "2", and the light intensity level image G21 representing light intensity level "2" will be displayed as shown in Figure 39(B). After that, if the up or down button 42B is not operated for 5 seconds, the light intensity level image G21 will disappear at that point as shown in Figure 39(C).

[0275] Furthermore, when the light intensity level "1" is set, and the animation patterns EZ1 to EZ3 are displayed in a variable manner as shown in Figure 40(A), and the light intensity level image G21 is not displayed, if the up button 42u is operated, the light intensity level will be changed to "2", and the light intensity level image G21 will be displayed in a manner that represents light intensity level "2", as shown in Figure 40(B). Subsequently, if the up button 42u is operated again before 5 seconds have elapsed since the first operation, the light intensity level will be changed to "3", and the display manner of the light intensity level image G21 will change to a manner that represents light intensity level "3", as shown in Figure 40(C). In detail, the light intensity indicator G21b will change from a manner that indicates light intensity level "2" to a manner that indicates light intensity level "3". Then, if 5 seconds have elapsed without the up or down button 42B being operated, the light intensity level image G21 will disappear at that point, as shown in Figure 40(D).

[0276] Next, we will describe a specific example in which, during the variable special symbol display in normal gameplay, operations are performed to change the volume level and the brightness level, resulting in the simultaneous display of the volume level image G20 and the brightness level image G21. In this example as well, it is assumed that the normal gameplay state is set, the daytime normal background image G102 is displayed on the display unit 50a, and normal variation is occurring. Icon displays will be omitted. Furthermore, in all of these examples, it is assumed that the volume level and brightness level are set to "1".

[0277] As a specific example, as shown in Figure 41(A), when neither the volume level image G20 nor the light level image G21 is displayed, pressing the right button 42r changes the volume level to "2," and, as shown in Figure 41(B), displays the volume level image G20 in a manner representing volume level "2." When the right button 42r is pressed again while this volume level image G20 is displayed, it changes the volume level to "3," and, as shown in Figure 41(C), changes the display manner of the volume level image G20 to a manner representing volume level "3."

[0278] Next, when the volume level image G20 is displayed, if the up button 42u is operated, the light intensity level is changed to "2", and as shown in Figure 41(D), the light intensity level image G21 representing light intensity level "2" is displayed. When this light intensity level image G21 is displayed, if the up button 42u is operated again, the light intensity level is changed to "3", and as shown in Figure 41(E), the display mode of the light intensity level image G21 changes to a mode representing light intensity level "3".

[0279] Then, if 5 seconds have passed since the operation to change the volume level to "3" without the left or right buttons 42A being operated, the volume level image G20 will disappear at that point, as shown in Figure 41(F). Subsequently, if 5 seconds have passed since the operation to change the light intensity level to "3" without the up or down buttons 42B being operated, the light intensity level image G21 will disappear at that point, as shown in Figure 41(G).

[0280] 7-6. Mini-character preview and logo background preview in the first embodiment In the pachinko gaming machine PY1 of the first embodiment, a mini-character preview (first suggestion effect) using the image display device 50, the speaker 52, the frame lamp 53, and the board lamp 54 can be executed as a preview effect at an arbitrary timing during the special figure variation effect in the normal gaming state. Note that in the mini-character preview, a character is displayed on the display unit 50a of the image display device 50, and during the execution of the mini-character preview, an effect sound "Pikorn" (hereinafter also referred to as the mini-character preview effect sound) is continuously output from the speaker 52 (in this example, the right speaker 52R), thereby functioning as a preview effect suggesting the result of the jackpot determination or the result of the special figure variation pattern determination. Also, in the pachinko gaming machine PY1 of the first embodiment, a LOGO background preview (second suggestion effect) using the image display device 50, the speaker 52, the frame lamp 53, and the board lamp 54 can be executed as a preview effect at an arbitrary timing during the special figure variation effect in the normal gaming state. Note that in the LOGO background preview, a background image dedicated to the LOGO background preview is displayed on the display unit 50a of the image display device 50, and during the execution of the LOGO background preview, an effect sound "Shakkin" (hereinafter also referred to as the LOGO background preview effect sound) is continuously output from the speaker 52 (in this example, the left speaker 52L), thereby functioning as a preview effect suggesting the result of the jackpot determination or the result of the special figure variation pattern determination. In the pachinko gaming machine PY1 of the first embodiment, the LOGO background preview functions as a preview effect suggesting that the jackpot expectation level is higher than that of the mini-character preview.

[0281] In the pachinko gaming machine PY1 of the first embodiment, when a mini-character warning sound effect is output from the speaker 52 and the volume level is changed by an operation (predetermined operation) of the left and right buttons 42A of the player, immediately thereafter, a mini-character warning sound effect with a volume (dB) corresponding to the changed volume level is output from the speaker 52. Also, for example, when a mini-character warning sound effect is output from the right speaker 52R when the volume level is set to "4", the volume of the mini-character warning sound effect is the volume corresponding to the volume level "4". On the other hand, when a LOGO background warning sound effect is output from the speaker 52, even if the volume level is changed by an operation of the left and right buttons 42A of the player, a LOGO background warning sound effect with a volume (dB) corresponding to the changed volume level is not output from the speaker 52, and it is output at the volume (maximum 88.0 dB) corresponding to the volume level "2". Also, for example, even if a LOGO background warning sound effect is output from the right speaker 52R when the volume level is set to "4", the volume of the LOGO background warning sound effect is the volume (maximum 88.0 dB) corresponding to the volume level "2" instead of the volume level "4".

[0282] Next, with reference to FIG. 42, the timing at which a mini-character warning is executed during the execution of the special figure variation effect in the normal gaming state and the timing at which a LOGO background warning is executed during the execution of the special figure variation effect in the normal gaming state will be described.

[0283] First, using FIG. 42(A), the timing at which only the mini-character preview is executed during the special drawing variation performance executed based on any one of the special drawing 1 variation patterns "P01" to "P06" will be described. As shown in FIG. 42(A), after the execution of the special drawing variation performance is started based on any one of the special drawing 1 variation patterns "P01" to "P06", when a predetermined time (for example, 4 seconds) has elapsed, the execution of the mini-character preview is started (timing Ta), and then the execution of the mini-character preview ends (timing Tb). Note that from the start of the execution of the mini-character preview until the end of the execution of the mini-character preview, the mini-character preview effect sound "Picon" is continuously output from the speaker 52 (in this example, the right speaker 52R).

[0284] Next, using FIG. 42(B), the timing at which only the LOGO background preview is executed during the special drawing variation performance executed based on any one of the special drawing 1 variation patterns "P01" to "P06" will be described. As shown in FIG. 42(B), after the execution of the special drawing variation performance is started based on any one of the special drawing 1 variation patterns "P01" to "P06", when a predetermined time (for example, 4 seconds) has elapsed, the execution of the LOGO background preview is started (timing Tc), and then the execution of the LOGO background preview ends (timing Td). Note that from the start of the execution of the LOGO background preview until the end of the execution of the LOGO background preview, the LOGO background preview effect sound "Shakkin" is continuously output from the speaker 52 (in this example, the left speaker 52L).

[0285] Next, using FIG. 42(C), the timing at which the mini character preview and the LOGO background preview are executed together during the special figure variation effect based on any one of the special figure 1 variation patterns "P01" to "P06" will be described. As shown in FIG. 42(C), after the execution of the special figure variation effect based on any one of the special figure 1 variation patterns "P01" to "P06" starts, when a predetermined time (for example, 4 seconds) has elapsed, the execution of the mini character preview and the LOGO background preview starts together (timing Te), and then the execution of the mini character preview and the LOGO background preview ends together (timing Tf). Incidentally, from when the execution of the mini character preview and the LOGO background preview starts together until they end together, the LOGO background preview sound effect "Shakkin" is continuously output from the left speaker 52L, and the mini character preview sound effect "Pikon" is continuously output from the right speaker 52R.

[0286] Next, the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect will be described using FIGS. 43 to 48. The timing charts shown in FIGS. 43 to 48 indicate the output timing of the effect sound from the speaker 52 during the special figure variation effect executed based on any one of the special figure 1 variation patterns "P01" to "P06".

[0287] First, using FIG. 43, the case where the mini character preview sound effect is output from the speaker 52 when the mini character preview is executed during the special figure variation effect will be described. As shown in FIG. 43, during the special figure variation effect executed based on any one of the special figure 1 variation patterns "P01" to "P06", the BGM corresponding to the first normal effect mode is output from the left speaker 52L and the right speaker 52R. Incidentally, the volume level of the BGM corresponding to the first normal effect mode is maintained at "4", and the maximum volume corresponding to the volume level "4" is 95.0 dB and is output from the speaker 52.

[0288] After that, during the execution of the special figure variation performance, when the execution of the mini character preview is started, simultaneously, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and the output of the mini character preview sound effect from the right speaker 52R starts (timing T1). Note that the mini character preview sound effect is output from the right speaker 52R at the maximum volume of 95.0 dB corresponding to the volume level "4" (timing T1).

[0289] When the execution of the mini character preview continues during the execution of the special figure variation performance, the mini character preview sound effect continues to be output from the right speaker 52R at a volume corresponding to the volume level "4" (maximum 95.0 dB). After that, when the execution of the mini character preview ends during the execution of the special figure variation performance, simultaneously, the output of the mini character preview sound effect from the right speaker 52R ends, and the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T2). Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at the maximum volume of 95.0 dB corresponding to the volume level "4".

[0290] Next, using FIG. 44, the case where the logo background preview sound effect is output from the speaker 52 when the logo background preview is executed during the special figure variation performance will be described. As shown in FIG. 44, during the special figure variation performance executed based on any one of the special figure 1 variation patterns "P01" to "P06", the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R. Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at the maximum volume of 95.0 dB corresponding to the volume level "4".

[0291] After that, during the execution of the special figure variation performance, when the execution of the LOGO background preview is started, at the same time, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and the output of the LOGO background preview sound effect from the left speaker 52L starts during the execution of the LOGO background preview (timing T3). Note that the LOGO background preview sound effect is output from the left speaker 52L at the maximum volume of 88.0 dB corresponding to the volume level "2" (timing T3).

[0292] When the execution of the LOGO background preview continues during the execution of the special figure variation performance, the LOGO background preview sound effect continues to be output from the left speaker 52L at the volume corresponding to the volume level "2". After that, when the execution of the mini character preview ends during the execution of the special figure variation performance, at the same time, the output of the LOGO background preview sound effect from the left speaker 52L ends, and the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T4). Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at the maximum volume of 95.0 dB corresponding to the volume level "4".

[0293] Next, using FIG. 45, a case where the LOGO background preview sound effect and the mini character preview sound effect are output together from the speaker 52 when the LOGO background preview and the mini character preview are executed together during the special figure variation performance will be described. As shown in FIG. 45, during the special figure variation performance executed based on any one of the special figure 1 variation patterns "P01" to "P06", the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R. Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at the maximum volume of 95.0 dB corresponding to the volume level "4".

[0294] After that, during the execution of the special figure variation performance, the execution of the mini character preview and the execution of the LOGO background preview are started simultaneously, and at the same time, the volume level is changed from "4" to "0", so that the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends. During the execution of the LOGO background preview, the output of the LOGO background preview sound effect starts from the left speaker 52L, and during the execution of the mini character preview, the output of the mini character preview sound effect starts from the right speaker 52R (timing T5). The LOGO background preview sound effect is output from the left speaker 52L at the maximum volume of 88.0 dB corresponding to the volume level "2" (timing T5). The mini character preview sound effect is output from the right speaker 52R at the maximum volume of 95.0 dB corresponding to the volume level "4" (timing T5).

[0295] When the execution of the mini character preview and the LOGO background preview continues during the execution of the special figure variation performance, the LOGO background preview sound effect is continuously output from the left speaker 52L at the maximum volume corresponding to the volume level "2", and the mini character preview sound effect is continuously output from the right speaker 52R at the maximum volume corresponding to the volume level "4". After that, when the execution of the mini character preview and the execution of the LOGO background preview end during the execution of the special figure variation performance, the output of the mini character preview sound effect from the right speaker 52R and the output of the LOGO background preview sound effect from the left speaker 52L end, and the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T6). The BGM corresponding to the first normal performance mode is output from the speaker 52 at the maximum volume of 95.0 dB corresponding to the volume level "4".

[0296] Using FIG. 46, the case where the left and right buttons 42A are operated while the mini character preview sound effect is being output from the right speaker 52R will be described. As shown in FIG. 46, during the special figure variation performance executed based on any one of the special figure 1 variation patterns "P01" to "P06" among the special figure 1 variation patterns, BGM corresponding to the first normal performance mode is being output from the left speaker 52L and the right speaker 52R. Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at the maximum volume of 95.0 dB corresponding to the volume level "4".

[0297] After that, during the execution of the special figure variation performance, when the execution of the mini character preview is started, at the same time, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and the output of the mini character preview sound effect from the right speaker 52R starts (timing T7). Note that the mini character preview sound effect is output from the right speaker 52R at the maximum volume of 95.0 dB corresponding to the volume level "4" (timing T7).

[0298] As shown in FIG. 46, when the execution of the mini character preview continues during the execution of the special figure variation performance, the mini character preview sound effect is continuously output from the right speaker 52R at the volume corresponding to the volume level "4". When the left button 42l of the left and right buttons 42A is operated once while the mini character preview sound effect is being output from the right speaker 52R at the volume corresponding to the volume level "4" (timing T8), the volume level is decreased by one step, and the volume of the mini character preview sound effect output from the right speaker 52R is changed from the volume corresponding to the volume level "4" (maximum 95. .0 dB) to the volume corresponding to the volume level "3" (maximum 90.0 dB) (timing T8). [[ID=,10]]

[0299] Subsequently, when the mini-character preview effect sound is output from the right speaker 52R at a volume corresponding to volume level "3" (maximum 90.0 dB) during the execution of the mini-character preview, if the left button 42l of the left and right buttons 42A is operated once (timing T9), the volume level is decreased by one step, and the volume of the mini-character preview effect sound output from the right speaker 52R is changed from the volume corresponding to volume level "3" (maximum 90.0 dB) to the volume corresponding to volume level "2" (maximum 88.0 dB) (timing T9).

[0300] Subsequently, when the mini-character preview effect sound is output from the right speaker 52R at a volume corresponding to volume level "2" (maximum 88.0 dB) during the execution of the mini-character preview, if the left button 42l of the left and right buttons 42A is operated once (timing T10), the volume level is decreased by one step, and the volume of the mini-character preview effect sound output from the right speaker 52R is changed from the volume corresponding to volume level "2" (maximum 88.0 dB) to the volume corresponding to volume level "1" (maximum 85.0 dB) (timing T10).

[0301] Subsequently, when the mini-character preview effect sound is output from the right speaker 52R at a volume corresponding to volume level "1" (maximum 85.0 dB) during the execution of the mini-character preview, if the right button 42r of the left and right buttons 42A is operated once (timing T11), the volume level is increased by one step, and the volume of the mini-character preview effect sound output from the right speaker 52R is changed from the volume corresponding to volume level "1" (maximum 85.0 dB) to the volume corresponding to volume level "2" (maximum 88.0 dB) (timing T11).

[0302] Then, when the execution of the mini-character preview ends simultaneously during the execution of the special figure variation performance, the output of the mini-character preview sound effect from the right speaker 52R ends, and the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T12). Note that the BGM corresponding to the first normal performance mode at the volume level corresponding to "2" (maximum 88.0 dB) is output from the speaker 52. In the pachinko machine PY1 of the first embodiment, even if the BGM corresponding to the first normal performance mode is not output from the speaker 52 during the execution of the mini-character preview, when the left and right buttons 42A are pressed and the volume level is changed, the performance sound including the music (such as BGM) and sound effects are output at the maximum volume corresponding to the changed volume level, or when an abnormality occurs in the pachinko machine PY1, a warning sound such as a siren is output.

[0303] Using FIG. 47, the case where the left and right buttons 42A are operated while the LOGO background preview sound effect is being output from the left speaker 52L will be described. As shown in FIG. 47, during the special figure variation performance executed based on any one of the special figure 1 variation patterns "P01" to "P06", the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R. Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at the maximum volume of 95.0 dB corresponding to the volume level "4".

[0304] Thereafter, during the execution of the special figure variation performance, when the execution of the LOGO background preview is started, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and the output of the LOGO background preview sound effect from the left speaker 52L starts (timing T13). Note that the LOGO background preview sound effect is output from the left speaker 52L at the maximum volume of 88.0 dB corresponding to the volume level "2" (timing T13). Note that the current volume level is "4".

[0305] If the LOGO background notification is still running while the special feature variation effect is in progress, the LOGO background notification sound effect will continue to be output from the left speaker 52L at a volume corresponding to volume level "2" (maximum 88.0 dB). If the LOGO background notification sound effect at a volume corresponding to volume level "2" (maximum 88.0 dB) is being output from the left speaker 52L, even if the left button 42l of the left / right buttons 42A is operated once and the volume level decreases from "4" to "3", the LOGO background notification sound effect output from the left speaker 52L at a volume corresponding to volume level "2" (maximum 88.0 dB) will continue to be output (Timing T14).

[0306] Next, if the LOGO background notification sound effect with volume level "2" is output from the left speaker 52L while the LOGO background notification is being played, even if the left button 42l of the left / right buttons 42A is operated once and the volume level decreases from "3" to "2", the LOGO background notification sound effect at a volume corresponding to volume level "2" (maximum 88.0dB) output from the left speaker 52L will continue to be output (Timing T15).

[0307] Next, if the LOGO background notification sound effect with volume level "2" is output from the left speaker 52L while the LOGO background notification is being executed, even if the left button 42l of the left / right buttons 42A is operated once and the volume level decreases from "2" to "1", the volume of the LOGO background notification sound effect output from the left speaker 52L will continue to be "2" (timing T16).

[0308] Next, if the LOGO background notification sound effect with volume level "2" is output from the left speaker 52L while the LOGO background notification is being played, even if the right button 42r of the left / right buttons 42A is operated once and the volume level increases from "1" to "2", the LOGO background notification sound effect at a volume corresponding to volume level "2" (maximum 88.0dB) output from the left speaker 52L will continue to be output (Timing T17).

[0309] Then, when the execution of the preview ends simultaneously during the execution of the special figure variation performance, the output of the LOGO background preview sound effect from the left speaker 52L ends, and the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T18). Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at the maximum volume of 88.0 dB corresponding to the volume level "2" (timing T18). In the pachinko gaming machine PY1 of the first embodiment, even if the BGM corresponding to the first normal performance mode is not output from the speaker 52 during the execution of the LOGO background preview, the volume level can be changed by pressing the left and right buttons 42A. Therefore, the BGM corresponding to the first normal performance mode at the volume level "2" will be output.

[0310] Using FIG. 48, the case where the mini character preview sound effect is output from the right speaker 52R and the LOGO background preview sound effect is output from the left speaker 52L and the left and right buttons 42A are operated will be described. As shown in FIG. 48, during the special figure variation performance executed based on any one of the special figure 1 variation patterns "P01" to "P06", the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R. Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at the maximum volume of 9​​​​

[0312] When the execution of the mini-character preview and the execution of the logo background preview are continued together during the execution of the special figure variation performance, the mini-character preview sound effect is continued from the right speaker 52R at the volume level of "4" (maximum 95.0 dB), and the logo background preview sound effect is continued from the left speaker 52L at the volume level of "2" (maximum 88.0 dB). When the mini-character preview sound effect with a volume level of "4" is output from the right speaker 52R and the logo background preview sound effect with a volume level of "2" is output from the left speaker 52L, if the left button 42l of the left and right buttons 42A is operated once (timing T20), the volume of the mini-character preview sound effect is decreased by one step, and the volume level of the mini-character preview sound effect output from the right speaker 52R is changed from the volume corresponding to "4" (maximum 95.0 dB) to the volume corresponding to "3" (maximum 90.0 dB), while the logo background preview sound effect is output from the left speaker 52L at the volume corresponding to the volume level of "2" (maximum 88.0 dB) (timing T20).

[0313] When the mini-character preview sound effect with a volume corresponding to the volume level of "3" (maximum 90.0 dB) is output from the right speaker 52R and the logo background preview sound effect with a volume corresponding to the volume level of "2" (maximum 88.0 dB) is output from the left speaker 52L, if the left button 42l of the left and right buttons 42A is operated once (timing T21), the volume of the mini-character preview sound effect is decreased by one step, and the volume of the mini-character preview sound effect output from the right speaker 52R is changed from the volume corresponding to the volume level of "3" (maximum 90.0 dB) to the volume corresponding to the volume level of "2" (maximum 88.0 dB), while the logo background preview sound effect is output from the left speaker 52L at the volume corresponding to the volume level of "2" (maximum 88.0 dB) (timing T21).

[0314] When the right speaker 52R outputs a mini-character preview sound effect at a volume corresponding to volume level "2" (maximum 88.0dB), and the left speaker 52L outputs a LOGO background preview sound effect at a volume corresponding to volume level "2" (maximum 88.0dB), if the left button 42l of the left / right buttons 42A is pressed once (timing T22), the volume of the mini-character preview sound effect is reduced by one level, changing from a volume corresponding to volume level "2" (maximum 88.0dB) of the mini-character preview sound effect output from the right speaker 52R to a volume corresponding to volume level "1" (maximum 85.0dB), but the left speaker 52L outputs a LOGO background preview sound effect at a volume corresponding to volume level "2" (maximum 88.0dB) (timing T22).

[0315] When the right speaker 52R outputs a mini-character preview sound effect at a volume corresponding to volume level "1" (maximum 85.0dB), and the left speaker 52L outputs a LOGO background preview sound effect at a volume corresponding to volume level "2" (maximum 88.0dB), if the right button 42r of the left / right buttons 42A is operated once (timing T23), the volume level of the mini-character preview sound effect is increased by one level, changing from a volume corresponding to volume level "1" (maximum 85.0dB) to a volume corresponding to volume level "2" (maximum 88.0dB) of the mini-character preview sound effect output from the right speaker 52R, the LOGO background preview sound effect is output at a volume corresponding to volume level "2" (maximum 88.0dB) (timing T23).

[0316] When the execution of the mini-character preview and the execution of the LOGO background preview end simultaneously during the execution of the special figure variation performance, the output of the mini-character preview sound effect from the right speaker 52R ends, and the output of the LOGO background preview sound effect from the left speaker 52L ends at the same time. Then, the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T24). Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at a volume corresponding to the volume level "2" (maximum 88.0 dB). In the pachinko gaming machine PY1 of the first embodiment, when the BGM corresponding to the first normal performance mode is not output from the speaker 52 during the execution of the mini-character preview, if the left and right buttons 42A are pressed to change the volume level, then the BGM corresponding to the first normal performance mode is output from the speaker 52 at a volume corresponding to the changed volume level.

[0317] 7-7. Performance example of the first embodiment Using FIGS. 49 to 53, the preview performances (mini-character preview, LOGO background preview) executed on the pachinko gaming machine PY1 of the first embodiment will be described. In FIGS. 49 to 53, the display of the icons is omitted.

[0318] First, using FIG. 49, the case where the mini-character preview is executed during the execution of the special figure variation performance in the normal gaming state and the left and right buttons 42A are not pressed will be described. The performance example shown in FIG. 49 is an example of the performance when the mini-character preview is executed during the special figure variation performance executed based on any one of the special figure 1 variation patterns "P01" to "P06".

[0319] As shown in FIG. 49(A), during the execution of the special symbol variation effect in the normal game state, BGM corresponding to the first normal effect mode is output from the left speaker 52L and the right speaker 52R. The BGM corresponding to the first normal effect mode is output from the speaker 52 at the maximum volume of 95.0 dB corresponding to the volume level "4". Also, as shown in FIG. 49(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Further, as shown in FIG. 49(A), since normal variation is being performed, the variation display of the effect symbols EZ1 to EZ3 and the variation display of the small symbols KZ1 to KZ3 are being performed on the display unit 50a.

[0320] After that, when a mini-character preview is executed as a pre-warning effect during the execution of the special symbol variation effect in the normal game state, it proceeds to the effect example shown in FIG. 49(B). As shown in FIG. 49(B), when a mini-character preview is executed during the execution of the special symbol variation effect in the normal game state, a mini-character image MK showing a small bear character is displayed below the display unit 50a. The mini-character image MK functions as an effect image suggesting the possibility that the lottery result of the special symbol is a big hit. Also, as shown in FIG. 49(B), when a mini-character preview is executed during the execution of the special symbol variation effect in the normal game state, the output of the BGM corresponding to the first normal effect mode from the left speaker 52L and the right speaker 52R ends by changing the volume level from "4" to "0", and a mini-character preview sound effect (for example, picon) is output from the right speaker 52R. The volume of the mini-character preview sound effect (for example, picon) output from the right speaker 52R during the execution of the mini-character preview is the volume (maximum 95.0 dB) corresponding to the volume level "4".

[0321] After that, during the execution of the special figure variation effect in the normal game state, if the execution of the mini character preview ends, the process proceeds to the effect example shown in FIG. 49(C). When the execution of the mini character preview in the special figure variation effect ends, the display of the mini character image MK on the display unit 50a ends, and the output of the mini character preview sound effect (for example, picon) from the right speaker 52R ends, and the BGM corresponding to the first normal effect mode output from the left speaker 52L and the right speaker 52R will be output. Note that the volume of the BGM corresponding to the first normal effect mode output from the left speaker 52L and the right speaker 52R is the volume corresponding to the volume level "4" (maximum 95.0 dB). Also, as shown in FIG. 49(C), since normal variations are being performed, the variation display of the effect symbols EZ1 to EZ3 and the variation display of the small symbols KZ1 to KZ3 are being performed on the display unit 50a.

[0322] Next, a case where a mini character preview is executed and the left and right buttons 42A are pressed during the execution of the special figure variation effect in the normal game state will be described using FIG. 50. The effect example shown in FIG. 50 is an effect example when a mini character preview is executed during the execution of the special figure variation effect based on any one of the special figure 1 variation patterns "P01" to "P06".

[0323] As shown in FIG. 50(A), during the execution of the special figure variation effect in the normal game state, the BGM corresponding to the first normal effect mode is being output from the left speaker 52L and the right speaker 52R. Note that the volume of the BGM corresponding to the first normal effect mode output from the speaker 52 is the volume corresponding to the volume level "4" (maximum 95.0 dB). Also, as shown in FIG. 50(A), the normal game state is set, and the daytime normal background image G102 is being displayed on the display unit 50a. Also, as shown in FIG. 50(A), since normal variations are being performed, the variation display of the effect symbols EZ1 to EZ3 and the variation display of the small symbols KZ1 to KZ3 are being performed on the display unit 50a.

[0324] After that, during the execution of the special figure variation effect in the normal game state, when a mini character preview is executed as a preview effect, a mini character image MK is displayed below the display unit 50a. When a mini character preview is executed during the execution of the special figure variation effect in the normal game state, the output of the BGM corresponding to the first normal effect mode from the left speaker 52L and the right speaker 52R ends, and a mini character preview sound effect (for example, picon) is output from the right speaker 52R. The volume of the mini character preview sound effect (for example, picon) output from the right speaker 52R during the execution of the mini character preview is the volume corresponding to the volume level "2" (maximum 88.0 dB).

[0325] When a mini character preview is executed in the special figure variation effect in the normal game state and a mini character preview sound effect (for example, picon) with a volume corresponding to the volume level "4" (maximum 95.0 dB) is output from the right speaker 52R, if the left button 42l of the left and right buttons 42A is operated once, the volume level decreases by one step, and the volume of the mini character preview sound effect output from the right speaker 52R changes from the volume corresponding to the volume level "4" (maximum 95.0 dB) to the volume corresponding to the volume level "3" (maximum 90.0 dB). At the same time, a volume level image G20 in a mode representing the volume level "3" is displayed in the volume image display area 50g1 of the display unit 50a. Specifically, the volume pointer part G20b changes from a mode indicating the volume level "4" to a mode indicating the volume level "3". Then, after that, when 5 seconds elapse without operating the left and right buttons 42A, the volume level image G20 disappears at that point in time.

[0326] Then, during the execution of the special figure variation effect in the normal gaming state, if the execution of the mini character preview ends, the process proceeds to the effect example shown in FIG. 50(C). When the execution of the mini character preview in the special figure variation effect ends, the display of the mini character image MK on the display unit 50a ends, and the output of the mini character preview sound effect (for example, picon) from the right speaker 52R ends, and the BGM corresponding to the first normal effect mode output from the left speaker 52L and the right speaker 52R is output. Note that the volume of the BGM corresponding to the first normal effect mode output from the left speaker 52L and the right speaker 52R is the volume corresponding to the volume level "3" (maximum 90.0 dB). Also, as shown in FIG. 50(C), since normal variations are being performed, the variation display of the effect symbols EZ1 to EZ3 and the variation display of the small symbols KZ1 to KZ3 are being performed on the display unit 50a.

[0327] Next, using FIG. 51, the case where the LOGO background preview is executed during the execution of the special figure variation effect in the normal gaming state and the left and right button 42A is not pressed will be described. The effect example shown in FIG. 51 is an effect example when the LOGO background preview is executed during the execution of the special figure variation effect based on any one of the special figure 1 variation patterns "P01" to "P06".

[0328] As shown in FIG. 51(A), during the execution of the special figure variation effect in the normal gaming state, the BGM corresponding to the first normal effect mode is output from the left speaker 52L and the right speaker 52R. Note that the volume of the BGM corresponding to the first normal effect mode output from the speaker 52 is maintained at the volume corresponding to the volume level "4" (maximum 95.0 dB). Also, as shown in FIG. 51(A), the normal gaming state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Also, as shown in FIG. 51(A), since normal variations are being performed, the variation display of the effect symbols EZ1 to EZ3 and the variation display of the small symbols KZ1 to KZ3 are being performed on the display unit 50a.

[0329] After that, during the execution of the special figure variation performance in the normal game state, when the LOGO background preview is executed as a preview performance, the LOGO background preview image G209 in which the LOGO, which is the main character, is in a battle state is displayed on the display unit 50a instead of the daytime normal background image G102 displayed thereon (see FIG. 51(A)) (see FIGS. 51(B) and 51(C)). The LOGO background preview image G209 is composed of a video in which the battle of the LOGO, which is the main character, unfolds. The content of the story of the video related to the LOGO background preview image G209 can be set as appropriate. Note that the LOGO background preview image G209 functions as a background image suggesting the possibility of a big win in the lottery result of the special figure. Also, as shown in FIG. 51(B), when the LOGO background preview is executed during the execution of the special figure variation performance in the normal game state, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and the LOGO background preview sound effect (for example, Shakkin) is output from the left speaker 52L. Note that the volume of the LOGO background preview sound effect (for example, Shakkin) output from the left speaker 52L during the execution of the LOGO background preview is the volume corresponding to the volume level "2" (maximum 88.0 dB).

[0330] After that, when the execution of the LOGO background preview ends during the execution of the special figure variation performance in the normal game state, the display of the LOGO background preview image G209 on the display unit 50a ends, the output of the LOGO background preview sound effect (for example, Shakkin) from the left speaker 52L ends, and the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is output. Note that the volume of the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is the volume corresponding to the volume level "4" (maximum 95.0 dB). After the LOGO background preview ends, the special figure variation performance develops into an N-reach.

[0331] Next, a description will be given of the case where the LOGO background preview is executed during the execution of the special figure variation effect in the normal game state using FIG. 52, and the left and right buttons 42A are not pressed. Note that the effect example shown in FIG. 52 is an effect example when the LOGO background preview is executed during the special figure variation effect executed based on any one of the special figure 1 variation patterns "P01" to "P06".

[0332] As shown in FIG. 52(A), during the execution of the special figure variation effect in the normal game state, BGM corresponding to the first normal effect mode is output from the left speaker 52L and the right speaker 52R. Note that the volume of the BGM corresponding to the first normal effect mode output from the speaker 52 is the volume corresponding to the volume level "4" (maximum 95.0 dB). Also, as shown in FIG. 52(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Further, as shown in FIG. 52(A), since normal variation is being performed, the variation display of the effect symbols EZ1 to EZ3 and the variation display of the small symbols KZ1 to KZ3 are being performed on the display unit 50a.

[0333] Thereafter, when the LOGO background preview is executed as a preview effect during the execution of the special figure variation effect in the normal game state, the LOGO background preview background image G209 in which the protagonist character, LOGO, is in a battle state is displayed on the display unit 50a from the daytime normal background image G102 displayed thereon (see FIGS. 52(B) and 52(C)). When the LOGO background preview is executed during the execution of the special figure variation effect in the normal game state, the output of the BGM corresponding to the first normal effect mode from the left speaker 52L and the right speaker 52R ends, and a LOGO background preview sound effect (for example, shakkin) is output from the left speaker 52L. Note that the volume of the LOGO background preview sound effect (for example, shakkin) output from the left speaker 52L during the execution of the LOGO background preview is the volume corresponding to the volume level "2" (maximum 88.0 dB).

[0334] Then, as shown in Figure 52(B), when the left speaker 52L is outputting a LOGO background notification sound effect (for example, a "shakiin") at a volume corresponding to volume level "2" (maximum 88.0 dB), pressing the left button 42l of the left / right buttons 42A once will decrease the volume level from "4" to "3" by one step, and a volume level image G20 representing volume level "3" will be displayed in the volume image display area 50g1 of the display unit 50a. As a result, the display of a volume level image G20 representing volume level "3" in the volume image display area 50g1 of the display unit 50a makes it possible to inform the player that the volume level has decreased by one step from "4" to "3". On the other hand, if the left speaker 52L is outputting a LOGO background preview sound effect (for example, a "shakiin") at a volume corresponding to volume level "2" (maximum 88.0dB), even if the left button 42l of the left / right buttons 42A is pressed once, the volume of the LOGO background preview sound effect (for example, a "shakiin") output from the left speaker 52L will not change from the volume corresponding to volume level "2" (maximum 88.0dB).

[0335] Subsequently, as shown in FIG. 52(C), when the LOGO background preview effect sound (e.g., "shakkin") at a volume corresponding to volume level "3" (maximum 88.0 dB) is being output from the left speaker 52L, and before 5 seconds have elapsed since the last pressing operation of the left and right buttons 42A, if the left button 42l of the left and right buttons 42A is continuously pressed twice again, the volume level decreases in two steps from volume level "3" to volume level "1", and the volume level image G20 in the form representing volume level "3" displayed in the volume image display area 50g1 of the display unit 50a is changed to the volume level image G20 in the form representing volume level "1". As a result, by displaying the volume level image G20 in the form representing volume level "1" in the volume image display area 50g1 of the display unit 50a, it becomes possible for the player to recognize that the volume level has decreased by one step from volume level "2" to volume level "1". On the other hand, when the LOGO background preview effect sound (e.g., "shakkin") at a volume corresponding to volume level "2" (maximum 88.0 dB) is being output from the left speaker 52L, even if the left button 42l of the left and right buttons 42A is pressed once, the volume of the LOGO background preview effect sound (e.g., "shakkin") being output from the left speaker 52L does not change from the volume corresponding to volume level "2" (maximum 88.0 dB).

[0336] After that, during the execution of the special figure variation performance in the normal game state, when the execution of the LOGO background preview ends, the display of the background image G209 for the LOGO background preview on the display unit 50a ends, the output of the LOGO background preview effect sound (e.g., "shakkin") from the left speaker 52L ends, and the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is output. Note that the volume of the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is the volume corresponding to volume level "1" (maximum 90.0 dB). After the LOGO background preview ends, the special figure variation performance develops into an N reach.

[0337] Next, with reference to FIG. 53, a case will be described where, during the execution of the special symbol variation effect in the normal game state, the mini character preview and the LOGO background preview are executed together and the left and right buttons 42A are not pressed. The effect example shown in FIG. 53 is an effect example when the LOGO background preview and the mini character preview are executed during the special symbol variation effect executed based on any one of the special symbol 1 variation patterns "P01" to "P06".

[0338] As shown in FIG. 53(A), during the execution of the special symbol variation effect in the normal game state, BGM corresponding to the first normal effect mode is being output from the left speaker 52L and the right speaker 52R. The volume of the BGM corresponding to the first normal effect mode output from the speaker 52 is the volume corresponding to the volume level "4" (maximum 95.0 dB). Also, as shown in FIG. 53(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Further, as shown in FIG. 53(A), since normal variation is being performed, the variation display of the effect symbols EZ1 to EZ3 and the variation display of the small symbols KZ1 to KZ3 are being performed on the display unit ulla.

[0339] After that, during the execution of the special figure variation performance in the normal game state, when the mini character preview and the LOGO background preview are executed as a preview performance, from the daytime normal background image G102 displayed on the display unit 50a (see FIG. 53(A)), a background image G209 for the LOGO background preview in a state where the LOGO, which is the main character, is in battle is displayed (see FIGS. 53(B) and 53(C)), and a mini character image MK is displayed below the display unit 50a. When the LOGO background preview is executed during the execution of the special figure variation performance in the normal game state, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and a mini character preview sound effect (for example, picon) is output from the right speaker 52R, and a LOGO background preview sound effect (for example, shakkin) is output from the left speaker 52L. Note that the volume of the mini character preview sound effect (for example, picon) output from the right speaker 52R during the execution of the mini character preview is a volume corresponding to the volume level "4" (maximum 95.0 dB). On the other hand, the volume of the LOGO background preview sound effect (for example, shakkin) output from the left speaker 52L during the execution of the LOGO background preview is a volume corresponding to the volume level "2" (maximum 88.0 dB).

[0340] As shown in Figure 53(B), when a mini-character preview sound effect (e.g., "Pikoon") at a volume corresponding to volume level "4" (maximum 95.0dB) is output from the right speaker 52R, and a LOGO background preview sound effect (e.g., "Shakiin") at a volume corresponding to volume level "2" (maximum 88.0dB) is output from the left speaker 52L, if the left button 42l of the left / right buttons 42A is pressed once, the volume of the mini-character preview sound effect is reduced by one level, and the volume of the mini-character preview sound effect output from the right speaker 52R changes from a volume corresponding to volume level "4" (maximum 95.0dB) to a volume corresponding to volume level "3" (maximum 90.0dB), but the volume of the LOGO background preview sound effect remains at a volume corresponding to volume level "2" (maximum 88.0dB). Furthermore, when the left button 42l of the left and right buttons 42A is pressed once, the volume level changes from "4" to "3," and a volume level image G20 representing volume level "3" is displayed in the volume image display area 50g1 of the display unit 50a.

[0341] Subsequently, when a mini-character preview sound effect (e.g., picon) at a volume corresponding to volume level "3" (maximum 90.0 dB) is being output from the right speaker 52R and a LOGO background preview sound effect (e.g., shakkin) at a volume corresponding to volume level "2" (maximum 88.0 dB) is being output from the left speaker 52L, if the left button 42l of the left and right buttons 42A is pressed twice continuously before 5 seconds have elapsed since the left and right buttons 42A were last operated, the volume of the mini-character preview sound effect is decreased in two steps and the volume level is changed from "3" to "1", so that the volume of the mini-character preview sound effect is changed from the volume corresponding to volume level "3" (maximum 90.0 dB) to the volume corresponding to volume level "1" (maximum 85.0 dB). However, even if the volume level is changed, the volume of the LOGO background preview sound effect remains at the volume corresponding to volume level "2" (maximum 88.0 dB). In addition, along with the change of the volume level from "3" to "1", a volume level image G20 in a mode representing volume level "1" is displayed in the volume image display area 50g1 of the display unit 50a. When a LOGO background preview sound effect (e.g., shakkin) at a volume corresponding to volume level "2" (maximum 88.0 dB) is being output from the left speaker 52L, by changing the volume level from "3" to "1" and decreasing the volume of the mini-character preview sound effect, the LOGO background preview sound effect (e.g., shakkin) can be heard better than the mini-character preview sound effect, and it is possible to make it understood that the expectation of a big win is high.

[0342] After that, during the execution of the special figure variation effect in the normal game state, if the execution of the mini character preview and the execution of the LOGO background preview are completed, the display of the background image G209 for the LOGO background preview on the display unit 50a ends, and the display of the mini character image MK also ends. At the same time, the output of the LOGO background preview sound effect (for example, "Shakkin") from the left speaker 52L ends, and the output of the mini character preview sound effect (for example, "Pikon") from the right speaker 52R ends, and the BGM corresponding to the first normal effect mode output from the left speaker 52L and the right speaker 52R is output. Note that the volume of the BGM corresponding to the first normal effect mode output from the left speaker 52L and the right speaker 52R is the volume corresponding to the volume level "1" (maximum 85.0 dB). After the LOGO background preview ends, the special figure variation effect develops into an N reach.

[0343] 7-6. Control of Effects by the Effect Control Microcomputer 121 of the First Embodiment Next, the control of effects by the effect control microcomputer 121 of the first embodiment will be described using FIGS. 54 to 55.

[0344] [1. Received Command Analysis Processing] First, the received command analysis process (S4201) of this embodiment will be explained in detail. As shown in Figure 54, in the received command analysis process (S4201), the performance control microcontroller 121 first determines whether or not it has received a start-up winning command (first start-up winning command or second start-up winning command) from the main control board 100 (S4301), and if it has received one, it proceeds to the start-up winning process (S4302). In the start-up winning process (S4302), the performance control microcontroller 121 stores the received start-up winning command in the performance RAM 124. Next, the performance control microcontroller 121 analyzes the stored start-up winning command and determines whether or not to execute a pre-announcement performance that indicates the probability of a big win. Pre-announcement performances include a hold icon announcement that displays the hold icon in a special manner, as well as a continuous announcement performance that is performed over multiple consecutive displays of special symbols. If it is decided to execute these pre-read animations, the pre-read animation start command for executing the decided animation is set in the output buffer of the animation RAM 124.

[0345] When a pre-read animation start command set in the output buffer of the animation RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 reads a predetermined animation image from the image ROM 142 and performs an image-based pre-read animation on the display unit 50a of the image display device 50. Furthermore, while the image-based pre-read animation is being performed by the image control board 140, the animation control microcontroller 121 can output sound from the speaker 52 via the sound control circuit 161 (performing an audio-based pre-read animation), illuminate the frame lamp 53 via the lamp control circuit 151 (performing an illumination-based pre-read animation), and operate the on-board movable body 55k and the under-board movable body 56k (performing an operation-based pre-read animation), according to the content of the pre-read animation indicated by the pre-read animation start command transmitted to the image control board 140.

[0346] Next, the microcontroller 121 for performance control determines whether or not it has received a special feature variation start command (special feature 1 variation start command, or special feature 2 variation start command) from the main control board 100 (S4304), and if it has received one, it performs the variation performance start processing described later (S4305).

[0347] Next, the microcontroller 121 for performance control determines whether or not it has received a special symbol variation stop command from the main control board 100 (S4305), and if it has received it, it performs the variation performance termination process (S4306). In the variation performance termination process (S4306), the microcontroller 121 for performance control terminates the special symbol variation performance (stops the variation display of the performance symbols EZ1~EZ3 and the sub-symbols KZ1~KZ3, and displays a stop message).

[0348] In the performance control microcontroller 121, during the performance termination process (S4306), analyzes the special symbol variation stop command and, based on the analysis results, sets a special symbol variation performance termination command in the output buffer of the performance RAM 124 to appropriately terminate the special symbol variation performance (stop the display of the performance symbols EZ1~EZ3 and the sub-symbols KZ1~KZ3). When the image control board 140 receives the special symbol variation performance termination command, it terminates the currently running special symbol variation performance (stops the performance symbols EZ1~EZ3 and the sub-symbols KZ1~KZ3 that are in motion).

[0349] The microcontroller 121 for controlling the performance in the first embodiment described above determines whether or not it has received a left button detection signal or a right button detection signal (S4321). If it has received a left button detection signal or a right button detection signal (YES in S4321), in the user volume level change process (S4322), the volume level is changed based on the currently set volume level stored in the volume storage unit 128 and whether the received detection signal is a left button detection signal or a right button detection signal, and the changed volume level is stored in the volume storage unit 128. Next, in step S4322, if the performance control microcontroller 121 determines that the volume level image G20 is not displayed on the display unit 50a, the volume level image display start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command transmission process (S4004). The image CPU 141 of the image control board 140 then reads a predetermined performance image from the image ROM 142 and displays the volume level image G20 on the display unit 50a of the image display device 50 in a manner that represents the current volume level stored in the volume storage unit 128. On the other hand, in step S4322, if the microcontroller 121 for performance control stores the changed volume level in the volume storage unit 128 and then determines that the volume level image G20 is being displayed on the display unit 50a, the volume level image change command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command transmission process (S4004). The image CPU 141 of the image control board 140 then reads a predetermined performance image from the image ROM 142 and changes the appearance of the volume level image G20 displayed on the display unit 50a of the image display device 50 to an appearance that represents the current volume level stored in the volume storage unit 128.

[0350] Next, the microcontroller 121 for performance control in the first embodiment determines whether or not it has received an up button detection signal or a down button detection signal (S4323). If it has received an up button detection signal or a down button detection signal (YES in S4323), in the user light intensity level change process (S4324), the light intensity level is changed based on the currently set light intensity level stored in the light intensity storage unit 129 and whether the received detection signal is an up button detection signal or a down button detection signal, and the changed light intensity level is stored in the light intensity storage unit 129. Subsequently, in step S4324, if the microcontroller 121 for performance control determines that the light intensity level image G21 is not displayed on the display unit 50a, it sets a light intensity level image display start command in the output buffer of the performance RAM 124. When a light intensity level image display start command is set in the output buffer of the performance RAM 124, it is sent to the image control board 140 by the command transmission process (S4004). The image CPU 141 of the image control board 140 reads a predetermined performance image from the image ROM 142 and displays a light intensity level image G21 on the display unit 50a of the image display device 50 that represents the current light intensity level stored in the light intensity storage unit 129. On the other hand, in step S4324, if the performance control microcontroller 121 determines that the light intensity level image G21 is being displayed on the display unit 50a after storing the changed light intensity level in the light intensity storage unit 129, it sets a light intensity level image change command to the output buffer of the performance RAM 124. When a light intensity level image change command set in the output buffer of the performance RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 reads a predetermined performance image from the image ROM 142 and changes the appearance of the light intensity level image G21 displayed on the display unit 50a of the image display device 50 to an appearance that represents the current light intensity level stored in the light intensity storage unit 129.

[0351] Next, the microcontroller 121 for performance control determines whether or not it has received an opening command from the main control board 100 (S4307), and if it has received one, it performs an opening performance selection process (S4307). In the opening performance selection process (S4308), it analyzes the opening command and, based on the analysis results, selects an opening performance pattern (content) to be executed during the opening of a jackpot game. Then, it sets an opening performance start command in the output buffer of the performance RAM 124 to start the opening performance using the selected opening performance pattern.

[0352] Next, the microcontroller 121 for performance control determines whether or not it has received a round game command from the main control board 100 (S4309), and if it has received one, it performs a round performance selection process (S4309). In the round performance selection process (S4309), it analyzes the round game command and, based on the analysis results, selects a round performance pattern (content) to be executed during the round game of the jackpot game. Then, it sets a round performance start command in the output buffer of the performance RAM 124 to start the round performance with the selected round performance pattern. Furthermore, while the round animation using images is being performed by the image control board 140, the performance control microcomputer 121 can output sound from the speaker 52 via the sound control circuit 161, and also illuminate the frame lamps 53 (first frame lamp 53A, second frame lamp 53B) and the board lamp 54 via the lamp control circuit 151, and operate the movable body on the board 55k and the movable body below the board 56k. In addition, while the round animation using images is being performed by the image control board 140, the performance control microcomputer 121 can perform operation animations using the operation means (first normal button 40, second normal button 43, special button 41) according to the content of the jackpot round animation indicated by the round animation start command sent to the image control board 140.

[0353] Next, the microcontroller 121 for performance control determines whether or not it has received an ending command from the main control board 100 (S4311), and if it has received one, it performs an ending performance selection process (S4311). In the ending performance selection process (S4312), the microcontroller 121 for performance control analyzes the ending command and, based on the analysis results, selects a pattern (content) of the jackpot ending performance to be executed during the ending of the jackpot game. Then, it sets a jackpot ending performance start command in the output buffer of the performance RAM 124 to start the ending performance using the selected jackpot ending performance pattern.

[0354] When the jackpot ending sequence start command, set in the output buffer of the performance RAM 124, is transmitted to the image control board 140 via command transmission processing (S4004), the image CPU 141 of the image control board 140 reads a predetermined performance image from the image ROM 142 and performs the jackpot ending sequence on the display unit 50a of the image display device 50. Furthermore, while the image-based jackpot ending sequence is being performed by the image control board 140, the performance control microcontroller 121 outputs sound from the speaker 52 via the sound control circuit 161, and also illuminates the frame lamps 53 (first frame lamp 53A, second frame lamp 53B) and the board lamp 54 via the lamp control circuit 151, thereby activating the movable parts on the board 55k and below the board 56k. In addition, while the image-based jackpot ending sequence is being performed by the image control board 140, the microcontroller 121 for controlling the performance can perform operation sequences using the operation means (first normal button 40, second normal button 43, special button 41) according to the content of the jackpot ending sequence indicated by the jackpot ending sequence start command transmitted to the image control board 140.

[0355] Next, the microcontroller 121 for performance control performs other processing (S4313), which is based on received commands other than the above commands (for example, processing to perform effects associated with the display of changing symbols). Then, it finishes the received command analysis processing (S4201).

[0356] [2. Start of variation effect processing] As shown in Figure 55, in the variation performance start process (S4305) of the first embodiment, the performance control microcontroller 121 first analyzes the variation start command (S4501). The variation start command includes information on the variation pattern (Figures 11 and 12) and information on special symbol stop data based on the jackpot determination, etc.

[0357] Next, the performance control microcontroller 121 selects the EZ performance symbol to be displayed as the final stop in the special reel variation performance (S4502). Specifically, it obtains a random number for determining the performance symbol, and selects one table from among several tables classified according to the presence or absence of a reach, based on the analysis result of the variation start command. Using the selected table, it determines the obtained random number for determining the performance symbol to select the performance symbol. This determines the combination of performance symbols EZ1, EZ2, and EZ3 (for example, "7-7-7") that will be displayed as the final stop. In addition, the performance control microcontroller 121 also selects the KZ sub-symbol to be displayed as the final stop in the special reel variation performance during the variation performance start processing (S4304). Specifically, the performance control microcontroller 121 obtains a random number for determining the sub-symbol, and selects one table based on the analysis result of the variation start command. Using the selected table, it determines the obtained random number for determining the sub-symbol to select the sub-symbol. This determines the final combination of small symbols KZ1, KZ2, and KZ3 that will be displayed when the reels stop (for example, "7-7-7").

[0358] Next, in the special feature variation performance pattern selection process (S4503), the performance control microcontroller 121 selects a special feature variation performance pattern determination table for determining the sub-variation pattern associated with the performance content of the special feature variation performance, based on the set performance mode and the special feature variation start command. Multiple special feature variation performance pattern determination tables are provided, each associated with a performance mode and a special feature variation pattern. Therefore, the performance control microcontroller 121 selects one sub-variation pattern determination table associated with a special feature variation pattern. Each sub-variation pattern determination table has values ​​of random numbers for determining the special feature variation performance pattern (special feature variation performance pattern determination values) distributed to one or more sub-variation patterns at a predetermined distribution rate (%). Next, the performance control microcontroller 121 obtains the value indicated by the sub-variation pattern determination random number counter as the random number for determining the special feature variation performance pattern, and performs the special feature variation performance pattern determination based on the obtained random number for determining the sub-variation pattern. The random numbers used to determine the sub-variation pattern will take values ​​between "0" and "99".

[0359] The microcontroller 121 for performance control, in determining the sub-variation pattern, compares the acquired random number for determining the sub-variation pattern with the selected sub-variation pattern table to determine the sub-variation pattern, sets the data representing the determined sub-variation pattern in the performance RAM 124, and sets the special symbol variation performance start command indicating the sub-variation pattern in the output buffer of the performance RAM 124. Once the sub-variation pattern is determined, the details of the special symbol variation performance are determined, including the duration of the variation performance, the variation display method of the performance symbols, the presence or absence of a reach performance, the content of the reach performance, the presence or absence of an operation performance, the content of the operation performance, the performance development configuration, and the type of background for the performance symbols.

[0360] Next, the microcontroller 121 for performance control selects a preview performance in the preview performance selection process (S4504). Specifically, it obtains a random number for determining the preview performance, and from among several tables classified according to the presence or absence of a reach, it selects one table based on the analysis result of the special symbol variation start command, and uses that selected table to determine the obtained random number for determining the preview performance, thereby selecting the preview performance. This determines the content of the preview performance, such as the so-called step-up preview performance, chance-up preview performance, mini-character preview, and LOGO background preview.

[0361] Examples of pre-announcement effects include a dialogue notification in a gold frame indicating a high probability of winning the jackpot, a dialogue notification in a green frame indicating a moderate probability of winning, and a dialogue notification in a blue frame indicating a lower probability of winning. In short, pre-announcement effects are effects that show the player the probability of winning before the final win / loss announcement by the EZ symbols.

[0362] In the first embodiment, the microcontroller 121 for performance control obtains a random number for determining the preview performance during the preview performance selection process (S4504). If the analysis result of the special symbol variation start command is a special symbol 1 variation pattern in a non-time-saving state, and the mini-character preview lottery table (Figure 56) is selected, the microcontroller 121 determines whether or not to execute the mini-character preview as a preview performance based on the special symbol 1 variation pattern in a non-time-saving state and the mini-character preview lottery table (Figure 56), and selects the mini-character preview.

[0363] Specifically, in the performance control microcontroller 121, in the preview performance selection process (S4504), obtains a random number for determining the preview performance, and if the analysis result of the special symbol variation start command is a special symbol 1 variation pattern in a non-time-saving state, it selects the mini-character preview lottery table (Figure 56). If the analysis result of the special symbol variation start command is the special symbol 1 variation pattern "P01", it executes the mini-character preview 70% of the time and does not execute it 30% of the time.

[0364] In the preview animation selection process (S4504), the microcontroller 121 for performance control acquires a random number for determining the preview animation, and if the analysis result of the special symbol variation start command is a special symbol 1 variation pattern that is not in a time-saving state, it selects the mini-character preview lottery table (Figure 56). If the analysis result of the special symbol variation start command is the special symbol 1 variation pattern "P02", it executes the mini-character preview with a 60% probability and does not execute it with a 40% probability.

[0365] In the preview animation selection process (S4504), the microcontroller 121 for performance control acquires a random number for determining the preview animation, and if the analysis result of the special symbol variation start command is a special symbol 1 variation pattern that is not in a time-saving state, it selects the mini-character preview lottery table (Figure 56). If the analysis result of the special symbol variation start command is the special symbol 1 variation pattern "P03", it executes the mini-character preview with a 55% probability and does not execute it with a 45% probability.

[0366] In the preview animation selection process (S4504), the microcontroller 121 for performance control acquires a random number for determining the preview animation, and if the analysis result of the special symbol variation start command is a special symbol 1 variation pattern that is not in a time-saving state, it selects the mini-character preview lottery table (Figure 56). If the analysis result of the special symbol variation start command is the special symbol 1 variation pattern "P04", it executes the mini-character preview 60% of the time and does not execute it 40% of the time.

[0367] In the preview animation selection process (S4504), the microcontroller 121 for performance control acquires a random number for determining the preview animation, and if the analysis result of the special symbol variation start command is a special symbol 1 variation pattern that is not in a time-saving state, it selects the mini-character preview lottery table (Figure 56). If the analysis result of the special symbol variation start command is the special symbol 1 variation pattern "P05", it executes the mini-character preview with a 55% probability and does not execute it with a 45% probability.

[0368] In the preview performance selection process (S4504), the dedicated microcomputer 121 for performance control obtains a random number for determining the preview performance. When the analysis result of the special figure change start command is a special figure 1 change pattern in the non-time-saving state, it selects the mini character preview lottery table (Fig. 56). When the analysis result of the special figure change start command is the special figure 1 change pattern "P06", the mini character preview is executed at a rate of 45% and not executed at a rate of 55%.

[0369] In the preview performance selection process (S4504), the dedicated microcomputer 121 for performance control obtains a random number for determining the preview performance. When the analysis result of the special figure change start command is a special figure 1 change pattern in the non-time-saving state, it selects the mini character preview lottery table (Fig. 56). When the analysis result of the special figure change start command is the special figure 1 change pattern "P07" or the special figure 1 change pattern "P08", the mini character preview is not executed at a rate of 100%. The execution probability of the mini character preview shown in Fig. 56 can be appropriately changed as long as it does not affect the game.

[0370] Based on the explanation using Fig. 56, since the mini character preview is more likely to be executed in the special figure change performance based on the SP jackpot variation (P01) than in the special figure change performance based on the SP miss variation (P04) (see Fig. 56), the jackpot expectation level when the mini character preview is executed during the execution of the special figure change performance is set high. Also, since the mini character preview is more likely to be executed in the special figure change performance based on the L jackpot variation (P02) than in the special figure change performance based on the L miss variation (P05) (see Fig. 56), the jackpot expectation level when the mini character preview is executed during the execution of the special figure change performance is set high. Also, since the mini character preview is more likely to be executed in the special figure change performance based on the N jackpot variation (P04) than in the special figure change performance based on the N miss variation (P06) (see Fig. 56), the jackpot expectation level when the mini character preview is executed during the execution of the special figure change performance is set high. As a result, the jackpot expectation level is higher when the mini character preview is executed during the execution of the special figure change performance than when the mini character preview is not executed.

[0371] In the first embodiment, the microcontroller 121 for performance control obtains a random number for determining the preview performance during the preview performance selection process (S4504). If the analysis result of the special symbol variation start command is a special symbol 1 variation pattern in a non-time-saving state, and the LOGO background preview lottery table (Figure 57) is selected, the microcontroller 121 determines whether or not to execute the LOGO background preview as a preview performance based on the special symbol 1 variation pattern in a non-time-saving state and the LOGO background preview lottery table (Figure 57), and selects the LOGO background preview.

[0372] Specifically, in the performance control microcontroller 121, in the preview performance selection process (S4504), obtains a random number for determining the preview performance, and if the analysis result of the special symbol variation start command is a special symbol 1 variation pattern that is not in a time-saving state, it selects the LOGO background preview lottery table (Figure 57). If the analysis result of the special symbol variation start command is the special symbol 1 variation pattern "P01", it executes the LOGO background preview with an 80% probability and does not execute it with a 20% probability.

[0373] In the preview animation selection process (S4504), the microcontroller 121 for performance control acquires a random number for determining the preview animation, and if the analysis result of the special symbol variation start command is a special symbol 1 variation pattern that is not in a time-saving state, it selects the LOGO background preview lottery table (Figure 57). If the analysis result of the special symbol variation start command is a special symbol 1 variation pattern "P02", it executes the LOGO background preview 70% of the time and does not execute it 30% of the time.

[0374] In the preview animation selection process (S4504), the microcontroller 121 for performance control acquires a random number for determining the preview animation, and if the analysis result of the special symbol variation start command is a special symbol 1 variation pattern that is not in a time-saving state, it selects the LOGO background preview lottery table (Figure 57). If the ...

Claims

1. Game control means capable of controlling to an advantageous game state favorable to the player based on the establishment of predetermined conditions, Presentation control means capable of controlling predetermined presentations, A first light-emitting part capable of emitting light, A second light-emitting part capable of emitting light, and comprising: The game control means is Capable of controlling to a disadvantageous game state unfavorable to the player compared to the advantageous game state, The presentation control means is Capable of executing a disadvantageous suggestion presentation indicating that the possibility of the disadvantageous game state is higher than the possibility of the advantageous game state, Capable of executing an advantageous suggestion presentation indicating that the advantageous game state is achieved, When the light emission color of the first light-emitting part and the light emission color of the second light-emitting part are the first light emission color, when the disadvantageous suggestion presentation is executed, there may be a case where the light emission color of the second light-emitting part is changed from the first light emission color to a second light emission color different from the first light emission color while maintaining the light emission color of the first light-emitting part as the first light emission color, A gaming machine, characterized in that when the disadvantageous suggestion presentation is executed and the light emission color of the second light-emitting part is changed from the first light emission color to the second light emission color, when the advantageous suggestion presentation is executed, the light emission color of the second light-emitting part may be changed from the second light emission color to the first light emission color.

2. In the gaming machine according to Claim 1, The gaming machine is characterized in that the first light emission color is a light emission color indicating that the possibility of the advantageous game state is higher than that of the second light emission color.

3. In the gaming machine according to Claim 1 or Claim 2, The gaming machine is characterized in that the first light-emitting part is provided around the second light-emitting part.

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