Gaming machine
The gaming machine addresses the limitation of single-effect execution by introducing layered suggestive and specific effects with timed interruptions, enhancing player engagement and entertainment value.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-13
- Publication Date
- 2026-03-30
AI Technical Summary
Existing gaming machines, such as pachinko machines, execute specific effects only once during a special figure variation effect and only in a normal gaming state, limiting the enhancement of player interest.
The gaming machine incorporates setting and effect execution means to execute suggestive and specific effects before and during gameplay, allowing multiple layers of suggestive and specific effects with timed interruptions and accompanying displays.
Enhances entertainment value by providing multiple layers of suggestive and specific effects, increasing player engagement and interest.
Smart Images

Figure 0007837061000001 
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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko gaming machine or the like.
Background Art
[0002] Conventionally, there has been known a gaming machine capable of executing a specific effect for notifying that a predetermined effect is to be executed during a special figure variation effect in a normal gaming state (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the gaming machine described in Patent Document 1, for example, a specific effect can be executed once during one special figure variation effect. Also, for example, the specific effect can be executed only in the normal gaming state. Therefore, there is room for improvement from the viewpoint of enhancing the interest of the effect.
Means for Solving the Problems
[0005] The gaming machine disclosed in this specification includes setting means capable of setting an advantageous gaming state advantageous to a player, and effect execution means capable of executing a predetermined effect, and the effect execution means is capable of executing a suggestive effect suggesting that there is a possibility of entering the advantageous gaming state, is capable of executing a specific effect prior to the suggestive effect, the suggestive effect includes a first suggestive effect and a second suggestive effect, the specific effect includes a first specific effect executable prior to the first suggestive effect and a second specific effect executable prior to the second suggestive effect. The aforementioned first specific performance can be started at the first timing, When the first specific performance, which was started at the first timing, is executed to completion, and when the first specific performance, which was started at the first timing, is interrupted at a second timing during its execution, and then the second specific performance is started, the law of nature, The aforementioned specific performance includes an opening display in a specific manner, If the first specific performance is interrupted at the second timing and the second specific performance is then started, the second specific performance will be performed accompanied by the opening display. The aforementioned first specific performance is, This includes a first dedicated performance specifically for the first specific performance that is performed after the opening display, The second timing refers to the timing during the execution of the first dedicated effect. It is characterized by the following: [Effects of the Invention]
[0006] According to the present invention, it is possible to enhance the entertainment value of the performance. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a front view of the game board unit. [Figure 3] This is a front view showing the second major prize-winning device in detail. [Figure 4] This is a front view of the display units. [Figure 5] (A) is a front view of the performance unit when the on-board movable device and the on-board movable device are in standby mode, and (B) is a front view of the performance unit when the on-board movable device and the on-board movable device are in operation. [Figure 6] This block diagram shows the electrical configuration of the main control board. [Figure 7] This block diagram shows the electrical configuration of the sub-control board. [Figure 8] (A) is a table showing random numbers related to the general diagram, and (B) is a table showing random numbers related to the special diagram. [Figure 9] (A) is the hit detection table, (B) is the regular diagram variation pattern detection table, and (C) is the auxiliary game control table. [Figure 10] (A) is the jackpot determination table, (B) is the jackpot symbol type determination table, and (C) is the reach determination table. [Figure 11] It is the special figure 1 variation pattern determination table. [Figure 12] It is the special figure 2 variation pattern determination table. [Figure 13] It is the prediction determination table. [Figure 14] It is the jackpot game control table. [Figure 15] It is the explanatory diagram of the game state. [Figure 16] It is the explanatory diagram showing a specific example of the performance mode. [Figure 17] It is the explanatory diagram showing a specific example of the normal variation of the special figure variation performance. [Figure 18] It is the explanatory diagram showing a specific example of the N-reach of the special figure variation performance. [Figure 19] It is the explanatory diagram showing a specific example of the SP-reach of the special figure variation performance. [Figure 20] It is the explanatory diagram showing a specific example of the hold performance. [Figure 21] It is the explanatory diagram showing a specific example of the movable body performance. [Figure 22] It is the explanatory diagram showing a specific example of the operation performance. [Figure 23] It is the flowchart of the main control main process. [Figure 24] It is the flowchart of the main side timer interrupt process. [Figure 25] It is the flowchart of the sub-control main process. [Figure 26] It is the flowchart of the sub side timer interrupt process. [Figure 27] It is the jackpot game control table according to the first embodiment and the second embodiment. [Figure 28] It is the special figure 1 variation pattern determination table in the case where the game state is a non-time shortening state according to the first embodiment. [Figure 29](A) is a table showing the allocation ratio of the special figure 1 variation pattern selected in the case of the jackpot symbol 1, (B) is a table showing the allocation ratio of the special figure 1 variation pattern selected in the case of the jackpot symbol 2, and (C) is a table showing the allocation ratio of the special figure 1 variation pattern selected in the case of a losing combination with a reach. [Figure 30] It is a special figure 2 variation pattern determination table in the case where the game state is the time-saving state according to the first embodiment. [Figure 31] (A) is a table showing the allocation ratio of the special figure 2 variation pattern selected in the case of the jackpot symbol 3, (B) is a table showing the allocation ratio of the special figure 2 variation pattern selected in the case of the jackpot symbol 4, (C) is a table showing the allocation ratio of the special figure 2 variation pattern selected in the case of the jackpot symbol 5, and (D) is a table showing the allocation ratio of the special figure 2 variation pattern selected in the case of a losing combination with a reach. [Figure 32] It is an explanatory diagram showing a specific example of the SP reach of the first aspect according to the first embodiment and the second embodiment. [Figure 33] It is an explanatory diagram showing a specific example of the SP reach of the second aspect according to the first embodiment and the second embodiment. [Figure 34] It is an explanatory diagram showing a specific example of the SP reach (full rotation reach) of the third aspect according to the first embodiment and the second embodiment. [Figure 35] It is an explanatory diagram showing a specific example of the normal notice performance of the first performance aspect among the special figure variation notice performances according to the first embodiment. [Figure 36] It is an explanatory diagram showing a specific example of the normal notice performance of the second performance aspect among the special figure variation notice performances according to the first embodiment. [Figure 37] It is an explanatory diagram showing a specific example of the normal notice performance of the third performance aspect among the special figure variation notice performances according to the first embodiment. [Figure 38] It is an explanatory diagram showing a specific example of the special notice performance of the second performance aspect among the special figure variation notice performances according to the first embodiment. [Figure 39] It is an explanatory diagram showing a specific example of the special notice performance of the third performance aspect among the special figure variation notice performances according to the first embodiment. [Figure 40]It is an explanatory diagram showing a specific example of the icon preview effect according to the first embodiment and the second embodiment. [Figure 41] [[ID=]3]It is a table showing the distribution rate of whether or not to execute the icon preview effect according to the first embodiment. [Figure 42] It is an explanatory diagram showing specific examples of the first symbol change effect, the third symbol change effect, and the fifth symbol change effect among the symbol change effects according to the first embodiment. [[ID=]8] [Figure 43] It is an explanatory diagram showing specific examples of the jackpot ending effect according to the first embodiment and the second embodiment. [Figure 44] It is an explanatory diagram showing a specific example of the preview effect during a jackpot game. [Figure 45] It is a special figure 1 variation pattern determination table when the game state is a non-time-limited state according to the second embodiment. <00,00151>(A) is a table showing the distribution rate of the special figure 1 variation pattern selected in the case of the jackpot symbol 1, (B) is a table showing the distribution rate of the special figure 1 variation pattern selected in the case of the jackpot symbol 2, and (C) is a table showing the distribution rate of the special figure 1 variation pattern selected in the case of a loss with a reach. [Figure 47] It is a special figure 2 variation pattern determination table when the game state is a time-limited state according to the second embodiment. [Figure 48] (A) is a table showing the distribution rate of the special figure 2 variation pattern selected in the case of the jackpot symbol 3, (B) is a table showing the distribution rate of the special figure 2 variation pattern selected in the case of the jackpot symbol 4, (C) is a table showing the distribution rate of the special figure 2 variation pattern selected in the case of the jackpot symbol 5, and (D) is a table showing the distribution rate of the special figure 2 variation pattern selected in the case of a loss with a reach. [Figure 49] It is a table showing the distribution rate of whether or not to execute the icon preview effect according to the second embodiment. [Figure 50] It is an explanatory diagram showing the flow of the effect according to the second embodiment. [Figure 51] It is an explanatory diagram showing the flow of the effect according to the second embodiment.
Embodiments for Carrying Out the Invention
[0008] Hereinafter, a first 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.
[0009] 1. Structure of a gaming machine 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 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.
[0010] 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.
[0011] 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.
[0012] 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 is composed of, for example, a button with a pressing surface, a lever with a gripping portion, etc.
[0013] 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.
[0014] 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.
[0015] 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.
[0016] 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.
[0017] 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 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 the game balls that enter and flow down the game area 6 to the first starting opening 11, second starting opening 12, general prize opening 10, gate 13, first major prize opening 14, and second major prize opening 15, which will be described later.
[0018] 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.
[0019] 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.
[0020] 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."
[0021] 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.
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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.
[0041] 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).
[0042] 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.
[0043] 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.
[0044] 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."
[0045] 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 opening 11 or the second start opening 12, specifically if an entry occurs 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 entry can be reserved. The special symbol reserves stored in the special symbol reserve storage unit 105 are consumed when it becomes possible to display the variable 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 display of the special symbol to show the result of that determination.
[0046] 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.
[0047] 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).
[0048] 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.
[0049] 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.
[0050] 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".
[0051] 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.
[0052] 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 capable of displaying patterns, etc.
[0053] 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.
[0054] Figure 5(A) schematically shows the state in which the upper movable body 55k and the lower movable body 56k are held in a normal standby state when not in operation. When the drive source of the upper movable device 55 is activated, the upper movable body 55k moves downward (descends), and when the drive source of the lower movable device 56 is activated, the lower movable body 56k moves upward (rises) (see Figure 5(B)). At this time, the image display device 50 is covered by the descended upper movable body 55k or the risen lower movable body 56k, making the image display device 50 difficult to see.
[0055] 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.
[0056] 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 states (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, hold effect, jackpot game effect), customer waiting effect, and effect prompting effect that encourages operation during the period when the operation of the normal button 40 or special button 41 is valid (operation valid period) in accordance with the progress of the game by the main control board 100; and a payout control board 170 that controls game ball payout, etc. The main control board 100 can be positioned as the game control unit that controls the game. Furthermore, the sub-control board 120 can be positioned as a performance control unit that controls the performances 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 performances, customer waiting performances, and operation promotion performances using performance means (image display device 50, speaker 52, frame lamp 53, panel lamp 54, and movable devices 55, 56, etc.).
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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).
[0066] 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.
[0067] 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.
[0068] 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.
[0069] 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 includes a performance ROM 123 that stores programs for controlling the performance as the game progresses on 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.
[0070] Furthermore, the ROM 123 for performance contains programs for the sub-control main processing, receive interrupt processing, and sub-side timer interrupt processing, which will be described later. Note that the ROM 123 for performance may be external.
[0071] 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).
[0072] 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.
[0073] 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).
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] 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, etc., and 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 within a range that does not interfere with the game.
[0081] 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.
[0082] 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.
[0083] 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.
[0084] 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."
[0085] 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.
[0086] 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.
[0087] 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.
[0088] 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).
[0089] 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.
[0090] 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.
[0091] 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.
[0092] 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."
[0093] 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.
[0094] 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 performs a variable display of 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 to display includes a jackpot symbol and a losing symbol. In other words, the result of the special symbol 2 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] 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.
[0096] 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.
[0097] 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).
[0098] In each jackpot determination table, special symbol random number determination values (special symbol random number values) are assigned to the jackpot and miss results. The pachinko game machine PY1 compares the acquired special symbol random number 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. In addition, the probability of winning a jackpot can be changed as appropriate.
[0099] 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.
[0100] 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).
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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).
[0105] 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."
[0106] 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.
[0107] 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).
[0108] 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).
[0109] 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.
[0110] 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.
[0111] 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.
[0112] 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.
[0113] 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, a type of reach, among the misses with a reach, is called an "N miss variation," and a special symbol variation pattern related to a miss without a reach is called a "normal miss variation."
[0114] 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).
[0115] 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).
[0116] 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.
[0117] 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)".
[0118] 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.
[0119] For example, as shown in Figure 14, from Round 1 to Round 9, 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.
[0120] 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.
[0121] 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".
[0122] 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".
[0123] 3-4. Game state Next, the game states will be explained. As shown in Figure 15, the pachinko 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," 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.
[0124] 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.
[0125] 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.
[0126] 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.
[0127] 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.
[0128] 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.
[0129] 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.
[0130] 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.
[0131] 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." 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.
[0132] 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.
[0133] 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.
[0134] 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").
[0135] 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".
[0136] The probability variation performance 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.
[0137] The time-saving performance 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 the sky (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 according to the type of reach is displayed.
[0138] 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.
[0139] Furthermore, the types of performance modes can be changed or added as needed.
[0140] 4-2. Special Symbol Variation Production Next, the special symbol variation effect (also simply called the "variation effect") will be explained. 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 (main stop display) is performed. The result of the special symbol lottery is then announced by the stop display of the effect symbols.
[0141] 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.
[0142] 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.
[0143] 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.
[0144] 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.
[0145] 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.
[0146] 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.
[0147] 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.
[0148] 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.
[0149] 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.
[0150] 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.
[0151] 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.
[0152] 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 the hold icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of hold icons in Feature 1 or Feature 2. For example, if the number of hold icons in Feature 1 is '1', the hold icon HA is displayed in the first display area 50d1, and if the number of hold icons in Feature 1 is '2', the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2.
[0153] 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 a different icon TA as the hold icon HA in response to the start of the special feature variation effect.
[0154] 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.
[0155] 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.
[0156] 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'.
[0157] 4-4. Preview and Announcement Production The Pachinko game machine PY1 is capable of performing a notification effect at any timing during the special symbol variation effect. The notification effect is a performance using 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.
[0158] 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.
[0159] 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 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.
[0160] 4-4-2. Operation direction The Pachinko game 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.
[0161] 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 (special button image G31), an image representing the operation of the special button 41 (i.e., pressing the button) (press operation image G32), and an image representing the remaining time of the button operation valid period (operation valid period remaining time image G33). The operation valid period remaining time 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.
[0162] 4-4-3. Predictive effects The Pachinko machine PY1 can perform a pre-announcement effect for special symbol 1 or special symbol 2 reserves for which a special symbol lottery has not yet been held. The pre-announcement effect functions to indicate in advance the result of the special symbol lottery for special symbol 1 or special symbol 2 reserves.
[0163] 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.
[0164] 5. Game control by the microcontroller 101 for game control Next, the control of the game by the game control microcontroller 101 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 microcontroller 101 described below are located in the game RAM 104.
[0165] [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.
[0166] 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.
[0167] 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).
[0168] [2. Main timer interrupt handling] 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.
[0169] 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.
[0170] The next process, the regular and special symbol main random number update process (S103), is the same as the regular and special symbol main random number update process (S003) performed in the main control process shown in Figure 23. In other words, 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)).
[0171] 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.
[0172] Following the special operation processing (S106), the sorting device control processing for controlling the sorting device 16D is performed (S107).
[0173] 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.
[0174] 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).
[0175] [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.
[0176] 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.
[0177] 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.
[0178] 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.
[0179] 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.
[0180] 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.
[0181] 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.
[0182] 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.
[0183] [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.
[0184] 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.
[0185] 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.
[0186] 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.
[0187] 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.
[0188] [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.
[0189] [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.
[0190] 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.
[0191] 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.
[0192] 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.
[0193] 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.
[0194] 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.
[0195] 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.
[0196] 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.
[0197] [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.
[0198] [2-3-3. Special Symbol Confirmation Process] The special symbol confirmation process is performed when a special symbol is displayed. In the special symbol confirmation process, if the currently displayed special symbol is a jackpot symbol, the game transitions to a jackpot game state. Then, an opening command is generated to indicate the start of the jackpot game. The opening command contains information regarding the result of the jackpot type determination. If the currently displayed special symbol is a losing symbol and the high probability state is ending, the normal probability state is set. Then, a high probability end command is generated to indicate the transition to the normal probability state. If the currently displayed special symbol is a losing symbol and the time-saving state is ending, the non-time-saving state is set. Then, a time-saving end command is generated to indicate the transition to the non-time-saving state. If the currently displayed special symbol is a losing symbol and the number of reserved special symbol 2 and special symbol 1 are "0", a customer waiting command is generated to indicate that the pachinko game machine PY1 is in standby mode.
[0199] [2-3-4. Jackpot Game Control Processing] The jackpot game control process is performed during the jackpot game state. The jackpot game control process uses the jackpot game control table to execute the jackpot game. After transitioning to the jackpot game state, each round of gameplay is initiated according to the elapsed opening or closing time. Then, a round game command is generated to indicate the start of each round. Furthermore, the ending is initiated upon completion of the final round of gameplay. Then, an ending command is generated to indicate the end of the jackpot game. The ending command includes information regarding the result of the jackpot type determination.
[0200] [2-3-5. Game state setting process] The game state setting process is performed when the jackpot game state ends. In the game state setting process, if the game state changes from the normal probability state to the high probability state, the high probability state is set when the jackpot game state ends. If the duration of the high probability state is to be limited, the duration of the high probability state (for example, the number of variable displays of the special symbols that allow the high probability state to continue without winning a jackpot) is also set. Then, a high probability setting command indicating the setting of the high probability state is generated. Also, if the game state changes from the non-time-saving state to the time-saving state, the time-saving state is set when the jackpot game state ends. If the duration of the time-saving state is to be limited, the duration of the time-saving state (for example, the number of variable displays of the special symbols that allow the time-saving state to continue without winning a jackpot) is also set. Then, a time-saving setting command indicating the setting of the time-saving state is generated.
[0201] Furthermore, the commands generated by the game control microcontroller 101 in each process can be added or modified as appropriate.
[0202] 6. Control of the effects by the microcontroller 121 for effect control Next, the control of the effects by the effect control microcontroller 121 will be explained based on Figures 25 and 26. Note that the counters, timers, flags, buffers, etc., that appear in the following explanation of the effect control by the effect control microcontroller 121 are located in the effect RAM 124.
[0203] [1. Sub-control main processing] 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.
[0204] 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.
[0205] 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 also outputs sound from the speaker 52 via the sound control circuit 161 (performing various sound effects using sound), illuminates the frame lamp 53 and the panel lamp 54 via the lamp control circuit 151 (performing various illumination effects using light), and operates the movable devices 55, 56, and 58 (performing various movable body effects using movement).
[0206] The microcontroller 121 for performance control then enables interrupts (S4005). From here, steps S4002 to S4005 are looped. While interrupts are enabled, the receive interrupt processing (S4010) and the sub-side timer interrupt processing (S4011) can be executed.
[0207] 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).
[0208] [2. Sub-side timer interrupt processing] The sub-control board 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 sub-control board timer interrupt processing (S4011), as shown in Figure 26, the following are performed sequentially: input processing (S4101), light emission data output processing (S4102), movable device control processing (S4103), watchdog timer processing (S4104), received command analysis processing (S4105), performance timer update processing (S4106), voice control processing (S4107), and performance data creation processing (S4108).
[0209] In the input processing, operations on the player-operable control section, 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 lamp 53 and the panel lamp 54 at timings that match the image-based performances, etc. In other words, the performance control microcontroller 121 lights up the frame lamp 53 and the panel lamp 54 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 the 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. In the watchdog timer processing, the watchdog timer reset setting is performed.
[0210] 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 corresponding to that command is performed (for example, selecting a performance, setting a performance mode, setting a command, etc.). In the performance timer update process, the timer for measuring the time related to each performance is updated. In the audio control process, based on the processing result of the received command analysis process, audio data (data that controls the output of audio from speaker 52) is created and output to the audio control circuit 161. In the performance data creation process, performance data is created based on the processing result of the received command analysis process.
[0211] 7. Description of the Features of the First Embodiment Further detailed explanations regarding the features of the pachinko game machine PY1 according to the first embodiment are provided below.
[0212] 7-1. Jackpot Game First, the jackpot game of this embodiment will be further explained based on Figure 27. The game ROM 103 of this embodiment stores the jackpot game control table shown in Figure 27. The game control microcomputer 101 can execute the jackpot game using the jackpot game control table shown in Figure 27. The jackpot games of this embodiment include "jackpot game 1", "jackpot game 2", "jackpot game 3", "jackpot game 4", and "jackpot game 5", as shown in Figure 27.
[0213] "Big Win Game 1" is a big win game that is executed when the special symbol 1 judgment process by the game control microcomputer 101 determines that the result of the big win is "Big Win" and the result of the big win symbol type judgment is "Big Win Symbol 1". The distribution rate of "Big Win Symbol 1" in the special symbol 1 judgment process is "65%" (see Figure 27). In "Big Win Game 1", four round games are played. Each round game is accompanied by the opening of the first big prize slot 14 for a maximum of 29.5 seconds.
[0214] "Big Win Game 2" is a big win game that is executed when the result of the special symbol 1 judgment process by the game control microcomputer 101 is "Big Win" and the result of the big win symbol type judgment is "Big Win Symbol 2". The distribution rate of "Big Win Symbol 2" in the special symbol 1 judgment process is "35%" (see Figure 27). In "Big Win Game 2", just like in "Big Win Game 1" above, four round games are played, each involving the opening of the first big prize slot 14 for a maximum of 29.5 seconds.
[0215] "Big Win Game 3" is a big win game that is executed when the special symbol 2 judgment process by the game control microcomputer 101 determines that the result of the big win is "Big Win" and the result of the big win symbol type judgment is "Big Win Symbol 3". The distribution rate of "Big Win Symbol 3" in the special symbol 2 judgment process is "50%" (see Figure 27). In "Big Win Game 3", a round game is played 10 times, with the first big prize entry opening 14 being open for a maximum of 29.5 seconds.
[0216] "Big Win Game 4" is a big win game that is executed when the special symbol 2 judgment process by the game control microcomputer 101 determines that the result of the big win is "Big Win" and the result of the big win symbol type judgment is "Big Win Symbol 4". The distribution rate of "Big Win Symbol 4" in the special symbol 2 judgment process is "15%" (see Figure 27). In "Big Win Game 4", four rounds of gameplay are performed, each involving the opening of the first big prize slot 14 for a maximum of 29.5 seconds.
[0217] "Big Win Game 5" is a big win game that is executed when the special symbol 2 judgment process by the game control microcomputer 101 determines that the result of the big win is "Big Win" and the result of the big win symbol type judgment is "Big Win Symbol 5". The distribution rate of "Big Win Symbol 5" in the special symbol 2 judgment process is "35%" (see Figure 27). In "Big Win Game 5", as with "Big Win Game 4" above, four rounds of gameplay are performed, each involving the opening of the first big prize slot 14 for a maximum of 29.5 seconds.
[0218] In this embodiment, "Big Win Game 3," which consists of 10 rounds of gameplay, is a more advantageous big win game for the player than "Big Win Game 1" and "Big Win Game 2," which consist of 4 rounds of gameplay, or "Big Win Game 4" and "Big Win Game 5," which also consist of 4 rounds of gameplay. In other words, the big win game state in which "Big Win Game 3" is played is a more advantageous game state for the player than the big win game state in which "Big Win Game 1," "Big Win Game 2," "Big Win Game 4," or "Big Win Game 5" is played.
[0219] Furthermore, in this embodiment, after the execution of "Big Win Game 1", "Big Win Game 2", "Big Win Game 3", "Big Win Game 4", and "Big Win Game 5", the game state is set to a time-saving state ("low probability high base game state" or "high probability high base game state") (see Figure 27).
[0220] Furthermore, after the execution of "Big Win Game 1," "Big Win Game 3," and "Big Win Game 4," the game state is set to a high-probability state ("High-Probability High-Base Game State") (see Figure 27).
[0221] In contrast, after the execution of "Big Win Game 2" and "Big Win Game 5," the game state is set to a low probability state ("low probability high base game state") (see Figure 27).
[0222] In this embodiment, the "high probability high base game state" can continue until the next jackpot game is played, and the "low probability high base game state" can continue until the number of variable displays of the special symbols reaches 100. Therefore, "jackpot game 1," "jackpot game 3," and "jackpot game 4," which are set to the "high probability high base game state" after a jackpot game, can be said to be jackpot games that are more advantageous to the player than "jackpot game 2" and "jackpot game 5," which are set to the "low probability high base game state" after a jackpot game. In other words, the jackpot game state in which "jackpot game 1," "jackpot game 3," or "jackpot game 4" is played can be said to be a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 2" or "jackpot game 5" is played.
[0223] Furthermore, in this embodiment, if the result of the jackpot determination is "jackpot", the special symbol variation effect accompanying the variable display of the special symbols (special symbol 1, special symbol 2) will cause three symbols EZ1, EZ2, and EZ3 containing predetermined numbers (in this embodiment, the numbers "1", "2", "3", "4", "5", "6", "7", or "8") to stop and be displayed on the display unit 50a (this stop display).
[0224] Furthermore, if the result of the special symbol type determination process in the special symbol 1 determination process is "Big Win Symbol 1", then in the special symbol variation effect accompanying the variable display of the special symbol 1, the special symbols EZ1, EZ2, and EZ3, which contain one type of odd number (numbers "1", "3", "5", or "7"), may be displayed as a set of three, or the special symbols EZ1, EZ2, and EZ3, which contain one type of even number (numbers "2", "4", "6", or "8"), may also be displayed as a set of three. In contrast, if it is "Big Win Symbol 2", the special symbols EZ1, EZ2, and EZ3, which contain one type of even number, will be displayed as a set of three, rather than the special symbols EZ1, EZ2, and EZ3, which contain one type of odd number.
[0225] Therefore, in the special symbol variation effect accompanying the variable display of special symbol 1, if the effect symbols EZ1, EZ2, and EZ3 stop with a set of three odd numbers, the player will know that they have won the "jackpot symbol 1".
[0226] Furthermore, if the result of the special symbol type determination process in the special symbol 2 determination process is "jackpot symbol 3", then in the special symbol variation effect accompanying the variable display of the special symbol 2, the special symbols EZ1, EZ2, and EZ3 containing the number "7" will be displayed in a matching set. In contrast, if it is "jackpot symbol 4", then the special symbols EZ1, EZ2, and EZ3 containing one odd number other than "7" may be displayed in a matching set, or the special symbols EZ1, EZ2, and EZ3 containing one even number may also be displayed in a matching set. Also, if it is "jackpot symbol 5", then the special symbols EZ1, EZ2, and EZ3 containing one even number will be displayed in a matching set.
[0227] Therefore, in the special symbol variation performance accompanying the variable display of special symbol 2, if the performance symbols EZ1, EZ2, and EZ3 stop in a set of three that include the number "7", the player will know that they have won the "jackpot symbol 3". Furthermore, in the special symbol variation performance accompanying the variable display of special symbol 2, if the performance symbols EZ1, EZ2, and EZ3 stop in a set of three that include one odd number other than the number "7", the player will know that they have won the "jackpot symbol 4".
[0228] 7-2. Special Symbol Fluctuation Patterns Next, the special feature variation pattern of this embodiment will be further explained based on Figures 28, 29, 30, and 31.
[0229] 7-2-1. Special Feature 1 Fluctuation Pattern In this embodiment, the game ROM 103 stores the special figure 1 variation pattern determination table shown in Figure 11, as well as the special figure 1 variation pattern determination table shown in Figure 28. The special figure 1 variation pattern determination table shown in Figure 28 is used when the game state is a non-time-saving state, that is, a "low probability low base game state". On the other hand, the special figure 1 variation pattern determination table shown in Figure 11 is used when the game state is a time-saving state.
[0230] The microcomputer 101 for game control determines the special symbol 1 variation pattern in the special symbol 1 variation pattern determination process based on the result of the jackpot determination, the result of the jackpot symbol type determination, and the special symbol variation pattern random number. Which special symbol 1 variation pattern is determined depends on the special symbol variation pattern random number.
[0231] Specifically, in a non-time-saving state, when the result of the jackpot judgment is "jackpot" and the result of the jackpot symbol type judgment (the symbol that stops and is displayed on the special symbol display 81) is "jackpot symbol 1", there are 18 types of special symbol variation patterns, from "P21" to "P38" (see Figure 28).
[0232] Special figure variation pattern "P21" is a special figure variation pattern in which normal variation and reach are followed by SP reach. "Normal preview performance of the first performance mode" described later is performed as part of the normal variation of this special figure variation pattern. Also, in the reach of this special figure variation pattern, the same ones among the performance symbols including odd numbers are temporarily stopped and displayed as the left performance symbol EZ1 and the right performance symbol EZ3. Furthermore, the performance mode of the SP reach of this special figure variation pattern is "the first mode (described later)". Finally, the performance symbols EZ1, EZ2, and EZ3 are aligned in three and are finally stopped and displayed. This special figure variation pattern "P21" is called "Special 1 First SP Jackpot Variation" of the special figure 1 variation pattern.
[0233] Special figure variation pattern "P22" is a special figure variation pattern in which normal variation, reach, and SP reach including "normal preview performance of the first performance mode" are followed by "first symbol change performance" described later. In the reach of this special figure variation pattern, the same ones among the performance symbols including even numbers are temporarily stopped and displayed as the left performance symbol EZ1 and the right performance symbol EZ3. Also, the performance mode of the SP reach of this special figure variation pattern is the same "first mode" as the above "P21". This special figure variation pattern "P22" is called "Special 1 Second SP Jackpot Variation" of the special figure 1 variation pattern.
[0234] Special figure variation pattern "P23" is a special figure variation pattern in which normal variation including "normal preview performance of the first performance mode", reach using performance symbols including even numbers, and SP reach are followed by "fifth symbol change performance" described later. The performance mode of the SP reach of this special figure variation pattern is the same "first mode" as the above "P21" and "P22". This special figure variation pattern "P23" is called "Special 1 Third SP Jackpot Variation" of the special figure 1 variation pattern.
[0235] Special Reel Variation Pattern "P24" is, like the above "P21", a special reel variation pattern in which SP reach is performed through a reach using a normal variation and a production symbol pattern including odd numbers. However, it is different from the above "P21" in that the "Normal Announcement Production of the Second Production Mode" described later is performed in the normal variation, and the production mode of the SP reach is the "Second Mode (described later)". This special reel variation pattern "P24" is called the "Special 1 Fourth SP Jackpot Variation" of the special reel 1 variation pattern.
[0236] Special Reel Variation Pattern "P25" is a special reel variation pattern in which SP reach is performed through a normal variation including a part of the "Normal Announcement Production of the Third Production Mode". The production mode of the SP reach of this special reel variation pattern is the "Third Mode (described later)". Specifically, the SP reach of this third mode is a so-called "full rotation reach". This special reel variation pattern "P25" is called the "Special 1 Fifth SP Jackpot Variation" of the special reel 1 variation pattern.
[0237] Special Reel Variation Pattern "P26" is, like the above "P21", a special reel variation pattern in which SP reach is performed through a reach using a normal variation and a production symbol pattern including odd numbers. However, it is different from the above "P21" in that the "Special Announcement Production of the First Production Mode" described later is performed in the normal variation, and the production mode of the SP reach is the "Second Mode (described later)". This special reel variation pattern "P26" is called the "Special 1 Sixth SP Jackpot Variation" of the special reel 1 variation pattern.
[0238] Special Reel Variation Pattern "P27" is a special reel variation pattern in which the "First Symbol Change Production" is performed through a normal variation including the "Special Announcement Production of the First Production Mode", a reach using a production symbol pattern including even numbers, and an SP reach. Also, the production mode of the SP reach is the same as that of the above "P26", which is the "Second Mode". This special reel variation pattern "P27" is called the "Special 1 Seventh SP Jackpot Variation" of the special reel 1 variation pattern.
[0239] Special figure variation pattern "P28" is a special figure variation pattern in which normal variation including "special preview performance of the first performance mode" is performed, and after reaching and SP reaching using performance symbols including even numbers, "the fifth symbol change performance" is performed. Also, the performance mode of SP reaching is the "second mode" as in the above "P26" and "P27". This special figure variation pattern "P28" is called "Special 1, 8th SP big win variation" of the special figure 1 variation pattern.
[0240] Special figure variation pattern "P29" is a special figure variation pattern in which, similar to the above "P21", SP reaching is performed after reaching using normal variation and performance symbols including odd numbers. However, it is different from the above "P21" in that the "special preview performance of the second performance mode" described later is performed during normal variation, and the performance mode of SP reaching is the "second mode (described later)". This special figure variation pattern "P29" is called "Special 1, 9th SP big win variation" of the special figure 1 variation pattern.
[0241] Special figure variation pattern "P30" is a special figure variation pattern in which normal variation including "special preview performance of the second performance mode" is performed, and after reaching and SP reaching using performance symbols including even numbers, "the first symbol change performance" is performed. Also, the performance mode of SP reaching is the "second mode" as in the above "P29". This special figure variation pattern "P30" is called "Special 1, 10th SP big win variation" of the special figure 1 variation pattern.
[0242] Special figure variation pattern "P31" is a special figure variation pattern in which normal variation including "special preview performance of the second performance mode" is performed, and after reaching and SP reaching using performance symbols including even numbers, "the fifth symbol change performance" is performed. Also, the performance mode of SP reaching is the "second mode" as in the above "P29" and "P30". This special figure variation pattern "P31" is called "Special 1, 11th SP big win variation" of the special figure 1 variation pattern.
[0243] Special Figure Variation Pattern "P32" is a special figure variation pattern in which SP reach is performed through normal variations that partially include the "Special Preview Performance of the Third Performance Mode". The performance mode of the SP reach of this special figure variation pattern is the "Third Mode (described later)". This special figure variation pattern "P32" is referred to as the "Special 1, 12th SP Jackpot Variation" of the special figure 1 variation pattern.
[0244] Special Figure Variation Pattern "P33" is a special figure variation pattern in which SP reach is performed through reach and N reach using performance symbols containing odd numbers after normal variations. In the normal variations of this special figure variation pattern, neither the normal preview performance (First Performance Mode, Second Performance Mode, Third Performance Mode) nor the special preview performance (First Performance Mode, Second Performance Mode, Third Performance Mode) is performed. This special figure variation pattern "P33" is referred to as the "Special 1, 13th SP Jackpot Variation" of the special figure 1 variation pattern.
[0245] Special Figure Variation Pattern "P34" is a special figure variation pattern in which the "First Symbol Change Performance" is performed through normal variations that do not include various preview performances (normal preview performance, special preview performance), reach, N reach, and SP reach using performance symbols containing even numbers. This special figure variation pattern "P34" is referred to as the "Special 1, 14th SP Jackpot Variation" of the special figure 1 variation pattern.
[0246] Special Figure Variation Pattern "P35" is a special figure variation pattern in which the "Fifth Symbol Change Performance" is performed through normal variations that do not include various preview performances (normal preview performance, special preview performance), reach, N reach, and SP reach using performance symbols containing even numbers. This special figure variation pattern "P35" is referred to as the "Special 1, 15th SP Jackpot Variation" of the special figure 1 variation pattern.
[0247] Special Figure Variation Pattern "P36" is a special figure variation pattern in which N reach is performed through normal variations that do not include various preview performances (normal preview performance, special preview performance) and reach using performance symbols containing odd numbers. This special figure variation pattern "P36" is referred to as the "First N Jackpot Variation" of the special figure 1 variation pattern.
[0248] Special figure variation pattern "P37" is a special figure variation pattern in which normal variations that do not include various warning effects (normal warning effects, special warning effects), reaches and N-reaches using performance symbols including even numbers are performed, and then "First Symbol Change Effect" is carried out. This special figure variation pattern "P37" is called "Second N Jackpot Variation" of the special figure 1 variation pattern.
[0249] Special figure variation pattern "P38" is a special figure variation pattern in which normal variations that do not include various warning effects (normal warning effects, special warning effects), reaches and N-reaches using performance symbols including even numbers are performed, and then "Fifth Symbol Change Effect" is carried out. This special figure variation pattern "P38" is called "Third N Jackpot Variation" of the special figure 1 variation pattern.
[0250] Also, in the non-time shortening state, when the result of the jackpot determination is "jackpot" and the result of the jackpot symbol type determination (the symbol stopped and displayed on the special figure display 81) is "jackpot symbol 2" in the special figure 1 variation pattern, there are six types of special figure variation patterns "P39" to "P44" (see Figure 28).
[0251] Special figure variation pattern "P39" is a special figure variation pattern in which normal variations that partly include the "Normal Warning Effect of the First Effect Mode" described later, reaches and SP-reaches using performance symbols including even numbers are performed, and then "Fifth Symbol Change Effect" is carried out. The performance mode of the SP-reach is "First Mode (described later)". This special figure variation pattern "P39" is called "Special 1 Sixteenth SP Jackpot Variation" of the special figure 1 variation pattern.
[0252] Special figure variation pattern "P40" is a special figure variation pattern in which normal variations that partly include the "Normal Warning Effect of the Second Effect Mode" described later, reaches and SP-reaches using performance symbols including even numbers are performed, and then "Fifth Symbol Change Effect" is carried out. The performance mode of the SP-reach is "Second Mode (described later)". This special figure variation pattern "P40" is called "Special 1 Seventeenth SP Jackpot Variation" of the special figure 1 variation pattern.
[0253] [[ID=*19]] Special Figure Variation Pattern "P41" is a special figure variation pattern that, similar to the above "P28", includes normal variations that contain the "Special Preview Performance of the First Performance Mode" described below, reaches and SP reaches using performance symbols that include even numbers, and then undergoes the "Fifth Symbol Change Performance". The performance mode of the SP reach is the "Second Mode (described below)". This special figure variation pattern "P41" is referred to as the "Special 1, 18th SP Jackpot Variation" of the special figure 1 variation pattern.
[0254] Special Figure Variation Pattern "P42" is a special figure variation pattern that, similar to the above "P31", includes normal variations that contain the "Special Preview Performance of the Second Performance Mode" described below, reaches and SP reaches using performance symbols that include even numbers, and then undergoes the "Fifth Symbol Change Performance". The performance mode of the SP reach is the "Second Mode (described below)". This special figure variation pattern "P42" is referred to as the "Special 1, 19th SP Jackpot Variation" of the special figure 1 variation pattern.
[0255] Special Figure Variation Pattern "P43" is a special figure variation pattern that, similar to the above "P35", includes normal variations that do not contain various preview performances (normal preview performance, special preview performance), reaches, N reaches, and SP reaches using performance symbols that include even numbers, and then undergoes the "Fifth Symbol Change Performance". This special figure variation pattern "P43" is referred to as the "Special 1, 20th SP Jackpot Variation" of the special figure 1 variation pattern.
[0256] Special Figure Variation Pattern "P44" is a special figure variation pattern that, similar to the above "P38", includes normal variations that do not contain various preview performances (normal preview performance, special preview performance), reaches and N reaches using performance symbols that include even numbers, and then undergoes the "Fifth Symbol Change Performance". This special figure variation pattern "P44" is referred to as the "Fourth N Jackpot Variation" of the special figure 1 variation pattern.
[0257] Also, in the non-time-saving state, when the result of the jackpot determination is "Loss" (that is, the symbol stopped and displayed on the special figure display 81 is a losing symbol) and the result of the reach determination is "Reach", there are four types of special figure 1 variation patterns, namely special figure variation patterns "P45" to "P48" (see Figure 28).
[0258] The special figure variation pattern "P45" is a special figure 1 variation pattern corresponding to the "loss" of the above "P21", "P22", "P23" and "P39". That is, after normal variations and reaches including a part of the "normal preview performance of the first performance mode" described later, an SP reach is performed, and then the performance symbols EZ1, EZ2, EZ3 are finally stopped and displayed in a stop mode suggesting a loss. In the reach of this special figure variation pattern, as the left performance symbol EZ1 and the right performance symbol EZ3, the same one among the performance symbols including odd numbers, or the same one among the performance symbols including even numbers is temporarily stopped and displayed. Also, the performance mode of the SP reach is the "first mode (described later)". This special figure variation pattern "P45" is called the "special 1 first SP loss variation" of the special figure 1 variation pattern.
[0259] The special figure variation pattern "P46" is a special figure 1 variation pattern corresponding to the "loss" of the above "P24" and "P40". That is, after normal variations and reaches including a part of the "normal preview performance of the second performance mode" described later, an SP reach is performed, and then the performance symbols EZ1, EZ2, EZ3 are finally stopped and displayed in a stop mode suggesting a loss. In the reach of this special figure variation pattern, as the left performance symbol EZ1 and the right performance symbol EZ3, the same one among the performance symbols including odd numbers, or the same one among the performance symbols including even numbers is temporarily stopped and displayed. Also, the performance mode of the SP reach is the "second mode (described later)". This special figure variation pattern "P46" is called the "special 1 second SP loss variation" of the special figure 1 variation pattern.
[0260] Special Figure Variation Pattern "P47" is a special figure 1 variation pattern corresponding to the "misses" of the above "P33", "P34", "P35" and "P43". That is, normal variation, reach and N-reach without including various pre-announcement performances (normal pre-announcement performance, special pre-announcement performance) are carried out, and then SP-reach is carried out. After that, the performance symbols EZ1, EZ2, EZ3 are stopped and displayed in a stopping mode suggesting a miss. In the reach of this special figure variation pattern, as the left performance symbol EZ1 and the right performance symbol EZ3, the same one among the performance symbols including odd numbers, or the same one among the performance symbols including even numbers is temporarily stopped and displayed. This special figure variation pattern "P47" is called the "Special 1 Third SP Miss Variation" of the special figure 1 variation pattern.
[0261] Special Figure Variation Pattern "P48" is a special figure 1 variation pattern corresponding to the "misses" of the above "P36", "P37", "P38" and "P44". That is, normal variation and reach without including various pre-announcement performances (normal pre-announcement performance, special pre-announcement performance) are carried out, and then N-reach is carried out. After that, the performance symbols EZ1, EZ2, EZ3 are stopped and displayed in a stopping mode suggesting a miss. In the reach of this special figure variation pattern, as the left performance symbol EZ1 and the right performance symbol EZ3, the same one among the performance symbols including odd numbers, or the same one among the performance symbols including even numbers is temporarily stopped and displayed. This special figure variation pattern "P48" is called the "N Miss Variation" of the special figure 1 variation pattern.
[0262] According to FIG. 28, in the special figure 1 variation pattern determination table when the game state is a non-time-limited state, the result of the jackpot determination is "miss" and the result of the reach determination is "reach exists", unlike the case where the result of the jackpot determination is "jackpot", there is no special figure variation pattern including the normal pre-announcement performance of the third performance mode and various special pre-announcement performances described later. Therefore, the player can grasp that the result of the jackpot determination is "jackpot" when the normal pre-announcement performance of the third performance mode or various special pre-announcement performances are carried out during normal variation, and can enjoy the special figure variation performance after the normal pre-announcement performance of the third performance mode or various special pre-announcement performances while being confident of winning the jackpot.
[0263] Moreover, in the case of the special figure 1 variation pattern when the jackpot determination result is "jackpot" and the jackpot symbol type determination result is "jackpot symbol 2", unlike the case of "jackpot symbol 1", there is no special figure variation pattern including the "normal notice performance of the third performance mode" or the "special notice performance of the third performance mode" described later. Therefore, when the "normal notice performance of the third performance mode" or the "special notice performance of the third performance mode" is performed during normal variation, the player can recognize that the jackpot determination result is "jackpot symbol 1". Then, while believing in the winning of the jackpot that transitions to the high-probability high-base game state after the jackpot game, the player can enjoy the special figure variation performance after the "normal notice performance of the third performance mode" or the "special notice performance of the third performance mode".
[0264] FIG. 29 shows the distribution rate (execution probability) of the special figure variation pattern in the special figure 1 variation pattern determination table (FIG. 28) when the game state is the non-time-reduced state. In the present embodiment, in the non-time-reduced state, when the jackpot determination result is "jackpot" and the jackpot symbol type determination result is "jackpot symbol 1", the special figure variation pattern is determined by the distribution rate shown in FIG. 29(A). Also, in the non-time-reduced state, when the jackpot determination result is "jackpot" and the jackpot symbol type determination result is "jackpot symbol 2", the special figure variation pattern is determined by the distribution rate shown in FIG. 29(B). Further, in the non-time-reduced state, when the jackpot determination result is "miss" and the reach determination result is "with reach", the special figure variation pattern is determined by the distribution rate shown in FIG. 29(C).
[0265] According to FIG. 29(A), the total value of the distribution rates of the special figure variation patterns "P33", "P34", and "P35" ("20%") is larger than the total value of the distribution rates of the special figure variation patterns "P36", "P37", and "P38" ("3%"). That is, when the determination result in the special figure 1 variation pattern determination process is "jackpot" and "jackpot symbol 1", the special figure 1 variation pattern in which the SP reach is performed through normal variation without performing various notice performances is more likely to be selected than the special figure 1 variation pattern that only reaches N reach through normal variation without performing various notice performances.
[0266] On the other hand, the value of the allocation rate (25%) of the special figure variation pattern "P47", which is a special figure 1 variation pattern for "loss" of the special figure variation patterns "P33", "P34", and "P35", is smaller than the value of the allocation rate (60%) of the special figure variation pattern "P48", which is a special figure 1 variation pattern for "loss" of the special figure variation patterns "P36", "P37", and "P38". That is, when the determination result in the special figure 1 variation pattern determination process is "reach with loss", contrary to the case of "big win symbol 1", the special figure 1 variation pattern that only reaches N reach through normal variations without various pre-announcement performances is more likely to be selected than the special figure 1 variation pattern that reaches SP reach through normal variations without various pre-announcement performances.
[0267] As described above, when the determination result in the special figure 1 variation pattern determination process is "big win symbol 1", it is likely to reach SP reach through normal variations and N reach without performing various pre-announcement performances. Therefore, when there is no execution of various pre-announcement performances during normal variations, the player is more likely to expect the execution of the subsequent big win game 1 when reaching SP reach than when only reaching N reach.
[0268] Also, according to FIG. 29(A), the total value of the allocation rates of the special figure variation patterns "P21", "P22", and "P23" is 33%, which is larger than the total value of the allocation rates (20%) of the special figure variation patterns "P33", "P34", and "P35". That is, when the determination result in the special figure 1 variation pattern determination process is "big win" and "big win symbol 1", the special figure 1 variation pattern that reaches SP reach through normal variations including a part of the normal pre-announcement performance of the first performance mode is more likely to be selected than the special figure 1 variation pattern that reaches SP reach through normal variations without performing various pre-announcement performances.
[0269] On the one hand, according to FIG. 29(C), the value of the distribution rate of the special figure variation pattern "P45", which is the special figure 1 variation pattern for "miss" of the special figure variation patterns "P21", "P22", and "P23", is "10%". This value is smaller than the value of the distribution rate (25%) of the special figure variation pattern "P47", which is the special figure 1 variation pattern for "miss" of the special figure variation patterns "P33", "P34", and "P35". That is, when the result of the determination in the special figure 1 variation pattern determination process is "reach with miss", contrary to the case where the result of the determination is "big win symbol 1", the special figure 1 variation pattern in which the SP reach is performed through the normal variation including a part of the normal notice performance of the first effect mode is more likely to be selected than the special figure 1 variation pattern in which the SP reach is performed through the normal variation without performing various notice performances.
[0270] As described above, when the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 1", the SP reach through the normal variation including a part of the normal notice performance of the first effect mode is more likely to be performed than the SP reach through the normal variation without performing various notice performances. Therefore, the player is more likely to expect the execution of the subsequent big win game 1 when the normal notice performance of the first effect mode is performed in the normal variation than when the SP reach is performed without the execution of various notice performances in the normal variation.
[0271] Also, according to FIG. 29(A), the value of the distribution rate of the special figure variation pattern "P24" is "36%", which is larger than the total value (33%) of the distribution rates of the special figure variation patterns "P21", "P22", and "P23". That is, when the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 1", the special figure 1 variation pattern in which the SP reach is performed through the normal variation including a part of the normal notice performance of the second effect mode is more likely to be selected than the special figure 1 variation pattern in which the SP reach is performed through the normal variation including a part of the normal notice performance of the first effect mode.
[0272] On the one hand, according to FIG. 29(C), the value of the allocation rate of the special figure variation pattern "P46", which is the special figure 1 variation pattern for "miss" of the special figure variation pattern "P24", is "5%". This value is smaller than the value of the allocation rate (10%) of the special figure variation pattern "P45", which is the special figure 1 variation pattern for "miss" of the special figure variation patterns "P21", "P22" and "P23". That is, when the result of the determination in the special figure 1 variation pattern determination process is "reach with miss", contrary to the case where the determination result is "big win symbol 1", the special figure 1 variation pattern in which SP reach is performed through normal variation including a part of the normal announcement performance of the second effect mode is selected more easily than the special figure 1 variation pattern in which SP reach is performed through normal variation including a part of the normal announcement performance of the first effect mode.
[0273] As described above, when the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 1", the SP reach through normal variation including a part of the normal announcement performance of the second effect mode is more likely to be performed than the special figure 1 variation pattern in which SP reach is performed through normal variation including a part of the normal announcement performance of the first effect mode. Therefore, the player is more likely to expect the execution of the subsequent big win game 1 when the normal announcement performance of the second effect mode is performed during normal variation than when the normal announcement performance of the first effect mode is executed during normal variation.
[0274] Also, according to FIG. 29(A), the values of the allocation rates of the special figure variation patterns "P25", "P26", "P27", "P28", "P29", "P30", "P31" and "P32" are all "1%". Therefore, in the present embodiment, when the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 1", the normal announcement performance in the third effect mode, or the special figure variation performance including various special announcement performances can be executed at the same frequency.
[0275] Further, according to FIGS. 28 and 29(C), there is no special figure 1 variation pattern for "miss" of the special figure variation patterns "P25", "P26", "P27", "P28", "P29", "P30", "P31" and "P32" in the special figure 1 variation pattern determination table. Therefore, in the present embodiment, in the special figure variation effect of special figure 1 when the game state is the non-time-limited state, when the normal notice effect in the third effect mode or various special notice effects are executed, the player can recognize that the result of the determination in the special figure 1 variation pattern determination process is "big win".
[0276] As shown in FIG. 28, there is no one that executes the same special figure variation effect as the special figure variation patterns "P25", "P26", "P27", "P29", "P30" and "P32" for the selectable special figure variation pattern when the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 2". Therefore, in the present embodiment, in the special figure variation effect of special figure 1 when the game state is the non-time-limited state, when the normal notice effect in the third effect mode or the special notice effect in the third effect mode is executed, the player can recognize that the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 1". Also, in the special figure variation effect of special figure 1 when the game state is the non-time-limited state, when the special notice effect in the first effect mode or the special notice effect in the second effect mode is executed, and at the time when the effect symbols including the same odd number are temporarily stopped and displayed as at least the left effect symbol EZ1 and the right effect symbol EZ3, the player can recognize that the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 1".
[0277] On the other hand, as shown in FIG. 28, there is a special figure variation pattern that can be selected when the determination result in the special figure 1 variation pattern determination process is "big win" and "big win symbol 2", and executes the same special figure variation effect as the special figure variation patterns "P28" and "P31". Therefore, in the present embodiment, in the special figure variation effect of special figure 1 when the game state is the non-time-limited state, a special notice effect in the first effect mode or a special notice effect in the second effect mode is performed, and even when the effect symbols including the same even number are stopped and displayed as the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3, there are cases where the determination result in the special figure 1 variation pattern determination process is "big win" and "big win symbol 1", and the determination result in the special figure 1 variation pattern determination process is "big win" and "big win symbol 2".
[0278] According to FIG. 29(B), the value of the allocation rate of the special figure variation pattern "P43" ("15%") is larger than the value of the allocation rate of the special figure variation pattern "P44" ("5%"). That is, when the determination result in the special figure 1 variation pattern determination process is "big win" and "big win symbol 2", the special figure 1 variation pattern in which the SP reach is performed through the normal variation without performing various notice effects is more likely to be selected than the special figure 1 variation pattern that only reaches up to N reach through the normal variation without performing various notice effects.
[0279] On the other hand, the value of the allocation rate of the special figure variation pattern "P47" ("25%"), which is the special figure 1 variation pattern for "loss" of the special figure variation pattern "P43", is smaller than the value of the allocation rate of the special figure variation pattern "P48" ("60%"), which is the special figure 1 variation pattern for "loss" of the special figure variation pattern "P44". That is, when the determination result in the special figure 1 variation pattern determination process is "reach with loss", contrary to the case of "big win symbol 2", the special figure 1 variation pattern that only reaches up to N reach through the normal variation without performing various notice effects is more likely to be selected than the special figure 1 variation pattern in which the SP reach is performed through the normal variation without performing various notice effects.
[0280] As described above, when the result of the determination in the special figure 1 variation pattern determination process is "big win symbol 2", it is easy to proceed to SP reach through normal variation and N reach without performing various pre-announcement effects. Therefore, when the player does not execute various pre-announcement effects during normal variation, the player is more likely to expect the execution of the subsequent big win game 2 when reaching SP than when only reaching N reach.
[0281] Also, according to FIG. 29(B), the allocation rate value of the special figure variation pattern "P39" is "30%", which is larger than the allocation rate value ("15%") of the special figure variation pattern "P43". That is, when the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 2", the special figure 1 variation pattern in which SP reach is performed through normal variation including a part of the normal pre-announcement effect of the first effect mode is more likely to be selected than the special figure 1 variation pattern in which SP reach is performed through normal variation without performing various pre-announcement effects.
[0282] On the other hand, according to FIG. 29(C), the allocation rate value of the special figure variation pattern "P45", which is the special figure 1 variation pattern for "loss" of the special figure variation pattern "P39", is "10%". This value is smaller than the allocation rate value ("25%") of the special figure variation pattern "P47", which is the special figure 1 variation pattern for "loss" of the special figure variation pattern "P43". That is, when the result of the determination in the special figure 1 variation pattern determination process is "reach with loss", contrary to the case where the determination result is "big win symbol 2", the special figure 1 variation pattern in which SP reach is performed through normal variation without performing various pre-announcement effects is more likely to be selected than the special figure 1 variation pattern in which SP reach is performed through normal variation including a part of the normal pre-announcement effect of the first effect mode.
[0283] As described above, when the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 2", a special prize reach through normal variation without performing various announcement effects is less likely to occur than a special prize reach through normal variation that partially includes the normal announcement effect of the first effect mode. Therefore, when the normal announcement effect of the first effect mode is performed during normal variation, the player is more likely to expect the execution of the subsequent big win game 2 than when a special prize reach occurs without the execution of various announcement effects during normal variation.
[0284] Also, according to FIG. 29(B), the allocation rate value of the special figure variation pattern "P40" is "40%", which is larger than the allocation rate value ("30%") of the special figure variation pattern "P39". That is, when the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 2", a special figure 1 variation pattern in which a special prize reach is performed through normal variation that partially includes the normal announcement effect of the second effect mode is more likely to be selected than a special figure 1 variation pattern in which a special prize reach is performed through normal variation that partially includes the normal announcement effect of the first effect mode.
[0285] On the other hand, according to FIG. 29(C), the allocation rate value of the special figure variation pattern "P46", which is the special figure 1 variation pattern for "loss" of the special figure variation pattern "P40", is "5%". This value is smaller than the allocation rate value ("10%") of the special figure variation pattern "P45", which is the special figure 1 variation pattern for "loss" of the special figure variation pattern "P39". That is, when the result of the determination in the special figure 1 variation pattern determination process is "reach with loss", contrary to the case where the determination result is "big win symbol 2", a special figure 1 variation pattern in which a special prize reach is performed through normal variation that partially includes the normal announcement effect of the first effect mode is more likely to be selected than a special figure 1 variation pattern in which a special prize reach is performed through normal variation that partially includes the normal announcement effect of the second effect mode.
[0286] As described above, when the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 2", the SP reach is performed through normal variation including a part of the normal announcement performance of the first effect mode. Compared to the special figure 1 variation pattern, the SP reach through normal variation including a part of the normal announcement performance of the second effect mode is more likely to be performed. Therefore, when the normal announcement performance of the second effect mode is performed during normal variation, the player is more likely to expect the execution of the subsequent big win game 2 than when the normal announcement performance of the first effect mode is executed during normal variation.
[0287] Also, according to FIG. 29(B), the allocation rate values of the special figure variation patterns "P41" and "P42" are both "5%". Therefore, in the present embodiment, when the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 2", the special figure variation performance including the special announcement performance in the first effect mode or the special announcement performance in the second effect mode can be executed at the same frequency.
[0288] Also, according to FIGS. 28 and 29(C), there are no special figure 1 variation patterns for "loss" of the special figure variation patterns "P41" and "P42" in the special figure 1 variation pattern determination table. Therefore, in the present embodiment, in the special figure variation performance of special figure 1 when the game state is the non-time-limited state, when the special announcement performance in the first effect mode or the special announcement performance in the second effect mode is executed, the player can recognize that the result of the determination in the special figure 1 variation pattern determination process is "big win".
[0289] Incidentally, as shown in FIG. 28, there is a special figure variation pattern that can be selected when the result of the determination in the special figure 1 variation pattern determination process is "big win" and "big win symbol 1", and the same special figure variation effect as the special figure variation patterns "P41" and "P42" is executed. Therefore, in the present embodiment, in the special figure variation effect of special figure 1 when the game state is a non-time-limit state, a special notice effect in the first effect mode or a special notice effect in the second effect mode is performed, and even when the effect symbols including the same even number are stopped and displayed as the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3, the result of the determination in the special figure 1 variation pattern determination process may be "big win" and "big win symbol 1" instead of "big win" and "big win symbol 2". Therefore, even in such a case, it is possible to still make the player expect that the immediately subsequent big win game is the advantageous big win game 1 instead of the big win game 2.
[0290] 7-2-2. Special figure 2 variation pattern In addition to the special figure 2 variation pattern determination table shown in FIG. 12, the game ROM 103 of the present embodiment stores the special figure 2 variation pattern determination table shown in FIG. 30. The special figure 2 variation pattern determination table shown in FIG. 30 is used when the game state is a time-limit state, that is, "low probability high base game state" or "high probability high base game state". On the other hand, the special figure 2 variation pattern determination table shown in FIG. 12 is used in the case of a non-time-limit state.
[0291] In the special figure 2 variation pattern determination process, the game control microcomputer 101 determines the special figure 2 variation pattern based on the result of the big win determination, the result of the big win symbol type determination, and the special figure variation pattern random number. Which special figure 2 variation pattern is determined depends on the special figure variation pattern random number.
[0292] Specifically, in the time-limit state, when the result of the big win determination is "big win" and the result of the big win symbol type determination (the symbol stopped and displayed on the special figure display 81) is "big win symbol 3", there are 13 types of special figure 2 variation patterns, namely, special figure variation patterns "P71" to "P83" (see FIG. 30).
[0293] Special figure variation pattern "P71" is a special figure variation pattern in which normal variation and reach are included in part of the "normal preview performance of the first performance mode" and then SP reach is performed. In the reach of this special figure variation pattern, performance symbols including the number "7" are temporarily stopped and displayed as the left performance symbol EZ1 and the right performance symbol EZ3. The performance mode of SP reach is the "first mode (described later)". This special figure variation pattern "P71" is called the "special 2 first SP big win variation" of the special figure 2 variation pattern.
[0294] Special figure variation pattern "P72" is a special figure variation pattern in which normal variation, reach and SP reach are included in part of the "normal preview performance of the first performance mode" and then the "second symbol change performance" described later is performed. In the reach of this special figure variation pattern, the same ones among the performance symbols including odd numbers other than "7" are temporarily stopped and displayed as the left performance symbol EZ1 and the right performance symbol EZ3. The performance mode of SP reach is the same as that of the above-mentioned "P71", which is the "first mode". This special figure variation pattern "P72" is called the "special 2 second SP big win variation" of the special figure 2 variation pattern.
[0295] Special figure variation pattern "P73" is a special figure variation pattern in which normal variation, reach and SP reach are included in part of the "normal preview performance of the first performance mode" and then the "third symbol change performance" described later is performed. In the reach of this special figure variation pattern, the same ones among the performance symbols including even numbers are temporarily stopped and displayed as the left performance symbol EZ1 and the right performance symbol EZ3. The performance mode of SP reach is the same as that of the above-mentioned "P71" and "P72", which is the "first mode". This special figure variation pattern "P73" is called the "special 2 third SP big win variation" of the special figure 2 variation pattern.
[0296] Special figure variation pattern "P74" is a special figure variation pattern in which SP reach is performed through normal variations including part of the "normal preview performance of the third performance mode". The performance mode of the SP reach in this special figure variation pattern is the "third mode (described later)". Specifically, the SP reach in this third mode is the so-called "full rotation reach". This special figure variation pattern "P74" is called the "special 2 fourth SP big win variation" of the special figure 2 variation pattern.
[0297] Special figure variation pattern "P75" is, like the above "P71", a special figure variation pattern in which SP reach is performed through normal variations and reaches using the number "7". However, it is different from the above "P71" in that the "special preview performance of the first performance mode" described later is performed in the normal variation, and the performance mode of the SP reach is the "second mode". This special figure variation pattern "P75" is called the "special 2 fifth SP big win variation" of the special figure 2 variation pattern.
[0298] Special figure variation pattern "P76" is a special figure variation pattern in which "second symbol change performance" is performed through normal variations including part of the "special preview performance of the first performance mode", reaches using odd numbers other than "7", and SP reach. The performance mode of the SP reach is the same as the above "P75", which is the "second mode". This special figure variation pattern "P76" is called the "special 2 sixth SP big win variation" of the special figure 2 variation pattern.
[0299] Special figure variation pattern "P77" is a special figure variation pattern in which "third symbol change performance" is performed through normal variations including part of the "special preview performance of the first performance mode", reaches using even numbers, and SP reach. The performance mode of the SP reach is the same as the above "P75" and "P76", which is the "second mode". This special figure variation pattern "P77" is called the "special 2 seventh SP big win variation" of the special figure 2 variation pattern.
[0300] Special figure variation pattern "P78" is, like the above "P71" and "P75", a special figure variation pattern in which SP reach is performed after normal variation and reach using the number "7". However, it is different from the above "P71" and "P75" in that the "special preview performance of the second performance mode" described later is performed during normal variation, and it is different from the above "P71" in that the performance mode of SP reach is the "second mode". This special figure variation pattern "P78" is called the "Special 2nd No. 8 SP Jackpot Variation" of the special figure 2 variation pattern.
[0301] Special figure variation pattern "P79" is a special figure variation pattern in which "second figure change performance" is performed after normal variation including a part of the "special preview performance of the second performance mode", reach using odd numbers other than "7", and SP reach. The performance mode of SP reach is the same as the above "P78", which is the "second mode". This special figure variation pattern "P79" is called the "Special 2nd No. 9 SP Jackpot Variation" of the special figure 2 variation pattern.
[0302] Special figure variation pattern "P80" is a special figure variation pattern in which "third figure change performance" is performed after normal variation including a part of the "special preview performance of the second performance mode", reach using even numbers, and SP reach. The performance mode of SP reach is the same as the above "P78" and "P79", which is the "second mode". This special figure variation pattern "P80" is called the "Special 2nd No. 10 SP Jackpot Variation" of the special figure 2 variation pattern.
[0303] Special figure variation pattern "P81" is a special figure variation pattern in which SP reach is performed after normal variation including a part of the "special preview performance of the third performance mode". The performance mode of SP reach in this special figure variation pattern is the "third mode (described later)". Specifically, this third-mode SP reach is a so-called "full rotation reach". This special figure variation pattern "P81" is called the "Special 2nd No. 11 SP Jackpot Variation" of the special figure 2 variation pattern.
[0304] Special figure variation pattern "P82" is a normal variation that does not include various pre-announcement shows (normal pre-announcement show, special pre-announcement show), and a special figure variation pattern in which SP reach is performed after reaching using the number "7". This special figure variation pattern "P82" is called "Special 2nd 12SP Jackpot Variation" of the special figure 2 variation pattern.
[0305] Special figure variation pattern "P83" is a special figure variation pattern in which reaching using the number "7" is performed after normal variation that does not include various pre-announcement shows (normal pre-announcement show, special pre-announcement show). This special figure variation pattern "P83" is called "1st Immediate Jackpot Variation" of the special figure 2 variation pattern.
[0306] Also, in the short time state, when the result of the jackpot determination is "jackpot" and the result of the jackpot symbol type determination (the symbol stopped and displayed on the special figure display 81) is "jackpot symbol 4", there are 14 types of special figure 2 variation patterns of special figure variation patterns "P84" to "P97" (see Figure 30).
[0307] Special figure variation pattern "P84" is a special figure variation pattern in which normal variation that partially includes the "normal pre-announcement show of the 1st show mode" described later, reaching using odd numbers other than "7", and SP reach are performed, and then the "5th symbol change show" described later is performed. The show mode of the SP reach is the "1st mode (described later)". This special figure variation pattern "P84" is called "Special 2nd 13SP Jackpot Variation" of the special figure 2 variation pattern.
[0308] Special figure variation pattern "P85" is a special figure variation pattern in which normal variation that partially includes the "normal pre-announcement show of the 1st show mode" described later, reaching using even numbers, and SP reach are performed, and then the "4th symbol change show" described later is performed. The show mode of the SP reach is the same as that of the above "P84", which is the "1st mode". This special figure variation pattern "P85" is called "Special 2nd 14SP Jackpot Variation" of the special figure 2 variation pattern.
[0309] Special figure variation pattern "P86" is a special figure variation pattern in which normal variation including part of "Normal preview performance of the first performance mode", reaches using even numbers and SP reaches are carried out, and then the "Fifth symbol change performance" described later is performed. The performance mode of the SP reach is the same as the above "P84" and "P85", which is the "First mode". This special figure variation pattern "P86" is called the "Special 2 No. 15 SP big win variation" of the special figure 2 variation pattern.
[0310] Special figure variation pattern "P87" is, similar to the above "P84", a special figure variation pattern in which normal variation and reaches using odd numbers other than "7" are carried out, followed by an SP reach. However, it is different from the above "P84" in that the "Special preview performance of the first performance mode" described later is performed during normal variation, and the performance mode of the SP reach is the "Second mode". This special figure variation pattern "P87" is called the "Special 2 No. 16 SP big win variation" of the special figure 2 variation pattern.
[0311] Special figure variation pattern "P88" is a special figure variation pattern in which normal variation including part of the "Special preview performance of the first performance mode", reaches using even numbers and SP reaches are carried out, and then the "Fourth symbol change performance" described later is performed. The performance mode of the SP reach is the same as the above "P87", which is the "Second mode". This special figure variation pattern "P88" is called the "Special 2 No. 17 SP big win variation" of the special figure 2 variation pattern.
[0312] Special figure variation pattern "P89" is a special figure variation pattern in which normal variation including part of the "Special preview performance of the first performance mode", reaches using even numbers and SP reaches are carried out, and then the "Fifth symbol change performance" described later is performed. The performance mode of the SP reach is the same as the above "P87" and "P88", which is the "Second mode". This special figure variation pattern "P89" is called the "Special 2 No. 18 SP big win variation" of the special figure 2 variation pattern.
[0313] Special figure variation pattern "P90" is a special figure variation pattern in which, like the above "P84" and "P87", normal variation and SP reach are performed through reaches using odd numbers other than "7". However, it is different from the above "P84" and "P87" in that the "Special preview performance of the second performance mode" described later is performed during normal variation, and it is different from the above "P84" in that the performance mode of SP reach is the "second mode". This special figure variation pattern "P90" is called the "Special 2 No. 19 SP jackpot variation" of the special figure 2 variation pattern.
[0314] Special figure variation pattern "P91" is a special figure variation pattern in which normal variation including part of the "Special preview performance of the second performance mode", reaches using even numbers, and SP reach are performed, and the "Fourth symbol change performance" described later is performed. The performance mode of SP reach is the same as the above "P90", which is the "second mode". This special figure variation pattern "P91" is called the "Special 2 No. 20 SP jackpot variation" of the special figure 2 variation pattern.
[0315] Special figure variation pattern "P92" is a special figure variation pattern in which normal variation including part of the "Special preview performance of the second performance mode", reaches using even numbers, and SP reach are performed, and the "Fifth symbol change performance" described later is performed. The performance mode of SP reach is the same as the above "P90" and "P91", which is the "second mode". This special figure variation pattern "P92" is called the "Special 2 No. 21 SP jackpot variation" of the special figure 2 variation pattern.
[0316] Special figure variation pattern "P93" is a special figure variation pattern in which normal variation not including various preview performances (normal preview performance, special preview performance), reaches using odd numbers other than "7", and SP reach are performed, and the "Fifth symbol change performance" is performed. This special figure variation pattern "P93" is called the "Special 2 No. 22 SP jackpot variation" of the special figure 2 variation pattern.
[0317] Special figure variation pattern "P94" is a special figure variation pattern in which normal variations (excluding various preview effects, i.e., normal preview effects and special preview effects), reaches using even numbers, and SP reaches are followed by the "Fourth symbol change effect". This special figure variation pattern "P94" is called the "Special 2, 23rd SP jackpot variation" of the special figure 2 variation pattern.
[0318] Special figure variation pattern "P95" is a special figure variation pattern in which normal variations (excluding various preview effects, i.e., normal preview effects and special preview effects), reaches using even numbers, and SP reaches are followed by the "Fifth symbol change effect". This special figure variation pattern "P95" is called the "Special 2, 24th SP jackpot variation" of the special figure 2 variation pattern.
[0319] Special figure variation pattern "P96" is a special figure variation pattern in which normal variations (excluding various preview effects, i.e., normal preview effects and special preview effects) are followed by a reach using an odd number other than "7". This special figure variation pattern "P96" is called the "Second instant jackpot variation" of the special figure 2 variation pattern.
[0320] Special figure variation pattern "P97" is a special figure variation pattern in which normal variations (excluding various preview effects, i.e., normal preview effects and special preview effects) are followed by a reach using an even number. This special figure variation pattern "P97" is called the "Third instant jackpot variation" of the special figure 2 variation pattern.
[0321] Also, in the time-saving state, when the jackpot determination result is "jackpot" and the result of the jackpot symbol type determination (the symbol stopped and displayed on the special figure display 81) is "jackpot symbol 5", there are five types of special figure 2 variation patterns, namely special figure variation patterns "P98" to "P102" (see Figure 30).
[0322] Special figure variation pattern "P98" is a special figure variation pattern in which normal variations including the "Normal preview effect of the First effect mode", reaches using even numbers, and SP reaches are followed by the "Fifth symbol change effect", similar to the above "P86". This special figure variation pattern "P98" is called the "Special 2, 25th SP jackpot variation" of the special figure 2 variation pattern.
[0323] Special figure variation pattern "P99" is a special figure variation pattern in which, similar to the above "P89", normal variations including "Special preview performance of the first performance mode", reaches using even numbers, and SP reaches are carried out, followed by "Fifth symbol change performance". This special figure variation pattern "P99" is referred to as "Special 2, 26th SP big win variation" of the special figure 2 variation pattern.
[0324] Special figure variation pattern "P100" is a special figure variation pattern in which, similar to the above "P92", normal variations including "Special preview performance of the second performance mode", reaches using even numbers, and SP reaches are carried out, followed by "Fifth symbol change performance". This special figure variation pattern "P100" is referred to as "Special 2, 27th SP big win variation" of the special figure 2 variation pattern.
[0325] Special figure variation pattern "P101" is a special figure variation pattern in which, similar to the above "P95", normal variations without various preview performances (normal preview performance, special preview performance), reaches, and SP reaches are carried out, followed by "Fifth symbol change performance". This special figure variation pattern "P101" is referred to as "Special 2, 28th SP big win variation" of the special figure 2 variation pattern.
[0326] Special figure variation pattern "P102" is a special figure variation pattern in which, similar to the above "P97", normal variations without various preview performances (normal preview performance, special preview performance) are carried out, followed by a reach using an even number. This special figure variation pattern "P102" is referred to as "Fourth instant big win variation" of the special figure 2 variation pattern.
[0327] In addition, in the special figure 2 variation pattern when the jackpot determination result is "jackpot" and the jackpot symbol type determination result is "jackpot symbol 4" or "jackpot symbol 5", unlike the case when the determination result is "jackpot symbol 3", there is no reach in which the effect symbols including the number "7" are temporarily stopped and displayed as the left effect symbol EZ1 and the right effect symbol EZ3. Therefore, when a reach using an effect symbol including the number "7" occurs, the player can grasp that the jackpot determination result is neither "jackpot symbol 4" nor "jackpot symbol 5" but "jackpot symbol 3". Therefore, after a jackpot game (jackpot game 3) with a larger number of rounds of round games than others, while being confident in winning a jackpot that transitions to a high-probability high-base game state, the player can enjoy the special figure variation effect after the reach.
[0328] Also, in the time-saving state, when the jackpot determination result is "miss" (that is, the symbol stopped and displayed on the special figure display 81 is a miss symbol) and the reach determination result is "reach", there are three types of special figure 2 variation patterns, namely special figure variation patterns "P103" to "P105" (see Fig. 30).
[0329] The special figure variation pattern "P103" is a special figure 2 variation pattern corresponding to the "miss" of the above "P71", "P72", "P73", "P84", "P85", "P86" and "P98". That is, through normal variation and reach including a part of the "normal notice effect of the first effect mode", an SP reach is performed, and then the effect symbols EZ1, EZ2, and EZ3 are finally stopped and displayed in a stop mode suggesting a miss. In the reach of this special figure variation pattern, as the left effect symbol EZ1 and the right effect symbol EZ3, the same one among the effect symbols including odd numbers other than "7", or the same one among the effect symbols including even numbers is temporarily stopped and displayed. Also, the effect mode of the SP reach is the "first mode (described later)". This special figure variation pattern "P103" is called the "special 2 first SP miss variation" of the special figure 2 variation pattern.
[0330] Special Figure Variation Pattern "P104" is a special figure 2 variation pattern corresponding to the "loss" of the above "P93", "P94", "P95" and "P101". That is, normal variation without various warning effects and SP reach are performed through reach, and then, the performance symbols EZ1, EZ2, EZ3 are stopped and displayed in a stop mode suggesting loss. In the reach of this special figure variation pattern, similar to the above "P103", as the left performance symbol EZ1 and the right performance symbol EZ3, the same one among the performance symbols including odd numbers other than "7", or the same one among the performance symbols including even numbers is temporarily stopped and displayed. This special figure variation pattern "P104" is called "Special 2 Second SP Loss Variation" of the special figure 2 variation pattern.
[0331] Special Figure Variation Pattern "P105" is a special figure 2 variation pattern corresponding to the "loss" of the above "P96", "P97" and "P102". That is, reach is performed through normal variation without various warning effects, and then, the performance symbols EZ1, EZ2, EZ3 are stopped and displayed in a stop mode suggesting loss. In the reach of this special figure variation pattern, similar to the above "P103" and "P104", as the left performance symbol EZ1 and the right performance symbol EZ3, the same one among the performance symbols including odd numbers other than "7", or the same one among the performance symbols including even numbers is temporarily stopped and displayed. This special figure variation pattern "P105" is called "Immediate Loss Variation" of the special figure 2 variation pattern.
[0332] According to FIG. 30, in the special figure 1 variation pattern determination table when the game state is the time shortening state, the result of the jackpot determination is "loss" and the result of the reach determination is "reach exists", there is no special figure variation pattern including the "normal warning effect of the third performance mode", unlike the case where the result of the jackpot determination is "jackpot". Therefore, when the "normal warning effect of the third performance mode" is performed during normal variation, the player can grasp that the result of the jackpot determination is "jackpot". Thus, it is possible to enjoy the special figure variation performance after the "normal warning effect of the third performance mode" while being confident of winning the jackpot.
[0333] Also, in the special figure 2 variation pattern determination table (Fig. 30) when the jackpot determination result is "loss" and the reach determination result is "with reach", there is no special figure variation pattern including "special preview performance". Therefore, when the "special preview performance" is carried out during normal variation, the player can grasp that the jackpot determination result is "jackpot", and can enjoy the special figure variation performance after the "special preview performance" while being confident in winning the jackpot.
[0334] Furthermore, as described above, in the special figure 2 variation pattern determination table (Fig. 30) when the jackpot determination result is "jackpot" and the jackpot symbol type determination result is "jackpot symbol 4" or "jackpot symbol 5", there is also no special figure variation pattern including "normal preview performance of the third performance mode" or "special preview performance of the third performance mode". Therefore, the player can grasp that the jackpot determination result is "jackpot" and the jackpot symbol type determination result is "jackpot symbol 3" when the "normal preview performance of the third performance mode" or "special preview performance of the third performance mode" is carried out during normal variation. And while being confident in winning the jackpot that transitions to a high-probability high-base game state after the jackpot game, the player can enjoy the normal preview performance of the third performance mode, or the special figure variation performance after the special preview performance of the third performance mode.
[0335] Figure 31 shows the distribution rate (execution probability) of the special symbol variation pattern in the special symbol 2 variation pattern determination table (Figure 30) when the game state is in the time-saving state. In this embodiment, when the result of the jackpot judgment is "jackpot" and the jackpot symbol type is "jackpot symbol 3" in the time-saving state, the special symbol variation pattern is determined by the distribution rate shown in Figure 31(A). Also, when the result of the jackpot judgment is "jackpot" and the jackpot symbol type is "jackpot symbol 4" in the time-saving state, the special symbol variation pattern is determined by the distribution rate shown in Figure 31(B). Furthermore, when the result of the jackpot judgment is "jackpot" and the jackpot symbol type is "jackpot symbol 5" in the time-saving state, the special symbol variation pattern is determined by the distribution rate shown in Figure 31(C). Also, when the result of the jackpot judgment is "miss" and the result of the reach judgment is "reach present" in the time-saving state, the special symbol variation pattern is determined by the distribution rate shown in Figure 31(D).
[0336] According to Figure 31(A), in this embodiment, when the result of the jackpot determination is "jackpot" and the type of jackpot symbol is "jackpot symbol 3", the total distribution rate of the special figure 2 variation patterns "P71", "P74", "P75", "P78", "P81", "P82", and "P83", in which a reach is performed using a performance symbol that includes the number "7", is "12%", while the total distribution rate of the special figure 2 variation patterns "P72", "P73", "P76", "P77", "P79", and "P80", in which a reach is performed using a performance symbol that includes a number other than "7", is "88%".
[0337] Therefore, when the result of the jackpot determination is "jackpot" and the jackpot symbol type is "jackpot symbol 3", the special symbol 2 variation pattern that uses a special symbol that includes a number other than "7" is more likely to be selected than the special symbol 2 variation pattern that uses a special symbol that includes the number "7". For this reason, it is difficult for the player to determine that the jackpot symbol type is "jackpot symbol 3" at the time of the reach after a normal variation that includes some of the various pre-announcement effects (normal pre-announcement effects, special pre-announcement effects).
[0338] Furthermore, according to Figure 31(B), in this embodiment, when the result of the jackpot determination is "jackpot" and the jackpot symbol type is "jackpot symbol 4", the total distribution rate of the special figure 2 variation patterns "P84", "P87", "P90", "P93", and "P96", in which a reach is performed using a performance symbol that includes an odd number other than "7", is "34%", while the total distribution rate of the special figure 2 variation patterns "P85", "P86", "P88", "P89", "P91", "P92", "P94", "P95", and "P97", in which a reach is performed using a performance symbol that includes an even number, is "66%".
[0339] Therefore, when the result of the jackpot determination is "jackpot" and the type of jackpot symbol is "jackpot symbol 4", the special feature 2 variation pattern that uses a special feature symbol that includes an even number is more likely to be selected than the special feature 2 variation pattern that uses a special feature symbol that includes an odd number other than "7". As a result, it is difficult to determine at the time of the reach that the result of the jackpot determination is "jackpot" and the type of jackpot symbol is "jackpot symbol 4". Moreover, since the reach using a special feature symbol that includes an even number is more likely to occur, it is difficult to make the player aware that the result of the jackpot determination is "jackpot" and the type of jackpot symbol is "jackpot symbol 4".
[0340] Furthermore, the combined distribution rate of special symbol variation patterns "P84," "P85," and "P86" is "42%," which is greater than the combined distribution rate of special symbol variation patterns "P93," "P94," and "P95" ("12%"). In other words, when the result of the jackpot judgment is "jackpot" and the jackpot symbol type is "jackpot symbol 4," the special symbol variation pattern in which an SP reach is performed after a normal variation that includes the normal preview effect of the first effect type is more likely to be selected than the special symbol variation pattern in which an SP reach is performed after a normal variation without any various preview effects (normal preview effects, special preview effects).
[0341] On the other hand, according to FIG. 31(D), the value of the allocation ratio of the special figure variation pattern "P103", which is the special figure variation pattern for "miss" of the special figure variation patterns "P84", "P85" and "P86", is "10%". This value is smaller than the value of the allocation ratio (20%) of the special figure variation pattern "P104", which is the special figure variation pattern for "miss" of the special figure variation patterns "P93", "P94" and "P95". That is, when the determination result in the special figure 2 variation pattern determination process is "reach with miss", contrary to the case of the "big win symbol 4", the special figure 2 variation pattern in which SP reach is performed through normal variation including a part of the normal announcement performance of the first production mode is more likely to be selected than the special figure 2 variation pattern in which SP reach is performed through normal variation without performing various announcement performances (normal announcement performance, special announcement performance).
[0342] As described above, when the result of the big win determination is "big win" and the big win symbol type is "big win symbol 4", the SP reach through normal variation including the normal announcement performance of the first production mode is more likely to be performed than the SP reach through normal variation without performing various announcement performances. Therefore, the player is more likely to expect the execution of the subsequent big win game 4 when the SP reach is performed after the execution of the normal announcement performance of the first production mode in the normal variation than when the SP reach is performed without the execution of various announcement performances (normal announcement performance, special announcement performance).
[0343] Furthermore, the total value (12%) of the allocation ratios of the special figure variation patterns "P93", "P94" and "P95" is larger than the total value (4%) of the allocation ratios of the special figure variation patterns "P96" and "P97". That is, when the result of the big win determination is "big win" and the big win symbol type is "big win symbol 4", the special figure 2 variation pattern that reaches up to SP reach through normal variation without performing various announcement performances (normal announcement performance, special announcement performance) is more likely to be selected than the special figure 2 variation pattern that only reaches up to reach through normal variation without performing various announcement performances.
[0344] On the other hand, according to Figure 31(D), the distribution rate value ("20%") for special symbol variation pattern "P104" is smaller than the distribution rate value ("70%") for special symbol variation pattern "P105", which is the special symbol variation pattern for "misses" in special symbol variation patterns "P96" and "P97". In other words, when the judgment result in the special symbol 2 variation pattern judgment process is "miss with reach", the special symbol 2 variation pattern that only goes as far as a reach after a normal variation without any various notification effects (normal notification effects, special notification effects) is more likely to be selected than the special symbol 2 variation pattern that goes as far as an SP reach after a normal variation without any various notification effects.
[0345] Based on the above, if the result of the jackpot determination is "jackpot" and the jackpot symbol type is "jackpot symbol 4", the game is more likely to proceed through normal spins and reaches without any various pre-announcement effects (normal pre-announcement effects, special pre-announcement effects), and then to an SP reach. Therefore, when various pre-announcement effects are not performed during normal spins, players are more likely to expect the subsequent jackpot game 4 to be performed if an SP reach occurs, than if only a reach occurs.
[0346] According to Figure 31(C), the distribution rate for special symbol variation pattern "P98" is "42%", which is higher than the distribution rate for special symbol variation pattern "P101" ("12%"). In other words, when the result of the jackpot judgment is "jackpot" and the type of jackpot symbol is "jackpot symbol 5", the special symbol variation pattern that proceeds to an SP reach after a normal variation that includes some of the normal preview effects of the first performance type is more likely to be selected than the special symbol variation pattern that proceeds to an SP reach after a normal variation without any various preview effects (normal preview effects, special preview effects).
[0347] On the other hand, according to FIG. 31(D), the value of the distribution rate of the special figure variation pattern “P103”, which is the special figure variation pattern for “miss” of the special figure variation pattern “P98”, is “10%”. This value is smaller than the value of the distribution rate (20%) of the special figure variation pattern “P104”, which is the special figure variation pattern for “miss” of the special figure variation pattern “P101”. That is, when the determination result in the special figure 2 variation pattern determination process is “reach with miss”, contrary to the case of the “big win symbol 5”, the special figure 2 variation pattern in which the SP reach is performed through the normal variation including the normal announcement performance of the first production mode is more likely to be selected than the special figure 2 variation pattern in which the SP reach is performed through the normal variation without performing various announcement performances (normal announcement performance, special announcement performance).
[0348] As described above, when the big win determination result is “big win” and the big win symbol type is “big win symbol 5”, the SP reach is more likely to be executed through the normal variation including a part of the normal announcement performance of the first production mode than through the normal variation without performing various announcement performances (normal announcement performance, special announcement performance). Therefore, the player is more likely to expect the execution of the subsequent big win game 5 when the SP reach is performed after the execution of the normal announcement performance of the first production mode in the normal variation than when the SP reach is performed without the execution of various announcement performances.
[0349] Furthermore, the value of the distribution rate of the special figure variation pattern “P101” (12%) is larger than the total value of the distribution rates of the special figure variation pattern “P102” (4%). That is, when the big win determination result is “big win” and the big win symbol type is “big win symbol 5”, the special figure 2 variation pattern that reaches the SP reach through the normal variation without performing various announcement performances (normal announcement performance, special announcement performance) is more likely to be selected than the special figure 2 variation pattern that only reaches through the normal variation without performing various announcement performances.
[0350] On the other hand, according to FIG. 31(D), the value of the allocation rate of the special figure variation pattern "P104" ("20%") is smaller than the value of the allocation rate of the special figure variation pattern "P105" ("70%"), which is a special figure variation pattern for "miss" of the special figure variation pattern "P102". That is, when the determination result in the special figure 2 variation pattern determination process is "reach with miss", contrary to the case of the "big win symbol 5", the special figure 2 variation pattern that only reaches up to reach through normal variations without performing various pre-announcement effects (normal pre-announcement effects, special pre-announcement effects) is more likely to be selected than the special figure 2 variation pattern that reaches up to SP reach through normal variations without performing various pre-announcement effects.
[0351] As described above, when the result of the big win determination is "big win" and the big win symbol type is "big win symbol 5", it is more likely to reach up to SP reach through normal variations without performing various pre-announcement effects (normal pre-announcement effects, special pre-announcement effects) than only reaching up to reach through normal variations without performing various pre-announcement effects. Therefore, when the player reaches up to SP reach in normal variations without the execution of various pre-announcement effects, the player is more likely to expect the execution of the subsequent big win game 5 than when only reaching up to reach.
[0352] 7-3. Various effects Next, various effects in this embodiment will be further described. The effect control microcomputer 121 of this embodiment can execute a "pre-announcement effect at the time of special figure variation" in the normal variation of the special figure variation effect. Also, it can execute a "symbol change effect" in the special figure variation effect. Further, it can execute a "pre-announcement effect during big win game" in the round effect in the big win effect mode. Also, it can execute a "pre-announcement effect of the icon" at the start of the execution of the special figure variation effect. Since the pre-announcement effect at the time of special figure variation is an effect that pre-announces the execution of the subsequent SP reach, and the pre-announcement effect during big win game is an effect that pre-announces the execution of the subsequent big win ending effect, these pre-announcement effects at the time of special figure variation and pre-announcement effects during big win game are also simply referred to as "pre-announcement effects".
[0353] 7-3-1. Special figure variation effect First, the special symbol variation effect of this embodiment will be explained. In the special symbol variation effect, the display unit 50a displays the variation of three effect symbols EZ1, EZ2, and EZ3. These effect symbols EZ1, EZ2, and EZ3 start to vary when the variable display of the special symbol begins and stop when the variable display of the special symbol ends. That is, the variation of the effect symbols EZ1, EZ2, and EZ3 is displayed during the special symbol variation time of the variable display of the special symbol, and then the stop display of the effect symbols EZ1, EZ2, and EZ3 (main stop display) is displayed. The result of the special symbol lottery can then be announced by the stop display of the effect symbols EZ1, EZ2, and EZ3.
[0354] In this embodiment, a temporary stop display of the EZ1, EZ2, and EZ3 symbols may occur before the final stop display of the EZ1, EZ2, and EZ3 symbols. A temporary stop display is, for example, a display of the EZ1, EZ2, and EZ3 symbols shaking or a display of them briefly remaining stationary before they start shaking again. Unlike the final stop display, the temporary stop display of the EZ1, EZ2, and EZ3 symbols does not necessarily announce the result of the special symbol lottery.
[0355] Furthermore, during the special symbol variation effect, the display unit 50a displays the variation of three sub-symbols KZ1, KZ2, and KZ3. These sub-symbols KZ1, KZ2, and KZ3, like the effect symbols EZ1, EZ2, and EZ3, vary in conjunction with the start of the variable display of the special symbol and stop when the variable display of the special symbol ends. The result of the special symbol lottery is then announced by the stop display of the sub-symbols KZ1, KZ2, and KZ3. However, unlike the effect symbols EZ1, EZ2, and EZ3, there is no temporary stop display for the sub-symbols KZ1, KZ2, and KZ3.
[0356] In this embodiment, the performance symbols EZ1, EZ2, and EZ3 have eight different types of performance symbols. The small symbols KZ1, KZ2, and KZ3 also have eight types of small symbols corresponding to the performance symbols EZ1, EZ2, and EZ3, respectively. Specifically, these include symbols (performance symbols and small symbols) containing the number "1", symbols containing the number "2", images containing the number "3", symbols containing the number "4", symbols containing the number "5", symbols containing the number "6", symbols containing the number "7", and symbols containing the number "8".
[0357] In addition, symbols containing the number "1" (animation symbols, small symbols), symbols containing the number "3", symbols containing the number "5", and symbols containing the number "7" are specifically called symbols containing odd numbers (animation symbols, small symbols). Conversely, symbols containing the number "2" (animation symbols, small symbols), symbols containing the number "4", symbols containing the number "6", and symbols containing the number "8" are specifically called symbols containing even numbers (animation symbols, small symbols).
[0358] 7-3-2.SP Reach Next, the SP reach of this embodiment will be explained further. The SP reach is a visual effect that suggests there is a possibility that the result of the jackpot determination is a "jackpot". The SP reach suggests that there is a higher probability of a "jackpot" than the N reach described above (see Figure 29). In addition, in this pachinko game machine PY1, if the result of the jackpot determination is a "jackpot", the game state is changed to a jackpot game state as the jackpot game is executed thereafter, so the SP reach can also be said to be a visual effect that suggests there is a possibility of a change in the game state.
[0359] The SP Reach of this embodiment has three forms: a first form, a second form, and a third form, each with a different special animation for the SP Reach. The SP Reach of the first form is an SP Reach in which the special animation for the SP Reach is a battle animation between the main character and "enemy A". The SP Reach of the second form is an SP Reach in which the special animation for the SP Reach is a battle animation between the main character and allied characters and "enemy B". On the other hand, the SP Reach of the third form is an SP Reach in which the special animation for the SP Reach is a so-called "full rotation reach".
[0360] As shown in Figure 32(A), in the first embodiment of the SP Reach, a background image (SP Reach background image) G113 specifically for the SP Reach is first displayed on the display unit 50a. Then, an image indicating the start of the SP Reach (SP Reach start title image) G11 is displayed so as to overlap the SP Reach background image G113. This SP Reach start title image G11 is an image that shows the string "Defeat Enemy A!" (See Figure 32(A)). In other words, this SP Reach start title image G11 suggests that the content of the subsequent SP Reach-specific performance is a battle (confrontation) with "Enemy A".
[0361] After the display of the background image G113 for the SP reach and the title image G11 for the start of the SP reach, a special SP reach animation for the first embodiment of the SP reach is started, as shown in Figure 32(B). In this special SP reach animation, an image GM representing the main character and an image GA representing enemy A are displayed on the display unit 50a.
[0362] Furthermore, the content of the final stage (end) of the special reach-exclusive animation varies depending on the result of the special symbol lottery (the special symbol variation pattern being executed). Specifically, if the result of the special symbol lottery is a "jackpot" (i.e., if the special symbol variation pattern being executed corresponds to a "jackpot"), as shown in Figure 32(C-1), the display unit 50a will show an indication of a jackpot (a display showing the main character celebrating after winning a battle), and the animation symbols EZ1, EZ2, and EZ3 will be temporarily stopped in a manner that indicates a jackpot.
[0363] In this embodiment, if the temporarily stopped display of the performance symbols EZ1, EZ2, and EZ3 are a set of three performance symbols that include the number "7", then the final stop display of the performance symbols EZ1, EZ2, and EZ3 will be performed, along with the stop display of the sub-symbols KZ1, KZ2, and KZ3 in the same stop manner. On the other hand, if the temporarily stopped display of the performance symbols EZ1, EZ2, and EZ3 are a set of three performance symbols that include a number other than "7" (in this embodiment, "1", "2", "3", "4", "5", "6", "8"), then the symbol change performance described later may be performed.
[0364] On the other hand, if the result of the special symbol lottery is a "miss" (i.e., if the special symbol variation pattern currently being executed corresponds to a "miss"), as shown in Figure 32(C-2), an indication of a miss (an indication that enemy A has won the battle and is celebrating) is displayed, and the special symbols EZ1, EZ2, and EZ3 are temporarily stopped in a manner that indicates a missed reach. Subsequently, as shown in Figure 32(D), along with the final stop display of the special symbols EZ1, EZ2, and EZ3, the sub-symbols KZ1, KZ2, and KZ3 are also stopped in the same manner (i.e., a stop manner that indicates a miss).
[0365] Next, we will explain the SP Reach of the second mode. As shown in Figure 33(A), in the SP Reach of the second mode, the same SP Reach background image G113 as in the first mode is displayed on the display unit 50a. However, a different SP Reach start title image G12 is displayed in front of the SP Reach background image G113. This SP Reach start title image G12 is an image that shows the string "Defeat Enemy B!" (See Figure 33(A)). In other words, this SP Reach start title image G12 suggests that the content of the SP Reach-specific performance that follows is a battle (confrontation) with "Enemy B".
[0366] After the display of the background image G113 for the SP reach and the title image G12 for the start of the SP reach, a special SP reach animation for the second type of SP reach, as shown in Figure 33(B), begins. In this special SP reach animation, in addition to the image GM representing the main character, the image GN representing the main character's ally character and the image GB representing enemy B are displayed on the display unit 50a.
[0367] Similar to the first embodiment, the content of the final stage (end) of the SP reach-exclusive performance in the second embodiment differs depending on the result of the special symbol lottery (the special symbol variation pattern being executed). Specifically, if the result of the special symbol lottery is a "jackpot," as shown in Figure 33(C-1), the display unit 50a shows a display suggesting a jackpot (a display showing the main character and allied characters celebrating their victory in battle), and the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped in a stopping pattern that suggests a jackpot. On the other hand, if the result of the special symbol lottery is a "miss," as shown in Figure 33(C-2), a display suggesting a miss (a display showing enemy B celebrating their victory in battle) is shown, and the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped in a stopping pattern that suggests a missed reach. Subsequently, as shown in Figure 33(D), along with the main stop display for the performance symbols EZ1, EZ2, and EZ3, the stop display for the sub-symbols KZ1, KZ2, and KZ3 is also performed in the same stop manner.
[0368] Next, we will explain the third form of SP Reach. As shown in Figure 34(A), in the third form of SP Reach, a different SP Reach start title image G13 is displayed compared to the first and second forms. This SP Reach start title image G13 is an image that shows the text string "Full Rotation" (see Figure 34(A)). In other words, this SP Reach start title image G13 suggests that the content of the subsequent SP Reach-specific performance is a Full Rotation Reach. Note that, unlike the first and second forms, the SP Reach background image G113 is not displayed behind the SP Reach start title image G13.
[0369] After the display of the SP Reach start title image G13 shown above, a special SP Reach-specific animation for the third type of SP Reach, as shown in Figure 34(B), begins. This special SP Reach animation is a full rotation reach. A full rotation reach is an animation in which three animation symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a in a state where all three animation symbols containing the same number are aligned. Specifically, the three aligned animation symbols EZ1, EZ2, and EZ3 are displayed by scrolling from the top to the bottom of the display unit 50a at a speed that is discernible to the player.
[0370] In the final stage (endgame) of the special reach exclusive effect in the third mode of the SP reach, the temporary stop display of the effect symbols EZ1, EZ2, and EZ3 is performed in a stop mode suggesting a big win. In this embodiment, the temporary stop display is performed when three of the effect symbols EZ1, EZ2, and EZ3 containing the number "7" are aligned. Then, as shown in FIG. 34(C), together with the final stop display of the effect symbols EZ1, EZ2, and EZ3, the stop display of the small symbols KZ1, KZ2, and KZ3 is also performed in the same stop mode.
[0371] As described above, when the effect symbols EZ1, EZ2, and EZ3 are finally stopped with three of them containing the number "7" in the special figure variation effect, the player can recognize that they have won the "big win symbol 1" or "big win symbol 3". By executing the full-rotation reach of this embodiment, in which the effect symbols EZ1, EZ2, and EZ3 containing the number "7" are finally stopped with three of them aligned, the player can recognize that the subsequent gaming state will be changed to a high-probability high-base gaming state after passing through the big win gaming state. That is, it can be said that the SP reach in the third mode is an effect suggesting that the gaming state will be changed to a high-probability high-base gaming state after passing through the big win gaming state.
[0372] 7-3-3. Special figure variation pre-warning effect Next, the special figure variation pre-warning effect in this embodiment will be described. This special figure variation pre-warning effect can be started at the first timing T1, which is 2 seconds after the start of the normal variation of the special figure variation effect. This special figure variation pre-warning effect is an effect that pre-warns (suggests) the execution of the subsequent SP reach. Therefore, when the special figure variation pre-warning effect is executed during the normal variation of the special figure variation effect, the SP reach will surely be executed in the special figure variation effect.
[0373] The special figure variation pre-warning effect of this embodiment includes a normal pre-warning effect and a special effect mode. There are three types of effect modes (the first effect mode, the second effect mode, and the third effect mode) for both the normal pre-warning effect and the special pre-warning effect.
[0374] 7-3-3-1. Normal pre-warning effect of the first effect mode The normal preview performance of the first performance mode is a preview performance at the time of special drawing variation that announces the execution of the SP reach of the first mode. In this normal preview performance of the first performance mode, first, in accordance with the start of execution at the first timing T1 during the normal variation of the special drawing variation performance, the first title image G201 shown in FIG. 35(A) is displayed at the center of the display unit 50a. This first title image G201 is an image showing the character string "next time". By displaying this first title image G201, it is possible to suggest to the player the execution of the preview performance at the time of special drawing variation and the subsequent SP reach.
[0375] After the display of the above-mentioned first title image G201, the execution of the first digest performance as shown in FIG. 35(B) is started on the display unit 50a. This first digest performance is a performance that summarizes (abstracts) the performance of the part excluding the endgame in the SP reach dedicated performance (battle performance between the main character and "Enemy A") of the SP reach of the first mode described above in a short time (specifically, 5 seconds). By executing such a first digest performance, it is possible to make the player associate the SP reach of the first mode, and it is possible to make the player consciously (recall) in advance that the SP reach of the first mode will be performed as the subsequent SP reach.
[0376] After the execution of the above-mentioned first digest performance, the second title image G202 and the first subtitle image G203 shown in FIG. 35(C) are displayed on the display unit 50a. The second title image G202 is an image showing the character string "next time", similar to the first title image G201. Therefore, by displaying the second title image G202, it is possible to suggest to the player again the execution of the preview performance at the time of special drawing variation and the subsequent SP reach.
[0377] The first subtitle image G203 is an image showing the character string "Enemy A appears". Enemy A is the enemy character that appears in the SP reach of the first aspect described above. Therefore, such a first subtitle image G203 enables the player to associate with the SP reach of the first aspect. That is, in this normal preview performance of the first production aspect, in addition to the execution of the first digest performance, the subsequent first subtitle image G203 also enables the player to associate with the SP reach of the first aspect. Therefore, it is possible to make the player more strongly aware (recall) that the SP reach of the first aspect will be performed later.
[0378] When the normal preview performance of the first production aspect is performed in this way, the SP reach of the first aspect will surely be performed later. That is, after the execution of the normal preview performance of the first production aspect, the SP reach in the aspect that the player has become aware (recalled) by the normal preview performance of the first production aspect is performed.
[0379] 7-3-3-2. Normal preview performance of the second production aspect The normal preview performance of the second production aspect is a special figure change-time preview performance that预告 the execution of the SP reach of the second aspect, which is different from the normal preview performance of the second production aspect. In this normal preview performance of the second production aspect, first, in accordance with the start of execution at the first timing T1 during the normal change of the special figure change performance, the above-mentioned first title image G201 is displayed at the center of the display unit 50a (FIG. 36(A)). The display of this first title image G201 enables the player to be suggested of the execution of the special figure change-time preview performance and that the SP reach will be performed later.
[0380] After the display of the above-described first title image G201, on the display unit 50a, the execution of the second digest effect as shown in FIG. 36(B) is started. This second digest effect is an effect that summarizes, in a short time, the effect of the part except the final stage among the SP reach dedicated effects (battle effects between the protagonist character and ally characters and "Enemy B") of the SP reach of the second aspect described above. By executing such a second digest effect, it is possible to make the player associate the SP reach of the second aspect, and it is possible to make the player pre-recognize (recall) that the SP reach of the second aspect will be performed as the subsequent SP reach.
[0381] After the execution of the above-described second digest effect, in addition to the above-described second title image G202 shown in FIG. 36(C), a second sub-title image G204 is displayed on the display unit 50a. The second sub-title image G204 is an image showing the character string "Enemy B appears". Enemy B is an enemy character that appears in the SP reach of the second aspect described above. Therefore, such a second sub-title image G204 makes it possible to make the player associate the SP reach of the second aspect. That is, in the normal preview effect of this second effect mode, in addition to the execution of the second digest effect, the second sub-title image G204 thereafter also makes it possible to make the player associate the SP reach of the second aspect. Therefore, it is possible to make the player more strongly recognize (recall) that the SP reach of the second aspect will be performed thereafter.
[0382] When the normal preview effect of the second effect mode is performed in this way, the SP reach of the second aspect is then executed. That is, the normal preview effect of the second effect mode is also, like the normal preview effect of the first effect mode, after execution, the SP reach in the mode that the player has recognized (recalled) by the normal preview effect of the second effect mode is performed.
[0383] 7-3-3-3. Normal preview effect of the third effect mode The normal preview performance of the third performance mode is a performance that pre-announces the execution of the SP reach of the third mode (so-called "full rotation reach"). The normal preview performance of the third performance mode is a performance in which the above-described second title image G202 is subsequently displayed after the display of the above-described first title image G201.
[0384] In this normal preview performance of the third performance mode, in accordance with the start of execution at the first timing T1 during the normal variation of the special figure variation performance, the above-described first title image G201 is displayed at the center of the display unit 50a (FIG. 37(A)). By displaying this first title image G201, it is possible to suggest to the player the execution of the special figure variation time preview performance and the subsequent SP reach.
[0385] After the display of the first title image G201, on the display unit 50a, in addition to the above-described second title image G202 shown in FIG. 37(B), a fourth sub-title image G206 is displayed. The fourth sub-title image G206 is an image showing the character string "full rotation". Therefore, such a fourth sub-title image G206 makes it possible to make the player associate (recall) the SP reach of the third mode ("full rotation reach").
[0386] In the present embodiment, after such a normal preview performance of the third performance mode is performed, the SP reach of the third mode is executed. That is, after the execution of the normal preview performance of the third performance mode, the SP reach of the mode that the player has become aware of by the execution is to be performed. Therefore, the player can be convinced in advance of the execution of the SP reach of the third performance mode by the execution of the normal preview performance of the third performance mode.
[0387] 7-3-3-4. Special preview performance of the first performance mode The special preview performance of the first performance mode is a performance that pre-announces an SP reach different (contradictory) from the SP reach to be executed later, unlike the normal preview performance of the first performance mode described above. That is, it is a performance that does not suggest the SP reach to be executed later.
[0388] Specifically, in the special preview performance of the first performance mode, similar to the normal preview performance of the first performance mode, in accordance with the start of execution at the first timing T1 during the normal variation of the special figure variation performance, the first title image G201 shown in FIG. 35(A) is displayed, and the execution of the first digest performance shown in FIG. 35(B) is started. Further, after the execution of the first digest performance, the second title image G202 and the first subtitle image G203 shown in FIG. 35(C) are displayed. However, different from the normal preview performance of the first performance mode, after the execution of the special preview performance of the first performance mode, instead of the SP reach of the first mode, the SP reach of the second mode is executed.
[0389] In the special preview performance of the first performance mode, similar to the normal preview performance of the first performance mode, by displaying the first title image G201 and the second title image G202, it is possible to suggest to the player the execution of the special figure variation time preview performance. That is, by the execution of the first digest performance and the display of the first subtitle image G203, it is possible to make the player associate the SP reach of the first mode. Therefore, in the special preview performance of the first performance mode as well, similar to the normal preview performance of the first performance mode, it is possible to make the player more strongly aware (recall) that the SP reach of the first mode will be performed thereafter.
[0390] However, different from the normal preview performance of the first performance mode, after the execution of the special preview performance of the first performance mode, instead of the SP reach of the first mode, the SP reach of the second mode is executed. Therefore, at the time of the execution of the SP reach of the second mode, it is possible to surprise the player who was aware (recalled) that the SP reach of the first mode was performed by the special preview performance of the first performance mode.
[0391] Particularly, players who know the execution of the normal preview performance of the first performance mode and the subsequent SP reach of the first mode are likely to feel a sense of discomfort when the SP reach of the second mode is performed after the execution of the special preview performance of the first performance mode. Therefore, it is possible to make the player who feels discomfort pay attention to the outcome of the SP reach of the second mode (special figure variation performance).
[0392] 7-3-3-5. Special Preview Performance of the Second Performance Mode Next, the special preview performance of the second performance mode will be described. This special preview performance of the second performance mode is a performance that switches to the normal preview performance of the second performance mode during the execution of the normal preview performance of the first performance mode described above. That is, it is a performance of the content (mode) in which the above-mentioned preview performance at the time of special figure change is performed multiple times.
[0393] Specifically, in the special preview performance of the second performance mode, similar to the normal preview performance of the first performance mode, in accordance with the start of execution at the first timing T1 during the normal change of the special figure change performance, the first title image G20 shown in FIG. 38(A) is displayed. And after that display, the execution of the first digest performance shown in FIG. 38(B) is started. Therefore, similar to the normal preview performance of the first performance mode, the display of the first title image G20 enables the player to be suggested of the execution of the preview performance at the time of special figure change. Also, by the execution of the first digest performance, it becomes possible to make the player associate the SP reach of the first mode. Therefore, it becomes possible to make the player more strongly aware (recall) that the SP reach of the first mode will be performed after this.
[0394] However, unlike the normal preview performance of the first performance mode, at the second timing T2 during the execution of the first digest performance (Fig. 38(B)), the display switches to the first title image G201 shown in Fig. 38(C). Specifically, during the normal variation of the special figure variation performance, at the timing (the second timing T2) when the first digest performance with an execution period of 5 seconds has been performed for 3 seconds, the first title image G201 shown in Fig. 38(C) is displayed. That is, the execution of the first digest performance ends earlier than the normal preview performance of the first performance mode, and the first title image G201 is displayed again. As a result, the player can recognize that the currently executing special figure variation preview performance is not the normal preview performance of the first performance mode. Moreover, since the display of the first title image G201 starts at the second timing T2 during the execution of the first digest performance, just as at the start of each of the above-described normal preview performances, it is possible to make it appear to the player that the execution of the normal preview performance of the first performance mode is interrupted and the execution of another special figure variation preview performance is restarted again.
[0395] After the display of the first title image G201 shown in Fig. 38(C), the execution of the second digest performance shown in Fig. 38(D) is started. Then, after the special preview performance of the second performance mode, the second mode's SP reach is performed. Therefore, by executing the second digest performance, it is possible to make the player who has already associated with the first mode's SP reach associate with the second mode's SP reach. Thus, it is possible to make the player more strongly and newly aware (recall) that the second mode's SP reach, rather than the first mode's SP reach, is performed after this.
[0396] In addition, in this embodiment, a series of presentation modes including the display of the first title image G201 shown in FIG. 38(A) and the first digest presentation up to the second timing shown in FIG. 38(B) are also referred to as the front-stage mode. Further, in addition to the display of the first title image G201 shown in FIG. 38(C) and the display of the second digest presentation shown in FIG. 38(D), a series of presentation modes including the display of the second title image G202 shown in FIG. 36(C) and the display of the second subtitle image G204 are also referred to as the first back-stage mode. The display of the first title image G201 shown in FIG. 38(C) and the display of the second digest presentation shown in FIG. 38(D) in the first back-stage mode are the same as the display of the first title image G201 shown in FIG. 36(A) and the display of the second digest presentation shown in FIG. 36(B) in the normal preview presentation of the second presentation mode.
[0397] As described above, the special preview presentation of the second presentation mode including the above-described front-stage mode and the first back-stage mode has presentation content that switches to the execution of the normal preview presentation of the second presentation mode at the second timing during the execution of the normal preview presentation of the first presentation mode. Therefore, when the special preview presentation of the second presentation mode is executed, it is possible to show the player an effect that combines two special figure change-time preview presentations (the normal preview presentation of the first presentation mode and the normal preview presentation of the second presentation mode). That is, by executing the special preview presentation of the second presentation mode, it is possible to show the player as if the special figure change-time preview presentation (normal preview presentation) is repeated twice.
[0398] Also, in the first digest performance of FIG. 38(B) in the previous stage mode, it is possible to make the player aware (recall) of the SP reach of the first mode as the SP reach to be executed later. In the display of the second digest performance of FIG. 38(D) in the first subsequent stage mode, it is possible to make the player aware (recall) of the SP reach of the second mode. However, in the special preview performance of the second performance mode, since it is executed in the first subsequent stage mode after being executed in the previous stage mode, when it is executed in the first subsequent stage mode, it can surprise the player who already aware that the SP reach of the first mode has been performed. Moreover, it is possible to make the player newly aware (recall) that the SP reach of the second mode is performed instead of the SP reach of the first mode.
[0399] 7-3-3-6. Special preview performance of the third performance mode Next, the special preview performance of the third performance mode will be described. This special preview performance of the third performance mode is an effect that switches to the normal preview performance of the third performance mode during the execution of the normal preview performance of the first performance mode described above. That is, it is an effect of the content (mode) in which the above-described special preview performance at the time of special figure change is performed multiple times.
[0400] Specifically, in the special preview performance of the third performance mode, similar to the normal preview performance of the first performance mode, in accordance with the start of execution at the first timing T1 during the normal change of the special figure change effect, the first title image G20 shown in FIG. 39(A) is displayed. After that display, the execution of the first digest performance shown in FIG. 39(B) is started. Therefore, similar to the normal preview performance of the first performance mode, the display of the first title image G20 can suggest to the player the execution of the special preview performance at the time of special figure change. Also, by executing the first digest performance, it is possible to make the player associate the SP reach of the first mode. Therefore, it is possible to make the player more strongly aware (recall) that the SP reach of the first mode will be performed later.
[0401] However, unlike the normal preview performance of the first presentation mode, at the second timing during the execution of the first digest performance (Fig. 39(B)), the display switches to the first title image G201 shown in Fig. 39(C). Specifically, at the timing (second timing T2) when the first digest performance with an execution period of 5 seconds has been performed for 3 seconds, the first title image G201 shown in Fig. 39(C) is displayed. That is, the execution of the first digest performance ends earlier than the normal preview performance of the first presentation mode, and the first title image G201 is displayed again. As a result, it is possible for the player to recognize that the preview performance during the special figure change is not the normal preview performance of the first presentation mode. Moreover, during the execution of the first digest performance, the first title image G201 is displayed in the same way as at the start of each of the above-described normal preview performances, so that it is possible to make it appear to the player that the execution of the normal preview performance of the first presentation mode has been interrupted and the execution of another preview performance during the special figure change has started again.
[0402] After the display of the first title image G201 shown in Fig. 39(C), similar to the normal preview performance of the third presentation mode, in addition to the above-described second title image G202 shown in Fig. 39(D), a fourth subtitle image G206 is displayed. Then, after the special preview performance of the third presentation mode, the SP reach of the third mode is performed. Therefore, similar to the normal preview performance of the third presentation mode, it is possible to make the player associate the SP reach of the third mode ("full rotation reach") with the player who has already associated the SP reach of the first mode by the display of the fourth subtitle image G206. Thus, it is possible to make the player newly and more strongly aware (recall) that the SP reach of the third mode, rather than the SP reach of the first mode, is performed after this.
[0403] In this embodiment, a series of production modes including the display of the first title image G201 shown in FIG. 39(C), the display of the second title image G202 shown in FIG. 39(D), and the display of the fourth subtitle image G206 are also referred to as the second post-stage mode. The second post-stage mode is the same as the display of the first title image G201 shown in FIG. 37(A), the display of the second title image G202 shown in FIG. 37(B), and the display of the fourth subtitle image G206 in the normal preview production of the third production mode.
[0404] As described above, the special preview production of the third production mode, which consists of the above-mentioned front-stage mode and the second post-stage mode, has production content that switches to the execution of the normal preview production of the third production mode at the second timing T2 during the execution of the normal preview production of the first production mode. Therefore, when the special preview production of the second production mode is executed, it is possible to show the player an effect that combines two special figure change preview productions (the normal preview production of the first production mode and the normal preview production of the third production mode). That is, by executing the special preview production of the third production mode, it is possible to show the player as if the special figure change preview production (normal preview production) has been repeated twice.
[0405] Also, in the first digest production in FIG. 39(B) in the front-stage mode, it is possible to make the player aware (recall) of the SP reach of the first mode as the SP reach to be executed later, and in the display of the fourth subtitle image G206 in FIG. 39(D) in the second post-stage mode, it is possible to make the player aware (recall) of the SP reach of the third mode. However, in the special preview production of the third production mode, since the second post-stage mode is performed at the second timing T2 after the execution in the front-stage mode, when the second post-stage mode is executed, it is possible to surprise the player who has already been aware that the SP reach of the first mode is to be performed, and it is possible to make the player newly aware (recall) that the SP reach of the third mode, rather than the SP reach of the first mode, is to be performed.
[0406] 7-3-4. The icon preview production Next, the icon preview effect in this embodiment will be described based on FIGS. 40 and 41. This icon preview effect is an effect for notifying the player in advance of the execution of the normal preview effect of the second effect mode or the execution of the special preview effect of the second effect mode. That is, in the executed special figure variation effect, it is an effect for notifying the player that the normal preview effect of the second effect mode or the special preview effect of the second effect mode will be performed.
[0407] In this embodiment, when the icon preview effect is executed, it is performed at the start of the execution of the special figure variation effect in which the normal preview effect of the second effect mode or the special preview effect of the second effect mode is executed. This icon preview effect is not a so-called "forecasting effect". Specifically, in the special figure variation effect before the execution of the normal preview effect of the second effect mode or the special preview effect of the second effect mode as shown in FIG. 40(A) (one time before in FIG. 40(A)), the display mode of the reserved icon HA is not changed as the execution of the icon preview effect. However, as shown in FIG. 40(B), along with the start of the execution of the special figure variation effect in which the normal preview effect of the second effect mode or the special preview effect of the second effect mode is performed, the image of the icon TA is changed from the "〇" image in the normal mode to the special image GNA in the display mode showing the face of the ally character. This special image GNA is an image with the same design as the head of the image GN showing the ally character appearing in the normal preview effect of the second effect mode or the special preview effect of the second effect mode described above.
[0408] Therefore, when the icon notification effect is performed, it is possible to make the player aware that either the normal notification effect of the second effect type or the special notification effect of the second effect type will be performed in the special symbol variation effect that is currently being executed. Moreover, because the display form of the icon TA is the same as the head of the image GN that shows the ally character that appears in the normal notification effect of the second effect type or the special notification effect of the second effect type when the icon notification effect is performed, it is possible to reliably notify players who are familiar with the normal notification effect of the second effect type or the special notification effect of the second effect type that either of those effects will be performed by the execution of the icon notification effect.
[0409] Figure 41 shows the distribution rate (execution probability) of the icon notification effect when the game state is not a time-saving state. In this embodiment, whether or not the icon notification effect is executed is determined by the special figure 1 variation pattern in the determined non-time-saving state. Specifically, when the special figure 1 variation pattern in the non-time-saving state is "P24", "P29", "P30", "P31", "P40", and "P42", the distribution rate for "execution of the icon notification effect" ("60%") is greater than the distribution rate for "non-execution of the icon notification effect" ("40%"). On the other hand, when the special figure 1 variation pattern in the non-time-saving state is "P46", the distribution rate for "execution of the icon notification effect" ("20%") is smaller than the distribution rate for "non-execution of the icon notification effect" ("80%"). Furthermore, if the special figure 1 variation pattern in the non-time-saving state is any other than the special figure 1 variation patterns described above, only "non-execution of the icon notification effect" is selected.
[0410] Based on the above, if the result of the special pattern determination process for Feature 1 is "Big Win," the icon notification effect is more likely to occur before the execution of the normal notification effect of the second performance mode or the special notification effect of the second performance mode. Therefore, when the icon notification effect occurs, the player is more likely to be confident that the normal notification effect of the second performance mode or the special notification effect of the second performance mode will be executed, and furthermore, to expect the execution of a big win game.
[0411] 7-3-5. Pattern Change Effect Next, the symbol change effects in this embodiment will be explained based on Figure 42. The symbol change effect is an effect that allows the numbers of the three matching symbols EZ1, EZ2, and EZ3, which are temporarily displayed after the execution of a reach or SP reach, to be changed. There are five types of symbol change effects in this embodiment: the first symbol change effect, the second symbol change effect, the third symbol change effect, the fourth symbol change effect, and the fifth symbol change effect. The first, second, third, and fourth symbol change effects change the numbers of the three matching symbols EZ1, EZ2, and EZ3 before and after execution, whereas the fifth symbol change effect does not change the numbers of the three matching symbols EZ1, EZ2, and EZ3 before and after execution.
[0412] First, let's explain the first, second, third, and fourth symbol change effects. The first symbol change effect changes the EZ1, EZ2, and EZ3 symbols, which are currently temporarily stopped with three of the same even number, into three of the same odd number. The second symbol change effect changes the EZ1, EZ2, and EZ3 symbols, which are currently temporarily stopped with three of the same odd number other than "7", into three of the number "7". Furthermore, the third symbol change effect changes the EZ1, EZ2, and EZ3 symbols, which are currently temporarily stopped with three of the same even number, into three of the number "7". Finally, the fourth symbol change effect changes the EZ1, EZ2, and EZ3 symbols, which are currently temporarily stopped with three of the same even number, into three of the same odd number other than "7".
[0413] In this embodiment, when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed with three of the same even number, the first symbol change performance, the third symbol change performance, or the fourth symbol change performance may be executed. On the other hand, when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed with three of the same odd number other than the number "7", the second symbol change performance may be executed.
[0414] In these first, second, third, and fourth symbol change animations, a display animation (first display animation) is first performed using a character image G120 consisting of a head and a dialogue image G121 showing the string "Chance!" in a speech bubble (see Figure 42(A)). Figure 42(A) shows examples of the first, third, or fourth symbol change animations.
[0415] Following the execution of the first display effect described above, a second display effect (second display effect) is performed using image G122, which shows a "blackout" as shown in Figure 42(B). As a result, the effect symbols EZ1, EZ2, and EZ3, which were temporarily stopped, disappear from the display unit 50a. This surprises the player who was paying attention to the effect symbols EZ1, EZ2, and EZ3, which were temporarily stopped, and also draws the player's attention to the subsequent development of the effect.
[0416] After the execution of the second display effect, the effect symbols EZ1, EZ2, and EZ3 are temporarily displayed again on the display unit 50a (see Figure 42(C)). If the effect is the first effect, the effect symbols EZ1, EZ2, and EZ3 are temporarily displayed when three of the same odd number are lined up. If the effect is the second or third effect, the effect symbols EZ1, EZ2, and EZ3 are temporarily displayed when three of the number "7" are lined up. If it is the fourth effect, the effect symbols EZ1, EZ2, and EZ3 are temporarily displayed when three of the same odd number other than "7" are lined up. Figure 42(C) shows an example of the first effect, and the cases of the third or fourth effect. In this embodiment, the effect ends when the effect symbols EZ1, EZ2, and EZ3 are displayed again.
[0417] Subsequently, as shown in Figure 42(D), the special effect symbols EZ1, EZ2, and EZ3, which were redisplayed on the display unit 50a, are shown in their final stop state. Then, the small symbols KZ1, KZ2, and KZ3 are also shown in their final stop state (see Figure 42(D)). This marks the end of the special effect variation.
[0418] Next, the fifth symbol change effect will be explained. This fifth symbol change effect is an effect in which the effect symbols EZ1, EZ2, and EZ3, which are temporarily stopped due to a set of three even numbers of one type, or the effect symbols EZ1, EZ2, and EZ3, which are temporarily stopped due to a set of three odd numbers other than the number "7", will not ultimately change. In this embodiment, the fifth symbol change effect may be executed when the effect symbols EZ1, EZ2, and EZ3 are temporarily stopped due to a set of three even numbers of one type, or when the effect symbols EZ1, EZ2, and EZ3 are temporarily stopped due to a set of three odd numbers other than the number "7".
[0419] In this fifth symbol change animation, the first display animation shown in Figure 42(A) and the second display animation shown in Figure 42(B) are performed, just as in the first to fourth symbol change animations. The execution of the second display animation surprises players who were paying attention to the animation symbols EZ1, EZ2, and EZ3 during the temporary stop display, and also draws their attention to the subsequent development of the animation.
[0420] After the execution of the second display effect, the effect symbols EZ1, EZ2, and EZ3 are temporarily displayed again on the display unit 50a. However, in the case of the fifth symbol change effect, as shown in Figure 42(E), the same effect symbols EZ1, EZ2, and EZ3 as before the execution of the second display effect are temporarily displayed. Specifically, if the effect symbols EZ1, EZ2, and EZ3 before the execution of the second display effect are a set of three odd numbers other than the number "7", then after the execution of the second display effect, the same set of three odd numbers other than the number "7" will be temporarily displayed again. Also, if the effect symbols EZ1, EZ2, and EZ3 before the execution of the second display effect are a set of three even numbers, then after the execution of the second display effect, the same set of three even numbers will be temporarily displayed again.
[0421] Subsequently, as shown in Figure 42(F), the performance symbols EZ1, EZ2, and EZ3, which are redisplayed on the display unit 50a, are shown in their final stop state, and the sub-symbols KZ1, KZ2, and KZ3 are also shown in their final stop state.
[0422] 7-3-6. Jackpot Ending Sequence Next, the jackpot ending sequence in this embodiment will be explained based on Figure 43. The jackpot ending sequence consists of a first ending sequence and a second ending sequence.
[0423] The first ending sequence is a sequence that suggests the game state will transition to a low-probability, high-base game state after the jackpot game ends. Specifically, as shown in Figure 43(A), in addition to the right-hand shooting image G108 mentioned above, an image G207 showing the text "Entering time-saving mode" is displayed on the display unit 50a. The display of image G207 allows the player to understand that the game state will transition to a low-probability, high-base game state after the jackpot game ends.
[0424] On the other hand, the second ending sequence is a sequence that suggests that the game state will transition to a high-probability, high-base game state after the jackpot game has ended. Specifically, as shown in Figure 43(B), in addition to the right-hand shooting image G108 mentioned above, an image G208 showing the text "Entering probability variation mode" is displayed on the display unit 50a. The display of image G208 allows the player to understand that the game will transition to a high-probability, high-base game state after the jackpot game has ended.
[0425] The second ending sequence is performed as a jackpot ending sequence accompanying a jackpot game after the special symbol variation patterns "P21", "P22", "P24"-"P27", "P29", "P30", "P32"-"P34", "P36", "P37", "P71"-"P85", "P87", "P88", "P90", "P91", "P93", "P94", or "P96" mentioned above have been followed by a jackpot game where the EZ1, EZ2, and EZ3 symbols stop in a three-of-a-kind display including odd numbers. Therefore, players can be confid...
Claims
[Claim 1] A setting means that allows the game to be set to a favorable state for the player, It comprises a means for executing a predetermined effect, The aforementioned performance execution means is It is possible to perform suggestive effects that indicate the possibility of entering the aforementioned advantageous game state, It is possible to perform a specific performance prior to the aforementioned suggestive performance. The aforementioned suggestive presentation includes a first suggestive presentation and a second suggestive presentation. The aforementioned specific performance includes a first specific performance that can be executed prior to the first suggestive performance, and a second specific performance that can be executed prior to the second suggestive performance. The aforementioned first specific performance can be started at the first timing, There are two cases: when the first specific performance, which was started at the first timing, is executed to completion; and when the first specific performance, which was started at the first timing, is interrupted at a second timing during its execution, and then the second specific performance is started. The aforementioned specific performance includes an opening display in a specific manner, If the first specific performance is interrupted at the second timing and the second specific performance is then started, the second specific performance is performed accompanied by the opening display. The first specific performance is, This includes a first dedicated performance that is performed specifically for the first specific performance, which is performed after the opening display. The gaming machine is characterized in that the second timing is the timing during the execution of the first special effect.
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