Gaming machine

The gaming machine uses information and performance execution means to provide adaptive notifications based on game events, addressing the lack of player status updates in existing machines and enhancing engagement through clear state transitions.

JP7844809B2Active Publication Date: 2026-04-14SANYO BUSSAN KK
View PDF 7 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-30
Publication Date
2026-04-14

AI Technical Summary

Technical Problem

Existing gaming machines lack effective mechanisms to inform players about their game status, particularly in transitioning between different gaming states, which can enhance player engagement and enjoyment.

Method used

The gaming machine incorporates an information acquisition means, determination means, and performance execution means to provide notifications based on game results, allowing for conditional and continuous notifications that adapt to game events, such as a game ball entering a predetermined area, and resume upon power restoration.

Benefits of technology

This configuration enables effective notification of game status changes, enhancing player engagement by clearly indicating state transitions and maintaining player interest through dynamic and adaptive game notifications.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007844809000001
    Figure 0007844809000001
  • Figure 0007844809000002
    Figure 0007844809000002
  • Figure 0007844809000003
    Figure 0007844809000003
Patent Text Reader

Abstract

To provide a game machine capable of suitably increasing a degree of attention to a game.SOLUTION: Display of "0 times" up to a ceiling is shown in a ceiling arrival counter 81c by completion of execution of a variation display of a second special pattern, and 1 is subtracted from a state in Fig. 58(c), thus reaching a ceiling and shifting to "a normal pattern low-probability time-shortening state". For this reason, although a main display rightward shooting instruction 89 for suggesting a rightward shooting game is displayed, a performance rightward shooting instruction 81d is not displayed in a center part of a main display area Dm since a variation display of a first special pattern is under execution in a center part of the main display area Dm of a third pattern display device 81.SELECTED DRAWING: Figure 58
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventionally, a lottery such as a win is performed based on the establishment of predetermined start conditions. For example, when winning a win, a predetermined game is given to the player according to the establishment of predetermined acquisition conditions. Value-addable There is a gaming machine.

[0003] In this gaming machine, at least a predetermined first gaming state and a second gaming state more advantageous to the player than the first gaming state can be generated. In the second gaming state, a winning game is selected, and again, there are some configured to be able to generate the second gaming state (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Regarding gaming machines and the like as exemplified above, To appropriately inform players about their game status. there is a need, and there is still room for improvement in this regard.

[0006] The present invention has been made in view of the above circumstances and the like, To appropriately inform players about their game status. and an object thereof is to provide a gaming machine capable of

Means for Solving the Problems

[0007] To achieve this objective, the gaming machine according to claim 1 comprises: an information acquisition means capable of acquiring predetermined information; a determination means capable of determining the predetermined information acquired by the information acquisition means; and a predetermined performance execution means capable of executing a predetermined performance on a display means, wherein the gaming machine is configured such that a predetermined notification based on the game result can be executed by the predetermined performance execution means, and the notification is one in which the conditions for occurrence differ from the predetermined notification, and at least the predetermined Hochi but Executed Absence to at too This is a notification that can be implemented, Players Gaming This may suggest a change in the manner. The game machine is configured such that a specific notification, which is a notification, can be executed by the predetermined performance execution means, and that the predetermined notification can be continued if the conditions for initiating the specific notification are met when a game ball enters a predetermined ball entry area while the predetermined notification is being executed, and that the start of the specific notification can be kept on standby at least while the predetermined notification is being executed, and that the standby specific notification can be started when the predetermined notification has finished, and that in a predetermined situation in which the player can play the game, the specific notification can be started only once after the conditions for initiating the specific notification have been met, and that the specific notification cannot be started again thereafter, and that the specific notification can be started again if the power to the game machine is turned off and then turned back on while the specific notification is being executed. [Effects of the Invention]

[0012] A gaming machine according to claim 1, comprising: information acquisition means capable of acquiring predetermined information; determination means capable of determining the predetermined information acquired by the information acquisition means; and predetermined performance execution means capable of executing a predetermined performance on a display means, wherein the gaming machine is configured such that a predetermined notification based on the game result can be executed by the predetermined performance execution means, and the notification is different in occurrence conditions from the predetermined notification, and at least the predetermined Hochi but Executed Absence to at too This is a notification that can be implemented, Players Gaming This may suggest a change in the manner. The game machine is configured such that a specific notification, which is a notification, can be executed by the predetermined performance execution means, and that the predetermined notification can be continued if the conditions for initiating the specific notification are met when a game ball enters a predetermined ball entry area while the predetermined notification is being executed, and that the start of the specific notification can be kept on standby at least while the predetermined notification is being executed, and that the standby specific notification can be started when the predetermined notification has finished, and that in a predetermined situation in which the player can play the game, the specific notification can be started only once after the conditions for initiating the specific notification have been met, and that the specific notification cannot be started again thereafter, and that the specific notification can be started again if the power to the game machine is turned off and then turned back on while the specific notification is being executed. This has the effect of allowing for effective notification of the game status to players. [Brief explanation of the drawing]

[0017] [Figure 1] This is a front view of a pachinko machine according to the first embodiment of the present invention. [Figure 2] This is a rear view of a pachinko machine. [Figure 3] This is a front view of the game board of a pachinko machine. [Figure 4] (a) is a schematic diagram showing the area division settings and active line settings of the display screen, and (b) is a diagram illustrating an actual display screen. [Figure 5] This is a block diagram showing the electrical configuration of a pachinko machine, and is primarily a block diagram showing the electrical configuration of the main control unit. [Figure 6] This diagram schematically shows the configuration of various counters, each reserved ball storage area, and the reserved ball execution area. [Figure 7] (a) is a diagram schematically showing an example of the jackpot random number table of Special Figure 1, and (b) is a diagram schematically showing an example of the jackpot random number table of Special Figure 2. [Figure 8] (a) is a diagram schematically showing an example of the jackpot type table of Special Figure 1, and (b) is a diagram schematically showing an example of the jackpot type table of Special Figure 2. [Figure 9] It is a list explaining the trigger for transitioning to the game state, the jackpot probability of the special symbol, the winning probability of the normal symbol, the mode of launching the balls to be rewarded, the main winning destination, the variation time of the first special symbol, the variation time of the second special symbol, and the allowability of right-handed hitting in each game state. [Figure 10] It is a diagram showing the mode of launching in each game state and the destination of the transition of the game state based on the selected jackpot type, etc. [Figure 11] It is a diagram schematically showing an example of the hold number table for Special Figure 1. [Figure 12] It is a diagram schematically showing an example of the hold number table for Special Figure 2. [Figure 13] (a) is a diagram schematically showing an example of Table A of the stop pattern table, (b) is a diagram schematically showing an example of Table B of the stop pattern table, and (c) is a diagram schematically showing an example of Table C of the stop pattern table. [Figure 14] (a) is a diagram schematically showing an example of Table D of the stop pattern table, (b) is a diagram schematically showing an example of Table E of the stop pattern table, and (c) is a diagram schematically showing an example of Table F of the stop pattern table. [Figure 15] (a) is a diagram schematically showing an example of the variation pattern table for losing and small winning of Special Figure 1, and (b) is a diagram schematically showing an example of the variation pattern table for jackpot of Special Figure 1. [Figure 16] (a) is a diagram schematically showing an example of the variation pattern table for losing and small winning of Special Figure 2, and (b) is a diagram schematically showing an example of the variation pattern table for jackpot of Special Figure 2. [Figure 17]This timing chart schematically shows the relationship between the timing of ball detection at the through gate, first start gate, upper second start gate, and lower second start gate during left-handed play in "normal gameplay state," the timing of execution of variable display of normal symbols, variable display of the first special symbol, and variable display of the second special symbol, and the driving timing of the solenoid for normal electric power and the solenoid for opening and closing the large prize gate. [Figure 18] This is a timing chart for when, during left-handed play in "normal gameplay mode," the number of times the special symbols are displayed in a low probability state for special symbols reaches 900 times due to the display of the first special symbol, and the player enters a state of reduced low probability time. [Figure 19] This is a timing chart for when, during left-handed play in "normal gameplay mode," the number of times the special symbol has been displayed in the low probability state of the special symbol reaches 900 due to the display of the second special symbol, and the player enters the low probability time reduction state. [Figure 20] This timing chart schematically shows the relationship between the timing of ball detection at the through gate, first start gate, upper second start gate, and lower second start gate during right-hand play in "probability fluctuation state" and "normal symbol high probability time reduction state," the execution timing of variable display of normal symbols, variable display of special symbol 1, and variable display of special symbol 2, and the driving timing of the solenoid for normal electric power and the solenoid for opening and closing the large prize gate. [Figure 21] This timing chart schematically shows the relationship between the timing of ball detection at the through gate, first start gate, upper second start gate, and lower second start gate during right-hand play in a "latent probability fluctuation state," the timing of execution of variable display of normal symbols, variable display of special symbol 1, and variable display of special symbol 2, and the driving timing of the solenoid for normal electric power and the solenoid for opening and closing the large prize gate. [Figure 22] This diagram schematically shows an example of a jackpot release table. [Figure 23] This diagram schematically shows an example of a small win release table. [Figure 24](a) is a schematic diagram showing an example of a random number table per graph, (b) is a schematic diagram showing an example of a random number variation time table, and (c) is a schematic diagram showing an example of a normal power supply release table. [Figure 25] This diagram schematically shows an example of a time-saving termination condition table. [Figure 26] This block diagram primarily shows the electrical configuration of the audio lamp control device. [Figure 27] This diagram schematically shows the configuration of the first pending information storage area and the first execution information storage area, as well as the second pending information storage area and the second execution information storage area. [Figure 28] This flowchart shows the startup process performed by the MPU in the main control unit. [Figure 29] This flowchart shows the configuration change process executed by the MPU in the main control unit. [Figure 30] This is a flowchart showing the main processing performed by the MPU within the main control unit. [Figure 31] This flowchart shows the timer interrupt processing performed by the MPU in the main control unit. [Figure 32] This flowchart shows the start-up prize-winning process performed by the MPU in the main control unit. [Figure 33] This flowchart shows the gate passage process executed by the MPU in the main control unit. [Figure 34] This flowchart shows the special pattern variation processing performed by the MPU in the main control unit. [Figure 35] This flowchart shows the variable start process (Figure 1) executed by the MPU in the main control unit. [Figure 36] This flowchart shows the variable start process (as shown in Figure 2) executed by the MPU in the main control unit. [Figure 37] This flowchart shows the variable stop process executed by the MPU in the main control unit. [Figure 38]This flowchart shows the other-side shutdown process executed by the MPU in the main control unit. [Figure 39] This flowchart shows the time-saving counting process performed by the MPU in the main control unit. [Figure 40] This flowchart shows the ceiling reach counting process performed by the MPU in the main control unit. [Figure 41] This flowchart shows the hit detection process performed by the MPU in the main control unit. [Figure 42] This flowchart shows the jackpot opening / closing control process executed by the MPU in the main control unit. [Figure 43] This flowchart shows the process of opening the main prize slot, which is performed by the MPU in the main control unit. [Figure 44] This flowchart shows the jackpot termination process executed by the MPU in the main control unit. [Figure 45] This flowchart shows the minor opening and closing control process performed by the MPU in the main control unit. [Figure 46] This flowchart shows the processing performed by the MPU in the main control unit during the minor win release. [Figure 47] This flowchart shows the graph variation processing performed by the MPU in the main control unit. [Figure 48] This flowchart shows the normal power control process performed by the MPU in the main control unit. [Figure 49] This flowchart shows the NMI interrupt processing performed by the MPU in the main control unit. [Figure 50] This flowchart shows the startup process executed by the MPU within the audio lamp control device. [Figure 51] This flowchart shows the main processing performed by the MPU within the audio lamp control device. [Figure 52] This flowchart shows the command determination process executed by the MPU within the audio lamp control device. [Figure 53]This flowchart shows the command processing shown in Figure 1, which is executed by the MPU within the audio lamp control device. [Figure 54] This flowchart shows the command processing shown in Figure 2, which is executed by the MPU within the audio lamp control device. [Figure 55] This flowchart illustrates the variable effect processing performed by the MPU within the audio lamp control device. [Figure 56] This flowchart illustrates the button-pressing instruction display process executed by the MPU within the audio lamp control device. [Figure 57] The following diagrams show the variation effects performed by the third symbol display device 81 when the ceiling is reached in the "normal game state". (a) to (d) are diagrams showing the progression of the variation effects on the third symbol display device 81 when the ceiling is reached by the variation effect of the second special symbol in the "normal game state" in a conventional pachinko machine. (a) is a diagram showing the state in the "normal game state" where there are two more special symbol variation displays remaining until the ceiling is reached, and only the variation display of the first special symbol is being performed. (b) is a diagram showing the state from (a) when the variation display of the first special symbol has finished. (b) is a diagram showing the state where the number of times the special symbol variation display will be executed until the ceiling is reached has decreased to one more time. (c) is a diagram showing the state from the state of (b) where the next variation display of the first special symbol has started, the variation display of the "Super Reach" performance type is being executed in the central part of the main display area Dm, and the variation display of the second special symbol has also started. (d) is a diagram showing the state from the state of (c) where only the variation display of the second special symbol has finished and the ceiling has been reached, and the state has transitioned to the "Normal Symbol Low Probability Time Shortened State" and the main display right-hand shooting instruction and performance shooting instruction are displayed. [Figure 58]Figures (a) to (d) show the progression of the variation display on the third symbol display device 81 when the ceiling is reached by the variation display of the second special symbol during the "normal game state" in the pachinko machine 10 of the first embodiment. Figure (a) shows the state in the "normal game state" where there are 2 more special symbol variation displays remaining until the ceiling is reached, and only the variation display of the first special symbol is being executed. Figure (b) shows the state from (a) after the variation display of the first special symbol has finished and the variation display of special symbols until the ceiling is reached continues. (c) shows the state where the number of attempts has decreased to one; (b) shows the state where the next variation display of the first special symbol has started, the variation display of the "Super Reach" performance type is being executed in the main display area Dm, and the variation display of the second special symbol has also started; (d) shows the state where only the variation display of the second special symbol has finished and the ceiling has been reached, transitioning to the "Normal low probability time reduction state", with only the right-hand shooting instruction for the main display being displayed, and the performance shooting instruction not being executed. [Figure 59] The first embodiment of the pachinko machine 10 shows the progression of the variation performance on the third symbol display device 81 when the ceiling is reached by the variation performance of the second special symbol during the "normal game state," (a) is a diagram showing the state from the state in Figure 58(d) where the variation performance of the "super reach" performance mode being performed in the variation display of the first special symbol shows a losing result, and (b) is the state from the state in (a) where the variation performance of the "super reach" performance mode being performed in the variation display of the first special symbol has ended, and (c) shows the state in which the misaligned third symbol is displayed in the main display area Dm, (b) shows the state in which, from the state in (b), the main display area Dm is notified that the ceiling has been reached and the state has transitioned to the "normal symbol low probability time reduction state", and the performance play instructions are being executed, and (d) shows the state in which, from the state in (c), the notification of the transition to the "normal symbol low probability time reduction state" and the performance play instructions have ended, and the third symbol displayed in the "normal symbol low probability time reduction state" has switched from the first special symbol to the second special symbol. [Figure 60] This is a block diagram showing the electrical configuration of the audio lamp control device in the second embodiment. [Figure 61] This flowchart shows the jackpot termination process executed by the MPU in the main control unit in the second embodiment. [Figure 62] This flowchart shows the command determination process executed by the MPU in the audio lamp control device in the second embodiment. [Figure 63] This flowchart shows the command processing shown in Figure 1, which is executed by the MPU in the audio lamp control device in the second embodiment. [Figure 64] This flowchart shows the command processing shown in Figure 2, which is executed by the MPU in the audio lamp control device in the second embodiment. [Figure 65] This is a flowchart showing the variable effect processing performed by the MPU in the audio lamp control device in the second embodiment. [Figure 66] This is a flowchart showing the ceiling arrival notification process executed by the MPU in the audio lamp control device in the second embodiment. [Figure 67] Figure 67(a) shows the progression of the variation display on the third symbol display device 81 when the ceiling is reached by the variation display of the second special symbol during "normal gameplay" in a conventional pachinko machine. Figure 67(a) shows the state in "normal gameplay" where there are 2 more special symbol variation displays remaining until the ceiling is reached, and only the variation display of the first special symbol is being displayed. Figure 67(b) shows the state from Figure 67(a) where the variation display of the first special symbol has finished, and the number of special symbol variation displays remaining until the ceiling is reached has decreased to 1. Figure 67(c) shows the state from the state in Figure 67(b), where the next variation display of the first special symbol has started, and an effect is being executed to announce that the ceiling has been reached in the central part of the main display area Dm, and the variation display of the second special symbol has also started. Figure 67(d) shows the state from the state in Figure 67(c), where only the variation display of the second special symbol has finished while the ceiling reach announcement effect is being executed, the ceiling has been reached, and the state has transitioned to the "normal low probability time reduction state" with the main display right-hand shooting instruction and the effect shooting instruction displayed. [Figure 68]The diagram shows the progression of the variation display on the third symbol display device 81 when the ceiling is reached by the variation display of the second special symbol during the "normal game state" in the pachinko machine 10 of the second embodiment. Figure 68(a) shows the state in the "normal game state" where there are 2 more special symbol variation displays remaining until the ceiling is reached, and only the variation display of the first special symbol is being performed. Figure 68(b) shows the state from the state in Figure 68(a) where the variation display of the first special symbol has finished, and the number of special symbol variation displays remaining until the ceiling is reached has decreased to 1. Figure 68(c) shows the state from Figure 68(b) where the next variation display of the first special symbol has started, and an effect is being executed to announce that the ceiling has been reached in the central part of the main display area Dm, and the variation display of the second special symbol has also started. Figure 68(d) shows the state from Figure 68(c) where only the variation display of the second special symbol has finished while the ceiling reach announcement effect is being executed, the ceiling has been reached, and the game has transitioned to the "normal low probability time reduction state", with only the right-hand shooting instruction for the main display being displayed, and the shooting instructions for the effect not being executed. [Figure 69] Figure 69(a) shows the progression of the variation performance on the third symbol display device 81 when the ceiling is reached by the variation performance of the second special symbol during the "normal game state" in the pachinko machine 10 of the second embodiment. Figure 69(a) shows the state in which the ceiling reach notification performance in the variation display of the first special symbol continues to be executed from the state in Figure 68(d), and the ceiling reach counter 81c that was displayed in the upper left part of the main display area Dm in Figures 68(a) to 68(d) has been erased. Figure 69(b) shows the state in which the first Figure 69(c) shows the state after the special symbol variation display has ended. From the state in Figure 69(b), the ceiling arrival notification effect has ended, the state after reaching the ceiling and transitioning to the "normal symbol low probability time reduction state" has been announced, and the instructions for playing the effect are being executed. From the state in Figure 69(c), the transition notification to the "normal symbol low probability time reduction state" and the instructions for playing the effect have ended, and the third symbol displayed in the "normal symbol low probability time reduction state" has switched from the first special symbol to the second special symbol. [Figure 70]This is a timing chart for the third embodiment, where, during the "normal game state," the ceiling is reached by the fluctuation display of special symbol 1 and the state transitions to the "normal symbol low probability time reduction state," and at the timing when the fluctuation display of special symbol 1 that leads to reaching the ceiling ends, the fluctuation display of special symbol 2 is running in parallel. [Figure 71] This flowchart shows the command processing shown in Figure 1, which is executed by the MPU in the audio lamp control device in the third embodiment. [Figure 72] This flowchart shows the ceiling arrival notification extension process executed by the MPU in the audio lamp control device in the third embodiment. [Figure 73] Figure 73(a) shows the progression of the variation animation on the third symbol display device 81 when the ceiling is reached by the variation animation of the first special symbol while the variation animation of the second special symbol is being performed in the "normal game state" of the pachinko machine 10, and Figure 73(a) shows the state in the "normal game state" where there is one more execution of the variation display of the special symbols until the ceiling is reached, the variation displays of the first and second special symbols are being performed in parallel, and the ceiling reach notification animation is being performed in the main display area Dm. Figure 73(b) shows the state after the display of the first special symbol's variation has finished and the ceiling has been reached, transitioning to the "normal symbol low probability time reduction state" from the state in Figure 73(a). Figure 73(c) shows the state after the ceiling arrival notification effect has finished and the effect play instructions are being executed from the state in Figure 73(b). Figure 73(d) shows the state after the effect play instructions have finished and the ongoing display of the second special symbol's variation is being executed in the central part of the main display area Dm from the state in Figure 73(c). [Figure 74]Figure 74(a) shows the progression of the variation performance on the third symbol display device 81 when the ceiling is reached by the variation performance of the first special symbol while the variation performance of the second special symbol is being performed in the "normal game state" of the pachinko machine 10 of the third embodiment. Figure 74(a) shows the state in the "normal game state" where there is one more execution of the variation display of the special symbols until the ceiling is reached, the variation displays of the first and second special symbols are being performed in parallel, and the ceiling reach notification performance is being performed in the main display area Dm. Figure 74(b) shows the state from the state in Figure 74(a) where only the variation display of the first special symbol has finished and the ceiling has been reached, and the state has transitioned to the "normal symbol low probability time reduction state". Figures 74(c) and 74(d) show the state from the state in Figure 74(b) where the variation display of the second special symbol is continuing to be performed, and the ceiling reach notification performance is continuing to be performed. [Figure 75] The third embodiment of the pachinko machine 10 shows the progression of the variation performance on the third symbol display device 81 when the ceiling is reached by the variation performance of the first special symbol while the variation performance of the second special symbol is being executed in the "normal game state". Figure 75(a) shows the state from the state of Figure 74(d) to the state where the variation display of the second special symbol has ended. Figure 75(b) shows the state from the state of Figure 75(a) to the state where the ceiling arrival notification performance has ended and the performance play instructions are being executed. Figure 75(c) shows the state from the state of Figure 75(b) to the state where the performance play instructions have ended and the variation display of the second special symbol has started. [Figure 76] This is a timing chart for when, during the "normal game state" of the fourth embodiment, the ceiling is reached by the display of variation of special symbol 2, and the game transitions to the "normal symbol low probability time reduction state". [Figure 77] This is a flowchart showing the variable effect processing performed by the MPU in the audio lamp control device in the fourth embodiment. [Figure 78] This flowchart shows the ceiling arrival waiting process executed by the MPU in the audio lamp control device in the fourth embodiment. [Figure 79]This flowchart shows the command processing shown in Figure 1, which is executed by the MPU in the audio lamp control device in the fourth embodiment. [Figure 80] This flowchart shows the command processing shown in Figure 2, which is executed by the MPU in the audio lamp control device in the fourth embodiment. [Figure 81] The diagram shows the progression of the variation effects on the third symbol display device 81, which are performed based on the execution of the dynamic display of the first or second special symbol when the ceiling is reached in the "normal game state" of the fourth embodiment. Figure 81(a) shows the state in the "normal game state" where there are two more executions of the variation display of special symbols until the ceiling is reached, and the variation displays of the first and second special symbols are being executed in parallel. Figure 81(b) shows the state from Figure 81(a) to the first special symbol Figure 81(b) shows the state where only the variable display has finished and the number of times the variable display of special symbols will be executed until the ceiling is reached has decreased to one. Figure 81(c) shows the state where, from the state of Figure 81(b), the next variable display of the first special symbol has started and the ceiling reach waiting animation is being executed. Figure 81(d) shows the state where, from the state of Figure 81(c), only the variable display of the second special symbol has finished and the ceiling has been reached, and the state has transitioned to the "normal low probability time reduction state" and the instruction to shoot to the right for the main display is displayed. [Figure 82] The diagram shows the progression of the variation performance on the third symbol display device 81, which is performed based on the execution of the dynamic display of the first or second special symbol when the ceiling is reached in the "normal game state" of the fourth embodiment. Figure 82(a) shows the state from the state of Figure 81(d) after the ceiling arrival waiting performance has ended, it has been notified that the ceiling has been reached and the state has transitioned to the "normal symbol low probability time reduction state", and instructions on how to play for the performance are being executed. Figure 82(b) shows the state from the state of Figure 82(a) after the notification of the transition to the "normal symbol low probability time reduction state" and instructions on how to play for the performance have ended, and the third symbol displayed in the central part of the main display area Dm during the "normal symbol low probability time reduction state" has switched from the first special symbol to the second special symbol. Figure 82(c) shows the state from the state of Figure 82(b) after the execution of the variation display of the second special symbol has begun. [Figure 83]This is a timing chart for the fifth embodiment in which, during the "normal game state," the ceiling is reached by the display of variation of special symbol 1, and the game transitions to the "normal symbol low probability time reduction state," but a jackpot occurs during the display of variation of special symbol 2 while the display of variation of special symbol 1 is still running. [Figure 84] This is a flowchart showing the variable effect processing performed by the MPU in the audio lamp control device in the fifth embodiment. [Figure 85] This flowchart shows the ceiling arrival effect switching process executed by the MPU in the audio lamp control device in the fifth embodiment. [Figure 86] The diagram shows the progression of the variation performance on the third symbol display device 81, which is performed based on the execution of the dynamic display of the first special symbol or the second special symbol when the ceiling is reached in the "normal game state" of the fifth embodiment. Figure 86(a) shows the state in the "normal game state" where there is one more execution of the variation display of the special symbols until the ceiling is reached, and the variation displays of both the first special symbol and the second special symbol are stopped. Figure 86(b) shows the state from the state in Figure 86(a) where the variation display of the first special symbol has started and the ceiling reach notification performance is being executed. Figure 86(c) shows the state from the state in Figure 86(b) where the variation display that results in a jackpot for the second special symbol has started and the ceiling reach notification performance has been interrupted. Figure 86(d) shows the state from the state in Figure 86(c) where the variation display that results in a jackpot for the second special symbol has stopped. [Figure 87]The fifth embodiment shows the progression of the variation effects on the third symbol display device 81, which are performed based on the execution of the dynamic display of the first or second special symbol when the ceiling of the "normal game state" is reached. Figure 87(a) shows the state in the "normal symbol high probability time reduction state" to which the player has transitioned from the state in Figure 86(d) due to a big win with the variation display of the second special symbol, where the number of executions of the variation display of the special symbol has reached 99. Figure 87(b) shows the state to which the variation display of the second special symbol has stopped, the time reduction termination condition has been met, and the player has transitioned to the "normal game state". Figure 87(c) shows the state to which the third symbol displayed in the central part of the main display area Dm has switched from the second special symbol to the first special symbol. [Figure 88] This is a front view of the game board 13 of the pachinko machine 10 according to the sixth embodiment. [Figure 89] (a) is a schematic diagram showing an example of a random number table per graph in the sixth embodiment, (b) is a schematic diagram showing an example of a random number variation time table in the sixth embodiment, and (c) is a schematic diagram showing an example of a normal power supply release table in the sixth embodiment. [Modes for carrying out the invention]

[0018] <First Embodiment> Hereinafter, embodiments of the present invention will be described with reference to the attached drawings. First, with reference to Figures 1 to 59, a first embodiment in which the present invention is applied to a pachinko game machine (hereinafter simply referred to as "pachinko machine") 10 will be described. Figure 1 is a front view of the pachinko machine 10 in the first embodiment, Figure 2 is a rear view of the pachinko machine 10, and Figure 3 is a front view of the game board 13 of the pachinko machine 10.

[0019] As shown in Figure 1, the pachinko machine 10 comprises an outer frame 11 formed by a roughly rectangular wooden frame, and an inner frame 12 formed to be approximately the same external shape as the outer frame 11 and supported by the outer frame 11 so as to be openable and closable. Metal hinges 18 are attached to the outer frame 11 at two locations, upper and lower, on the left side in a front view (see Figure 1) to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable towards the front, with the side on which the hinges 18 are provided as the axis of opening and closing.

[0020] A game board 13 (see Figure 3), which has numerous nails and prize slots (ball entry slots) 63, 64, 71, 71a, etc., is detachably attached to the inner frame 12 from the back side. The pinball game is played by balls flowing down the front of this game board 13. The inner frame 12 is also fitted with a ball launching unit 112a (see Figure 5) that launches balls into the front area of ​​the game board 13, and a launching rail (not shown) that guides the balls launched from the ball launching unit 112a to the front area of ​​the game board 13. Details of the game board 13 will be described later in Figure 3.

[0021] The front side of the inner frame 12 is provided with a front frame 14 that covers the upper front side and a lower tray unit 15 that covers the lower side. To support the front frame 14 and the lower tray unit 15, metal hinges 19 are attached to two locations, upper and lower, on the left side in a front view (see Figure 1). The side on which the hinges 19 are provided is used as the axis of opening and closing, allowing the front frame 14 and the lower tray unit 15 to open and close towards the front. The locking of the inner frame 12 and the locking of the front frame 14 are released by inserting a special key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation.

[0022] The front frame 14 is assembled with decorative resin parts and electrical components, and has a roughly oval-shaped window 14c in its approximate center. A glass unit 16 having two glass plates is arranged on the back side of the front frame 14, and the front of the game board 13 is visible from the front side of the pachinko machine 10 through the glass unit 16.

[0023] The front frame 14 is formed in a roughly box-like shape with an upper tray 17 that protrudes forward and has an open top surface, into which prize balls and loaned balls are discharged. The bottom surface of the upper tray 17 is formed to slope downward to the right side when viewed from the front (see Figure 1), and this slope guides the balls placed in the upper tray 17 to the ball launching unit 112a (see Figure 5). In addition, a frame button 22 is provided on the left side of the top surface of the upper tray 17 when viewed from the front.

[0024] The frame button 22 is a button that is pressed by the player, for example, to change the stage of the effect displayed on the third symbol display device 81 (see Figure 3), which will be described later. The frame button 22 is also used as an operation button to allow the player to select the content of the effect in the pre-announcement display that is performed during the variation display of the third symbol (hereinafter, the variation display of the third symbol is referred to as the "variation effect").

[0025] Furthermore, the variable symbol display is an effect displayed on the third symbol display device 81 (see Figure 3), which will be described later. As described below, it is triggered when a ball launched into the front area of ​​the game board 13 enters a specific winning slot (for example, the first starting slot 64, the upper second starting slot 71, or the lower second starting slot 71a (see Figure 3)), and after the symbols (the third symbols described later) have varied for a predetermined time, the combination of symbols that have stopped to be displayed indicates to the player the result of the lottery conducted for that winning slot (whether or not it is a jackpot).

[0026] Furthermore, a "stage" refers to a performance mode that provides a unified presentation for the various effects displayed on the third symbol display device 81 (see Figure 3), which will be described later. This pachinko machine 10 has three stages: the "city stage," the "sky stage," and the "island stage." The aforementioned reel spinning effects and various other effects such as the "reach display" performed during the reel spinning effects are designed to be performed in accordance with the theme assigned to each stage.

[0027] Here, in a situation where the city stage (e.g., the first performance) is selected and being executed (e.g., the first game state), if the frame button 22 is pressed (e.g., the switching means), when switching to the empty stage (e.g., the second performance), a predetermined performance indicating that the stage has been switched (e.g., screen darkening, etc., the third performance) may be executed, and after the predetermined performance is completed, the game may transition to the empty stage (e.g., the second game state). By configuring the game in this way, it becomes possible to clearly make the player aware that the stage has been switched, and the enjoyment of the game can be enhanced by an easy-to-understand performance.

[0028] Furthermore, "reach display" refers to the display that appears just before the "jackpot display," which indicates that a jackpot has occurred, in the variation performance executed by the third symbol display device 81 (see Figure 3), which will be described later. Specifically, it refers to the state in which the third symbols of the left symbol column Z1 and the right symbol column Z3 (see Figure 4), which will be described later, stop on the same symbol, and the middle symbol column Z2 (see Figure 4) has not yet stopped and is continuing to vary.

[0029] In the pachinko machine 10 of this embodiment, the "reach display" is broadly divided into a single unit element that constitutes the "normal reach" performance (hereinafter, a single unit element that constitutes the performance is called a "variable element"), a "super reach" variation element that is executed by developing from the "normal reach" variation element and has a higher probability of winning a jackpot than the "normal reach" variation element, and a "special reach" variation element that is executed by developing from the "normal reach" variation element and has a higher probability of winning a jackpot than the "super reach" variation element.

[0030] The stage changes when the player presses the frame button 22 during periods when no variation animations are being performed (i.e., during demo display) or during the "high-speed variation" variation element in the variation animation, where the third symbol changes so rapidly that it is invisible to the player. Each time the frame button 22 is pressed, the stage changes repeatedly in the order of "City Stage" → "Sky Stage" → "Island Stage" → "City Stage" →... Also, immediately after power-on, the "City Stage" is set as the initial stage.

[0031] Furthermore, in the variation performance performed by the third symbol display device 81 (see Figure 3), which will be described later, if the variation element of "normal reach" is started, and the variation element of "normal reach" develops into the variation element of "super reach" or the variation element of "special reach", the third symbol display device 81 may be configured to display a selection screen for the variation element of "super reach" or the variation element of "special reach" during the variation element of "normal reach".

[0032] Specifically, the selection screen displays multiple candidates that can be selected as variable elements for "Super Reach" or "Special Reach," and the selected candidate is changed if the frame button 22 is pressed by the player while the selection screen is displayed. Then, based on the selected performance candidate when developing into a variable element for "Super Reach" or "Special Reach," the variable element for "Super Reach" or "Special Reach" is determined, and according to that determination, the variable element for "Super Reach" or the variable element for "Special Reach" is executed by the third symbol display device 81.

[0033] In the first embodiment, the frame button 22 was configured as a button to be pressed, but instead of the frame button 22, an operating lever that can be tilted by the player in a predetermined direction relative to the pachinko machine 10 (for example, forward, backward, right, and left relative to the pachinko machine 10) may be used. Based on the direction in which the operating lever is tilted, the performance stage may be selected or changed, or the variable elements of the "Super Reach" or "Special Reach" may be determined.

[0034] Furthermore, although the frame button 22 is configured to be positioned on the front side when viewed from the side of the upper tray 17, the position of the frame button 22 can be any position as long as it is in a position that the player can press. For example, it may be positioned on the top surface of the upper tray 17, or it may be positioned near the lower tray 50 (top or side) as described later.

[0035] Furthermore, in the special symbol variation animation, the system may be configured to execute a rapid-fire animation (e.g., a first animation) that prompts the player to repeatedly press the frame button 22. In this case, when the lottery for executing the rapid-fire animation is won (e.g., the occurrence of a second event), the execution period of the rapid-fire animation may be set (e.g., a period setting means), the number of times the frame button 22 is pressed (e.g., a first event) within the set execution period of the rapid-fire animation may be counted (e.g., a counting means), and if the frame button 22 is pressed a predetermined number of times during the execution of the rapid-fire animation (e.g., the occurrence of a third event), the content of the rapid-fire animation that was displayed up to that point may be changed (terminated) (e.g., an animation termination means), and a predetermined development animation (e.g., a second animation) that may result in winning a jackpot may be executed. On the other hand, if a jackpot has not been won, or if the predetermined number of presses has not been made, the system may be configured to continue the rapid-fire animation or not execute the development animation. In this development animation, an animation may be executed that can suggest to the player whether or not they will win a jackpot.

[0036] The front frame 14 is equipped with various light-emitting means such as lamps around its periphery (for example, the corners). These light-emitting means are controlled to change their illumination pattern by lighting up or flashing in response to changes in the game state, such as during a jackpot or a predetermined "reach display," thereby enhancing the visual effects during gameplay. The periphery of the window section 14c is provided with illuminated sections 29 to 33 that incorporate light-emitting means such as light-emitting diodes (LEDs).

[0037] In the pachinko machine 10, these illuminated sections 29-33 function as indicator lights such as jackpot lamps. When a jackpot is hit or a "reach" is displayed, the built-in LEDs light up or flash, causing each illuminated section 29-33 to light up or flash, indicating that a jackpot is in progress or that a "reach" is displayed, indicating that a jackpot is imminent. In addition, an indicator lamp 34 is provided in the upper left of the front frame 14, which has a built-in light-emitting means such as an LED and can indicate when prize balls are being dispensed or when an error has occurred.

[0038] On the lower side of the right-side illuminated section 32, a small window 35 is formed by attaching transparent resin from the back side so that the back side of the front frame 14 can be seen, and the stickers etc. that are attached to the attachment space K1 (see Figure 3) on the front of the game board 13 can be seen from the front of the pachinko machine 10. In addition, in the pachinko machine 10, plated members 36 made of acrylonitrile butadiene styrene (hereinafter abbreviated as "ABS") resin with chrome plating are attached to the area around the illuminated sections 29-33 to create a more dazzling appearance.

[0039] Below the window section 14c, a ball dispensing operation unit 40 is provided. The ball dispensing operation unit 40 is equipped with a balance display unit 41, a ball dispensing button 42, and a return button 43. When the ball dispensing operation unit 40 is operated with banknotes or cards inserted into the card unit (ball dispensing unit; not shown) located on the side of the pachinko machine 10, balls are dispensed according to the operation. Specifically, the balance display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and a built-in LED lights up to display the remaining balance as a number. The ball dispensing button 42 is operated to obtain dispensed balls based on the information recorded on the card, etc. (recording medium), and dispensed balls are supplied to the upper tray 17 as long as there is a balance on the card, etc. The return button 43 is operated when requesting the return of the card, etc. inserted into the card unit.

[0040] In pachinko machines where balls are dispensed directly to the upper tray 17 from a ball dispensing device without the use of a card unit, so-called cash machines, the ball dispensing operation unit 40 is unnecessary. In this case, the component configuration can be made common by adding decorative stickers or the like to the installation area of ​​the ball dispensing operation unit 40. This allows for the commonality of pachinko machines using a card unit and cash machines.

[0041] The lower tray unit 15, located below the upper tray 17, has a roughly box-shaped lower tray 50 in its center, which stores balls that could not be stored in the upper tray 17. To the right of the lower tray 50 is an operating handle 51, which is operated by the player to launch balls onto the front of the game board 13. Inside the operating handle 51 are a touch sensor 51a for allowing the ball launching unit 112a (see Figure 5) to be driven, a push-button type stop switch 51b that stops ball launching while the handle is being pressed, and a variable resistor (not shown) that detects the amount of rotation of the operating handle 51 by a change in electrical resistance.

[0042] When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation. The ball is then launched with a force corresponding to the resistance value of the variable resistor, which changes according to the amount of rotation of the operating handle 51, and the ball is driven onto the front of the game board 13 by a distance corresponding to the player's operation. When the operating handle 51 is not being operated by the player, the touch sensor 51a and the stop switch 51b are turned off.

[0043] A ball release lever 52 is provided on the lower front of the lower tray 50 for operating when discharging balls stored in the lower tray 50 downwards. This ball release lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls fall out naturally from this bottom opening and are discharged. This ball release lever 52 is usually operated with a box (commonly called a "ball box") placed below the lower tray 50 to receive the balls discharged from the lower tray 50. As described above, an operating handle 51 is provided to the right of the lower tray 50, and an ashtray 53 is attached to the left of the lower tray 50.

[0044] Next, as shown in Figure 2, the rear side of the pachinko machine 10 is mainly equipped with control board units 90 and 91 and a back pack unit 94. The control board unit 90 is a unit in which a main board (main control device 110), an audio lamp control board (audio lamp control device 113), and a display control board (display control device 114) are mounted. The control board unit 91 is a unit in which a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply unit 115), and a card unit connection board 116 are mounted.

[0045] The back pack unit 94 is a unitized unit consisting of the back pack 92, which forms the protective cover, and the dispensing unit 93. In addition, each control board is equipped with a micro-processing unit (MPU) as a single-chip microcontroller that manages each control, ports for communication with various devices, a random number generator used during various lotteries, a clock pulse generation circuit used for time counting and synchronization, etc., as needed.

[0046] The main control unit 110, the sound lamp control unit 113 and the display control unit 114, the payout control unit 111 and the launch control unit 112, the power supply unit 115, and the card unit connection board 116 are each housed in board boxes 100 to 104. Each board box 100 to 104 comprises a box base and a box cover that covers the opening of the box base, and the box base and box cover are connected to each other to house each control unit and each board.

[0047] Furthermore, the circuit board box 100 (main control device 110) and the circuit board box 102 (dispensing control device 111 and launch control device 112) are indestructibly connected (connected by a crimping structure) to the box base and box cover by a sealing unit (not shown). In addition, a sealing sticker (not shown) is attached to the connection between the box base and the box cover, spanning both the box base and the box cover. This sealing sticker is made of a brittle material, and if someone tries to peel off the sealing sticker to open the circuit board boxes 100 and 102, or tries to forcibly open the circuit board boxes 100 and 102, it will be cut on the box base side and the box cover side. Therefore, by checking the sealing unit or sealing sticker, it is possible to know whether the circuit board boxes 100 and 102 have been opened.

[0048] The dispensing unit 93 includes a tank 130 located at the top of the back pack unit 94 and opening upwards, a tank rail 131 connected below the tank 130 and gently sloping downstream, a case rail 132 connected vertically downstream of the tank rail 131, and a dispensing device 133 provided at the downstream end of the case rail 132, which dispenses balls by a predetermined electrical configuration of the dispensing motor 216 (see Figure 5). Balls supplied from the island equipment of the gaming hall are continuously replenished to the tank 130, and the required number of balls are dispensed as needed by the dispensing device 133. A vibrator 134 is attached to the tank rail 131 to add vibration to the tank rail 131.

[0049] Furthermore, the payout control device 111 is provided with a state reset switch 120, the firing control device 112 is provided with a variable resistor operating knob 121, and the power supply unit 115 is provided with a RAM erase switch 503. The state reset switch 120 is operated to clear a ball jam (return to a normal state) when a payout error occurs, such as a ball jam in the payout motor 216 (see Figure 5). The operating knob 121 is operated to adjust the firing force of the firing solenoid. The RAM erase switch 503 is operated when the power is turned on to return the pachinko machine 10 to its initial state.

[0050] Next, the specific configuration of the game board 13 will be explained with reference to Figure 3. First, as shown in Figure 3, the game board 13 is constructed by assembling a variable display unit 80, which has a wooden base plate 60 cut into a roughly square shape when viewed from the front, a large number of nails, windmills and rails 61, 62 for guiding the balls, a general prize entry opening 63 in which a predetermined number of prize balls can be obtained when a ball enters, a variable prize entry device 65 that opens when a jackpot of the third symbol occurs, a first start opening 64 which is the trigger for drawing the first special symbol, which is one of the third symbols (so-called special symbols), an upper second start opening 71 and a lower second start opening 71a which are the triggers for drawing the second special symbol, which is one of the third symbols, a through gate 67 which is the trigger for drawing the second symbol (so-called ordinary symbol), an ordinary electric device 72 which, when open, allows a ball to enter the lower second start opening 71a, a third symbol display device 81 and a second symbol display device 83, etc., and its peripheral edge is attached to the back side of the inner frame 12.

[0051] The general prize entry opening 63, the first start opening 64, the variable prize entry device 65, the through gate 67, the upper second start opening 71, the lower second start opening 71a, the standard electric charger 72, and the variable display unit 80 are arranged in through holes formed in the base plate 60 by router processing and are fixed from the front side of the game board 13 with wood screws or the like. In addition, the central front portion of the game board 13 can be seen from the front side of the inner frame 12 through the window portion 14c (see Figure 1) of the front frame 14. The configuration of the game board 13 will be described below, mainly with reference to Figure 3.

[0052] An outer rail 62, formed by bending a strip of metal plate into a roughly arc shape, is installed on the front of the game board 13, and an arc-shaped inner rail 61, also formed from a strip of metal plate, is installed inside the outer rail 62. The outer rail 61 and outer rail 62 surround the outer perimeter of the front of the game board 13, and the front and back are surrounded by the game board 13 and the glass unit 16 (see Figure 1), thus forming a game area on the front of the game board 13 where the game is played by the movement of balls. The game area is a roughly circular area on the front of the game board 13, demarcated by the two rails 61 and 62 and the arc member 70 (an area where prize slots are located and the launched balls flow down).

[0053] The two rails 61 and 62 are provided to guide the balls launched from the ball launching unit 112a (see Figure 5) to the upper part of the game board 13. A ball return prevention member 68 is attached to the tip of the inner rail 61 (upper left in Figure 3) to prevent the balls that have been guided to the upper part of the game board 13 from returning to the ball guidance passage. A return rubber 69 is attached to the tip of the outer rail 62 (upper right in Figure 3) at a position corresponding to the maximum flight distance of the ball. Balls launched with a force greater than a predetermined amount will hit the return rubber 69, have their force reduced, and bounce back towards the center (hereinafter, the act of launching a ball with the force of hitting the return rubber 69 and causing the ball to pass the right side of the variable display unit 80 in a front view will be referred to as "right-handed play," while the act of the launched ball passing the left side of the variable display unit 80 in a front view will be referred to as "left-handed play"). In the first embodiment, in left-handed play, the ball can enter or enters easily into the first start opening 64, while it is difficult or impossible for the ball to enter the upper second start opening 71, the variable prize device 65, the through gate 67, and the lower second start opening 71a. In right-handed play, the ball can enter or enters easily into the upper second start opening 71, the variable prize device 65, the through gate 67, and the lower second start opening 71a, while it is difficult or impossible for the ball to enter the first start opening 64.

[0054] Furthermore, a resin arc member 70, formed by providing an arc on its inner surface to connect the rails, is embedded and fixed to the base plate 60 between the lower right end of the inner rail 61 and the upper right end of the outer rail 62.

[0055] In the upper right side of the game area (upper right side in Figure 3), a special symbol display device 37 is provided, which consists of a state LED group 37a and a special LED group 37b, both composed of multiple LEDs that serve as light-emitting means, and a right-hand shooting notification lamp 37c. The special symbol display device 37 displays the fluctuations of the first special symbol and the second special symbol in accordance with each control performed by the main control device 110 (see Figure 5), which will be described later (hereinafter, the fluctuations of both special symbols are referred to as "dynamic displays"), as well as displaying the game status of the pachinko machine 10.

[0056] The status LED group 37a indicates the number of reserved balls, which are the number of balls that have entered the first start port 64, the upper second start port 71, or the lower second start port 71a (described later) but for which the variation display has not yet been executed (reserved balls), by the state of the lights. In addition, the number of jackpot rounds (hereinafter, rounds may be simply referred to as "R") and error displays are also indicated by the state of the status LED group 37a corresponding to the state. The status LED group 37a is configured so that each LED emits a different color (for example, red, green, blue), and by combining these colors, various game states of the pachinko machine 10 can be indicated with a small number of LEDs.

[0057] In the context of a jackpot, a "round" refers to the period from when the large prize slot opening / closing plate 65a, which opens and closes the variable prize entry device 65 (described later) to divide the number of prize balls awarded for a jackpot, is opened until it is closed. In the pachinko machine 10 of the first embodiment, one "round" is executed when "30 seconds" have elapsed since the large prize slot opening / closing plate 65a began to open, or when 10 balls enter the slot while the large prize slot opening / closing plate 65a is open.

[0058] The special LED group 37b consists of a total of 12 LEDs: an upper LED group 37b1 composed of 6 LEDs and a lower LED group 37b2 also composed of 6 LEDs. The upper LED group 37b1 dynamically displays a first special symbol indicating the result of the first lottery game, which is executed based on the ball entering the first start opening 64. The lower LED group 37b2 dynamically displays a second special symbol indicating the result of the second lottery game, which is executed based on the ball entering the upper second start opening 71 or the lower second start opening 71a.

[0059] Specifically, the upper LED group 37b1 displays a dynamic display (in the first embodiment, the LEDs in the upper LED group 37b1 are lit one by one in sequence from the uppermost LED downwards, and this lighting pattern is repeated) until a variable time (dynamic display time) determined based on the entry into the first start opening 64 located in the center of the game board 13 has elapsed. After that, it displays a symbol indicating the judgment result (in the first embodiment, one of a total of 64 different stop symbols, determined by the combination of lighting patterns of the six LEDs).

[0060] Furthermore, the lower LED group 37b2 displays a dynamic display (dynamic display time) until a variable time (dynamic display time) has elapsed, which is determined based on the entry into the upper second start opening 71 located on the right side of the game board 13 or the lower second start opening 71a located on the right side of the game board 13 and below the upper second start opening 71. (In the first embodiment, the LEDs in the lower LED group 37b2 are lit one by one in sequence from the uppermost LED downwards, and this lighting pattern is repeated.) After that, it displays a symbol indicating the judgment result (In the first embodiment, one of a total of 64 different stop symbols, which are determined by the combination of lighting patterns of the six LEDs).

[0061] In both LED groups 37b1 and 37b2, if the result is a loss, only the leftmost LED will light up. If the result is a win, each LED group will light up in a pattern corresponding to the type of win. Details of the stopping patterns for each LED group will be described later.

[0062] In this pachinko machine 10, a determination is made as to whether or not a jackpot is hit (jackpot lottery) when a ball enters the first start opening 64, the upper second start opening 71, or the lower second start opening 71a. If a jackpot is determined in each determination, the type of jackpot is also determined according to the entry opening 64, 71, or 71a into which the ball entered, and the variable entry device 65 is opened and closed according to the type of jackpot.

[0063] In the first embodiment, the types of jackpots determined are, based on the ball entering the first starting port 64, "5-round time-saving jackpot (hereinafter sometimes referred to as "time-saving A")", "10-round probability-changing jackpot (hereinafter sometimes referred to as "probability-changing A")", and "10-round hidden probability-changing jackpot (hereinafter sometimes referred to as "hidden probability-changing A")" (see Figure 8(a)). In addition, based on the ball entering the upper second starting port 71 or the lower second starting port 71a, "time-saving A" or "hidden probability-changing A" is available (see Figure 8(b)).

[0064] Here, "normal gameplay state" refers to a gameplay state that is not a "probability fluctuation state," a "latent probability fluctuation state," a "normal symbol high probability time reduction state," or a "normal symbol low probability time reduction state," and is a state in which the jackpot probability of each special symbol and the jackpot probability of normal symbols are in their normal state (i.e., a low probability state) and the opening time of the normal electric motor 72 is short. In other words, the "normal gameplay state" is a state in which the jackpot probability of each special symbol is lower than in the "probability fluctuation state" and the "latent probability fluctuation state," and the jackpot probability of normal symbols is lower than in the "probability fluctuation state" and the "normal symbol high probability time reduction state" (equivalent to the "normal symbol low probability time reduction state" and the "latent probability fluctuation state"), and the opening time of the normal electric motor 72 is also short.

[0065] As will be explained in more detail later, in the "normal game state," when a player plays in the so-called right-handed game, the game state is not one in which the ball is more likely to enter the lower second start opening 71a (hereinafter, the state in which the ball is more likely to enter the lower second start opening 71a may be referred to as the "winning assistance state"), but rather the game state that is most disadvantageous to the player. Furthermore, in the "normal game state," if a ball launched in the right-handed game is detected (for example, detection of a ball passing through the through gate 67), the system is configured to output a predetermined alarm (for example, an audio output of "Please return to left-handed gameplay" or a display of "Please return to left-handed gameplay" on the third symbol display device 81) to indicate to the player and hall staff that an unrecommended game is being played.By configuring the system in this way, it is possible to suppress the continued execution of the unrecommended right-handed gameplay in the "normal game state" and to achieve gameplay as specified in the game specifications.

[0066] Furthermore, in the pachinko machine 10 of the first embodiment, when the probability of winning a special symbol is in a low probability state, if the player fails to win a jackpot for a predetermined number of consecutive times (900 times in the first embodiment) in the dynamic display, a function (so-called ceiling function) is installed that generates a "normal symbol low probability time reduction state" as a relief measure for the player. In this state, although the probability of winning a jackpot with a special symbol and the probability of winning with a normal symbol remain in a low probability state, the variation time of the normal symbols is shortened and the opening time of the normal electric function 72 is lengthened. (Hereinafter, when the probability of winning a special symbol is in a low probability state, entering the "normal symbol low probability time reduction state" without winning a jackpot for 900 consecutive times in the dynamic display will be referred to as "reaching the ceiling," and the number of times the "ceiling is reached" when the probability of winning a special symbol is in a low probability state will be referred to as the "number of times the ceiling is reached.")

[0067] Next, the "normal symbol high probability time reduction state" refers to a state in which the probability of each special symbol hitting the jackpot is low, similar to the "normal game state" and the "normal symbol low probability time reduction state" described later, but the probability of hitting with normal symbols increases, the time of the variable display of normal symbols (hereinafter, the variable display of normal symbols is referred to as "variable display") is shortened, and the opening time of the normal electric motor 72 is lengthened (hereinafter, the state in which the probability of hitting with normal symbols increases, the variable display time of normal symbols is shortened, and the opening time of the normal electric motor 72 is lengthened may be referred to as the "high probability time reduction function"). In this "normal symbol high probability time reduction state," the normal electric motor 72, which is located above the lower second start port 71a in a front view, is more likely to be in an open state, and balls launched in right-hand play are more likely to enter the lower second start port 71a.

[0068] In other words, the "normal symbol high probability time reduction state" is a state in which the probability of hitting a jackpot with a special symbol is the same as in the "normal game state," but a win with a normal symbol is more easily achieved in a shorter time than in the "normal game state," and the normal electric motor 72 remains open for a longer period of time. Therefore, in the "normal symbol high probability time reduction state," it is easier to get the balls launched by right-handed play into the lower second start port 71a, making it possible to play while suppressing the decrease in the number of balls held by obtaining prize balls (for example, 1 ball / win) based on the balls entering the lower second start port 71a.

[0069] In the pachinko machine 10 of the first embodiment, the "normal symbol high probability time reduction state" is a state in which the probability of winning with normal symbols is high until a predetermined number of dynamic displays of special symbols (100 times in the first embodiment) are performed after the "normal symbol high probability time reduction state" is started. After the above predetermined number of dynamic displays of special symbols have been performed, the machine is configured to transition from the "normal symbol high probability time reduction state" to the "normal game state".

[0070] Furthermore, in the "Normal High Probability Time Shortened State," "Normal Low Probability Time Shortened State," the "Probability Fluctuation State" (described later), or the "Latent Probability Fluctuation State" (described later), if it is detected that a ball has been launched by left-handed play (for example, detection of a ball entering the first start port 64), the system is configured to output a predetermined alarm (for example, an audio output of "Please play to the right" or a display of "Please play to the right") to indicate to the player and hall staff that an unrecommended game is being played. By configuring the system in this way, it is possible to suppress the continued execution of unrecommended left-handed play in the "Normal High Probability Time Shortened State," "Normal Low Probability Time Shortened State," "Probability Fluctuation State," and "Latent Probability Fluctuation State," thereby achieving gameplay as per the game specifications.

[0071] Next, the "Normal Symbol Low Probability Time Reduction State" is a state in which the probability of each special symbol hitting the jackpot is low, similar to the "Normal Play State" and the "Normal Symbol High Probability Time Reduction State" described later. The probability of a normal symbol hitting is low, similar to the "Normal Play State" and the "Latent Probability Fluctuation State." On the other hand, the variable display time of the normal symbols is shortened, and the opening time of the normal electric motor 72 is extended, similar to the "Probability Fluctuation State" and the "Normal Symbol High Probability Time Reduction State." (Hereafter, the state in which the probability of a normal symbol hitting is low, while the variable display time of the normal symbols is shortened and the opening time of the normal electric motor 72 is extended may be referred to as the "Low Probability Time Reduction Function." Also, the "High Probability Time Reduction Function" and the "Low Probability Time Reduction Function" may be collectively referred to as the "Time Reduction Function.") As a result, balls launched during right-hand play are more likely to enter the lower second start port 71a.

[0072] In other words, the "normal symbol low probability time reduction state" is a state in which the probability of hitting a jackpot with a special symbol and the probability of hitting with a normal symbol are the same as in the "normal game state," but a win due to the variable display of a normal symbol is more easily achieved in a shorter time than in the "normal game state," and the open state of the normal electric motor 72 is extended. Therefore, in the "normal symbol low probability time reduction state," it is easier to get the balls launched by shooting to the right into the lower second start port 71a, so it is possible to play while suppressing the decrease in the number of balls held by obtaining prize balls (for example, 1 ball / win) based on the balls entering the lower second start port 71a.

[0073] This "normal symbol low probability time reduction state" is configured to occur when, after a big win, the player fails to win a big win for 900 consecutive times in the low probability state of special symbols, that is, when the player continues to get misses or wins small winning symbols while the dynamic display of 900 times is performed in the low probability state of special symbols (hereinafter, when the dynamic display of 900 times is performed in the low probability state of special symbols, this may be referred to as "reaching the ceiling").

[0074] Furthermore, in the "normal symbol low probability time reduction state," the variable display time of the normal symbols is shortened, and the opening time of the normal electric function 72 is extended, from the time the "normal symbol low probability time reduction state" is started until the dynamic display of the special symbols is performed a predetermined number of times (1140 times in the first embodiment). After the dynamic display of the special symbols is performed the predetermined number of times, the system is configured to transition from the "normal symbol low probability time reduction state" to the "normal game state."

[0075] Furthermore, if the game transitions to the "normal game state" after the special symbols are displayed a specified number of times while in the "normal low probability time reduction state," the game is configured so that it cannot transition back to the "normal low probability time reduction state" while in the "normal game state." However, if the "normal low probability time reduction state" is triggered based on reaching the ceiling, and the game transitions to the "normal game state" after the time reduction termination condition based on the number of times the dynamic display of the special symbols is executed is met, the game may be configured so that it can transition back to the "normal low probability time reduction state" if the number of times the dynamic display of the special symbols is executed reaches the ceiling count again.

[0076] Next, in the "probability fluctuation state," after a big win ends, the probability of winning with each special symbol increases as an added value, creating a high-probability state, while the probability of winning with regular symbols also increases, and the high-probability time-saving function is activated.

[0077] In other words, the "probability fluctuation state" is a state in which it is easier to obtain a jackpot result with special symbols, as well as a win result with normal symbols, and furthermore, the normal electric valve 72 remains open for a longer period of time. Therefore, in the "probability fluctuation state," balls launched by right-handed play are more likely to enter the lower second start port 71a, allowing for continuous dynamic display of the second special symbol, and enabling the player to play while suppressing the decrease in their ball count by obtaining prize balls (for example, 1 ball / entry) based on entry into the lower second start port 71a. In addition, the pachinko machine 10 of the first embodiment is configured (arranged) so that balls launched by right-handed play can enter the upper second start port 71, and by entering both the upper second start port 71 and the lower second start port 71a, the dynamic display of the second special symbol can be continuously executed. Therefore, in the "probability fluctuation state," it becomes possible to play in a state where jackpot games (special game state) based on the dynamic display of the second special symbol are more likely to occur.

[0078] In the pachinko machine 10 of the first embodiment, the "probability fluctuation state" is a state in which the probability of winning a jackpot with a special symbol is high until a jackpot result with a special symbol is obtained. When a jackpot result with a special symbol is obtained, the machine is configured to transition to either the "normal symbol high probability time reduction state" or the "latent probability fluctuation state" depending on the type of jackpot.

[0079] Next, the "latent probability fluctuation state" refers to a state in which, after a big win ends, the probability of winning with each special symbol increases as an added value, while the probability of winning with a regular symbol remains low, and the opening of the regular electric payout 72 is short.

[0080] In other words, the "latent probability fluctuation state" is a state in which it is easier to obtain a jackpot result with special symbols, while it is more difficult to obtain a win with regular symbols, similar to the "normal gameplay state," and the normal electric payout 72 is only open for a short period of time.

[0081] As will be explained in more detail later, the "latent probability variation state" is configured (arranged) so that balls launched by right-handed play can enter the upper second start opening 71, and by entering the upper second start opening 71, the dynamic display of the second special symbol can be continuously executed. Furthermore, the dynamic display of the second special symbol is configured to make it easier to win a minor prize (see Figure 7(b)), and by winning a minor prize, the variable prize entry device 65 is opened for a certain period of time. In the "latent probability variation state," the closing period of the normal electric motor 72 is extended, and balls launched by right-handed play roll all the way from the right end to the left end of the top surface of the normal electric motor 72, and can flow down towards the variable prize entry device 65 located on the left side of the normal electric motor 72 when viewed from the front. Therefore, when a small win is determined by the dynamic display of the second special symbol, the variable prize entry device 65 is opened, allowing the ball to enter the open variable prize entry device 65 and win prize balls. In the "latent probability fluctuation state," the variable display time of the normal symbol is long (i.e., "15 seconds"), and the opening time of the normal electric motor 72 is also short (i.e., "0.1 seconds"), but the normal electric motor 72 can be opened to a certain extent, so it is configured that the ball can enter the lower second start opening 71a.

[0082] Furthermore, in the "latent probability variation state," the probability of a jackpot with a special symbol becomes high until a jackpot result with a special symbol is obtained. When a jackpot result with a special symbol is obtained, the system is configured to transition to either the "normal symbol high probability time reduction state" or the "latent probability variation state" depending on the type of jackpot.

[0083] Here, we will explain each type of jackpot. Jackpot type "Time-Saving A" is a jackpot with a maximum of 5 rounds, in which the large prize opening opening plate 65a of the variable prize winning device 65 is opened from the 1st round to the 5th round. In the first embodiment, when a jackpot is won in the dynamic display of the first special symbol or the second special symbol, this jackpot type "Time-Saving A" may be selected, and the system is configured to transition to a "Normal Symbol High Probability Time-Saving State" after the jackpot ends.

[0084] Next, the jackpot type "Kakuhen A" is a jackpot with a maximum of 10 rounds, in which the large prize opening opening plate 65a of the variable prize entry device 65 is opened from the 1st round to the 10th round. In the first embodiment, the jackpot type "Kakuhen A" can be selected in the dynamic display of the first special symbol, and the system is configured to transition to a "probability variation state" after the end of the jackpot of the jackpot type "Kakuhen A".

[0085] Next, the jackpot type "Hidden Probability A" is a jackpot with a maximum of 10 rounds, in which the large prize opening opening plate 65a of the variable prize entry device 65 is opened from the 1st round to the 10th round. In the first embodiment, when a jackpot is won by the dynamic display of the first special symbol in the "probability fluctuation state", "normal low probability time reduction state", "normal high probability time reduction state", or "latent probability fluctuation state", or when a jackpot is won by the dynamic display of the second special symbol in all game states, the jackpot type "Hidden Probability A" may be selected, and after the jackpot of jackpot type "Hidden Probability A" ends, the system is configured to transition to the "latent probability fluctuation state".

[0086] Here, we will explain the display patterns of the special LED group 37b for each type of jackpot. For the upper LED group 37b1 for the first special symbol, there is one display pattern corresponding to a miss, 32 display patterns corresponding to jackpot type "Short Time A", and 31 display patterns corresponding to jackpot type "Probability Variation A" or "Hidden Probability A", for a total of 64 display patterns. Each display pattern does not have a specific regularity for each type of jackpot, and random display patterns are pre-assigned. Therefore, when a player looks at the display pattern of the upper LED group 37b1, they can recognize the stop display for a miss, but it is difficult to distinguish whether the stop display corresponds to jackpot type "Short Time A", "Probability Variation A", or "Hidden Probability A".

[0087] Furthermore, for the lower LED group 37b2 used for the second special symbol, there are 64 different display patterns for stopping (lighting up): 1 pattern for a miss, 32 patterns for the "Short Time A" jackpot type, and 31 patterns for the "Hidden Probability A" jackpot type. Similar to the upper LED group 37b1, each display pattern does not follow any specific regularity for each jackpot type; random display patterns are pre-assigned. Therefore, when a player looks at the display pattern of the lower LED group 37b2, they can recognize the stop indication for a miss, but it is difficult to distinguish whether the stop indication is for the "Short Time A" or "Hidden Probability A" jackpot type.

[0088] With this configuration, even if the special LED group 37b of the special symbol display device 37 displays each type of jackpot during the stop display, it becomes difficult for the player to recognize the type of jackpot they have won unless they are aware of all the types of jackpots corresponding to each stop display. Therefore, it becomes difficult to identify which type of jackpot it is based solely on the display results of the variation performance, creating a gameplay element that encourages the player to guess which type of jackpot it is, thereby enhancing the enjoyment of the game.

[0089] The right-hand shooting notification lamp 37c of the special symbol display device 37 is a lamp that indicates a game state in which shooting balls in the right-hand direction is encouraged. This right-hand shooting notification lamp 37c is not lit in the "normal game state" in which left-hand shooting is encouraged and right-hand shooting is not encouraged, but it lights up in the "probability fluctuation state," "latent probability fluctuation state," "normal symbol high probability time reduction state," or "normal symbol low probability time reduction state" in which right-hand shooting is encouraged, or during a jackpot game. By checking this right-hand shooting notification lamp 37c and the right-hand shooting indication display on the third symbol display device 81, the player can recognize whether or not they should be playing in the right-hand direction.

[0090] As will be described in more detail later, the pachinko machine 10 of the first embodiment is configured to display two types of indications for right-handed play on the third symbol display device 81: a main display right-handed play instruction 89 (see Figure 4) and a performance play instruction (for example, see the performance right-handed play instruction 81d in Figure 57(d)).

[0091] The main display right-hand shooting instruction 89 (see Figure 4) is displayed in constant synchronization with the right-hand shooting notification lamp 37c of the special symbol display device 37, and is always displayed on the third symbol display device 81 when right-hand shooting is encouraged in the "probability fluctuation state," "latent probability fluctuation state," "normal symbol high probability time reduction state," or "normal symbol low probability time reduction state," or during a jackpot game.

[0092] The instructions for playing the game for the performance are not synchronized with the right-hand play notification lamp 37c of the special symbol display device 37, and only indicate left-hand or right-hand play at specific timings. For example, the instructions are displayed on the third symbol display device 81 when the right-hand play indication is displayed at the timing of switching from left-hand play to right-hand play, when the left-hand play indication is displayed at the timing of switching from right-hand play to left-hand play, when the left-hand play indication is displayed in the "normal play state" where left-hand play is performed due to the ball passing through the through gate 67 when right-hand play is performed, or when the right-hand play indication is displayed in the play state where right-hand play is performed due to the ball entering the first start opening 64 when left-hand play is performed.

[0093] Furthermore, the main display right-hand shooting instruction 89 and the performance shooting instruction are important display information that suggests how to play to the player, and are therefore given priority over other display content executed during gameplay in the third symbol display device 81 (for example, the third symbol of each symbol row displayed in the central part of the main display area Dm, or the super reach performance), and are configured to be displayed at the forefront (frontmost layer).

[0094] Furthermore, as will be described in more detail later, in the pachinko machine 10 of the first embodiment, the dynamic display of the first special symbol and the dynamic display of the second special symbol are configured to be executed simultaneously and in parallel (so-called simultaneous variation). Therefore, depending on the execution state of the first and second special symbols, for example, if the execution of the dynamic display of the second special symbol reaches the ceiling and transitions to the "normal low probability time reduction state" while the dynamic display of the first special symbol is being executed, there is a risk that the third symbol display device 81 will display instructions on how to play the performance (suggestion to play to the right for the performance) in front of the variation performance of the first special symbol while the variation performance of the first special symbol is being executed.

[0095] In such cases, if a right-hand play suggestion for the performance is displayed while the player is playing left-handed, during the performance of the first special symbol variation animation on the third symbol display device 81, part of the first special symbol variation animation may be obscured by the right-hand play suggestion (see Figure 57(d)), potentially causing the player to lose interest. Furthermore, if a right-hand play suggestion for the performance appears while the first special symbol variation animation is being performed on the third symbol display device 81 during left-handed play, the player may become confused.

[0096] Therefore, in the pachinko machine 10 of the first embodiment, the timing of the display of the performance-oriented playing instructions is adjusted in order to prevent inconsistencies in the display content of the third symbol display device 81. This configuration prevents players from becoming discouraged from playing the game, and also makes it possible to accurately suggest to the player whether they should play left-handed or right-handed, taking into account the game state and the performance execution state, thereby preventing players from becoming confused and losing faith in the game. More details will be described later with reference to Figures 19, 56, and 57-59.

[0097] The game area of ​​the game board 13 is equipped with multiple general prize slots 63 from which 3 to 15 balls are dispensed as prize balls when a ball enters a prize slot.

[0098] Furthermore, a variable display unit 80 is provided in the central part of the game area. The variable display unit 80 includes a third symbol display device 81, which is composed of a liquid crystal display (hereinafter simply abbreviated as "display device") that performs a variable display of the third symbol according to the game state, in synchronization with the dynamic display of the first special symbol or the second special symbol on the special symbol display device 37, triggered by a ball entering the first start opening 64, the upper second start opening 71, or the lower second start opening 71a (hereinafter, the ball entering the first start opening 64, the upper second start opening 71, or the lower second start opening 71a). It also includes a second symbol display device 83 (hereinafter, for the sake of explanation, the second symbol display device 83 may be referred to as the "normal symbol display device 83"), which is composed of LEDs that can perform a variable display of normal symbols triggered by a ball passing through the through gate 67. Furthermore, a center frame 86 is provided in the variable display unit 80 so as to surround the outer periphery of the third pattern display device 81.

[0099] The third symbol display device 81 consists of a large 17-inch liquid crystal display, and its display content is controlled by the display control device 114 (see Figure 5), which will be described later, so that, for example, three symbol rows Z1 to Z3 (see Figure 4) on the left, middle, and right are displayed.

[0100] Each symbol sequence Z1 to Z3 (see Figure 4) is composed of multiple symbols, and these symbols scroll vertically for each symbol sequence Z1 to Z3, so that the third symbol is variably displayed on the display screen of the third symbol display device 81. The third symbol display device 81 of the first embodiment is used in common for the first lottery game of the first special symbol and the second lottery game of the second special symbol. While the special symbol display device 37 displays the game state in accordance with the control of the main control device 110, the third symbol display device 81 uses the third symbol to provide decorative displays corresponding to the display of the special symbol display device 37. In addition, the third symbol display device 81 may be configured using, for example, reels or LEDs instead of a display device.

[0101] As described above, the pachinko machine 10 of the first embodiment is configured to allow the dynamic display of the first special symbol and the dynamic display of the second special symbol to be executed simultaneously and in parallel (so-called simultaneous variation). That is, while the dynamic display of the first special symbol is being executed based on an entry into the first start port 64, if an entry into the upper second start port 71 or the lower second start port 71a occurs, the dynamic display of the second special symbol can be executed even while the dynamic display of the first special symbol is being executed. Furthermore, while the dynamic display of the second special symbol is being executed based on an entry into the upper second start port 71 or the lower second start port 71a, if an entry into the first start port 64 occurs, the dynamic display of the first special symbol can be executed even while the dynamic display of the second special symbol is being executed.

[0102] Here, we will explain the execution methods of each special symbol performed by the third symbol display device 81 for each game state. In the pachinko machine 10 of the first embodiment, in the "normal game state" in which left-handed play is encouraged, the variation effect corresponding to the dynamic display of the first special symbol is performed using three symbol rows Z1 to Z3 (see Figure 4), while the variation effect corresponding to the dynamic display of the second special symbol is not performed using the three symbol rows Z1 to Z3, but rather the effect corresponding to the dynamic display of the second special symbol is performed in the variation area 88b for special symbol 2 (see Figure 4), which will be described later.

[0103] Furthermore, in the pachinko machine 10 of the first embodiment, in the "normal symbol high probability time reduction state," "probability fluctuation state," "latent probability fluctuation state," or "normal symbol low probability time reduction state," in which right-hand play is encouraged, the fluctuation effect corresponding to the dynamic display of the second special symbol is performed using three symbol rows Z1 to Z3, while the fluctuation effect corresponding to the dynamic display of the first special symbol is not performed using the three symbol rows Z1 to Z3, but is configured to be performed in the special symbol 1 fluctuation area 87b (see Figure 4), which will be described later, to perform the effect corresponding to the dynamic display of the first special symbol.

[0104] Now, with reference to Figure 4, the display content of the third pattern display device 81 will be explained. Figure 4 is a diagram illustrating the display screen of the third pattern display device 81. Figure 4(a) is a schematic diagram showing the area division setting and active line setting of the display screen, and Figure 4(b) is a diagram illustrating an actual display screen.

[0105] The third design consists of 10 main designs numbered from "0" to "9". Each main design is formed by adding the number "0" to "9" on a rear design consisting of a wooden box. Of these, the main designs with odd numbers ("1", "3", "5", "7", "9") have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers ("0", "2", "4", "6", "8") have auxiliary designs modeled after characters such as a plane, a furoshiki (wrapping cloth), and a helmet added to almost the entire front of the wooden box, with the even number added in small green letters to the lower right of the auxiliary design, and displayed in front of the auxiliary design.

[0106] Furthermore, in the pachinko machine 10 of the first embodiment, if the result of the lottery for any special symbol by the main control device 110 (see Figure 5), which will be described later, is a jackpot, a variation performance is performed in which the same main symbols line up, and a jackpot occurs after the variation performance ends. For example, if the jackpot type "Probability Variation A" is won, which has more jackpot rounds than the jackpot type "Short Time A", a variation performance is performed in which the main symbols with the numbers "1", "3", "5", "7", and "9" line up. Also, if the jackpot type "Short Time A" is won, a variation performance is performed in which the main symbols with even numbers, i.e., the numbers "2", "4", "6", or "8", line up.

[0107] In the first embodiment of the pachinko machine 10, all main symbols are configured to appear when a jackpot of type "Kakhen A" is won. Specifically, for example, even when a jackpot of type "Kakhen A" is won, a variation animation may occur in which identical main symbols with the numbers "2" or "8" appear. By configuring it in this way, for example, the content of the game value that may be awarded cannot be determined at the time the variation animation stops, and by performing upgrade animations during the jackpot, the variety of the game can be increased, and the enjoyment of the game can be enhanced.

[0108] As shown in Figure 4(a), the display screen of the third symbol display device 81 is broadly divided into three sections vertically. The lower two-thirds consists of a main display area Dm that displays the variation of the third symbol and a cockpit display area Db that displays the number of reserved balls, etc., while the remaining upper one-third is a sub-display area Ds that displays preview effects, characters, etc.

[0109] The main display area Dm is divided into three display areas Dm1 to Dm3: left, center, and right. The left symbol row Z1 is displayed in display area Dm1, the center symbol row Z2 is displayed in display area Dm2, and the right symbol row Z3 is displayed in display area Dm3.

[0110] Each of the symbol rows Z1 to Z3 displays the aforementioned third symbol in a predetermined order. That is, the main symbols are arranged in ascending (or descending) numerical order in each of the symbol rows Z1 to Z3, and the variation effect is performed by scrolling from top to bottom with periodicity for each of the symbol rows Z1 to Z3. Note that the arrangement of numbers in each of the symbol rows Z1 to Z3 may be configured differently. For example, in the left symbol row Z1, the numbers of the main symbols may be arranged to appear in descending order, while in the middle symbol row Z2 and the right symbol row Z3, the numbers of the main symbols may be arranged to appear in ascending order.

[0111] Furthermore, in the main display area Dm, the third symbol is displayed in three rows (top, middle, and bottom) for each symbol row Z1 to Z3. The middle section of this main display area Dm is set as the active line L1, and during the variation animation corresponding to the special symbol set (displayed) for each game state, the third symbol stops and is displayed on the active line L1 in the order of left symbol row Z1 → right symbol row Z3 → middle symbol row Z2. If the combination of jackpot symbols (a combination of the same main symbols) aligns on the active line L1 when the third symbol stops, a jackpot video is displayed as a jackpot for the special symbol set (displayed) for each game state.

[0112] The secondary display area Ds is positioned above the main display area Dm and is horizontally elongated. It is further divided into three smaller areas Ds1 to Ds3 in the left-right direction. Each of these smaller areas Ds1 to Ds3 displays a character or a preview image. The images displayed in each of these smaller areas Ds1 to Ds3 give the player the expectation that a jackpot will result from the fluctuations displayed in the main display area Dm.

[0113] The cockpit display area Db is an area that displays the number of reserved balls, which is the number of balls that have entered the first start port 64, the upper second start port 71, or the lower second start port 71a, corresponding to the special symbols set for each game state, but for which the variation display (variation effect) has not yet been executed.

[0114] The small area Ds3 to the right of the sub-display area Ds is configured to display the following: a display area 87 for the fourth symbol of special symbol 1, which can change in sync with the dynamic display of the first special symbol and the number of balls held; a display area 88 for the fourth symbol of special symbol 2, which can change in sync with the dynamic display of the second special symbol and the number of balls held; and the aforementioned right-hand shooting instruction 89 for the main display.

[0115] The fourth symbol display area 87 for Special Feature 1 consists of a Special Feature 1 reserve count display 87a that displays the number of reserves for the dynamic display of the first special symbol in numbers, and a Special Feature 1 variable area 87b that can change in synchronization with the execution of the dynamic display (variation effect) of the first special symbol.

[0116] The Special Symbol 1 Reserved Count Display 87a is configured to display the number of reserved symbols for the dynamic display of the first special symbol in the range of "0" to "4" using a number symbol. Specifically, when the Special Symbol 1 Reserved Count Display 87a displays "0", it indicates that the number of reserved symbols for the dynamic display of the first special symbol is 0; when the Special Symbol 1 Reserved Count Display 87a displays "1", it indicates that the number of reserved symbols for the dynamic display of the first special symbol is 1; when the Special Symbol 1 Reserved Count Display 87a displays "2", it indicates that the number of reserved symbols for the dynamic display of the first special symbol is 2; when the Special Symbol 1 Reserved Count Display 87a displays "3", it indicates that the number of reserved symbols for the dynamic display of the first special symbol is 3; and when the Special Symbol 1 Reserved Count Display 87a displays "4", it indicates that the number of reserved symbols for the dynamic display of the first special symbol is 4.

[0117] In other words, the reserve count display 87a for Special Feature 1 in the fourth symbol display area 87 for Special Feature 1 is displayed in a manner that matches the content of the reserve count in the dynamic display of the first special symbol in the status LED group 37a of the special symbol display device 37 described above, and in the "normal game state" where the dynamic display of the first special symbol is displayed in the main display area Dm, it is displayed in a manner that matches the content of the reserve count in the reserve symbol display area Db1 described later.

[0118] The variable area 87b for special figure 1 is a display area for showing the execution and results of the dynamic display of the first special symbol, and is configured so that the display color of the square symbol can change. Specifically, when the dynamic display of the first special symbol is being executed, the display color of the square symbol in the variable area 87b for special figure 1 changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it changes again to white → red → ... and so on, repeating the change while the dynamic display of the first special symbol is being executed. When the dynamic display of the first special symbol stops, the square symbol in the variable area 87b for special figure 1 is displayed in a display color corresponding to the lottery result of the dynamic display.

[0119] More specifically, if the square symbol in the variable area 87b for special figure 1 stops in white, it indicates that the dynamic display of the first special symbol was a miss, and if the square symbol in the variable area 87b for special figure 1 stops in red, it indicates that the dynamic display of the first special symbol was a jackpot. In other words, the square symbol in the variable area 87b for special figure 1 is displayed in accordance with the display content of the upper LED group 37b1 of the special symbol display device 37 described above, and is configured to synchronize with the display content of the main display area Dm in the "normal game state" where the dynamic display of the first special symbol is displayed in the main display area Dm.

[0120] The fourth symbol display area 88 for special figure 2 consists of a special figure 2 reserve count display 88a that displays the number of reserves for the dynamic display of the second special symbol in numbers, and a special figure 2 variable area 88b that can change in synchronization with the execution of the dynamic display (variation effect) of the second special symbol.

[0121] The Special Symbol 2 Reserved Count Display 88a is configured to display a number symbol in the range of "0" to "4" for the number of reserved symbols in the dynamic display of the second special symbol. Specifically, when the Special Symbol 2 Reserved Count Display 88a displays "0", it indicates that there are 0 reserved symbols in the dynamic display of the second special symbol; when the Special Symbol 2 Reserved Count Display 88a displays "1", it indicates that there is 1 reserved symbol in the dynamic display of the second special symbol; when the Special Symbol 2 Reserved Count Display 88a displays "2", it indicates that there are 2 reserved symbols in the dynamic display of the second special symbol; when the Special Symbol 2 Reserved Count Display 88a displays "3", it indicates that there are 3 reserved symbols in the dynamic display of the second special symbol; and when the Special Symbol 2 Reserved Count Display 88a displays "4", it indicates that there are 4 reserved symbols in the dynamic display of the second special symbol.

[0122] In other words, the reserve count display 88a for Special Feature 2 in the fourth symbol display area 88 for Special Feature 2 is displayed in a manner that matches the content of the reserve count in the dynamic display of the second special symbol in the status LED group 37a of the special symbol display device 37 described above. Furthermore, in the "normal symbol high probability time reduction state," "probability fluctuation state," "latent probability fluctuation state," and "normal symbol low probability time reduction state" in which the dynamic display of the second special symbol is displayed in the main display area Dm, it is displayed in a manner that matches the content of the reserve count in the reserve symbol display area Db2 described later.

[0123] The variable area 88b for special figure 2 is a display area for showing the execution and results of the dynamic display of the second special symbol, and, like the variable area 87b for special figure 1, is configured so that the display color of the square symbol can change. Specifically, when the dynamic display of the second special symbol is being executed, the display color of the square symbol in the variable area 88b for special figure 2 changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it changes again to white → red → ... and so on, repeating the change while the dynamic display of the second special symbol is being executed. When the dynamic display of the second special symbol stops, the square symbol in the variable area 88b for special figure 2 is displayed in a display color corresponding to the lottery result of the dynamic display.

[0124] More specifically, if the square symbol in the variable area 88b for special figure 2 stops in white, it indicates that the dynamic display of the second special symbol was a miss, and if the square symbol in the variable area 88b for special figure 2 stops in red, it indicates that the dynamic display of the second special symbol was a jackpot. In other words, the square symbol in the variable area 88b for special figure 2 is displayed in accordance with the display content of the lower LED group 37b2 of the special symbol display device 37 described above, and is configured to synchronize with the display content of the main display area Dm in the "normal symbol high probability time reduction state," "probability fluctuation state," "latent probability fluctuation state," and "normal symbol low probability time reduction state" that are displayed in the main display area Dm.

[0125] The main display right-hand shooting instruction 89 is a display intended to indicate to the player that the game state encourages shooting the ball in a right-hand position. This main display right-hand shooting instruction 89 is not displayed in the "normal game state" where left-hand shooting is encouraged and right-hand shooting is not. However, it is displayed in the "probability fluctuation state," "latent probability fluctuation state," "normal high probability time reduction state," or "latent probability fluctuation state" where right-hand shooting is encouraged, or during a jackpot game. By checking this main display right-hand shooting instruction 89 and the right-hand shooting notification lamp 37c, the player can recognize whether or not they should be playing in a right-hand position.

[0126] In the actual display screen of the third symbol display device 81, as shown in Figure 4(b), for example, in the "normal game state," a total of three main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, videos are displayed in the left sub-area Ds1 and the right sub-area Ds3, indicating to the player that the state is more likely to transition to a jackpot than usual, and suggesting recommended firing patterns depending on the game state. In the central sub-area Ds2, normally a predetermined character (in this embodiment, a boy wearing a headband) performs predetermined actions, and sometimes performs special actions different from the predetermined actions, or the color of the boy's hair (normally black) or the color of his headband (normally white) changes, or another character appears, etc., to perform a preview effect.

[0127] In the pachinko machine 10 of the first embodiment, if a ball enters the first start port 64 while the third symbol display device 81 (special symbol display device 37) is performing a dynamic display of the third symbol corresponding to the first special symbol, or if a ball enters the upper second start port 71 or the lower second start port 71a while the third symbol display device 81 (special symbol display device 37) is performing a dynamic display of the third symbol corresponding to the second special symbol, the number of balls that enter (number of reserved balls) is reserved up to a maximum of 4 times in each case. The number of reserved balls is indicated by the special symbol display device 37, and is also displayed in the reserved ball display 87a for special symbol 1 in the fourth symbol display area 87 for special symbol 1, or in the reserved ball display 88a for special symbol 2 in the fourth symbol display area 88 for special symbol 2. Furthermore, the corresponding special symbol variation effect is also shown in the first to fourth reserved symbol display areas Db1a to Db1d of the reserved symbol display area Db1 in the reserved symbol display area Db of the cockpit display area Db.

[0128] In the first to fourth reserved symbol display areas Db1a to Db1d, one reserved symbol (normally a "○" symbol (white circle symbol)) is displayed for each reserved ball (one reserved ball count) of the first or second special symbol, which is set to be displayed according to the game state. The number of reserved balls for the variation effect of the first or second special symbol, which is set to be displayed (prioritized display) according to the game state, is displayed according to the number of reserved symbols displayed in the first to fourth reserved symbol display areas Db1a to Db1d.

[0129] In other words, in the first to fourth reserved symbol display areas Db1a to Db1d, if one reserved symbol is displayed in the first reserved symbol display area Db1a, it indicates that the number of reserved balls for the first special symbol or second special symbol, which is set to be displayed according to the game state, is 1. If one reserved symbol is displayed in each of the first and second reserved symbol display areas Db1a and Db1b, for a total of two reserved symbols, it indicates that the number of reserved balls for the first special symbol or second special symbol, which is set to be displayed according to the game state, is 2. This indicates that, if there are three reserved symbols displayed, one each in the first to third reserved symbol display areas Db1a to Db1c, it indicates that the number of reserved balls for the first or second special symbol, which is set to be displayed according to the game state, is 3. If there are four reserved symbols displayed, one each in the first to fourth reserved symbol display areas Db1a to Db1d, it indicates that the number of reserved balls for the first or second special symbol, which is set to be displayed according to the game state, is 4. Furthermore, if no reserved symbols are displayed in the first to fourth reserved symbol display areas Db1a to Db1d, it indicates that the number of reserved balls for the first or second special symbol, which is set to be displayed according to the game state, is 0 and there are no reserved variation effects.

[0130] In the first embodiment of the pachinko machine 10, the first lottery game for the first special symbol and the second lottery game for the second special symbol are configured to be executed simultaneously. However, the machine may be configured to execute only one of the lottery games. If only one of the lottery games is executed, when either of the currently running lottery games finishes, and there are retained balls for the first special symbol and retained balls for the second special symbol, the machine may be configured to execute the second lottery game for the second special symbol with priority over the first lottery game for the first special symbol (so-called "special symbol 2 priority variation"), or the first lottery game for the first special symbol may be configured to execute with priority over the second lottery game for the second special symbol (so-called "special symbol 1 priority variation"), or the machine may be configured to execute the special symbol lottery games according to the order in which the balls are won (so-called "winning order variation"). Furthermore, the third symbol display device 81 may be configured to simultaneously display the variation effects of the first special symbol and the second special symbol.

[0131] In the central part of the cockpit display area Db, there is an execution symbol display area Db0 where execution symbols indicating that a variation effect is being performed in the main display area Dm are displayed. This execution symbol display area Db0 is located in the central part of the cockpit display area Db, that is, to the right of the first reserved symbol display area Db1a, and is configured to display execution symbols that are larger than each of the reserved symbols displayed in the reserved symbol display areas Db1a to Db1d. In addition, the reserved symbols that were displayed in the first reserved symbol display area Db1a are moved (shifted) and displayed as execution symbols in this execution symbol display area Db0.

[0132] The execution symbols displayed in the execution symbol display area Db0 are erased when the variation animation being performed in the main display area Dm ends. As a result of the execution symbols being erased, the displayed reserved symbols move and are displayed as the reserved symbols on the lower level. Specifically, for example, in a situation where there are four reserved symbols for the first special symbol in "normal gameplay," if the execution symbols displayed in the execution symbol display area Db0 are erased when the variation animation for the first special symbol ends, the reserved symbols displayed in the first reserved symbol display area Db1a will move (shift) and be displayed as the execution symbols in the execution symbol display area Db0. Also, the reserved symbols displayed in the second reserved symbol display area Db1b will move (shift) and be displayed as the reserved symbols in the first reserved symbol display area Db1a. Furthermore, the reserved symbols displayed in the third reserved symbol display area Db1c will move (shift) and be displayed as the reserved symbols in the second reserved symbol display area Db1b. Additionally, the reserved symbols that were displayed in the fourth reserved symbol display area Db1d are moved (shifted) and displayed as reserved symbols in the third reserved symbol display area Db1c.

[0133] In the first embodiment, the number of reserved balls for the variable performance based on ball entry into the first start port 64, or the upper second start port 71 or the lower second start port 71a, is configured to be reserved up to a maximum of 4 times each. However, the maximum number of reserved balls is not limited to 4 times and may be set to 3 times or less, or 5 times or more (for example, 8 times) each. In addition, instead of displaying the reserved symbols in the cockpit display area Db, the number of reserved balls may be displayed numerically in a part of the third symbol display device 81, or the four partitioned areas may be displayed in different ways (for example, colors or lighting patterns) according to the number of reserved balls. Furthermore, since the number of reserved balls is indicated by the special symbol display device 37, it is not necessary to display the number of reserved balls on the third symbol display device 81. Moreover, the variable display device unit 80 may be provided with four reserved lamps, corresponding to the maximum number of reserved balls for the first special symbol and the second special symbol, and the number of reserved balls may be displayed according to the number of lit reserved lamps.

[0134] Returning to Figure 3, let's continue the explanation. A through gate 67 is provided on the right side of the variable display unit 80 in a front view. This through gate 67 has a through hole (not shown) running vertically for the ball to pass through. When a ball passes through this through gate 67, a normal symbol switch (not shown) provided in the through hole turns on, and this turns on causes the main control device 110 to conduct a lottery for a normal symbol win. Note that this through gate 67 only serves as a trigger for the lottery for the variable display of normal symbols, and is configured so that no prize balls or other items are dispensed even when a ball passes through it. Alternatively, a normal prize entry point that can acquire the trigger for the lottery for normal symbols may be provided, and the system may be configured to acquire the trigger for the lottery for normal symbols and dispense a predetermined number of prize balls.

[0135] A standard electric power supply unit 72 is located on the right side of the variable display device unit 80 when viewed from the front. This standard electric power supply unit 72 mainly consists of a retractable plate 72a and a standard electric power supply solenoid (not shown) that drives the retractable plate 72a to retract.

[0136] In the first embodiment, the main control device 110 (see Figure 5) normally maintains the retractable plate 72a of the ordinary electric motor 72 in a protruding state, covering the upper side of the lower second start port 71a in a front view, thereby preventing balls from flowing into the lower second start port 71a. When a win is achieved with the variable display of ordinary symbols, the ordinary electric motor solenoid (not shown) is driven for a predetermined time, driving the retractable plate 72a of the ordinary electric motor 72 from a protruding state to a retracted state where it is retracted into the game board 13 for a predetermined time, thereby enabling balls to flow into the lower second start port 71a. This configuration makes it easier for balls flowing down the right side of the variable display unit 80 in a front view during right-handed play to enter the lower second start port 71a, i.e., it creates a state that assists in winning.

[0137] Furthermore, in the pachinko machine 10 of the first embodiment, the probability of winning a prize with the variable display of the normal symbols changes depending on the game state. Specifically, in the "normal game state," the "normal symbol low probability time shortened state," and the "latent probability fluctuation state," the probability of winning with the normal symbols is set to a low probability state (for example, 70 / 100), making it more difficult to win a prize with the variable display of the normal symbols than in the "probability fluctuation state" and the "normal symbol high probability time shortened state." This makes it more difficult to put the retraction plate 72a of the normal electric motor 72 into an immersed state (open state), and thus makes it more difficult to enter the lower second start opening 71a than in the "probability fluctuation state" and the "normal symbol high probability time shortened state." On the other hand, in the "probability fluctuation state" or "normal symbol high probability time reduction state," the probability of winning with a normal symbol is set to a high probability state (for example, 99 / 100), and the variable display of normal symbols makes it easier to win than in the "normal game state," "normal symbol low probability time reduction state," and "latent probability fluctuation state," thereby making it easier to put the retraction plate 72a of the normal electric motor 72 into a retracted state (open state), and enabling easy entry into the lower second start opening 71a.

[0138] In the pachinko machine 10 of the first embodiment, in the high probability state of the normal symbols, the variable display leads to a win with a high probability (i.e., 99%), so in the "probability fluctuation state" and "normal symbol high probability time shortened state" in which the normal symbols are in a high probability state, the machine is configured so that many of the balls launched in right-handed play can enter the lower second start opening 71a. On the other hand, in the low probability states of the normal symbols, specifically the "normal play state" and the "latent probability fluctuation state," although the variable display can lead to a win with a lower probability than in the high probability state (i.e., 70%), the opening time of the normal electric motor 72 is shorter, so the machine is configured so that balls launched in right-handed play are less likely to enter the lower second start opening 71a than in the high probability state. Furthermore, in the "normal symbol low probability time shortened state" among the low probability states of normal symbols, although the variable display can lead to a win at a lower probability than the high probability state (i.e., 70%), the opening time of the normal electric motor 72 is long, similar to the "probability fluctuation state" and the "normal symbol high probability time shortened state". Therefore, the balls launched during right-hand play are configured to enter the lower second start opening 71a more easily than in the "normal play state" and the "latent probability fluctuation state".

[0139] As a result, in the "probability fluctuation state," "normal high probability time reduction state," and "normal low probability time reduction state" (or "latent probability fluctuation state"), it becomes possible to play while directing the balls launched by right-handed play into the lower second start opening 71a. Due to the payout of prize balls based on balls entering the lower second start opening 71a, the player can play while reducing the decrease in their own ball count compared to the "normal play state."

[0140] In addition, instead of changing the probability of winning with normal symbols from the "normal game state," such as in a "probability variation state" or a "normal symbol high probability time reduction state," it is also possible to change the time during which the normal electric motor 72's retraction plate 72a is immersed (released) or the number of times the normal electric motor 72's retraction plate 72a is immersed (released) in a single win, depending on the game state of the pachinko machine 10. Specifically, in a "probability variation state" or a "normal symbol high probability time reduction state," the time during which the normal electric motor 72's retraction plate 72a is immersed may be made longer than in the "normal game state," or the number of times the normal electric motor 72's retraction plate 72a is immersed in a single win may be made greater than in the "normal game state" and the "latent probability variation state." Furthermore, in the "probability fluctuation state" or the "normal symbol high probability time reduction state," at least two of the following may be performed simultaneously: increasing the probability of winning with normal symbols, increasing the immersion time of the normal electric motor 72's retraction plate 72a, and increasing the number of times the normal electric motor 72's retraction plate 72a is immersed.

[0141] The normal symbol display device 83 performs a variable display by alternately lighting up the "○" symbol and the "×" symbol as display symbols (normal symbols) each time a ball passes through the through gate 67. The pachinko machine 10 is configured such that when the variable display in the normal symbol display device 83 stops on a predetermined symbol (the "○" symbol in the first embodiment), the normal electric motor 72, located above the lower second start port 71a in a front view, becomes operational for a predetermined time, and when it stops on a symbol other than the predetermined symbol (the "×" symbol in the first embodiment), the normal electric motor 72 becomes inactive (it remains closed).

[0142] The number of balls held in the through gate 67 can be up to four, and the number of held balls is also indicated by the illumination of the second symbol hold lamp 84 (hereinafter, for the sake of explanation, the second symbol hold lamp 84 may be referred to as the "normal symbol hold lamp 84"). There are four normal symbol hold lamps 84, corresponding to the maximum number of balls held, and they are arranged symmetrically below the third symbol display device 81. The number of held balls is indicated by the number of normal symbol hold lamps 84 that are illuminated.

[0143] Furthermore, the variable display of the regular symbols may be performed by switching the illumination and de-illumination of multiple lamps in the regular symbol display device 83, as in the first embodiment, or by using a part of the special symbol display device 37 or the third symbol display device 81. Similarly, the illumination of the regular symbol hold lamp 84 may be performed by a part of the third symbol display device 81. In addition, the number of times the balls pass through the through gate 67 is not limited to a maximum of 4, but may be set to 3 or less, or 5 or more times (for example, 8). Also, since the number of balls held is indicated by the special symbol display device 37, the regular symbol hold lamp 84 may not be illuminated to indicate this.

[0144] Below the variable display unit 80, a first starting port 64 into which balls can enter is provided. Game pins and the like are planted around this first starting port 64 so that approximately 6 balls (so-called S1=6) launched in left-handed play enter it per minute. When a ball enters the first starting port 64, a first starting port switch (not shown) provided on the back side of the game board 13 is turned on, and the main control device 110 (see Figure 5) conducts a lottery for a jackpot of the first special symbol as a result of this first starting port switch being turned on. Then, a dynamic display corresponding to the lottery result is shown in the upper LED group 37b1 of the special LED group 37b of the special symbol display device 37, and a variable performance based on the first special symbol is executed in the third symbol display device 81 according to the game state. The first starting port 64 is also one of the prize ports from which 4 balls are dispensed as prize balls when a ball enters it.

[0145] On the right side of the variable display unit 80 in a front view, there is a lower second start opening 71a into which a ball can only enter when the normal electric motor 72 is open. When the normal electric motor 72 is in a game state that makes it easy to open (i.e., "probability fluctuation state", "normal high probability time shortened state", and "normal low probability time shortened state"), game pins are planted around this lower second start opening 71a so that approximately 50 to 60 balls launched in right-handed play enter the opening per minute. When a ball enters the lower second start opening 71a, a lower second start opening switch (not shown) located on the back side of the game board 13 is turned on, and the main control device 110 (see Figure 5) performs a lottery for a jackpot of the second special symbol as a result of this lower second start opening switch being turned on. Then, the result of the lottery is displayed on the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37, and a variation performance based on the second special symbol is executed on the third symbol display device 81 according to the game state. The lower second starting opening 71a is also one of the prize openings from which one ball is dispensed as a prize ball when a ball enters.

[0146] Downstream of the through gate 67 and upstream of the retraction plate 72a of the ordinary electric motor 72, an upper second start opening 71 into which balls can enter is provided. Game pins and the like are planted around this upper second start opening 71 so that approximately 30 to 40 balls launched in right-handed play enter it per minute. No ordinary electric motor 72 or the like is provided in the vicinity of this upper second start opening 71 (directly above when viewed from the front), and the system is configured so that a certain number of balls launched in right-handed play can enter the upper second start opening 71 regardless of the game state. When a ball enters this upper second start opening 71, an upper second start opening switch (not shown) provided on the back side of the game board 13 turns on, and the main control device 110 (see Figure 5) performs a lottery for a jackpot of the second special symbol as a result of turning on this upper second start opening switch. Then, a dynamic display corresponding to the lottery result is shown in the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37, and a variation performance based on the second special symbol is executed in the third symbol display device 81 according to the game state. The upper second starting opening 71 is also one of the prize openings from which one ball is dispensed as a prize ball when a ball enters.

[0147] A horizontally elongated rectangular prize slot is provided in the lower right corner of the game board 13, approximately in the center of the variable prize slot 65. In the pachinko machine 10 of the first embodiment, when the lottery for the first special symbol or the second special symbol by the main control device 110 (see Figure 5) results in a jackpot, after a predetermined time (variation time) has elapsed, the special LED group 37b of the special symbol display device 37 is lit up to show the jackpot stop symbol, and the third symbol display device 81 displays the stop symbol corresponding to that jackpot (for example, three identical symbols in a row ("777", etc.)), indicating the occurrence of a jackpot game. Subsequently, depending on the type of jackpot, the large prize slot opening / closing plate 65a provided in the variable prize slot 65 is opened, and the game state transitions to a special game state (jackpot game) in which it is easier for balls to enter the large prize slot. In this special game state, the large prize slot opening / closing plate 65a, which is normally closed, is opened until predetermined conditions are met (for example, until "30 seconds" have elapsed, or until 10 balls have entered the prize slot). Alternatively, if a lottery result resulting in a jackpot is derived in the dynamic display of any special symbol, the large prize slot opening / closing plate 65a may be opened due to the passage through the through gate 67, and the game state may transition to a jackpot game (for example, a predetermined game state). In this case, for example, in the "normal game state" (e.g., normal game state, first launch mode), if the dynamic display of a first special symbol that can indicate whether or not there will be a transition to a jackpot game (e.g., part of a game result indication effect) results in a jackpot and the jackpot symbol appears (e.g., the occurrence condition is met), after the dynamic display of the special symbol that results in the jackpot ends, a ball launch effect is performed (e.g., related effect execution means) to prompt the player to perform a right-shooting game and send the ball into the through gate 67, and a message such as "Shoot to the right and send the ball into the gate to start the jackpot!" is displayed on the third symbol display device 81, or a right-direction indicator arrow symbol is displayed in the upper right corner of the screen, etc. Related effect.) is performed (e.g., related effect execution means), and a predetermined jackpot waiting screen (e.g., part of a game result indication effect) is displayed until the ball passes through the through gate 67, and the jackpot effect related to the jackpot game (e.g., specific effect) is not started (e.g., effect non-start means). Then, in response to the ball launching animation, the ball is launched and enters the through gate 67, and a through switch (detection means, not shown) is activated.When a ball is detected by the above, the jackpot state is initiated, the jackpot opening / closing plate 65a is opened, and the screen switches from the jackpot waiting screen to the jackpot animation of the jackpot game and the jackpot animation begins (for example, a specific animation execution means). The display area for the ball launch animation is smaller than the display area for the jackpot animation. Furthermore, when the jackpot animation begins, the system may be configured to continue displaying the ball launch animation along with the jackpot animation.

[0148] The large prize slot opening / closing plate 65a, when opened, closes after a predetermined time has elapsed since opening or after a predetermined number of prizes have been detected. After closing, the large prize slot opening / closing plate 65a is opened again. The opening and closing operation of this large prize slot opening / closing plate 65a is configured to be repeatable up to, for example, 10 times (10 rounds). The state in which this opening and closing operation is performed is a form of special game state (jackpot state) that is advantageous to the player, and by getting the balls into the variable prize entry device 65, the player receives a larger payout of prize balls than usual as a way of adding value to the game (game value).

[0149] At the left and right corners of the lower side of the game board 13, there are attachment spaces K1 for attaching certificates, identification labels, etc. Certificates, etc. attached to the attachment spaces K1 can be viewed through the small window 35 (see Figure 1) of the front frame 14.

[0150] Furthermore, the game board 13 is provided with an out-out port 66. Balls that do not enter any of the prize-winning ports (ball entry ports) 63, 64, 65, 71, 71a are guided through the out-out port 66 to a ball discharge path (not shown). The game board 13 is equipped with numerous nails to appropriately disperse and adjust the direction in which the balls fall, as well as various components (mechanisms) such as windmills. Balls that enter each of the prize-winning ports 63, 64, 65, 71, 71a are also guided to the ball discharge path and discharged outside the pachinko machine 10, similar to balls that pass through the out-out port 66.

[0151] Next, the electrical configuration of the pachinko machine 10 will be described with reference to Figure 5. Figure 5 is a block diagram showing the electrical configuration of the pachinko machine 10.

[0152] The main control unit 110 is equipped with an MPU 201, which is a single-chip microcontroller that acts as an arithmetic unit. The MPU 201 contains a read-only memory (ROM) 202 that stores various control programs and fixed value data executed by the MPU 201, a random access memory (RAM) 203 that temporarily stores various data when executing the control programs stored in the ROM 202, and various other circuits such as interrupt circuits, timer circuits, and data transmission / reception circuits.

[0153] In addition, various commands are transmitted from the main control unit 110 to sub-control devices such as the payout control device 111 and the sound lamp control device 113 via a data transmission circuit in order to instruct them to operate. However, these commands are transmitted only in one direction from the main control unit 110 to the sub-control devices.

[0154] The main control unit 110 performs the main processes of the pachinko machine 10, such as the lottery for big wins, the setting of dynamic display and variation effects for each special symbol in the special symbol display device 37 and the third symbol display device 81, and the lottery for the display results of the variable display of normal symbols in the normal symbol display device 83. The RAM 203 is provided with a counter buffer 203c that stores various counters for controlling these processes.

[0155] Furthermore, ROM202 stores at least the following: jackpot random number table 202a, jackpot type table 202b, number of reserved balls table 202c, stop pattern table 202d, variation pattern table 202e, jackpot release table 202f, small win release table 202g, regular win random number table 202h, regular variation table 202i, regular electric payout release table 202j, and time-saving end condition table 202k. The main control device 110 performs the above-mentioned main controls using various counters stored in RAM203 and various tables stored in ROM202.

[0156] Here, referring to Figure 6, the counters and the like provided in the RAM 203 of the main control unit 110 will be explained. These counters and the like are used by the MPU 201 of the main control unit 110 to perform tasks such as the jackpot lottery, setting the dynamic display of the special symbol display device 37, setting the variable effects of the third symbol display device 81, and drawing lots for the display results of the variable display in the normal symbol display device 83. In addition, in the explanation of the various counters, various tables, various control timings, and transitions of game states stored in the ROM 202 of the main control unit 110 will also be explained with reference to Figures 7 to 16.

[0157] For the lottery for big wins, the setting of the dynamic display of the special symbol display device 37, and the setting of the variable effects of the third symbol display device 81, a jackpot random number counter C1 used for the lottery for big wins, a jackpot type counter C2 used for selecting the type of stop of the jackpot symbols, a stop pattern selection counter C3 used for selecting the type of effect of the variable effects, a first initial value random number counter CINI1 used for setting the initial value of the jackpot random number counter C1, and a variable type counter CS1 used for selecting the variable pattern are used.

[0158] Furthermore, the regular symbol display device 83 uses a regular symbol winning counter C4 for the lottery, and the second initial random number counter CINI2 is used to set the initial value of the regular symbol winning counter C4.

[0159] Each of these counters is a loop counter where 1 is added to the previous value each time it is updated, and it returns to "0" after reaching the maximum value.

[0160] Each counter is updated, for example, at intervals of "4 milliseconds," which is the execution interval of the timer interrupt processing (see Figure 31). Some counters are also updated irregularly during the main processing (see Figure 30), and the updated values ​​are appropriately stored in the counter buffer 203c set in a predetermined area of ​​RAM 203. As will be described in detail later, RAM 203 is provided with a first reserved ball storage area 203d consisting of four reserved areas (first reserved areas 1 to 4) related to the first special symbol, and a second reserved ball storage area 203e consisting of four reserved areas (second reserved areas 1 to 4) related to the second special symbol. In each of these areas, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 are stored, respectively, in accordance with the timing of ball entry into the first start opening 64, the upper second start opening 71, or the lower second start opening 71a.

[0161] Let's explain each counter in detail. The jackpot random number counter C1 is configured to increment by 1 sequentially within a predetermined range (for example, "0 to 9999"), and then return to "0" after reaching the maximum value (for example, "9999" in the case of a counter that can take values ​​from "0 to 9999"). In particular, when the jackpot random number counter C1 has completed one cycle of updates, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the jackpot random number counter C1, and the jackpot random number counter C1 is updated from that initial value.

[0162] The first initial random number counter CINI1 is configured as a loop counter that is updated within the same range as the jackpot random number counter C1. That is, for example, if the jackpot random number counter C1 is a loop counter that can take values ​​from "0 to 9999", then the first initial random number counter CINI1 is also a loop counter in the range of "0 to 9999". This first initial random number counter CINI1 is updated once each time a timer interrupt process (see Figure 31) is executed, and is repeatedly updated within the remaining time of the main process (see Figure 30).

[0163] The value of the jackpot random number counter C1 is updated periodically, for example (once every timer interrupt process (see Figure 31) in the first embodiment). When a ball enters the first start opening 64 (start entry), the value is stored in the jackpot random number counter storage area 203d1 of the first reserve area 1 to 4, which is located in the first reserve ball storage area 203d corresponding to the first start opening 64 (first special symbol). When a ball enters the upper second start opening 71 or the lower second start opening 71a (start entry), the value is stored in the jackpot random number counter storage area 203e1 of the second reserve area 1 to 4, which is located in the second reserve ball storage area 203e, which is located in the second reserve ball storage area 203e corresponding to the upper second start opening 71 or the lower second start opening 71a (second special symbol).

[0164] The value of the random number that results in a jackpot, as determined by the jackpot random number counter C1, is set by the jackpot random number table 202a corresponding to each special symbol, which is stored in the ROM 202 of the main control device 110. In other words, a jackpot is determined when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of the first reserved ball storage area 203d matches the value of the random number that results in a jackpot, as set by the jackpot random number table 202a corresponding to the first special symbol. Similarly, a jackpot is determined when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of the second reserved ball storage area 203e matches the value of the random number that results in a jackpot, as set by the jackpot random number table 202a corresponding to the second special symbol.

[0165] Here, with reference to Figure 7, the details of the jackpot random number tables 202a corresponding to each special symbol will be explained. Figure 7(a) is a schematic diagram illustrating an example of the jackpot random number table 202a1 (hereinafter referred to as "Special Symbol 1 Jackpot Random Number Table 202a1") corresponding to the first special symbol stored in ROM 202, and Figure 7(b) is a schematic diagram illustrating an example of the jackpot random number table 202a2 (hereinafter referred to as "Special Symbol 2 Jackpot Random Number Table 202a2") corresponding to the second special symbol stored in ROM 202.

[0166] In the first embodiment, the special symbol 1 jackpot random number table 202a1 and the special symbol 2 jackpot random number table 202a2 are each divided into two types for each setting value: one for low probability states, used when the game state is a low probability state for special symbols, and one for high probability states, used when the game state is a high probability state for special symbols, where the probability of hitting a jackpot is higher than in the low probability state for special symbols.

[0167] Furthermore, for each setting value, the number of jackpot random numbers included in the low-probability state and the high-probability state are set differently. In addition, the system is configured to compensate for the increase in the number of jackpot random numbers required to shift from the low-probability state to the high-probability state by subtracting the number of losing random numbers corresponding to losses. That is, when increasing the number of jackpot random numbers to shift from the low-probability state to the high-probability state, the number of losing random numbers is decreased, and that decrease is allocated to the number of jackpot random numbers. In this way, by making the number of jackpot random numbers different depending on the game state, the probability of hitting a jackpot is changed between the low-probability state and the high-probability state.

[0168] On the other hand, for each special symbol, the number of random values ​​for small wins is set to be the same for each setting value. That is, the number of random values ​​for small wins in the first special symbol is configured to be the same for each setting value. Similarly, the number of random values ​​for small wins in the second special symbol is also configured to be the same for each setting value. In this way, by making the number of random values ​​for small wins the same for each special symbol for each setting value, the proportion of game value awarded when considering only small wins for all setting values ​​of each special symbol becomes the same.

[0169] Thus, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random values ​​for each setting of the first special symbol and the second special symbol is compensated for by the number of losing random values ​​for all setting values. Furthermore, the number of minor jackpot random values ​​for the first special symbol or the second special symbol is configured not to change for each setting. That is, the increase in the number of jackpot random values ​​due to a setting change is compensated for by decreasing the number of losing random values ​​and allocating that decrease to the jackpot random values, while the number of minor jackpot random values ​​for the first special symbol and the second special symbol remains the same for each setting of the first special symbol or the second special symbol. By configuring it in this way, it becomes possible to calculate the payout rate for each setting value by considering only the increase in the number of jackpot random values, thereby suppressing the increase in man-hours when designing the game specifications.

[0170] Furthermore, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random numbers due to a setting change is compensated for by using the most frequent random number other than the jackpot random number that can be obtained when the jackpot random number counter C1 is in the most likely position during gameplay (i.e., the losing random number). With this configuration, for example, it becomes difficult to determine the setting from the number of times the losing role, which is the most frequent role in the variation performance of the first special symbol, appears. Therefore, the setting determination element for the player is limited to the appearance rate of jackpots, which have a lower probability of appearing than the losing role, making it difficult for the player to figure out the setting of the pachinko machine 10. As a result, even with a low setting (i.e., setting value 1, etc.), the player can continue playing without figuring out the setting, thereby promoting the operation of the pachinko machine 10.

[0171] Furthermore, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random numbers due to the setting change is compensated for by the number of losing random numbers in the jackpot random number counter C1 that correspond to losing roles that do not provide any game value to the player.

[0172] Unlike big wins and small wins, losing roles do not add any value to the gameplay, and are therefore provided for each pachinko machine 10. These roles are not clearly (largely) displayed on the data lamp (not shown) that displays the game results of the pachinko machine 10. If, hypothetically, the number of jackpot random values ​​corresponding to jackpot games and the number of small win random values ​​corresponding to small win games, which are easily clearly (largely) displayed on the data lamp, were both changed for each setting, then a player could easily guess the setting of the pachinko machine 10 by glancing at (confirming) the appearance rates of these two elements, jackpot and small win games, on the data lamp. As a result, for example, if a player can figure out that a pachinko machine 10 is set to a low setting (for example, setting value "1"), the player may not play that pachinko machine 10, potentially leading to a decrease in the operation of the pachinko machine 10.

[0173] Therefore, by configuring the system to compensate for the increase in the number of jackpot random numbers resulting from a change in the probability setting value by using the number of losing random numbers corresponding to losing roles in the jackpot random number counter C1, which do not provide any game value to the player and are not clearly (largely) displayed on the data lamp, the only setting determination factor for the player is the appearance rate of jackpots, making it difficult for the player to determine the setting value of the pachinko machine 10 from the appearance rate of minor wins. Thus, the determination factor for the probability setting value is limited to the appearance rate of roles based on a single random number, and for example, even with a low setting that has a low payout rate (i.e., setting value "1"), the player can continue playing without determining the setting, thereby promoting the operation of the pachinko machine 10.

[0174] As shown in Figure 7(a), in the special symbol 1 jackpot random number table 202a1 of the first embodiment, when the setting value is "1", the number of values ​​(jackpot random values) for the jackpot random number counter C1 that result in a jackpot in the low probability state in the special symbol 1 jackpot random number table 202a1 is 32, and these values ​​"0 to 31" are defined (set) in the special symbol 1 jackpot random number table 202a1. In other words, the jackpot probability in the low probability state of the first special symbol with a setting value of "1" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to 32 / 10000 = 0.32 / 100 (i.e., 0.32%).

[0175] On the other hand, when the setting value is "1", the number of random numbers that result in a jackpot in the high probability state in the special symbol 1 jackpot random number table 202a1 is 221, and these values ​​"0 to 220" are specified (set) in the special symbol 1 jackpot random number table 202a1. In other words, the jackpot probability in the high probability state of the first special symbol with the setting value "1" (i.e., the "probability fluctuation state" and the "latent probability fluctuation state") is 221 / 10000 = 2.21 / 100 (i.e., 2.21%), and the high probability state of the special symbol is set to be about 7 times easier to hit a jackpot in than the low probability state.

[0176] Here, when the setting value is "1", the number of random numbers that result in a minor win (minor win random numbers) in the special symbol 1 jackpot random number table 202a1 is 5000 in both the low probability state and the high probability state. The values ​​for the low probability state are "32 to 5031", and the values ​​for the high probability state are "221 to 5220", which are specified (set) in the special symbol 1 jackpot random number table 202a1. In other words, the probability of a minor win for the first special symbol with the setting value "1" is 5000 / 10000 = 50.00 / 100 (i.e., 50.00%) regardless of the game state, and the probability of winning a minor win is set to be the same in the low probability state and the high probability state of the special symbol.

[0177] Therefore, when the setting value is "1", the number of random numbers that result in a loss in the low probability state in the Special Feature 1 jackpot random number table 202a1 (losing random numbers) is the remaining 4968 numbers other than the jackpot random numbers and minor jackpot random numbers, and these values ​​"5032 to 9999" are specified (set) in the Special Feature 1 jackpot random number table 202a1. Also, the number of random numbers that result in a loss in the high probability state (losing random numbers) is the remaining 4779 numbers other than the jackpot random numbers and minor jackpot random numbers, and these values ​​"5221 to 9999" are specified (set) in the Special Feature 1 jackpot random number table 202a1. In other words, the probability of the first special symbol missing in the low probability state of the first special symbol with setting value "1" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to 4968 / 10000 = 49.68 / 100 (i.e., 49.68%), and the probability of the second special symbol missing in the high probability state of the first special symbol (i.e., "latent probability fluctuation state" or "probability fluctuation state") is set to 4779 / 10000 = 47.79 / 100 (i.e., 47.79%).

[0178] In other words, with a setting of "1", the increase in the number of jackpot random values ​​in the high probability state of the first special symbol is compensated for by decreasing the number of losing random values ​​in the "normal game state", which is the state in which the player spends the most time during gameplay. At the same time, the number of jackpot random values ​​increasing from the low probability state to the high probability state is set to be within the range of the number of losing random values ​​in the "normal game state" (i.e., 4968 or less).

[0179] Thus, in the first special symbol, the number of random numbers that result in a minor win (minor win random number) is set to be as likely to be selected as the number of random numbers that result in a losing win. In other words, in the lottery game using the first special symbol, the settings are such that it is easy to win a losing or minor win.

[0180] Next, when the setting value is "2", the number of values ​​(jackpot random values) for the jackpot random number counter C1 that result in a jackpot in the low probability state in the special symbol 1 jackpot random number table 202a1 is 34, and these values ​​"0 to 33" are specified (set) in the special symbol 1 jackpot random number table 202a1. In other words, the jackpot probability in the low probability state of the first special symbol with a setting value of "2" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to 34 / 10000 = 0.34 / 100 (i.e., 0.34%).

[0181] On the other hand, when the setting value is "2", the number of random numbers that result in a jackpot in the high probability state in the special symbol 1 jackpot random number table 202a1 is 223, and these values ​​"0 to 222" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in the high probability state (i.e., "probability fluctuation state" or "latent probability fluctuation state") of the first special symbol with the setting value "2" is 223 / 10000 = 2.23 / 100 (i.e., 2.23%), and the high probability state of the special symbol is set to be about 7 times easier to hit a jackpot in than in the low probability state.

[0182] Here, when the setting value is "2", the number of random numbers that result in a minor win (minor win random numbers) in the low probability state and high probability state of the special symbol 1 jackpot random number table 202a1 is 5000 in both cases, just as when the setting value is "1". The values ​​for the low probability state are "34 to 5033", and the values ​​for the high probability state are "223 to 5222", which are specified (set) in the special symbol 1 jackpot random number table 202a1. In other words, the probability of a minor win for the first special symbol with the setting value "2" is 5000 / 10000 = 50.00 / 100 (i.e., 50.00%) regardless of the game state, and it is set so that the probability of winning a minor win is the same in the low probability state and the high probability state of the special symbol.

[0183] Therefore, when the setting value is "2", the number of random numbers that result in a loss in the low probability state in the Special Feature 1 jackpot random number table 202a1 (losing random numbers) is the remaining 4966 numbers other than the jackpot random numbers and minor jackpot random numbers, and these values ​​"5034 to 9999" are specified (set) in the Special Feature 1 jackpot random number table 202a1. Also, the number of random numbers that result in a loss in the high probability state (losing random numbers) is the remaining 4777 numbers other than the jackpot random numbers and minor jackpot random numbers, and these values ​​"5223 to 9999" are specified (set) in the Special Feature 1 jackpot random number table 202a1. In other words, the probability of the first special symbol missing in the low probability state of the first special symbol with setting value "2" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to 4966 / 10000 = 49.66 / 100 (i.e., 49.66%), and the probability of the first special symbol missing in the high probability state of the first special symbol (i.e., "latent probability fluctuation state" or "probability fluctuation state") is set to 4777 / 10000 = 47.77 / 100 (i.e., 47.77%).

[0184] In other words, with setting value "2", the increase in the number of jackpot random values ​​in the high probability state of the first special symbol is compensated for by decreasing the number of losing random values ​​in the "normal game state", which is the state in which the player spends the most time during gameplay. At the same time, the number of jackpot random values ​​that increase from the low probability state to the high probability state, and the increase due to the change in setting value, are configured to be within the range of the number of losing random values ​​in the "normal game state" (i.e., 4966 or less).

[0185] Therefore, in the special feature 1 jackpot random number table 202a1, setting value "2" has the same minor win probability (both 50.00%) as setting value "1", but the jackpot probability is slightly improved (low probability state: 0.32% → 0.34%, high probability state: 2.21% → 2.23%), making it a setting where jackpots are more likely to occur than when setting value "1".

[0186] Next, when the setting value is "3", the number of values ​​(jackpot random values) for the jackpot random number counter C1 that result in a jackpot in the low probability state in the special symbol 1 jackpot random number table 202a1 is 36, and these values ​​"0 to 35" are specified (set) in the special symbol 1 jackpot random number table 202a1. In other words, the jackpot probability in the low probability state of the first special symbol with a setting value of "3" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to 36 / 10000 = 0.36 / 100 (i.e., 0.36%).

[0187] On the other hand, when the setting value is "3", the number of random numbers that result in a jackpot in the high probability state in the special symbol 1 jackpot random number table 202a1 (jackpot random number values) is 225, and these values ​​"0 to 224" are specified (set) in the special symbol 1 jackpot random number table 202a1. In other words, the jackpot probability in the high probability state of the first special symbol with the setting value "3" (i.e., the "latent probability fluctuation state" or "probability fluctuation state") is 225 / 10000 = 2.25 / 100 (i.e., 2.25%), and the high probability state of the special symbol is set to be about 7 times easier to hit a jackpot in than the low probability state.

[0188] Here, when the setting value is "3", the number of random numbers that result in a minor win in the low probability state and the high probability state of the special symbol 1 jackpot random number table 202a1 is 5000 in both cases, just as in the cases of setting values ​​"1" and "2". The values ​​for the low probability state are "36 to 5035", and the values ​​for the high probability state are "225 to 5224", which are specified (set) in the special symbol 1 jackpot random number table 202a1. In other words, the probability of a minor win in the first special symbol with setting value "3" is 5000 / 10000 = 50.00 / 100 (i.e., 50.00%) regardless of the game state, and it is set so that the probability of winning a minor win is the same in the low probability state and the high probability state of the special symbol.

[0189] Therefore, when the setting value is "3", the number of random numbers that result in a loss in the low probability state in the Special Feature 1 jackpot random number table 202a1 (losing random numbers) is the remaining 4964 numbers other than the jackpot random numbers and minor jackpot random numbers, and these values ​​"5036 to 9999" are specified (set) in the Special Feature 1 jackpot random number table 202a1. Also, the number of random numbers that result in a loss in the high probability state (losing random numbers) is the remaining 4775 numbers other than the jackpot random numbers and minor jackpot random numbers, and these values ​​"5225 to 9999" are specified (set) in the Special Feature 1 jackpot random number table 202a1. In other words, the probability of the first special symbol missing in the low probability state of the first special symbol with setting value "3" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to 4964 / 10000 = 49.64 / 100 (i.e., 49.64%), and the probability of the first special symbol missing in the high probability state of the first special symbol (i.e., "latent probability fluctuation state" or "probability fluctuation state") is set to 4775 / 10000 = 47.75 / 100 (i.e., 47.75%).

[0190] In other words, with setting value "3", the increase in the number of jackpot random values ​​in the high probability state of the first special symbol is compensated for by decreasing the number of losing random values ​​in the "normal game state", which is the state in which the player spends the most time during gameplay. At the same time, the number of jackpot random values ​​that increase from the low probability state to the high probability state, and the increase due to the change in setting value, is configured to be within the range of the number of losing random values ​​in the "normal game state" (i.e., 4964 or less).

[0191] Therefore, in the jackpot random number table 202a, setting "3" has the same minor win probability (both 50.00%) as setting "2", but the jackpot probability is slightly higher (low probability state: 0.34% → 0.36%, high probability state: 2.23% → 2.25%), making it a setting where jackpots are more likely to occur than with setting "2".

[0192] Next, as shown in Figure 7(b), in the special symbol 2 jackpot random number table 202a2 of the first embodiment, when the setting value is "1", the number of values ​​(jackpot random values) for the jackpot random number counter C1 that result in a jackpot in the low probability state in the special symbol 2 jackpot random number table 202a2 is 32, the same as in the special symbol 1 jackpot random number table 202a1, and the values ​​"0 to 31" are specified (set) in the special symbol 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the low probability state of the second special symbol with a setting value of "1" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to 32 / 10000 = 0.32 / 100 (i.e., 0.32%), the same as the first special symbol.

[0193] On the other hand, when the setting value is "1", the number of random numbers that result in a jackpot in the high probability state in the special symbol 2 jackpot random number table 202a2 is 221, the same as in the special symbol 1 jackpot random number table 202a1, and the value "0 to 220" is specified (set) in the special symbol 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the high probability state (i.e., "latent probability fluctuation state" or "probability fluctuation state") of the second special symbol with the setting value "1" is 221 / 10000 = 2.21 / 100 (i.e., 2.21%), the same as the first special symbol, and the high probability state of the special symbols is set to be about 7 times easier to hit a jackpot in than the low probability state.

[0194] Here, when the setting value is "1", the number of random numbers that result in a minor win (minor win random numbers) in the Special Symbol 2 Big Win Random Number Table 202a2, both in the low probability state and the high probability state, is 7500. The values ​​for the low probability state are "32 to 7531", and the values ​​for the high probability state are "221 to 7720", which are specified (set) in the Special Symbol 2 Big Win Random Number Table 202a2. In other words, the probability of a minor win in the second special symbol with the setting value "1" is 7500 / 10000 = 75.00 / 100 (i.e., 75.00%), regardless of the game state, and the probability of winning a minor win is set to be the same in the low probability state and the high probability state of the special symbol.

[0195] Therefore, when the setting value is "1", the number of random numbers that result in a loss in the low probability state in the Special Feature 2 Big Win Random Number Table 202a2 (losing random numbers) is the remaining 2468 numbers other than the big win random numbers and minor win random numbers, and these values ​​"7532 to 9999" are specified (set) in the Special Feature 2 Big Win Random Number Table 202a2. Also, the number of random numbers that result in a loss in the high probability state (losing random numbers) is the remaining 2279 numbers other than the big win random numbers and minor win random numbers, and these values ​​"7721 to 9999" are specified (set) in the Special Feature 2 Big Win Random Number Table 202a2. In other words, the probability of missing the second special symbol in the low probability state of the second special symbol with setting value "1" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to 2468 / 10000 = 24.68 / 100 (i.e., 24.68%), and the probability of missing the second special symbol in the high probability state of the second special symbol (i.e., "latent probability fluctuation state" or "probability fluctuation state") is set to 2279 / 10000 = 22.79 / 100 (i.e., 22.79%).

[0196] In other words, with a setting of "1", the increase in the number of jackpot random values ​​in the high probability state of Special Figure 2 is compensated for by decreasing the number of losing random values ​​in the "normal game state", which is the state in which the player spends the most time during gameplay. At the same time, the number of jackpot random values ​​increasing from the low probability state to the high probability state is set to be within the range of the number of losing random values ​​in the "normal game state" (i.e., 2468 or less).

[0197] Thus, similar to the first special symbol, the second special symbol also has a random number value that results in a minor win (minor win random number value), and this value is set to be much more likely to be selected compared to the losing random number value for the second special symbol. In other words, in the lottery game for the second special symbol, it is set to be easier to win a minor win than a big win or a loss.

[0198] As will be explained in more detail later, the roles of winning a minor prize in the dynamic display of the first special symbol and the dynamic display of the second special symbol are configured to be different.

[0199] In the first embodiment of the pachinko machine 10, when a minor win is achieved in the dynamic display of the first special symbol, the variable prize entry device 65, which is opened upon winning the minor win game, is configured to have a short opening time (see Figure 23). Furthermore, the lottery result for the dynamic display of the first special symbol is easily obtained in the "normal game state" where left-handed play is performed. Even if the player switches to right-handed play at the moment a minor win is achieved in the dynamic display of the first special symbol in the "normal game state," the opening time of the variable prize entry device 65 is short, making it difficult to win a prize in the variable prize entry device 65. As a result, the balls launched while playing right-handed are likely to be lost by the player. For this reason, in the first embodiment of the pachinko machine 10, when a minor win is achieved in the dynamic display of the first special symbol, the right-handed notification lamp 37c of the special symbol display device 37 is turned off, and the main display right-handed instruction 89 is also turned off.

[0200] Furthermore, in the pachinko machine 10 of the first embodiment, if the dynamic display of the second special symbol is in progress when a minor win is achieved in the dynamic display of the first special symbol, the dynamic display of the second special symbol is configured to stop at a losing symbol (see Figure 38). Moreover, in the "normal game state," the time it takes for the result of the dynamic display of the second special symbol to be derived may be or is likely to be longer than the time it takes for the result of the dynamic display of the first special symbol to be derived (see Figures 11 to 16 described later), so the dynamic display of the second special symbol in the "normal game state" is easily stopped by a minor win in the dynamic display of the first special symbol.

[0201] In other words, the minor win in the dynamic display of the first special symbol does not serve to award prize balls, but rather to stop the dynamic display of the second special symbol, which is being executed in the "normal game state". By configuring it in this way, it is possible to suppress the unexpected award balls that occur in the "normal game state" when the right-hand shot is played to enter the upper second start opening 71, which causes the dynamic display of the second special symbol to win a minor win, and when the ball enters the variable prize entry device 65 that is opened by the minor win, award balls are awarded.

[0202] On the other hand, if a minor win is achieved in the dynamic display of the second special symbol, the variable prize entry device 65, which is opened upon winning the minor win game, is configured to remain open for a long period of time (see Figure 23). Furthermore, the lottery results for the dynamic display of the second special symbol are more likely to be obtained in the "normal symbol high probability time shortened state," "normal symbol low probability time shortened state," "probability fluctuation state," and "latent probability fluctuation state" when playing right-hand shots. Of these, in the "latent probability fluctuation state," if the dynamic display of the second special symbol achieves a minor win, it is configured to make it easier for the ball to enter the variable prize entry device 65 (see Figures 20 and 21 described later).

[0203] In other words, the small win in the dynamic display of the second special symbol serves to award prize balls in the "latent probability fluctuation state."

[0204] Furthermore, a specific area may be provided within the variable prize-winning device 65, and a jackpot may occur when the variable prize-winning device 65 is opened and a game ball passes through the specific area. In addition, a non-specific area (for example, a losing hole) different from the specific area may be provided within the variable prize-winning device 65, and if the variable prize-winning device 65 is opened and a game ball passes through the non-specific area, the game may end without a jackpot occurring. By configuring the game in this way, when a player wins a small jackpot, the variable prize-winning device 65 is opened, a game ball is allowed to enter the variable prize-winning device 65, and the game can be enhanced by creating a gameplay element where the entered game ball either passes through the specific area and results in a jackpot, or passes through the non-specific area and ends without a jackpot.

[0205] Furthermore, the third symbol display device 81 may be configured to indicate whether or not a jackpot will occur from the start of the minor win game until one of the following results is derived: the game ball passes through a specific area and a jackpot is achieved, the game ball passes through a non-specific area and the minor win game ends without a jackpot, or the game ball fails to enter the variable prize-winning device 65 which was opened at the start of the minor win game and the minor win game ends. In this case, for example, in the "normal game state", the dynamic display of the first special symbol is determined to be a minor win (for example, a transition condition) (for example, a transition condition determination means), and a notification is made to transition from left-handed play to right-handed play in accordance with the timing of the opening of the variable prize-winning device 65. Subsequently, simultaneously with the start of the minor win game, the third symbol display device 81 may start a challenge animation (e.g., first animation) to determine whether or not a big win will occur. When one of the following results is obtained—whether the game ball passes through a specific area (e.g., predetermined area) (e.g., ball entry detection means) and a big win occurs, or the game ball passes through a non-specific area and the minor win game ends without a big win, or the game ball fails to enter the variable prize entry device 65 which was opened upon the start of the minor win game and the minor win game ends—the challenge animation may be terminated (e.g., animation termination means), and a V-winning animation (e.g., second animation) may be started to indicate to the player that, unlike the challenge animation, a V-winning animation may occur and the game state may change. The above challenge animation may also be configured to have a predetermined execution time (e.g., period setting means), and if the ball does not enter a V-winning animation or pass through a non-specific area even after the execution period has elapsed, an error such as a ball jam may occur, and an error processing (e.g., error notification animation) may be executed as a prize entry error.

[0206] Next, when the setting value is "2", the number of values ​​for the jackpot random number counter C1 (jackpot random number value) that result in a jackpot in the low probability state in the special symbol 2 jackpot random number table 202a2 is 34, the same as in the special symbol 1 jackpot random number table 202a1, and the value "0 to 33" is specified (set) in the special symbol 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the low probability state of the second special symbol with the setting value "2" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to be 34 / 10000 = 0.34 / 100 (i.e., 0.34%), the same as the first special symbol.

[0207] Furthermore, when the setting value is "2", the number of random numbers that result in a jackpot in the high probability state of the special symbol 2 jackpot random number table 202a2 is 223, the same as the special symbol 1 jackpot random number table 202a1, and the values ​​"0 to 222" are specified (set) in the special symbol 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the high probability state of the second special symbol with the setting value "2" (i.e., the "latent probability fluctuation state" or "probability fluctuation state") is 223 / 10000 = 2.23 / 100 (i.e., 2.23%), the same as the first special symbol, and the high probability state of the special symbols is set to be about 7 times easier to hit a jackpot in than the low probability state.

[0208] Here, when the setting value is "2", the number of random numbers that result in a minor win (minor win random numbers) in the low probability state and the high probability state of the special symbol 2 jackpot random number table 202a2 is 7500 in both cases, just as when the setting value is "1". The values ​​for the low probability state are "34 to 7533", and the values ​​for the high probability state are "223 to 7722", which are specified (set) in the special symbol 2 jackpot random number table 202a2. In other words, the probability of a minor win in the second special symbol with the setting value "2" is 7500 / 10000 = 75.00 / 100 (i.e., 75.00%) regardless of the game state, and it is set so that the probability of winning a minor win is the same in the low probability state and the high probability state of the special symbol.

[0209] Therefore, when the setting value is "2", the number of random numbers that result in a loss in the low probability state in the Special Feature 2 Big Win Random Number Table 202a2 (losing random numbers) is the remaining 2466 numbers other than the big win random numbers and minor win random numbers, and these values ​​"7534 to 9999" are specified (set) in the Special Feature 2 Big Win Random Number Table 202a2. Also, the number of random numbers that result in a loss in the high probability state (losing random numbers) is the remaining 2277 numbers other than the big win random numbers and minor win random numbers, and these values ​​"7723 to 9999" are specified (set) in the Special Feature 2 Big Win Random Number Table 202a2. In other words, the probability of the second special symbol missing in the low probability state of the second special symbol with setting value "2" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to 2466 / 10000 = 24.66 / 100 (i.e., 24.66%), and the probability of the second special symbol missing in the high probability state of the second special symbol (i.e., "latent probability fluctuation state" or "probability fluctuation state") is set to 2277 / 10000 = 22.77 / 100 (i.e., 22.77%).

[0210] In other words, with setting value "2", the increase in the number of jackpot random values ​​in the high probability state of Special Figure 2 is compensated for by decreasing the number of losing random values ​​in the "normal game state", which is the state in which the player spends the most time during gameplay. At the same time, the number of jackpot random values ​​that increase from the low probability state to the high probability state, and the increase due to the change in setting value, are configured to be within the range of the number of losing random values ​​in the "normal game state" (i.e., 2466 or less).

[0211] Therefore, in the special feature 2 jackpot random number table 202a2, setting value "2" has the same minor win probability (both 75.00%) as setting value "1", but the jackpot probability is slightly higher (low probability state: 0.32% → 0.34%, high probability state: 2.21% → 2.23%), making it a setting where jackpots are more likely to occur than when setting value "1".

[0212] Next, when the setting value is "3", the number of values ​​for the jackpot random number counter C1 (jackpot random number value) that result in a jackpot in the low probability state in the special figure 2 jackpot random number table 202a2 is 36, the same as in the special figure 1 jackpot random number table 202a1, and the value "0 to 35" is specified (set) in the special figure 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the low probability state of the second special symbol with the setting value "3" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to 36 / 10000 = 0.36 / 100 (i.e., 0.36%), the same as the first special symbol.

[0213] On the other hand, when the setting value is "3", the number of random numbers that result in a jackpot in the high probability state in the special symbol 2 jackpot random number table 202a2 is 225, the same as in the special symbol 1 jackpot random number table 202a1, and these values ​​"0 to 224" are specified (set) in the special symbol 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the high probability state (i.e., "latent probability fluctuation state" or "probability fluctuation state") of the second special symbol with the setting value "3" is 225 / 10000 = 2.25 / 100 (i.e., 2.25%), the same as the first special symbol, and the high probability state of the special symbols is set to be about 7 times easier to hit a jackpot in than in the low probability state.

[0214] Here, when the setting value is "3", the number of random numbers that result in a minor win in the low probability state and the high probability state of the special symbol 2 jackpot random number table 202a2 is 7500, just as in the cases of setting values ​​"1" and "2". The values ​​for the low probability state are "36 to 7535", and the values ​​for the high probability state are "225 to 7724", which are specified (set) in the special symbol 2 jackpot random number table 202a2. In other words, the probability of a minor win in the second special symbol with setting value "3" is 7500 / 10000 = 75.00 / 100 (i.e., 75.00%) regardless of the game state, and it is set so that the probability of winning a minor win is the same in the low probability state and the high probability state of the special symbol.

[0215] Therefore, when the setting value is "3", the number of random numbers that result in a loss in the low probability state in the Special Feature 2 Big Win Random Number Table 202a2 (losing random numbers) is the remaining 2464 numbers other than the big win random numbers and minor win random numbers, and these values ​​"7536 to 9999" are specified (set) in the Special Feature 2 Big Win Random Number Table 202a2. Also, the number of random numbers that result in a loss in the high probability state (losing random numbers) is the remaining 2275 numbers other than the big win random numbers and minor win random numbers, and these values ​​"7725 to 9999" are specified (set) in the Special Feature 2 Big Win Random Number Table 202a2. In other words, the probability of the second special symbol missing in the low probability state of the second special symbol with setting value "3" (i.e., "normal game state", "normal symbol high probability time shortened state", or "normal symbol low probability time shortened state") is set to 2464 / 10000 = 24.64 / 100 (i.e., 24.64%), and the probability of the second special symbol missing in the high probability state of the second special symbol (i.e., "latent probability fluctuation state" or "probability fluctuation state") is set to 2275 / 10000 = 22.75 / 100 (i.e., 22.75%).

[0216] In other words, with setting value "3", the increase in the number of jackpot random values ​​in the high probability state of Special Figure 2 is compensated for by decreasing the number of losing random values ​​in the "normal game state", which is the state in which the player spends the most time during gameplay. At the same time, the number of jackpot random values ​​that increase from the low probability state to the high probability state, and the increase due to the change in setting value, is configured to be within the range of the number of losing random values ​​in the "normal game state" (i.e., 2464 or less).

[0217] Therefore, in the special feature 2 jackpot random number table 202a2, setting value "3" has the same minor win probability (both 75.00%) as setting value "2", but the jackpot probability is slightly improved (low probability state: 0.34% → 0.36%, high probability state: 2.23% → 2.25%), making it a setting where jackpots are more likely to occur than with setting value "2".

[0218] As described above, in both the Special Figure 1 jackpot random number table 202a1 and the Special Figure 2 jackpot random number table 202a2, the increase in the number of jackpot random values ​​in the "probability fluctuation state" or "latent probability fluctuation state" is compensated for by the number of losing random values ​​in the "normal game state," "normal figure high probability time reduction state," or "normal figure low probability time reduction state," while being configured so that it remains within the range of the number of losing random values ​​in the "normal game state," "normal figure high probability time reduction state," or "normal figure low probability time reduction state." Furthermore, in the Special Figure 1 jackpot random number table 202a1 and the Special Figure 2 jackpot random number table 202a2, the number of minor win random values ​​is configured so that it does not change between the "normal game state," "normal figure high probability time reduction state," or "normal figure low probability time reduction state" and the "probability fluctuation state" or "latent probability fluctuation state." By configuring it in this way, the payout rate for each setting can be calculated by considering only the increase in the jackpot random number, thereby suppressing the increase in man-hours when designing the game specifications.

[0219] Furthermore, the jackpot random number table 202a may include random values ​​that result in winning a time-saving symbol that leads to the "normal low probability time reduction state" without going through the jackpot state. In this case, the transition to the "normal low probability time reduction state" due to reaching the ceiling and the transition to the "normal low probability time reduction state" due to winning a time-saving symbol may occur simultaneously. In such cases, the system is configured to prioritize the state that is more advantageous to the player. For example, if the transition to the "normal low probability time reduction state" due to winning a time-saving symbol may grant "500" time-saving spins, the number of time-saving spins that may be granted when reaching the ceiling and transitioning to the "normal low probability time reduction state" ("1140" spins) is greater, so the system is configured to prioritize the transition to the "normal low probability time reduction state" due to reaching the ceiling.

[0220] Furthermore, the third symbol display device 81 may be configured to indicate whether or not a jackpot will occur from the start of the minor win game until one of the following results is obtained: the game ball passes through a specific area and a jackpot is achieved, the game ball passes through a non-specific area and the minor win game ends without a jackpot, or the minor win game ends without the game ball being able to enter the variable prize-winning device 65 which was opened at the start of the minor win game. In this case, for example, in the "normal game state", the dynamic display of the first special symbol indicates a minor win (for example, the first game state), and a notification is given to transition from left-handed play to right-handed play in accordance with the timing of the opening of the variable prize-winning device 65. Subsequently, at the same time as the start of the minor win game, the third symbol display device 81 starts a V-opening performance (e.g., the first performance) which determines whether or not a big win will occur and performs a launch suggestion performance (e.g., "Aim for V!", etc., part of the first performance) that launches a ball to enter a specific area. When one of the following results is derived (e.g., the game state ends without a big win by having the game ball pass through the specific area, or without a big win by having it pass through a non-specific area, or the game state ends without having the game ball enter the variable prize entry device 65 that was opened at the start of the minor win game), the V-opening performance may be switched (e.g., a switching means) and a V-acquisition performance (e.g., the second performance) may be started which suggests to the player that, unlike the V-opening performance, a V-acquisition may occur and the game state may change. If a V-win occurs during the aforementioned minor win game, the game state may be configured to transition to a major win game after the minor win game ends, and the major win game may be configured to provide the player with a more advantageous game value than the minor win game. Furthermore, if a major win is achieved, the game may be configured so that the ball is guaranteed to enter a specific area.

[0221] Returning to Figure 6, let's continue the explanation. The jackpot type counter C2 determines the type of jackpot when a jackpot is won. It is configured to be incremented by 1 sequentially within a predetermined range (for example, "0 to 99"), and then return to "0" after reaching the maximum value (for example, "99" in the case of a counter that can take values ​​from "0 to 99"). The value of the jackpot type counter C2 is updated periodically, for example (once in each timer interrupt process (see Figure 31) in the first embodiment).

[0222] Then, when the ball enters the first starting port 64, it is stored in the jackpot type counter storage area 203d2 of the first reserved ball storage area 203d of the RAM 203, which is provided in conjunction with the first starting port 64. This area is the same as the first reserved ball storage area where the jackpot random number counter C1 is stored. Also, when the ball enters the upper second starting port 71 or the lower second starting port 71a, it is stored in the jackpot type counter storage area 203e2 of the second reserved ball storage area 203e of the RAM 203, which is provided in conjunction with the upper second starting port 71 or the lower second starting port 71a. This area is the same as the second reserved ball storage area where the jackpot random number counter C1 is stored.

[0223] Here, for example, if the value of the jackpot random number counter C1 stored in one of the first reserved ball storage areas 203d or the second reserved ball storage area 203e is not a random number that results in a jackpot (jackpot random value), that is, if it is a random number that results in a miss or a minor win (miss random value or minor win random value), then the variation pattern in the variation performance and the type of stopping symbols (hereinafter referred to as "stopping type") will be those of a miss or a minor win. On the other hand, if the value of the jackpot random number counter C1 stored in one of the first reserved ball storage areas 203d or the second reserved ball storage area 203e is a random number that results in a jackpot (jackpot random value), then the variation pattern in the variation performance and the stopping type will be those of a jackpot. In this case, the variation pattern and stopping type at the time of the jackpot are determined in accordance with the jackpot type indicated by the value of the jackpot type counter C2 stored in the same reserved area.

[0224] As described above, the value of the jackpot type counter C2 in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the jackpot type is determined based on the jackpot type counter C2 and the jackpot type table 202b stored in the ROM 202. The jackpot type table 202b includes a special symbol 1 jackpot type table 202b1 which is referenced in the first lottery game of the first special symbol, and a special symbol 2 jackpot type table 202b2 which is referenced in the second lottery game of the second special symbol.

[0225] Here, with reference to Figure 8, the special feature 1 jackpot type table 202b1 and the special feature 2 jackpot type table 202b2 will be explained. Figure 8(a) is a schematic diagram showing an example of the special feature 1 jackpot type table 202b1 corresponding to the first special feature stored in ROM 202, and Figure 8(b) is a schematic diagram showing an example of the special feature 2 jackpot type table 202b2 corresponding to the second special feature also stored in ROM 202.

[0226] As shown in Figures 8(a) and 8(b), the jackpot type table 202b is divided into tables for the first special symbol and the second special symbol, and within those tables, the game state and the value of the jackpot type counter C2 are associated.

[0227] In the pachinko machine 10 of the first embodiment, there are the following types of jackpots: "Shortened Time A," which corresponds to a "Reduced Time State for High Probability of Normal Symbols" where, after a jackpot with a maximum of 5 rounds, the probability of hitting a jackpot with a special symbol is low, but the probability of hitting a jackpot with a normal symbol is high until a specified number of special symbols are hit (100 times in the first embodiment); "Probability Fluctuation A," which corresponds to a "Probability Fluctuation State" where, after a jackpot with a maximum of 10 rounds, both the probability of hitting a jackpot with a special symbol and the probability of hitting a jackpot with a normal symbol are high until the next jackpot; and "Latent Probability Fluctuation A," which corresponds to a "Latent Probability Fluctuation State" where, after a jackpot with a maximum of 10 rounds, the probability of hitting a jackpot with a normal symbol is low, but the probability of hitting a jackpot with a special symbol is high until the next jackpot.

[0228] In the Special Feature 1 Jackpot Type Table 202b1 and the Special Feature 2 Jackpot Type Table 202b2, the types of jackpots that can be selected differ depending on the game state at the time of winning a jackpot. For each type of jackpot, the possible values ​​of the jackpot type counter C2 that determines that jackpot type are associated.

[0229] In the example of the special symbol 1 jackpot type table 202b1 shown in Figure 8(a), when a jackpot of the first special symbol occurs in the "normal game state", the value of the jackpot type counter C2 "0 to 34" is associated with the jackpot type "Shortened Time A", and the value of the jackpot type counter C2 "35 to 99" is associated with the jackpot type "Probability Variation A". Furthermore, when a jackpot of the first special symbol occurs in the "Probability Variation State", "Normal Symbol Low Probability Time Reduction State", "Normal Symbol High Probability Time Reduction State", or "Latent Probability Variation State", the value of the jackpot type counter C2 "0 to 34" is associated with the jackpot type "Shortened Time A", and the value of the jackpot type counter C2 "35 to 99" is associated with the jackpot type "Latent Probability A".

[0230] Therefore, in the lottery for the first special symbol in the "normal game state," if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of any of the first reserved ball storage areas 203d is a value that results in a jackpot, the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2 of the same first reserved area may be selected from the special symbol 1 jackpot type table 202b1. For example, if the value of the jackpot type counter C2 is "7", the jackpot type "Short Time A" may be selected, and if the value of the jackpot type counter C2 is "95", the jackpot type "Probability Change A" may be selected.

[0231] Furthermore, in the lottery for the first special symbol in the "probability fluctuation state," "normal symbol low probability time reduction state," "normal symbol high probability time reduction state," or "latent probability fluctuation state," if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of any of the first reserved ball storage areas 203d is a value that results in a jackpot, a jackpot type corresponding to the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2 of the same first reserved area may be selected from the special symbol 1 jackpot type table 202b1. For example, if the value of the jackpot type counter C2 is "7," the jackpot type "Time Reduction A" may be selected, and if the value of the jackpot type counter C2 is "95," the jackpot type "Latent Probability A" may be selected.

[0232] Therefore, in the "normal game state," when a jackpot is won through the dynamic display of the first special symbol, there is a 35% chance of winning a jackpot of type "Shortened Time A" and a 65% chance of winning a jackpot of type "Probability Variation A". Also, in the "Probability Variation State," "Normal Symbol Low Probability Time Reduction State," "Normal Symbol High Probability Time Reduction State," or "Latent Probability Variation State," when a jackpot is won through the dynamic display of the first special symbol, there is a 35% chance of winning a jackpot of type "Shortened Time A" and a 65% chance of winning a jackpot of type "Latent Probability A" instead of a jackpot of type "Probability Variation A".

[0233] In the pachinko machine 10 of the first embodiment, in the left shooting game, while it is possible to win the first starting port 64 and execute the dynamic display of the first special symbol, it is difficult to win the upper second starting port 71 or the lower second starting port 71a, so it is configured that it is difficult to execute the dynamic display of the second special symbol. Therefore, in the game state of the left shooting game (i.e., the "normal game state"), the dynamic display of the first special symbol is mainly configured to be executed.

[0234] Next, in the example of the special figure 2 jackpot type table 202b2 shown in FIG. 8(b), when a jackpot of the second special symbol occurs in all game states, the values "0 to 34" of the jackpot type counter C2 are associated with the jackpot type "time shortening A", and the values "35 to 99" of the jackpot type counter C2 are associated with the jackpot type "hidden probability A".

[0235] That is, in the winning or losing lottery of the second special symbol in all game states, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second hold areas in the second hold ball storage area 203e is a value that is a jackpot, the jackpot type selected from the special figure 2 jackpot type table 202b2 can be associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203e2 of the same second hold area. For example, if the value of the jackpot type counter C2 is "7", the jackpot type "time shortening A" can be selected, and if the value of the jackpot type counter C2 is "95", the jackpot type "hidden probability A" can be selected.

[0236] Therefore, when winning the jackpot in the dynamic display of the second special symbol, the jackpot type "time shortening A" will be selected at a rate of 35% and the jackpot type "hidden probability A" will be selected at a rate of 65%.

[0237] Furthermore, in the pachinko machine 10 of the first embodiment, right-hand play is discouraged (not recommended, prohibited) in the "normal play state," and the time until the result of the dynamic display of the second special symbol is derived in the "normal play state" is longer than the time until the result of the dynamic display of the first special symbol is derived (see Figures 11 to 16 described later). In addition, the dynamic display of the second special symbol in progress is configured to stop as a losing symbol when a minor win is achieved in the dynamic display of the first special symbol, so that the lottery result from the dynamic display of the second special symbol is practically difficult to derive in the "normal play state."

[0238] Here, with reference to Figures 9 and 10, the game modes in each game state of the pachinko machine 10 of the first embodiment, as well as the conditions for transitioning to each game state and the destinations for those transitions, will be explained. Figure 9 is a list explaining the trigger for transitioning to each game state, the probability of winning a jackpot with a special symbol, the probability of winning with a normal symbol, the recommended ball launch mode, the main prize destinations, the variation time for the first special symbol, the variation time for the second special symbol, and whether or not right-handed play is permitted for each game state. Figure 10 is a diagram showing the launch mode in each game state and the destinations for transitioning to each game state based on the type of jackpot won, etc. Although Figure 10 also shows the transition to the game state when playing with an unrecommended launch mode, for the sake of simplicity, that explanation will be omitted here.

[0239] As shown in Figure 9, the triggers for transitioning to the "normal game state" are the factory default initial state and the RAM clear state, when the dynamic display of special symbols in the "normal symbol high probability time reduction state" is performed 100 times (so-called end of electric support; see Figure 10), or when the dynamic display of special symbols in the "normal symbol low probability time reduction state" is performed 1140 times (so-called end of electric support; see Figure 10).

[0240] Furthermore, as shown in Figure 9, in the "normal game state," as described above, the probability of hitting a jackpot with a special symbol is low, and the probability of hitting with a regular symbol is also low. In addition, in the "normal game state," left-handed play is encouraged, and balls launched in this left-handed play mainly enter the first starting port 64. The dynamic display time of the first special symbol 1 changes in the range of "5 seconds to 190 seconds," and the dynamic display time of the second special symbol 1 changes in the range of "20 seconds to 190 seconds" (see Figures 11 to 16 described later). In this "normal game state," if right-handed play is performed, the launching method is detected by the through gate 67, etc., and based on this detection, the system is configured to issue a right-handed play prohibition notification by the audio output device 226 (see Figure 5), etc., in order to suppress right-handed play.

[0241] Next, the trigger for transitioning to the "reduced normal symbol low probability time state" is when, after a big win ends, the player fails to win a big win for "900" consecutive times in the low probability state of the special symbols; that is, when, during the "900" dynamic display in the low probability state of the special symbols, the player continues to get misses or wins small prizes (see Figure 10).

[0242] Furthermore, in the "Normal Symbol Low Probability Time Reduction State," as described above, the probability of hitting a jackpot with a special symbol is low, and the probability of hitting with a normal symbol is also low, but the opening time of the normal electric mechanism 72 is extended (see Figure 24). In addition, in the "Normal Symbol Low Probability Time Reduction State," right-handed play is encouraged, and balls launched in this right-handed play can enter the upper second start opening 71, as well as the lower second start opening 71a, where the low probability time reduction function is activated. The dynamic display time of the 1 in the first special symbol changes within the range of "2 seconds to 190 seconds," and the dynamic display time of the 1 in the second special symbol also changes within the range of "2 seconds to 190 seconds" (see Figures 11 to 16 described later). Note that in this "Normal Symbol Low Probability Time Reduction State," right-handed play is encouraged, so even if a ball passes through the through gate 67, the above right-handed play prohibition notification is not executed.

[0243] Next, the trigger for transitioning to the "Normal High Probability Time Reduction State" is winning a jackpot of type "Time Reduction A" (see Figure 10).

[0244] In this "Normal Symbol High Probability Time Reduction State," as described above, the probability of hitting a jackpot with special symbols is low, while the probability of hitting with normal symbols is high. Furthermore, in the "Normal Symbol High Probability Time Reduction State," as in the "Probability Fluctuation State," right-handed play is encouraged, and balls launched by right-handed play can enter the upper second start port 71, as well as the lower second start port 71a, where the high probability time reduction function is activated. The dynamic display time of the second special symbol 1 fluctuates within the range of "2 seconds to 190 seconds," while the dynamic display time of the first special symbol 1 fluctuates within the range of "2 seconds to 190 seconds" (see Figures 11 to 16 described later). Note that in this "Normal Symbol High Probability Time Reduction State," right-handed play is encouraged, so the above-mentioned right-handed play prohibition notification is not executed.

[0245] Next, the trigger for transitioning to the "probability fluctuation state" is winning a jackpot of type "probability fluctuation A" (see Figure 10).

[0246] Furthermore, in the "probability fluctuation state," as mentioned above, the probability of hitting a jackpot with special symbols is high, and the probability of hitting with regular symbols is also high. In addition, in the "probability fluctuation state," right-handed play is encouraged, and balls launched in this right-handed play may enter the upper second start opening 71, as well as the lower second start opening 71a, where the high probability time-saving function is activated. The dynamic display time of the 1 in the first special symbol fluctuates within the range of "2 seconds to 190 seconds," while the dynamic display time of the 1 in the second special symbol fluctuates within the range of "2 seconds to 190 seconds" (see Figures 11 to 16 described later). Note that in this "probability fluctuation state," right-handed play is encouraged, so even if a ball passes through the through gate 67, the above right-handed play prohibition notification is not executed.

[0247] Next, the trigger for transitioning to the "latent probability fluctuation state" is winning a jackpot of type "latent probability A" (see Figure 10).

[0248] Furthermore, in the "latent probability fluctuation state," as mentioned above, the probability of hitting a jackpot with special symbols is high, while the probability of hitting with regular symbols is low. In addition, in the "latent probability fluctuation state," right-handed play is encouraged, and although balls launched with right-handed play can enter the upper second start opening 71, the time-saving function is not activated as in the "regular symbol high probability time reduction state," "probability fluctuation state," or "regular symbol low probability time reduction state," making it difficult for balls to enter the lower second start opening 71a. The dynamic display time of the 1 in the first special symbol fluctuates within the range of "2 seconds to 190 seconds," while the dynamic display time of the 1 in the second special symbol fluctuates within the range of "2 seconds to 190 seconds" (see Figures 11 to 16 described later). Note that in this "latent probability fluctuation state," right-handed play is encouraged, so even if a ball passes through the through gate 67, the above right-handed play prohibition notification is not executed.

[0249] Returning to Figure 6, let's continue the explanation of the various counters. The stop pattern selection counter C3 is configured to increment by "1" sequentially within the range of "0 to 99," and then return to "0" after reaching the maximum value (i.e., "99").

[0250] In the first embodiment, the general presentation style of the variation animations displayed on the third symbol display device 81 during a jackpot and a miss is selected based on the number of reserved variation animations and the value of the stop pattern selection counter C3. In addition, the pachinko machine 10 of the first embodiment is provided with a long pattern (hereinafter sometimes referred to as "long") in which a relatively long variation time is likely to be selected for each presentation style, a middle pattern (hereinafter sometimes referred to as "middle") in which a shorter variation time than the long pattern is likely to be selected, and a short pattern (hereinafter sometimes referred to as "short") in which a shorter variation time than the middle pattern is likely to be selected.

[0251] Specifically, one of six performance modes may be selected: a "non-reach (long)" performance mode in which no "reach display" occurs; a "non-reach (medium)" or "non-reach (short)" performance mode; a "normal reach" performance mode in which only the variable elements of a "normal reach" are executed as a "reach display"; a "super reach" performance mode in which the variable elements of a "super reach" are executed, developing from the variable elements of the "normal reach"; and a "special reach" performance mode in which the variable elements of a "special reach" are executed, similarly developing from the variable elements of a "normal reach."

[0252] Here, we will explain each performance mode in detail. Among the performance modes, the "non-reach (long)" performance mode, the "non-reach (medium)" performance mode, and the "non-reach (short)" performance mode (hereinafter, the "non-reach (long)" performance mode, the "non-reach (medium)" performance mode, and the "non-reach (short)" performance mode may be collectively referred to as the "non-reach" performance mode) are performance modes in which, as a special symbol variation performance, the third symbol display device 81, in which three symbol rows Z1 to Z3 vary, performs a "high-speed variation" variation element in which each symbol row Z1 to Z3 is shuffled at high speed, and then the same third symbol does not stop in the two symbol rows Z1 and Z3 that stop first, and no "reach display" is generated.

[0253] The "high-speed variation" variation element refers to, for example, the variation effect of the third symbol performed by the third symbol display device 81, in which the third symbols displayed in each symbol row Z1 to Z3 (see Figure 4) are scrolled rapidly downwards in the vertical direction of the display screen. In this "high-speed variation," the third symbols are varied in such a way that the player cannot clearly recognize the content of the third symbols, and an effect is performed that irregularly mixes (shuffles) the stopping results of the variation effect that were displayed at the previous stop.

[0254] In the pachinko machine 10 of the first embodiment, after the "high-speed variation" variation element is performed, the machine is configured to perform a "low-speed variation" variation element, except for certain performance modes ("non-reach (medium)" performance mode, "non-reach (short)" performance mode).

[0255] The variable element of "low-speed variation" refers to the variable element in the variation effect of the third symbol performed by the third symbol display device 81, where, after the variable element of the above "high-speed variation", the third symbol is scrolled at a speed visible to the player and the variable element of scrolling the third symbol at a low speed. In this variable element of "low-speed variation", while allowing the player to recognize the display content of the third symbol, each symbol column Z1 to Z3 is stopped and displayed in order. When the same third symbol stops in the two symbol columns (for example, the left symbol column Z1 and the right symbol column Z3 (see FIG. 4)) that stop and display first, it is considered that "reach display" has occurred, and it develops into the variable element of "normal reach". On the other hand, when different third symbols stop in the two symbol columns Z1 and Z3 that stop and display first, the remaining symbol column Z2 is stopped and displayed, and the variation effect is configured to end. The details of each variable element including the variable element of "high-speed variation" or the variable element of "low-speed variation" will be described later.

[0256] Therefore, in the "non-reach (long)" effect mode, after the variable element of "high-speed variation" is performed, the variable element of "low-speed variation" is performed, and each symbol column Z1 to Z3 stops in order. Different third symbols stop in the two symbol columns Z1 and Z3 that stop first, and the remaining one symbol column Z2 stops, and one variation effect ends. On the other hand, in the "non-reach (middle)" effect mode and the "non-reach (short)" effect mode, after the "high-speed variation" is performed, the variable element of "low-speed variation" is not performed. After the end of the variable element of the "high-speed variation", each symbol column Z1 to Z3 stops simultaneously. Different third symbols stop in the two symbol columns Z1 and Z3 (for example, the two symbol columns that stop first in the "non-reach (long)" effect mode), and the other symbol column Z2 also stops, and one variation effect ends.

[0257] Among the effect modes, the "normal reach" effect mode is one of the effect modes of "reach display" in which, in the variation effect of the third symbol in the third symbol display device 81, immediately after the same third symbol stops in the two symbol columns Z1 and Z3 that stop and display first, the variable element of "normal reach" is executed and does not develop into other "reach displays", that is, the variable element of "super reach" or the variable element of "special reach".

[0258] Among the various performance modes, the "Super Reach" performance mode is one type of "reach display" performance mode in which the variable elements of "Super Reach" are executed, evolving from the variable elements of "Normal Reach".

[0259] Among the various performance modes, the "Special Reach" performance mode is one of the "Reach Display" performance modes in which the variable elements of the "Special Reach" are executed, evolving from the variable elements of the "Normal Reach".

[0260] The value of the stop pattern selection counter C3 is updated periodically, for example (once for each timer interrupt process (see Figure 31) in the first embodiment). When a ball enters the first start opening 64, the value is stored in the stop pattern selection counter storage area 203d3 of the first reserve area, which is one of the first reserve areas 1 to 4 located in the first reserve ball storage area 203d corresponding to the first start opening 64, where the jackpot random number counter C1 is stored. Also, when a ball enters the upper second start opening 71 or the lower second start opening 71a, the value is stored in the stop pattern selection counter storage area 203e3 of the second reserve area, which is one of the second reserve areas 1 to 4 located in the second reserve ball storage area 203e corresponding to the upper second start opening 71 or the lower second start opening 71a, where the jackpot random number counter C1 is stored.

[0261] In the pachinko machine 10 of the first embodiment, the stop pattern table 202d, which refers to the value of the stop pattern selection counter C3, is configured to be different depending on whether the variation effect is successful or not, the current game state, and the number of variation effects (number of reserved balls) of both special symbols currently in reserve. That is, multiple types of stop pattern tables 202d are provided and are configured to be selected according to the number of variation effects (number of reserved balls) of both special symbols in standby, etc.

[0262] Furthermore, in the first embodiment, when determining the detailed variation pattern of the variation effect, first, based on the number of reserved balls table 202c provided in the ROM 202, one of the stop pattern tables 202d corresponding to the success or failure of the variation effect, the current game state, and the current number of variation effects (number of reserved balls) is selected. Then, based on the selected stop pattern table 202d and the value of the stop pattern selection counter C3, a general type of effect of the variation effect is selected. Subsequently, based on the selected effect type and the value of the variation type counter CS1, which will be described later, the detailed variation pattern (variation time) of the variation effect is determined.

[0263] The multiple types of stop pattern tables 202d are set so that the range of random values ​​of the stop pattern selection counter C3, which selects the performance mode, is different for each stop pattern table 202d. Multiple stop pattern tables 202d are provided in order to change the selection ratio of performance modes for the variable performance depending on whether the variable performance is successful or not, the game state, and the number of reserved balls. Specifically, the selection ratio of performance modes is changed depending on (1) whether a jackpot occurs in the variable performance of the acquired third symbol, (2) whether the current game state of the pachinko machine 10 is "probability variation state", "normal symbol high probability time reduction state", "latent probability variation state", "normal symbol low probability time reduction state", or "normal game state", and (3) how many reserved balls there are for the variable performance that are being held.

[0264] The primary reason for this is to change the probability of winning the jackpot for each type of presentation. Specifically, the probability of winning the jackpot is changed for each type of presentation by configuring the game so that the proportion of stop patterns selected—namely, the "non-reach" presentation, the "normal reach" presentation, the "super reach" presentation, and the "special reach" presentation—differs depending on whether the jackpot lottery is won or lost. For example, if the jackpot lottery is won, the game is configured to make it easier to select the "super reach" presentation or the "special reach" presentation, while if the jackpot lottery is not won, the game is configured to make it easier to select the "non-reach" presentation or the "normal reach" presentation.

[0265] By configuring the game in this way, the "Super Reach" and "Special Reach" presentation patterns can be designed to increase the likelihood of a jackpot, while the "Normal Reach" and "Non-Reach" presentation patterns can be designed to decrease the likelihood of a jackpot or result in no jackpot at all, thus differentiating the expected jackpot rate for each presentation pattern. Therefore, when a presentation pattern that increases the likelihood of a jackpot appears during the reel spin, it suggests to the player that there is a high probability of a jackpot occurring while that pattern is running, thereby enhancing the enjoyment of the game.

[0266] In the first embodiment of the pachinko machine 10, specifically, when the acquired lottery result is a jackpot, the machine is configured to select a performance mode (stop pattern), which is the general content of the variation performance, based on a stop pattern table 202d that makes it easier to select a performance that is likely to result in a jackpot and makes it difficult to select a performance that is unlikely to result in a jackpot. On the other hand, when the acquired lottery result is a loss, the machine is configured to select a performance mode (stop pattern) of the variation performance based on a stop pattern table 202d that makes it difficult to select a performance that is likely to result in a jackpot and makes it easier to select a performance that is unlikely to result in a jackpot. As a result, when the lottery result of the third symbol is notified to the player during the variation performance, if a performance that is likely to result in a jackpot is being performed, a jackpot is more likely to occur in that variation performance, and if a performance that is unlikely to result in a jackpot is being performed, a jackpot is less likely to occur in that variation performance. By creating a difference in the expected value of a jackpot for each performance mode (stop pattern), the enjoyment of the game during the execution of that variation performance can be enhanced.

[0267] Furthermore, the second reason is to minimize wasted balls (so-called overflow entries resulting in no special symbol draws) resulting from balls entering the first start port 64 when the waiting count for the first special symbol's variation animation has reached its limit, or from balls entering the upper second start port 71 or lower second start port 71a when the waiting count for the second special symbol's variation animation has reached its limit.

[0268] To explain in more detail, the number of waiting times for the variation animations of the first and second special symbols is limited to a maximum of four, and since the variation animations are performed for at least a certain period of time, in game states where it is easy for balls to enter the lower second start opening 71a, such as the "probability variation state," "normal symbol high probability time reduction state," and "normal symbol low probability time reduction state," it is easy to reach the maximum number of reserved balls for the second special symbol. In these game states, if a variation animation with a long variation time is selected, balls will frequently enter the lower second start opening 71a when the maximum number of reserved balls for the second special symbol has been reached, and despite the balls entering the lower second start opening 71a, the opportunity to draw for the second special symbol will not be obtained. Furthermore, even in "normal gameplay," if the maximum number of reserved balls for the first special symbol is reached and a long variation animation is selected, the number of reserved balls for the first special symbol will not be consumed during the execution of that variation animation. Therefore, even if a ball enters the first start port 64 during that time, the opportunity to draw for the first special symbol cannot be obtained. In this situation, the player will judge that there is no value in entering the first start port 64, and will stop launching balls and interrupt the game until the variation animation is completed and the number of reserved balls can be acquired again. When the game is interrupted, the utilization rate of the pachinko machine 10 decreases, which affects the management of the amusement facility.

[0269] Therefore, in the pachinko machine 10 of the first embodiment, the machine is configured to select the performance mode of the variation performance based on a stop pattern table 202d that is likely to select a short variation time when the game state is such that it is easy to reach the maximum number of reserved balls for the third symbol (first special symbol or second special symbol), or when the number of reserved balls is close to (or matches) the maximum number of reserved balls. This makes it possible to suppress the entry of balls into the first start port 64, the upper second start port 71, or the lower second start port 71a when the maximum number of reserved balls for the third symbol (first special symbol or second special symbol) has been reached.

[0270] Furthermore, a third reason is to extend the execution time and delay the end of the variation animation, thereby maintaining the state in which the variation animation is running for a longer period. Specifically, if the number of reserved balls for the variation animation is small (or none), and a ball is not entered into the first start port 64, the upper second start port 71, or the lower second start port 71a within the variation time of the currently running variation animation, the next variation animation cannot be started, and the third symbol display device 81 must display a demo screen or the like. If the player is playing the game by firing balls but the third symbol display device 81 does not display a variation animation, the player will not be able to obtain the excitement related to the jackpot lottery that they desire, and will lose interest in the game. Furthermore, if the third symbol display device 81 does not display a variation effect, the player may perceive the pachinko machine 10 as one in which it is difficult to get balls into the first start opening 64, the upper second start opening 71, or the lower second start opening 71a, and may decide that the machine is not worth playing and stop playing it.

[0271] Therefore, in the pachinko machine 10 of the first embodiment, when the number of reserved balls for the variation effect is small, the machine is configured to select the variation effect mode based on a stop pattern table 202d which tends to select a longer variation time. This makes it less likely that the third symbol display device 81 will be in a state where no variation effect is being performed, and the execution state of the variation effect on the third symbol display device 81 can be maintained for a longer period of time.

[0272] Furthermore, as a fourth reason, the pachinko machine 10 of the first embodiment is a so-called simultaneous variation machine that can simultaneously and in parallel execute the dynamic display of the first special symbol and the dynamic display of the second special symbol. However, the special symbols that are to be executed (encouraged) for each game state are set (specified) in advance as game specifications, and in order to actively draw the special symbols that are to be executed for each game state, the machine is configured to impose a predetermined penalty if, for example, an opportunity to draw a special symbol that is not to be executed (not encouraged) is obtained in a predetermined game state.

[0273] Specifically, for example, in the "normal game state," left-handed play is pre-encouraged as a game specification, and by playing left-handed, the player wins a jackpot in the dynamic display of the first special symbol, thereby obtaining game value from the jackpot, while also experiencing gameplay where the jackpot type will be either "Time-Saving A" or "Probability Variation A" depending on the type of jackpot. Furthermore, in the "Normal Symbol High Probability Time-Saving State" and "Normal Symbol Low Probability Time-Saving State," right-handed play is pre-encouraged as a game specification, and by playing right-handed, the player experiences gameplay where they can win a jackpot in the dynamic display of the special symbol while the time-saving function is active. In addition, in the "Probability Variation State," right-handed play is pre-encouraged as a game specification, and by playing right-handed, the player experiences gameplay where they can maintain the prize-winning assistance state while also experiencing gameplay where they can experience gameplay where the next jackpot will be of a specific type. Furthermore, in the "latent probability fluctuation state," right-handed play is encouraged as part of the game specifications. By playing right-handed, players can win a minor prize in the dynamic display of the second special symbol, thereby gaining game value from the minor prize, while also experiencing the gameplay of not knowing what type of jackpot the next big win will be.

[0274] Therefore, in the "normal game state," the dynamic display of the first special symbol based on left-handed play is encouraged, and in the "probability variation state," "normal symbol high probability time reduction state," "normal symbol low probability time reduction state," and "latent probability variation state," the dynamic display of the second special symbol based on right-handed play is encouraged. However, if the game is not played according to the above game specifications, in particular, if the dynamic display of the second special symbol is performed while the dynamic display of the first special symbol is also performed in the "normal game state," the game result will differ from the payout rate based on the initially set game specifications, which may cause unforeseen disadvantages to the gaming hall.

[0275] Therefore, in the pachinko machine 10 of the first embodiment, when multiple dynamic displays of the second special symbol are held (for example, 4) in the "normal game state", the newly started dynamic display of the second special symbol is performed for a longer time (for example, "20 seconds") than the dynamic display of the first special symbol, and while the dynamic display of the second special symbol is being performed, a small win is made in the dynamic display of the first special symbol, which can cause the dynamic display of the second special symbol to stop as a losing symbol. With this configuration, when a ball enters the upper second start port 71 or the lower second start port 71a, which causes the dynamic display of a special symbol that is not recommended as a game specification, the execution efficiency of the dynamic display of the second special symbol is reduced, thereby reducing the efficiency of assigning game value. As a result, players can be discouraged from performing dynamic displays of special symbols that are not recommended, which can suppress gameplay that differs from the intended game specification and reduce disadvantages to the hall.

[0276] Furthermore, in the "probability fluctuation state," "normal high probability time reduction state," "latent probability fluctuation state," or "normal low probability time reduction state," left-handed play is not recommended as a game specification. However, even if a player engages in this unrecommended play (i.e., left-handed play), the value of the game obtained by the player is set lower than if they engage in the recommended play (i.e., right-handed play). For this reason, it is not a disadvantageous play style for the arcade, and therefore no special penalties are imposed.

[0277] Here, we will explain the details of the reserved number table 202c with reference to Figures 11 and 12. Figure 11 is a schematic diagram showing the reserved number table 202c1 for Special Symbol 1, which corresponds to the first special symbol, and Figure 12 is a schematic diagram showing the reserved number table 202c2 for Special Symbol 2, which corresponds to the second special symbol.

[0278] As described above, in the pachinko machine 10 of the first embodiment, when a variation performance of the first special symbol is performed based on a ball entering the first start port 64, the machine is configured to select one of the stop pattern tables 202d1 to 202d6 by referring to the special symbol 1 reserve count table 202c1 based on whether the variation performance is successful or not, the game state at that time, and the total number of reserved special symbol variation performances at that time. Furthermore, when a variation performance of the second special symbol is performed based on a ball entering the upper second start port 71 or the lower second start port 71a, the machine is configured to select one of the stop pattern tables 202d1 to 202d6 by referring to the special symbol 2 reserve count table 202c2 based on whether the variation performance is successful or not, the game state at that time, and the total number of reserved special symbol variation performances at that time. Then, the general type of variation animation is determined based on one of the selected stop pattern tables 202d1 to 202d6 and the value of the stop pattern selection counter C3.

[0279] Specifically, as shown in the reserve count table 202c1 for special symbol 1 in Figure 11, when a miss or minor win is selected in "normal gameplay state" and the number of reserved balls for the first special symbol is "1 to 3", then table A 202d1 of the stop pattern table 202d (see Figure 13(a)) is selected. Also, when a miss or minor win is selected in "normal gameplay state" and the number of reserved balls for the first special symbol is "4", then table B 202d2 of the stop pattern table 202d (see Figure 13(b)) is selected. On the other hand, when a big win is selected in "normal gameplay state", regardless of the number of reserved balls, table C 202d3 of the stop pattern table 202d (see Figure 13(c)) is selected.

[0280] Next, when a miss or minor win is extracted in the "probability fluctuation state," "normal low probability time reduction state," "normal high probability time reduction state," or "latent probability fluctuation state," regardless of the number of reserved balls, Table D 202d4 of Stop Pattern Table 202d (see Figure 14(a)) is selected. Also, when a big win is extracted in the "probability fluctuation state," "normal low probability time reduction state," "normal high probability time reduction state," or "latent probability fluctuation state," regardless of the number of reserved balls, Table C 202d3 of Stop Pattern Table 202d (see Figure 13(c)) is selected.

[0281] Next, as shown in the reserve count table 202c2 for special figure 2 in Figure 12, when a miss or a minor win is extracted in the "normal game state", regardless of the number of reserved balls, table E 202d5 of the stop pattern table 202d (see Figure 14(b)) is selected. Also, when a big win is extracted in the "normal game state", regardless of the number of reserved balls, table C 202d3 of the stop pattern table 202d (see Figure 13(c)) is selected.

[0282] Next, when a miss or minor win is selected in the "probability fluctuation state," "normal low probability time reduction state," or "normal high probability time reduction state," and the number of reserved balls for the second special symbol is "1," then Table A 202d1 of Stop Pattern Table 202d (see Figure 13(a)) is selected. Also, when a miss or minor win is selected in the "probability fluctuation state," "normal low probability time reduction state," or "normal high probability time reduction state," and the number of reserved balls for the second special symbol is "2 to 4," then Table F 202d6 of Stop Pattern Table 202d (see Figure 14(c)) is selected.

[0283] Next, when a miss or a minor win is selected in the "latent probability fluctuation state," regardless of the number of reserved balls, Table D 202d4 of Stop Pattern Table 202d (see Figure 14(a)) is selected. Also, when a big win is selected in the "latent probability fluctuation state," regardless of the number of reserved balls, Table C 202d3 of Stop Pattern Table 202d (see Figure 13(c)) is selected.

[0284] Furthermore, when a jackpot is extracted using the dynamic display of any special symbol, when a miss or minor win is extracted for the first special symbol in the "probability fluctuation state," "normal symbol low probability time reduction state," "normal symbol high probability time reduction state," or "latent probability fluctuation state," or when a miss or minor win is extracted for the second special symbol in the "normal game state" or "latent probability fluctuation state," the stop pattern table 202d may be configured to differ depending on the number of reserved balls. For example, when a jackpot is won and there are many reserved balls, the system may be configured to select a stop pattern table 202d that is more likely to select a relatively short fluctuation pattern.

[0285] In this case, for example, the system is configured to select a performance mode in which, in each performance mode in which the "reach display" is executed, only the duration of the "high-speed variation" variation element is changed from 10 seconds to 5 seconds. With this configuration, for example, when the variation performance starts with the maximum number of reserved balls for the first special symbol being 4, even if the "high-speed variation" variation element is performed for 5 seconds, the "reach display" may occur in that variation performance at the time when the 5-second "high-speed variation" variation element ends (the time when it is recognized as a 5-second "high-speed variation" variation element). Therefore, even when the 5-second "high-speed variation" variation element is performed, the system is configured to execute a performance mode in which a "reach display" is executed, other than the "non-reach (short)" performance mode, making it impossible to know whether the variation performance will result in a jackpot or a loss at the time the 5-second "high-speed variation" variation element is executed.

[0286] In addition, in the reserved number table 202c2 for Special Figure 2, when a miss or a minor hit is extracted at the 100th rotation in the "Normal Figure High Probability Time Shortening State", that is, when the continuous winning state ends and the game transitions to the "Normal Game State", the stop pattern table 202d of the dynamic display (specific state) of the special symbol, which is to be stopped, is set individually, and it may be configured such that the variation time is a fixed time (for example, "20 seconds") regardless of the number of reserved balls. By configuring it in this way, while executing the continuous winning end effect (for example, the first effect) that notifies the player that the continuous winning state has ended, the number of jackpot wins (so-called continuous winning times) executed in the continuous winning state (from the jackpot in the "Normal Game State" to the said dynamic display) and the number of balls obtained can be notified to the player, thereby enhancing the interest.

[0287] Furthermore, in the reserved number table 202c2 for Special Figure 2, when a miss or a minor hit is extracted at the 1st to 4th rotations in the "Normal Game State", that is, when the dynamic display of the special symbol, which is a miss or a minor hit at the 100th rotation in the "Normal Figure High Probability Time Shortening State" (for example, the first game state), ends, and at the timing when the continuous winning state ends and the game transitions to the "Normal Game State" (for example, the second game state), the stop pattern table 202d of the dynamic display (for example, specific conditions) that can remain as the reserved balls of the second special symbol is set individually, and it may be configured such that the variation time is a fixed time (for example, "0.5 seconds") regardless of the number of reserved balls. By configuring it in this way, the end timing of the continuous winning end effect executed when a miss or a minor hit is extracted at the 100th rotation in the "Normal Figure High Probability Time Shortening State" is extended from the end time of the dynamic display that is a miss or a minor hit at the 100th rotation in the "Normal Figure High Probability Time Shortening State" (for example, the first time) to the end time of the last dynamic display of the reserved balls of the second special symbol remaining at the end time of the dynamic display that is a miss or a minor hit at the 100th rotation in the "Normal Figure High Probability Time Shortening State" (for example, the second time), and a dynamic display of up to 5 rotations can be shown as one continuous winning end effect, thereby increasing the expectation of winning the jackpot in the continuous winning end effect.

[0288] Furthermore, in the special symbol 2 reserve count table 202c2, regardless of the lottery result (miss, minor win, or big win) and the number of reserved balls in the "probability variation state," the variation time may be set to a fixed period of time (for example, "0.5 seconds"). By setting it in this way, the time from a big win game that transitions to the "probability variation state" to the next big win can be made extremely short, and as a result, the third symbol display device 81 can make the time from a big win game that transitions to the "probability variation state" to the next big win game appear as a single big win game. In this case, during the "probability variation state" after the big win state ends, the text message "Waiting for a big win" is continuously displayed, the dynamic display of special symbols is performed only on the mini-reel display, and the system is configured to switch back to the big win animation when a big win is achieved and the next big win state begins. In other words, the jackpot waiting animation is an animation that is executed based on the execution of the first special symbol or the second special symbol in the "probability fluctuation state," and the jackpot animation is an animation in the jackpot state that is derived by the execution of a dynamic display that results in a jackpot for the first special symbol or the second special symbol.

[0289] Next, each stop pattern table 202d will be described with reference to Figures 13 and 14. Figure 13(a) is a schematic diagram showing an example of Table A 202d1 of the stop pattern table 202d, Figure 13(b) is a schematic diagram showing an example of Table B 202d2 of the stop pattern table 202d, and Figure 13(c) is a schematic diagram showing an example of Table C 202d3 of the stop pattern table 202d. Furthermore, Figure 14(a) is a schematic diagram showing an example of Table D 202d4 of the stop pattern table 202d, Figure 14(b) is a schematic diagram showing an example of Table E 202d5 of the stop pattern table 202d, and Figure 14(c) is a schematic diagram showing an example of Table F 202d6 of the stop pattern table 202d.

[0290] As shown in Figure 13(a), in Table A 202d1 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (long)" performance type is set to "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" performance type is set to "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" performance type is set to "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" performance type is set to "98" and "99".

[0291] In addition, in Table A 202d1, no value is assigned to the stop pattern selection counter C3 for the "non-reach (medium)" and "non-reach (short)" performance modes, and it is set so that neither the "non-reach (medium)" nor the "non-reach (short)" performance modes are selected.

[0292] Next, as shown in Figure 13(b), in Table B 202d2 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (middle)" performance mode is set to "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" performance mode is set to "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" performance mode is set to "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" performance mode is set to "98,99".

[0293] In addition, in Table B 202d2, no value is assigned to the stop pattern selection counter C3 for the "non-reach (long)" and "non-reach (short)" performance patterns, and it is set so that neither the "non-reach (long)" nor the "non-reach (short)" performance patterns are selected.

[0294] Specifically, in Table A 202d1, the selection ratios are set as follows: "Non-reach (long)" presentation type 75%, "Normal reach" presentation type 20%, "Super reach" presentation type 3%, and "Special reach" presentation type 2%. Similarly, in Table B 202d2, the selection ratios are set as follows: "Non-reach (medium)" presentation type 75%, "Normal reach" presentation type 20%, "Super reach" presentation type 3%, and "Special reach" presentation type 2%.

[0295] In other words, in Table A 202d1, the "non-reach (long)" presentation mode is selected, while in Table B 202d2, the "non-reach (medium)" presentation mode is selected instead of the "non-reach (long)" presentation mode. On the other hand, in Table A 202d1 and Table B 202d2, each "reach display" is selected at the same rate.

[0296] Therefore, since Table A 202d1 and Table B 202d2 are selected so that the long or medium animation pattern differs only in the "non-reach" animation pattern, it can be said that Table A 202d1 tends to have a relatively longer animation duration compared to Table B 202d2. In other words, it can be said that Table B 202d2 tends to have a shorter animation duration compared to Table A 202d1.

[0297] Thus, in the "normal game state" where left-handed play is encouraged, if a losing result is drawn, the system is configured to select the type of variation animation based on the number of reserved balls in the current variation animation. For example, if there are many reserved balls in the variation animation, the "non-reach (medium)" variation animation, which has a relatively short duration, is selected. This makes it possible to improve the efficiency of the variation animation by shortening the execution time of the variation animation and increasing the number of times the variation animation is executed when there are many reserved balls in the variation animation.

[0298] Furthermore, for example, if the number of reserved balls in the variation animation is small, the "non-reach (long)" animation mode, which has a longer variation animation time than the "non-reach (medium)" animation mode, is selected in order to ensure sufficient time for the balls to enter the first start port 64 (upper second start port 71 or lower second start port 71a). This makes it possible to perform the "non-reach (long)" animation mode, which has a longer variation animation time than when the "non-reach (medium)" animation mode is selected, making it easier to ensure sufficient time for the balls to enter the first start port 64, and increasing the possibility of new start entries occurring during the execution time of the variation animation on the third symbol display device 81, thereby maintaining the state in which the variation animation is being executed.

[0299] In the first embodiment, the selection of the performance mode in the losing variation performance is configured such that the stop pattern table 202d selected based on the number of reserved balls in the variation performance is different. However, the configuration is such that substantially the same performance mode is selected when determining the variation performance based on the entry of a ball into the first start port 64, the upper second start port 71, or the lower second start port 71a, and when determining the variation performance based on the start of the variation performance based on the entry of the ball.

[0300] Specifically, for example, in the case of a losing variation animation, either Table A 202d1 or Table B 202d2 is selected based on the number of reserved balls in the variation animation. However, the values ​​of the stop pattern selection counter C3, which is assigned to the "non-reach (long)" animation type, "non-reach (medium)" animation type, "normal reach" animation type, "super reach" animation type, or "special reach" animation type, are set to be the same in Table A 202d1 and Table B 202d2, respectively.

[0301] In other words, based on the number of reserved balls in the variation animation, the only difference is whether the "non-reach (long)" animation mode or the "non-reach (medium)" animation mode is selected in the "non-reach" animation mode, and only the duration of the variation elements in "high-speed variation" differs, so the substantially identical animation mode is selected. Therefore, the animation mode selected at the start of play and the animation mode selected at the start of variation are substantially the same (same type) animation mode even if the game state changes (for example, the number of reserved balls increases). As a result, even if a pre-announcement such as a "reserved ball change announcement" is made based on the animation mode selected at the start of play, the content of the variation animation that is executed will be substantially the same (same type), and an animation can be executed in the variation animation that is the target of the pre-announcement without any discrepancies with the content of the pre-announcement.

[0302] Furthermore, as a pre-announcement effect, the system may be configured to perform a so-called pre-announcement continuous effect (e.g., the first effect) that continues across multiple dynamic displays (variation effects) (e.g., a period setting means). In this case, for example, in a "normal game state" where it is difficult for a ball to enter the upper second start opening 71 (e.g., the second condition) than for a ball to enter the first start opening 64 (e.g., the first condition), the system is configured to prioritize the variation effect of the second special symbol over the variation effect of the first special symbol (a so-called special symbol 2 priority variation), and multiple start entries that can generate a dynamic display of the first special symbol (e.g., the first condition is met) are acquired and their values ​​are stored in the first reserved ball counter 203a (e.g., the first calculation means), so the system is configured to perform the above-mentioned pre-announcement continuous effect in response to the multiple dynamic displays of the first special symbols. Here, in a situation where a pre-announcement continuous performance corresponding to the dynamic display of the first special symbol is being performed, that is, before the execution time of the pre-announcement continuous performance has elapsed, if a starting win (for example, the second condition is met) occurs that can generate the dynamic display of the second special symbol, the variation performance of the second special symbol is executed with priority over the variation performance of the first special symbol. This is achieved by terminating the ongoing pre-announcement continuous performance (for example, by a performance termination means) and executing a variation performance of the second special symbol (for example, the second performance) that indicates whether or not a jackpot is won and whether or not the game state can change. By configuring it in this way, for example, if there is a game specification such as a jackpot being confirmed when the pre-announcement continuous performance is performed a predetermined number of times, the pre-announcement continuous performance will not be executed even in the variation performance corresponding to the dynamic display of the second special symbol that was won midway through. This prevents inconsistencies in the game specification, such as a jackpot being confirmed when the pre-announcement continuous announcement continues for a predetermined number of times or more, and makes it possible to provide a game in which inconsistencies in the performance content are less likely to occur, thereby improving the enjoyment of the game.

[0303] Next, as shown in Figure 13(c), in the C table 202d3 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "normal reach" performance type is set to "0" to "4", the range of the stop pattern selection counter C3 corresponding to the "super reach" performance type is set to "5" to "39", and the range of the stop pattern selection counter C3 corresponding to the "special reach" performance type is set to "40" to "99".

[0304] Note that Table C 202d3 is the stop pattern table 202d selected when a jackpot is hit, and since a "reach" display will always occur, the "non-reach" presentation mode is not selected.

[0305] Next, as shown in Figure 14(a), in the D table 202d4 of the stop pattern table 202d, the value of the stop pattern selection counter C3 is assigned only to the "non-reach (short)" performance mode ("0" to "99"), while the value of the stop pattern selection counter C3 is not assigned to the "non-reach (long)" performance mode, the "non-reach (medium)" performance mode, and each "reach display" performance mode. Therefore, the stop type of the dynamic display that results in a miss or a minor win for the first special symbol in the "probability fluctuation state," "normal low probability time reduction state," "normal high probability time reduction state," or "latent probability fluctuation state" is set to always be the "non-reach (short)" performance mode. Also, the stop type of the dynamic display that results in a miss or a minor win for the second special symbol in the "latent probability fluctuation state" is set to always be the "non-reach (short)" performance mode.

[0306] Next, as shown in Figure 14(b), in Table E 202d5 of the stop pattern table 202d, the value of the stop pattern selection counter C3 is assigned only to the "normal reach" presentation pattern ("0" to "99"), while the values ​​of the stop pattern selection counter C3 are not assigned to each of the "non-reach" presentation patterns, the "super reach" presentation pattern, and the "special reach" presentation pattern. Therefore, the stop type of the dynamic display that results in a miss or a minor win for the second special symbol in "normal gameplay state" is always set to be the "normal reach" presentation pattern.

[0307] By configuring the system in this way, the dynamic display time of the second special symbol in "normal gameplay" can be made to run for a longer period than the dynamic display of the first special symbol. During the execution of the dynamic display of the second special symbol, if a minor win is achieved in the dynamic display of the first special symbol, the dynamic display of the second special symbol can be stopped as a losing symbol. If a ball enters the upper second start port 71 or the lower second start port 71a, which are the causes of the dynamic display of special symbols that are not recommended as part of the game specifications, the execution efficiency of the dynamic display of the second special symbol can be reduced, thereby reducing the efficiency of providing game value. As a result, players can be discouraged from executing the dynamic display of special symbols that are not recommended, preventing gameplay that deviates from the intended game specifications and reducing the disadvantages to the hall.

[0308] On the other hand, even if a minor win occurs in the dynamic display of the second special symbol while the dynamic display of the first special symbol is running, the dynamic display of the first special symbol is not stopped (canceled) based on the minor win of the second special symbol. This is because, for example, in the "normal game state," if the dynamic display of the first special symbol is running a relatively long animation (for example, the "special reach" animation for a big win), the dynamic display of the second special symbol may be run if the player accidentally plays to the right. In this case, if the dynamic display of the first special symbol is interrupted by the occurrence of a minor win in the dynamic display of the second special symbol, the big win would not be awarded despite the player having won, potentially causing significant losses to the player. Therefore, even if a minor win occurs in the dynamic display of the second special symbol, continuing the dynamic display of the first special symbol prevents the player from suffering unforeseen disadvantages.

[0309] Furthermore, the system may be configured to stop (cancel, interrupt) the display of the other special symbol when a minor win is determined in the dynamic display of either special symbol. Alternatively, the system may be configured so that the dynamic display of the second special symbol is not stopped (cancel, interrupt) when a minor win is determined in the dynamic display of the first special symbol, while the dynamic display of the first special symbol is stopped (cancel, interrupt) when a minor win is determined in the dynamic display of the second special symbol.

[0310] Next, as shown in Figure 14(c), in the F table 202d6 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (short)" performance type is set to "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" performance type is set to "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" performance type is set to "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" performance type is set to "98,99".

[0311] In addition, in F-table 202d6, no value is assigned to the stop pattern selection counter C3 for the "non-reach (long)" and "non-reach (medium)" performance modes, and it is set so that neither the "non-reach (long)" nor the "non-reach (medium)" performance modes are selected.

[0312] Therefore, as shown in Table C 202d3, in the variation animation when a jackpot is won, the selection rate is higher in the order of "Special Reach" animation type > "Super Reach" animation type > "Normal Reach" animation type, and as shown in Tables A 202d1, B 202d2, and F 202d6, in the variation animation when a miss occurs, the selection rate is higher in the order of "Normal Reach" animation type > "Super Reach" animation type > "Special Reach" animation type. Accordingly, the probability of a jackpot appearing when each "Reach Display" is shown is configured such that the probability of a jackpot display appearing is higher in the order of "Special Reach" animation type > "Super Reach" animation type > "Normal Reach" animation type. This allows the player to be shown the level of expectation for a jackpot by the animation type of the variation animation, and the player can experience the excitement of a jackpot depending on the animation type of the variation animation that is performed.

[0313] Based on the above, by determining the type of special symbol, whether the variation effect is successful or not, the game state at that time, and the number of balls held for the variation effect at that time, it is possible to select a variation effect that shortens the execution time of the variation effect and increases the number of times the variation effect is executed, thereby improving the execution efficiency of the variation effect, based on the situation in which the game is being played.

[0314] Furthermore, when the number of reserved balls in a variation effect is large (for example, "4"), and "Reach Display" is selected, a stop pattern table 202d may be provided in which the "high-speed variation" effect element of each "Reach Display" is shortened. Alternatively, the system may be configured to select the effect mode based on the total number of reserved balls for the first and second special symbols. In addition, when the number of reserved balls in a variation effect is large, a stop pattern table 202d may be provided in which the "low-speed variation" effect element is omitted for each effect mode. Furthermore, a stop pattern table 202d may be provided in which the selection rate of each effect mode is completely different depending on the number of reserved balls in the variation effect. However, if the selection rate of each effect mode differs depending on the number of reserved balls in the variation effect, when performing a pre-announcement such as a "reserved ball change announcement," the number of reserved balls at the time the pre-announcement is decided to be executed may differ from the number of reserved balls at the time the variation effect that is the target of the pre-announcement is executed. In such cases, processing is required to maintain consistency between the content of the pre-announcement and the content of the variation effect, which makes the processing complicated.

[0315] Returning to Figure 6, let's continue the explanation. The variable type counter CS1 is configured to increment by "1" sequentially within the range of "0 to 9", and then return to "0" after reaching the maximum value (i.e., "9"). The value of the variable type counter CS1 is updated once each time the timer interrupt processing (see Figure 31), which will be described later, is executed, and is repeatedly updated even within the remaining time in the main processing (see Figure 30). Then, at the moment the ball enters the first starting port 64, the value of the jackpot type counter C2 at that time is stored in the variable type counter storage area 203d4 of the first reserved ball storage area 203d of the RAM 203, which is provided in correspondence with the first starting port 64, and is located in the first reserved ball storage area 1 to 4 where the jackpot random number counter C1 is stored. Furthermore, when a ball enters the upper second starting port 71 or the lower second starting port 71a, the value of the jackpot type counter C2 at that time is stored in the variable type counter storage area 203e4 of the second reserved ball storage area 203e of the RAM 203, which is provided in the second reserved ball storage area 203e corresponding to the upper second starting port 71 or the lower second starting port 71a, and is one of the second reserved ball storage areas 1 to 4 where the jackpot random number counter C1 is stored.

[0316] This variation type counter CS1 is used to determine the detailed variation time (rough variation pattern) of the variation effect. Specifically, the MPU 201 of the main control device 110 determines the detailed variation time based on the value of the variation type counter CS1 and the variation pattern table 202e stored in the ROM 202, according to the effect selected by the stop pattern table 202d and the stop pattern selection counter C3. Based on the variation time determined by the variation type counter CS1, the sound lamp control device 113 and the display control device 114 determine the reach type and detailed pattern variation of the third symbol displayed on the third symbol display device 81, and also determine whether or not to execute a pre-announcement effect and the manner in which the pre-announcement effect is executed.

[0317] In this way, the MPU 201 of the main control unit 110 selects a general variation pattern for the variation effect and determines only the variation time. By configuring it in this way, the MPU 201 of the main control unit 110 does not need to perform detailed control such as prediction lottery necessary to execute the variation effect, thus reducing the processing load on the MPU 201 related to the variation effect. In addition, the main control unit 110 does not need to prepare commands for all variation patterns of the variation effect, thus reducing the ROM capacity of the main control unit 110.

[0318] Furthermore, the audio lamp control device 113 and the display control device 114 can determine the detailed variation pattern in the variation effect based on the variation time (rough variation pattern) determined by the main control device 110, thereby increasing the degree of freedom in selecting the variation effect. In addition, in a pachinko machine 10 where the game state changes moment by moment, it becomes possible to select or change the content of the variation effect in response to these changes, and to execute an appropriate effect according to the game state.

[0319] Here, with reference to Figures 15 and 16, the details of the variable pattern table 202e will be explained. This pachinko machine 10 is provided with the following variable pattern tables 202e: Variable pattern table 202e1 for special symbol 1 miss / minor win, used when the first special symbol is missed; Variable pattern table 202e2 for special symbol 1 jackpot, used when the first special symbol is hit; Variable pattern table 202e3 for special symbol 2 miss / minor win, used when the second special symbol is missed; and Variable pattern table 202e4 for special symbol 2 jackpot, used when the second special symbol is hit.

[0320] Figure 15(a) schematically shows an example of the variation pattern table 202e1 for special feature 1 misses and minor wins stored in ROM 202, and Figure 15(b) schematically shows an example of the variation pattern table 202e2 for special feature 1 jackpots stored in ROM 202. Furthermore, Figure 16(a) schematically shows an example of the variation pattern table 202e3 for special feature 2 misses and minor wins stored in ROM 202, and Figure 16(b) schematically shows an example of the variation pattern table 202e4 for special feature 2 jackpots stored in ROM 202. As shown in Figures 15 and 16, each variation pattern table 202e1 to 202e4 is grouped based on the selected performance mode.

[0321] Specifically, the presentation modes for misses or minor wins are categorized into "E0: Non-Reach Long" (referenced when the "Non-Reach (Long)" presentation mode is determined), "E1: Non-Reach (Medium)" (referenced when the "Non-Reach (Short)" presentation mode is determined), "E2: Non-Reach Short" (referenced when the "Non-Reach (Short)" presentation mode is determined), "E3: Normal Reach" (referenced when the "Normal Reach" presentation mode is determined), "E4: Super Reach" (referenced when the "Super Reach" presentation mode is determined), and "E5: Special Reach" (referenced when the "Special Reach" presentation mode is determined).

[0322] Furthermore, the presentation modes for big wins are categorized into three types: "E3: Normal Reach," which is referenced when the "Normal Reach" presentation mode is determined; "E4: Super Reach," which is referenced when the "Super Reach" presentation mode is determined; and "E5: Special Reach," which is referenced when the "Special Reach" presentation mode is determined.

[0323] Then, the value of the variation type counter CS1 is associated with each of these divided groups.

[0324] In the first embodiment, if the value of the jackpot random number counter C1 stored in the reserve area containing the first reserve ball storage area 203d corresponding to the first special symbol is not a jackpot value (jackpot random number value), that is, if it is a loss or a minor win value, the reserve number table 202c1 for special symbol 1 is referenced to select the stop pattern table 202d based on the game state at that time and the number of reserve balls at that time, and the performance mode is selected based on the value of the stop pattern selection counter C3 stored in the same reserve area and the stop pattern table 202d. Then, based on the selected performance mode, a group to be referenced in the special symbol 1 loss / minor win variation pattern table 202e1 is determined. In that group of special symbol 1 loss / minor win variation pattern table 202e1, the variation pattern (variation time) associated with the value of the variation type counter CS1 stored in the same reserve area is determined as the variation pattern in the variation performance reserved in that reserve area.

[0325] In the special symbol 1 miss / minor win variation pattern table 202e1, which is referenced when the first special symbol is a miss or a minor win, "E0: Non-reach / long" has one variation pattern (variation time; it is possible to replace "variation pattern" with "variation time" below) which consists of a "high-speed variation (long)" variation element + a "low-speed variation" variation element with a total variation time of "15 seconds".

[0326] In the example shown in Figure 15(a), the correspondence between the fluctuation pattern and the value of the fluctuation type counter CS1 in "E0: Non-reach long" is set to "0-9" for the "Fast fluctuation (long)" fluctuation element + "Slow fluctuation" fluctuation element, and it is set so that only the "Fast fluctuation (long)" fluctuation element + "Slow fluctuation" fluctuation element" can be selected.

[0327] In other words, when the "Non-Reach (Long)" performance pattern is selected in the Special Symbol 1 Miss / Minor Win Variation Pattern Table 202e1, which is referenced when the variation performance of the first special symbol is executed, all possible values ​​("0 to 9") of the variation type counter CS1 are associated with "Variation elements of 'High-Speed ​​Variation (Long)' + Variation elements of 'Slow Variation'". In short, in the case of the "Non-Reach (Long)" performance pattern for the variation performance of the first special symbol, the variation pattern will always be "Variation elements of 'High-Speed ​​Variation (Long)' + Variation elements of 'Slow Variation'".

[0328] Here, we will explain each of the variation elements that make up the variation pattern. A variation element is a part of a variation performance, and a variation performance is made up by combining each variation element. In the pachinko machine 10 of the first embodiment, the variation elements provided are a "high-speed variation" variation element, a "low-speed variation" variation element, a "normal reach" variation element, a "super reach" variation element, a "special reach" variation element, and a "re-variation" variation element.

[0329] The "high-speed variation" variation element is a variation element that scrolls rapidly so that the player cannot clearly recognize the content of the third symbol. This "high-speed variation" variation element is performed for "10 seconds" at the beginning of the variation performance when the "non-reach (long)" performance mode is selected (hereinafter sometimes referred to as "high-speed variation (long)"), for "5 seconds" at the beginning of the variation performance when the "non-reach (medium)" performance mode is selected (hereinafter sometimes referred to as "high-speed variation (medium)"), and for "2 seconds" at the beginning of the variation performance when the "non-reach (short)" performance mode is selected (hereinafter sometimes referred to as "high-speed variation (short)"). When this "high-speed variation" variation element ends, the "low-speed variation" variation element described later will start (execute), or the variation performance will end immediately.

[0330] The "slow fluctuation" fluctuation element begins after the execution of the "10-second" "high-speed fluctuation" fluctuation element, and is a fluctuation element that shows whether or not to generate a "reach display" by scrolling the third symbol so that it can be seen. This "slow fluctuation" fluctuation element is not executed when the "non-reach (medium)" and "non-reach (short)" performance modes are selected, but when the "non-reach (long)" performance mode, "normal reach" performance mode, "super reach" performance mode, or "special reach" performance mode is selected, it is performed for "5 seconds" after the "high-speed fluctuation" fluctuation element.

[0331] In other words, in the "non-reach (medium)" or "non-reach (short)" performance modes, after the "high-speed variation" variation element is performed, each row of symbols on the third symbol display device 81 is configured to stop rapidly (so-called a perfect stop) without going through the "low-speed variation" variation element. Note that if this "low-speed variation" variation element ends, the variation performance may end immediately.

[0332] Therefore, in the pachinko machine 10 of the first embodiment, the "non-reach (long)" performance mode is composed of a variation pattern that includes a variation element of "10 seconds" "high-speed variation" and a variation element of "5 seconds" "low-speed variation". Furthermore, the "non-reach (medium)" performance mode is composed of a variation pattern that includes only a variation element of "5 seconds" "high-speed variation". In addition, the "non-reach (short)" performance mode is composed of a variation pattern that includes only a variation element of "2 seconds" "high-speed variation".

[0333] The "Normal Reach" variation element is a variation element that, when the same symbol (hereinafter sometimes referred to as the "Reach Forming Symbol") stops in the two symbol rows that stop first in the "Slow Variation" variation element, shows whether or not a jackpot will occur depending on the variation result of the remaining symbol rows. This "Normal Reach" variation element is performed for "5 seconds" after the "Slow Variation" variation element when the "Normal Reach" performance mode is selected.

[0334] In the pachinko machine 10 of the first embodiment, after the execution of the "normal reach" variation element, there are patterns that directly display a "miss," directly display a "jackpot," develop into a "super reach" variation element, develop into a "special reach" variation element, and execute a "re-variation" variation element after a temporary "miss" display is first shown.

[0335] The "Super Reach" variation element is executed when the "Loss Display" does not stop during the "Normal Reach" variation element and the remaining symbol rows continue to change. The third symbol display device 81 then performs a predetermined animation (for example, a "Battle Animation") to indicate whether or not a jackpot occurs. This "Super Reach" variation element is performed for "40 seconds" after the execution of the "Normal Reach" variation element.

[0336] In the first embodiment of the pachinko machine 10, after the execution of the "super reach" variation element, there are three patterns available: one in which a "miss" display appears directly, one in which a "jackpot" display appears directly, and one in which a temporary "miss" display appears first, and then the "re-variation" variation element is executed.

[0337] The "Special Reach" variation element is executed when the "Loss Display" does not stop during the "Normal Reach" variation element and the remaining symbol rows continue to change. The third symbol display device 81 performs a special effect different from the predetermined effect (for example, a "Competition Effect") to indicate whether or not a jackpot will occur. This "Special Reach" variation element is performed for "160 seconds" after the execution of the "Normal Reach" variation element.

[0338] In the first embodiment of the pachinko machine 10, after the execution of the "Special Reach" variation element, there are three patterns available: one in which a "Loss" display appears directly, one in which a "Big Win" display appears directly, and one in which a temporary "Loss" display appears first, followed by a "Re-variation".

[0339] While the game is configured to progress from the execution of the "Normal Reach" variation element to the "Super Reach" variation element or the "Special Reach" variation element, it is also possible to configure the game to proceed directly to the "Super Reach" variation element or the "Special Reach" variation element without going through the "Normal Reach" variation element if the reach-forming symbols stop after a "Slow Variation." Alternatively, the game may be configured so that the "Special Reach" variation element is performed after the execution of the "Super Reach" variation element.

[0340] The "re-variation" variation element is a variation element that develops and is executed after a "miss" display appears during any "reach display," resulting in the appearance of a "jackpot display." This "re-variation" variation element takes place for "10 seconds" after any "reach display."

[0341] In the pachinko machine 10 of the first embodiment, a pattern is provided in which a "jackpot display" appears after the execution of the "re-spin" spinning element.

[0342] Furthermore, this "re-variation" variation element is configured to occur only when a jackpot is won. In other words, the "re-variation" variation element is not executed when a "miss" is displayed. This is because the "re-variation" variation element changes the currently displayed "miss" to one of the "jackpot" displays, and if it were executed when a "miss" or "minor win" is displayed without a jackpot, it would cause a visual inconsistency. Therefore, this "re-variation" variation element is selected only in the jackpot variation pattern tables 202e2 and 202e4 (see Figures 15(b) and 16(b)), and is not selected in the miss / minor win variation pattern tables 202e1 and 202e3 (see Figures 15(a) and 16(a)).

[0343] Next, in the special feature 1 miss / minor win variation pattern table 202e1, "E1: Non-reach / Middle" has one variation pattern prepared, which is "only the variation element of 'high-speed variation (medium)'" with an overall variation time of "5 seconds".

[0344] In the example shown in Figure 15(a), the correspondence between the fluctuation pattern and the value of the fluctuation type counter CS1 in "E1: Non-reach medium" is set to "0-9" for "only the fluctuation elements of 'high-speed fluctuation (medium)'", and it is set so that only "only the fluctuation elements of 'high-speed fluctuation (medium)'" can be selected.

[0345] In other words, when the "Non-Reach (Medium)" performance pattern is selected in the Special Symbol 1 Miss / Minor Win Variation Pattern Table 202e1, which is referenced when the variation performance of the first special symbol is executed, all possible values ​​("0 to 9") of the variation type counter CS1 are associated with "only the variation elements of 'High-Speed ​​Variation (Medium)'". In other words, in the case of the "Non-Reach (Medium)" performance pattern for the variation performance of the first special symbol, "only the variation elements of 'High-Speed ​​Variation (Medium)'" are always selected as the variation pattern.

[0346] Next, in the special feature 1 miss / minor win variation pattern table 202e1, "E2: Non-reach / Short" has one variation pattern prepared, which consists only of the "high-speed variation (short)" variation element, with an overall variation time of "2 seconds".

[0347] In the example shown in Figure 15(a), the correspondence between the fluctuation pattern and the value of the fluctuation type counter CS1 in "E2: Non-reach / Short" is set to "0-9" for "only the fluctuation elements of 'fast fluctuation (short)'", indicating that only the fluctuation elements of "fast fluctuation (short)" can be selected.

[0348] In other words, when the "Non-Reach (Short)" performance pattern is selected in the Special Symbol 1 Miss / Minor Win Variation Pattern Table 202e1, which is referenced when the variation performance of the first special symbol is executed, all possible values ​​("0 to 9") of the variation type counter CS1 are associated with "only the variation elements of 'High-Speed ​​Variation (Short)'". In other words, in the case of the "Non-Reach (Short)" performance pattern for the variation performance of the first special symbol, "only the variation elements of 'High-Speed ​​Variation (Short)'" are always selected as the variation pattern.

[0349] Next, in the special feature 1 miss / minor win variation pattern table 202e1, "E3: Normal Reach" has one variation pattern prepared, which consists of "high-speed variation (long) variation elements + low-speed variation elements + normal reach variation elements" with a total variation time of "20 seconds".

[0350] In the example shown in Figure 15(a), the correspondence between the variation pattern and the value of the variation type counter CS1 in "E3: Normal Reach" is set to "0 to 9" for the variation elements of "High-Speed ​​Variation (Long)" + "Slow Variation" + "Normal Reach", and it is set so that only the variation elements of "High-Speed ​​Variation (Long)" + "Slow Variation" + "Normal Reach" can be selected.

[0351] In other words, when the "Normal Reach" animation pattern is selected in the Special Symbol 1 Miss / Minor Win Animation Pattern Table 202e1, which is referenced when the Special Symbol 1 animation is executed, all possible values ​​("0 to 9") of the animation type counter CS1 are associated with the "High-Speed ​​Animation (Long)" animation elements, the "Slow-Speed ​​Animation" animation elements, and the "Normal Reach" animation elements. In short, in the case of the "Normal Reach" animation pattern for the Special Symbol 1 animation, the animation pattern selected will always be the "High-Speed ​​Animation (Long)" animation elements, the "Slow-Speed ​​Animation" animation elements, and the "Normal Reach" animation elements.

[0352] Next, in the special feature 1 miss / minor win variation pattern table 202e1, "E4: Super Reach" has one variation pattern prepared, which has a total variation time of "60 seconds" and consists of "high-speed variation (long) variation elements + low-speed variation elements + normal reach variation elements + super reach variation elements".

[0353] In the example shown in Figure 15(a), the correspondence between the variation pattern and the value of the variation type counter CS1 in "E4: Super Reach" is set to "0 to 9" for the variation elements of "High-Speed ​​Variation (Long)" + "Low-Speed ​​Variation" + "Normal Reach" + "Super Reach", and it is set so that only the variation elements of "High-Speed ​​Variation (Long)" + "Low-Speed ​​Variation" + "Normal Reach" + "Super Reach" can be selected.

[0354] In other words, when the "Super Reach" animation pattern is selected in the Special Symbol 1 Miss / Minor Win Animation Pattern Table 202e1, which is referenced when the animation for the first special symbol is performed, all possible values ​​("0 to 9") of the animation type counter CS1 are associated with the "High-Speed ​​Animation (Long)" animation elements, the "Slow Animation" animation elements, the "Normal Reach" animation elements, and the "Super Reach" animation elements. In short, in the case of the "Super Reach" animation pattern for the first special symbol animation, the animation pattern selected will always be the "High-Speed ​​Animation (Long)" animation elements, the "Slow Animation" animation elements, the "Normal Reach" animation elements, and the "Super Reach" animation elements.

[0355] Next, in the special feature 1 miss / minor win variation pattern table 202e1, "E5: Special Reach" has one variation pattern prepared, which has a total variation time of "180 seconds" and consists of "high-speed variation (long) variation elements + low-speed variation elements + normal reach variation elements + special reach variation elements".

[0356] In the example shown in Figure 15(a), the correspondence between the variation pattern and the value of the variation type counter CS1 in "E5: Special Reach" is set to "0 to 9" for the variation elements of "High-Speed ​​Variation (Long)" + "Slow Variation" + "Normal Reach" + "Special Reach", and it is set so that only the variation elements of "High-Speed ​​Variation (Long)" + "Slow Variation" + "Normal Reach" + "Special Reach" can be selected.

[0357] In other words, when the "Special Reach" performance pattern is selected in the Special Symbol 1 Miss / Minor Win Variation Pattern Table 202e1, which is referenced when the variation performance of the first special symbol is executed, all possible values ​​("0 to 9") of the variation type counter CS1 are associated with the "High-Speed ​​Variation (Long)" variation element + "Slow Variation" variation element + "Normal Reach" variation element + "Special Reach" variation element. That is, in the case of the "Special Reach" performance pattern in the variation performance of the first special symbol, the variation pattern selected will always be the "High-Speed ​​Variation (Long)" variation element + "Slow Variation" variation element + "Normal Reach" variation element + "Special Reach" variation element.

[0358] Furthermore, the variation pattern for a miss or minor win with the first special symbol is determined directly by the presentation style, so it may be configured to determine the variation pattern without using the variation type counter CS1. Also, although it is assumed that the variation type is selected using only the variation type counter CS1, it is also possible to use multiple variation type counters in combination for selection (selecting whether or not to display a preview, etc.).

[0359] Next, referring to Figure 15(b), we will describe the special symbol 1 jackpot variation pattern table 202e2, which is referenced when a jackpot is hit with the first special symbol. In the first embodiment, when the value of the jackpot random number counter C1 stored in the reserve area containing the first reserve ball storage area 203d corresponding to the first special symbol is a value that results in a jackpot, the special symbol 1 reserve number table 202c1 is referenced to select the stop pattern table 202d based on the game state at that time and the number of reserve balls at that time, and the performance mode is selected based on the value of the stop pattern selection counter C3 stored in the same reserve area and the stop pattern table 202d. Then, based on the selected performance mode, a group (cluster) to be referenced in the special symbol 1 jackpot variation pattern table 202e2 is determined. In that group (cluster) of the special symbol 1 jackpot variation pattern table 202e2, the variation pattern (variation time) associated with the value of the variation type counter CS1 stored in the same reserve area is determined as the variation pattern in the variation performance reserved in that reserve area.

[0360] In the special feature 1 jackpot variation pattern table 202e2, "E3: Normal Reach" offers two selectable variation patterns: one with a total variation time of "20 seconds" consisting of "high-speed variation (long)" variation elements + "low-speed variation" variation elements + "normal reach" variation elements, and another with a total variation time of "30 seconds" consisting of "high-speed variation (long)" variation elements + "low-speed variation" variation elements + "normal reach" variation elements + "re-variation" variation elements. The value of the variation type counter CS1 is associated with each variation pattern.

[0361] In the example shown in Figure 15(b), the correspondence between the variation pattern and the value of the variation type counter CS1 in "E3: Normal Reach" is "0 to 2" for the "Variation elements of 'High-speed variation (long)' + Variation elements of 'Slow variation' + Variation elements of 'Normal Reach'", and "3 to 9" for the "Variation elements of 'High-speed variation (long)' + Variation elements of 'Slow variation' + Variation elements of 'Normal Reach' + Variation elements of 'Re-variation'".

[0362] In other words, in the special symbol 1 jackpot variation pattern table 202e2, which is referenced when the variation effect of the first special symbol is executed, if the "normal reach" effect is selected, the variation pattern consisting of "high-speed variation (long)" variation elements + "low-speed variation" variation elements + "normal reach" variation elements is selected 30% of the time, and the variation pattern consisting of "high-speed variation (long)" variation elements + "low-speed variation" variation elements + "normal reach" variation elements + "re-variation" variation elements is selected 70% of the time.

[0363] Therefore, in the "Normal Reach" presentation mode selected when a jackpot is hit in Special Figure 1, the variation pattern of "High-Speed ​​Variation (Long)" variation element + "Slow Variation" variation element + "Normal Reach" variation element + "Re-Variation" variation element is more likely to be selected (70% of the time). Furthermore, by configuring the game so that the variation pattern of "High-Speed ​​Variation (Long)" variation element + "Slow Variation" variation element + "Normal Reach" variation element" is also selected, the game can be played in a way that allows players to expect a jackpot from any variation pattern.

[0364] Next, in the special feature 1 jackpot variation pattern table 202e2, "E4: Super Reach" offers two selectable variation patterns: one with a total variation time of "60 seconds" consisting of "high-speed variation (long)" variation elements, "low-speed variation" variation elements, "normal reach" variation elements, and "super reach" variation elements; and another with a total variation time of "70 seconds" consisting of "high-speed variation (long)" variation elements, "low-speed variation" variation elements, "normal reach" variation elements, "super reach" variation elements, and "re-variation" variation elements." The value of the variation type counter CS1 is associated with each variation pattern.

[0365] In the example shown in Figure 15(b), the correspondence between the variation pattern and the value of the variation type counter CS1 in "E4: Super Reach" is "0 to 3" for the variation elements of "High-Speed ​​Variation (Long)" + "Low-Speed ​​Variation" + "Normal Reach" + "Super Reach" and "High-Speed ​​Variation (Long)" + "Low-Speed ​​Variation" + "Normal Reach" + "Super Reach" + "Re-Variation" and "High-Speed ​​Variation (Long)" + "Low-Speed ​​Variation" + "Normal Reach" + "Super Reach" + "Re-Variation" and "Re-Variation" and "Re-Variation"".

[0366] In other words, in the special symbol 1 jackpot variation pattern table 202e2, which is referenced when the variation effect of the first special symbol is executed, if the "Super Reach" effect is selected, the variation pattern consisting of "high-speed variation (long)" variation elements + "low-speed variation" variation elements + "normal reach" variation elements + "Super Reach" variation elements" is selected 40% of the time, and the variation pattern consisting of "high-speed variation (long)" variation elements + "low-speed variation" variation elements + "normal reach" variation elements + "Super Reach" variation elements + "re-variation" variation elements" is selected 60% of the time.

[0367] Therefore, in the "Super Reach" presentation mode selected when a jackpot is hit in Special Figure 1, the variation pattern of "high-speed variation (long)" variation element + "low-speed variation" variation element + "normal reach" variation element + "super reach" variation element + "re-variation" variation element" is more likely to be selected (60% of the time). Furthermore, by configuring the game so that the variation pattern of "high-speed variation (long)" variation element + "low-speed variation" variation element + "normal reach" variation element + "super reach" variation element" is also selected, the game can be played in a way that allows players to expect a jackpot from any variation pattern.

[0368] Next, in the special feature 1 big win variation pattern table 202e2, "E5: Special Reach" offers two selectable variation patterns: one with a total variation time of "180 seconds" consisting of "high-speed variation (long)" variation elements, "low-speed variation" variation elements, "normal reach" variation elements, and "special reach" variation elements; and another with a total variation time of "190 seconds" consisting of "high-speed variation (long)" variation elements, "low-speed variation" variation elements, "normal reach" variation elements, "special reach" variation elements, and "re-variation" variation elements." The value of the variation type counter CS1 is associated with each variation pattern.

[0369] In the example shown in Figure 15(b), the correspondence between the variation pattern and the value of the variation type ...

Claims

[Claim 1] Information acquisition means capable of obtaining predetermined information, A determination means capable of determining the predetermined information acquired by the information acquisition means, In a gaming machine equipped with a predetermined performance execution means capable of executing a predetermined performance on a display means, The gaming machine is, The system is configured such that a predetermined notification based on the game result can be executed by the predetermined performance execution means. A specific notification, which has different occurrence conditions from the aforementioned predetermined notification, can be executed even when the aforementioned predetermined notification is not being executed, and can suggest a change in the player's gameplay, is configured to be executed by the aforementioned predetermined performance execution means. The system is configured such that if a game ball enters a designated ball entry area while the predetermined notification is being executed, and the conditions for initiating the specific notification are met, the predetermined notification can be continued. If, during the execution of the predetermined notification, a game ball enters the predetermined ball entry area, thereby fulfilling the conditions for initiating the specific notification, the system is configured such that the initiation of the specific notification can be kept in standby mode at least during the execution of the predetermined notification. The aforementioned pending specific notification is configured to be initiated when the predetermined notification is terminated. In a predetermined situation in which a player can play the game, after the conditions for initiating the specific notification are met, the specific notification may be initiated only once, and thereafter, it is configured so that the specific notification may not be initiated again. The system is configured such that if the power to the gaming machine is cut off and then turned back on while the aforementioned specific notification is being performed, the specific notification can be restarted. A gaming machine characterized by the following features.

Citation Information

Patent Citations

  • Game machine

    JP2008295672A

  • Game machine

    JP2020192458A

  • Game machine

    JP2021007832A

  • Game machine

    JP2021069679A

  • Game machine

    JP2021171119A