Gaming machine

The introduction of dual firing operation mechanisms in pachinko machines enhances gameplay versatility by allowing adjustable game ball launch intensity, addressing the uniformity of single-operation systems.

JP7883756B2Active Publication Date: 2026-07-02SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2022-08-30
Publication Date
2026-07-02

AI Technical Summary

Technical Problem

Conventional pachinko machines have a single firing operation mechanism, resulting in uniform firing operations that lack versatility.

Method used

The gaming machine incorporates two distinct firing operation parts, allowing the intensity of game ball launch to be adjusted based on the operation of both parts, enhancing the variety of firing operations.

Benefits of technology

This design increases the versatility of firing operations, providing a more engaging and dynamic gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance diversity of a shooting operation.SOLUTION: A Pachinko game machine PY2 includes shooting operation means capable of executing an operation to shoot game balls to a game region 6. The shooting operation means includes a first shooting operation part (first handle 512) and a second shooting operation part (second handle 532). Therefore, it is possible to operate the first shooting operation part with one hand, and use the other hand for a purpose other than a shooting operation, or it is possible to operate the second shooting operation part with the other hand, and use the one hand for a purpose other than a shooting operation, thereby enhancing diversity of the shooting operation.SELECTED DRAWING: Figure 54
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a pachinko machine which is an example of a gaming machine, for example, as described in Patent Document 1 below, there is known a gaming machine having a handle for firing a game ball into a game area. In this gaming machine, when a player grasps the handle and rotates it clockwise, the game ball is fired with an intensity corresponding to the amount of rotation.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the gaming machine described in Patent Document 1 above, only one operation means for firing is mounted, and the firing operation is uniform, leaving room for improvement.

Means for Solving the Problems

[0005] The gaming machine of the present invention One aspect is a gaming machine provided with firing operation means capable of operating to fire a game ball into a game area, wherein the firing operation means includes a first firing operation part and a second firing operation part different from the first firing operation part. Re, The game ball is launched with an intensity corresponding to the larger of the operating amount of the first launching operation unit and the operating amount of the second launching operation unit. The gaming machine is characterized in that.

Effects of the Invention

[0006] ​According to the gaming machine of the present invention, it is possible to increase the versatility of firing operations through improved operating means. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a front view of the game board unit. [Figure 3] This is a front view showing the second major prize-winning device in detail. [Figure 4] This is a front view of the display units. [Figure 5] (A) is a front view of the performance unit when the on-board movable device and the on-board movable device are in standby mode, and (B) is a front view of the performance unit when the on-board movable device and the on-board movable device are in operation. [Figure 6] This block diagram shows the electrical configuration of the main control board. [Figure 7] This block diagram shows the electrical configuration of the sub-control board. [Figure 8] This is a perspective view showing the back of a gaming machine. [Figure 9] This is a front view showing a 7-segment display. [Figure 10] (A) is a table showing random numbers related to the general diagram, and (B) is a table showing random numbers related to the special diagram. [Figure 11] (A) is an example of a hit detection table, (B) is an example of a regular figure variation pattern detection table, and (C) is an example of an auxiliary game control table. [Figure 12] (A) is an example of a jackpot determination table, (B) is an example of a jackpot symbol type determination table, and (C) is an example of a reach determination table. [Figure 13] This is an example of a variation pattern determination table, as shown in Figure 1. [Figure 14] This is an example of a variable pattern determination table for Special Feature 2. [Figure 15] This is an example of a lookahead determination table. [Figure 16] This is an example of a jackpot game control table. [Figure 17] It is an explanatory diagram of the game state. [Figure 18] It is an explanatory diagram showing a specific example of the effect mode. [Figure 19] It is an explanatory diagram showing a specific example of the normal variation of the special figure variation effect. [Figure 20] It is an explanatory diagram showing a specific example of the N reach of the special figure variation effect. [Figure 21] It is an explanatory diagram showing a specific example of the SP reach of the special figure variation effect. [Figure 22] It is an explanatory diagram showing a specific example of the hold effect. [Figure 23] It is an explanatory diagram showing a specific example of the movable body effect. [Figure 24] It is an explanatory diagram showing a specific example of the operation effect. [Figure 25] It is a flowchart of the main control main process. [Figure 26] It is a flowchart of the main side timer interrupt process. [Figure 27] It is a flowchart of the sub-control main process. [Figure 28] It is a flowchart of the 1ms timer interrupt process. [Figure 29] It is a flowchart of the 10ms timer interrupt process. [Figure 30] It is a diagram showing the relationship between the image display device related to the characteristic part of the pachinko game machine PY1 and the game area. [Figure 31] It is a jackpot determination table related to the characteristic part of the pachinko game machine PY1. [Figure 32] It is a jackpot game control table related to the characteristic part of the pachinko game machine PY1. [Figure 33] It is a special figure 1 variation pattern determination table in the non-time shortening state related to the characteristic part of the pachinko game machine PY1. [[ID=S]] [Figure 34] It is a timing chart showing the effect composition of the variation effect of the normal SP route, the variation effect of the direct SP route, and the CU timer effect (count-up timer effect). [Figure 35]This diagram shows a specific example of an SP reach (preliminary stage) in the variation animation of the direct SP route. [Figure 36] This diagram shows specific examples of SP reach (later stage) that are common to both the direct SP route and the normal SP route's variation effects. [Figure 37] This diagram shows a specific example of an SP reach (later stage), and is a continuation of Figure 36. [Figure 38] This is the execution lottery table for the CU timer effect (count-up timer effect). [Figure 39] This figure shows a specific example of a CU timer effect. [Figure 40] This figure, following Figure 39, shows a specific example of the CU timer effect, specifically the case where the CU timer effect ends before the timer value reaches 99. [Figure 41] This figure shows the case where the timer value reaches 99 during the CU timer effect. [Figure 42] This figure shows an example of a right-hand play notification effect related to the features of the PY1 pachinko game machine. [Figure 43] This figure shows an example of a right-handed hit notification animation, following Figure 42. [Figure 44] This is a timing chart showing the timing of the character pop-out animation (V-winning animation) that occurs when a V-winning combination is achieved. [Figure 45] This diagram shows a concrete example of a character popping out into the screen. [Figure 46] This figure shows a concrete example of the character pop-out effect that follows Figure 45. [Figure 47] This diagram shows the sequence of events during a jackpot win. [Figure 48] This is a timing chart to explain the timing of the announcement, start waiting, challenge, and music effects during a jackpot game. [Figure 49] This is a timing determination table for the movement of the logo's movable parts in the challenge performance of a successful scenario. [Figure 50] This diagram shows specific examples of announcement sequences, start-wait sequences, and challenge sequences for successful outcomes. [Figure 51]This is a front view of a pachinko machine when the movable logo is in the display position. [Figure 52] This diagram shows specific examples of challenge sequences for failure, ending sequences, and revival sequences. [Figure 53] This diagram shows specific examples of musical direction, ending sequence, and revival sequence. [Figure 54] This is a front view of the pachinko game machine PY2 according to the second embodiment. [Figure 55] This block diagram shows the electrical configuration of the main control board according to the second embodiment. [Figure 56] This block diagram shows the electrical configuration involved in firing in the second embodiment. [Figure 57] In the second embodiment, this is a timing chart showing the control of whether or not firing is possible based on a touch sensor. [Figure 58] This is a timing chart showing the control of firing stop based on a firing stop switch in the second embodiment. [Figure 59] This is a table illustrating the control of firing intensity based on firing volume in the second embodiment. [Figure 60] This is a front view of the pachinko game machine PY3 according to the third embodiment. [Figure 61] (A) is a perspective view of the second handle device of the pachinko game machine PY3 according to the third embodiment, and (B) is an enlarged view of the portion shown by the dashed line in Figure 61(A). [Figure 62] This is a timing chart showing the relationship between the effectiveness of operating the first handle device and the second handle device and the game state in the third embodiment. [Modes for carrying out the invention]

[0008] Hereinafter, embodiments of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the referenced figures, the same parts are denoted by the same reference numerals, and redundant descriptions relating to the same parts are omitted as a general rule. In this specification, for the sake of simplification of description, symbols or numerals that refer to information, signals, physical quantities, or components may be indicated, and the names of the information, signals, physical quantities, or components corresponding to such symbols or numerals may be omitted or abbreviated. Furthermore, in any flowchart described later, the execution order of multiple processes in any multiple steps can be arbitrarily changed or executed in parallel, as long as no inconsistencies arise in the processing content.

[0009] 1. Structure of a gaming machine The first embodiment of the pachinko game machine PY1 will be described. First, the structure of the pachinko game machine PY1 will be explained using Figures 1 to 5. In the following description, the left, right, up, and down directions of each part of the pachinko game machine PY1 refer to the left, right, up, and down directions (from the perspective of a player facing the pachinko game machine PY1). Also, "front" refers to the direction from the pachinko game machine PY1 towards the player facing the pachinko game machine PY1, and "rear" refers to the direction from the player facing the pachinko game machine PY1 towards the pachinko game machine PY1.

[0010] As shown in Figure 1, the pachinko game machine PY1 is equipped with a game machine frame 2. The game machine frame 2 comprises a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m that is rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game parlor, players in front of the pachinko game machine PY1 can see the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t can be made of transparent glass, transparent synthetic resin, or the like. The transparent plate 23t only needs to allow the game area 6 to be visible from the front of the pachinko game machine PY1.

[0011] A handle 72k is provided on the lower right front of the front frame 23m, which can be rotated to launch the game balls. The amount the handle 72k is operated (rotation angle) corresponds to the magnitude of the force (launching intensity) applied to the game balls to launch them (the amount that the launching device 72, described later, drives the launching solenoid). Therefore, the game balls are launched with a launching intensity corresponding to the rotation operation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 for storing game balls supplied to the handle 72k is formed on the upper surface of the lower decorative body 36. In addition, a lower tray 35 for storing excess game balls that cannot be accommodated in the upper tray 34 is provided at the lower center of the front of the lower decorative body 36.

[0012] A first input device (hereinafter referred to as "normal button") 40, which can be pressed downwards, is provided on the upper surface of the lower decorative body 36, in front of the upper tray 34. A second input device (hereinafter referred to as "special button") 41, which can be pressed downwards, is provided on the right decorative body 32, which is formed to protrude forward from the right edge of the surface of the front frame 23m. The normal button 40 is configured to vibrate. That is, the normal button 40 has a built-in vibration mechanism for vibrating the normal button 40, and when the vibration motor included in this vibration mechanism is driven, the normal button 40 vibrates to a degree that can be seen by the player. The vibration mechanism for vibrating the normal button 40 can be appropriately adopted from known configurations. The normal button 40 is an example of an operating part and an example of a vibrating body.

[0013] Furthermore, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed to protrude forward from the top of the surface of the front frame 23m. The speaker 52 consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Moreover, a movable frame movable device 58, which serves as a performance device for enhancing the enjoyment of the game, is attached to the upper sides of the left and right edges of the front frame 23m. The frame movable device 58 consists of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.

[0014] Furthermore, the position and number of components and devices installed in the gaming machine frame 2 can be changed as appropriate, as long as it does not interfere with gameplay.

[0015] Next, the game board unit YU will be explained, mainly using Figures 2 to 5. The game board unit YU comprises a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. A roughly circular opening 1A is formed approximately in the center of the game board 1 when viewed from the front. Along the opening 1A, a roughly ring-shaped inner wall portion 1B is formed, projecting forward to demarcate the game area 6 through which the game balls can flow. In addition, a roughly ring-shaped outer wall portion 1C is formed, projecting forward outside the inner wall portion 1B, to demarcate the game area 6.

[0016] A game area 6 is formed on the front of the game board 1, surrounded by an inner wall 1B, an outer wall 1C, and so on. In other words, the front of the game board 1 is divided into the game area 6 and the rest of the area by the inner wall 1B and the outer wall 1C.

[0017] The game area 6 is an area through which game balls launched by the operation of the handle 72k can flow, and is provided for playing the game on the pachinko game machine PY1. Numerous game pins (not shown) are installed protruding from the game area 6. The game pins form paths that appropriately guide game balls entering the game area 6 and flowing down through it to the first start opening 11, second start opening 12, general prize opening 10, gate 13, first major prize opening 14, and second major prize opening 15, which will be described later. The start openings such as the first start opening 11 and the second start opening 12 may be referred to as ball entry openings, the major prize openings such as the first major prize opening 14 and the second major prize opening 15 may be referred to as special prize openings or specific prize openings, and the gate may be referred to as a passage opening or passage area.

[0018] Near the center of the game area 6, a center frame (center ornament) 61 is provided to decorate the periphery of the opening 1A. The center frame 61 is provided with a stage that can guide game balls to the first starting opening 11, which will be described later, and a warp that can guide game balls to the stage.

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

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

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

[0022] When a game ball enters the second starting opening 12, it triggers a lottery for the second special symbol (hereinafter referred to as "Special Symbol 2") (acquisition and determination of the random number related to Special Symbol 2, as described later; hereinafter also referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. When a game ball enters the second starting opening 12, a predetermined number of game balls (4 in this configuration) are dispensed as prize balls. The game area 6 is provided with a guidance stage 12g that guides the game ball to the second starting opening 12.

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

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

[0025] Furthermore, the game area 6 is provided with a first large prize winning device 14D (hereinafter also referred to as "normal AT 14D") which has a first large prize winning opening 14 into which game balls can be entered. The first large prize winning device 14D is equipped with a normal AT opening / closing member 14k that can be operated to an open state and a closed state. The first large prize winning opening 14 is opened and closed by the operation of the normal AT opening / closing member 14k. Normally, the normal AT opening / closing member 14k is in a closed state that blocks the first large prize winning opening 14, making it impossible for game balls to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k is operated to an open state, it becomes possible for game balls to enter the first large prize winning opening 14. Thus, it is only possible for game balls to enter the first large prize winning opening 14 when the normal AT opening / closing member 14k is in an open state. When a game ball enters the first major prize slot 14, a predetermined number of game balls (15 in this configuration) are dispensed as prize balls.

[0026] Furthermore, the game area 6 is provided with a second large prize winning device 15D (hereinafter also referred to as "VAT 15D") which has a second large prize winning opening 15 into which game balls can be entered. The second large prize winning device 15D is equipped with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. Game balls can only be entered into the second large prize winning opening 15 when the VAT opening / closing member 15k is in an open state. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize winning opening 15 is also called the "closed state". In this way, the second large prize winning opening 15 opens and closes by the operation of the VAT opening / closing member 15k. When a game ball enters the second large prize winning opening 15, a predetermined number of game balls (15 in this configuration) are dispensed as prize balls.

[0027] Here, the second major prize device 15D will be explained in detail using Figure 3. Inside the second major prize device 15D, there is a gate-shaped second major prize opening sensor 15a that can detect a game ball that has entered the second major prize opening 15 and allow the game ball to pass downwards.

[0028] Downstream of the second large prize-winning opening sensor 15a, there are a specific area 16 and a non-specific area 17 through which game balls can pass (enter). Game balls that have passed through the second large prize-winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D comprises a sorting member 16k made of a roughly rectangular flat plate and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to slide left and right when driven by the sorting solenoid 16s.

[0029] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage blocking state: in the front view in Figure 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above it). When the distribution member 16k is in the first state, a game ball that has entered the second large prize opening 15 cannot pass through the specific area 16 after passing through the second large prize opening sensor 15a, and instead passes through the non-specific area 17. This route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.

[0030] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass through (enter) the specific region 16 (passage-allowed state: in the front view in Figure 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific region 16, the distribution member 16k does not cover the specific region 16 directly above it, and the area directly above the specific region 16 is open). When the distribution member 16k is in the second state, game balls that have entered the second large prize opening 15 can easily pass through the specific region 16 after passing through the second large prize opening sensor 15a. This route of the game ball flowing down from the second large prize opening 15 to the specific region 16 is called the second route.

[0031] Basically, the distribution member 16k is held in the first state. In other words, the first state can be said to be the normal state of the distribution member 16k. Then, only during a predetermined round of play (for example, 16R), the distribution solenoid 16s is energized, and it can change to the second state. The operating mode of the distribution member 16k can be changed as appropriate.

[0032] The specific area 16 and the non-specific area 17 are equipped with a specific area sensor 16a and a non-specific area sensor 17a, respectively, which detect game balls that have passed through (entered) the respective areas 16 and 17 and allow the game balls to pass downwards.

[0033] Furthermore, it is possible to install only one of the first and second large prize devices 14D and 15D, provided that it does not interfere with gameplay. Also, depending on the gameplay, it is possible to install two large prize devices, such as the first large prize device 14D, which do not have specific areas or distribution devices. Furthermore, even if both the first and second large prize devices 14D and 15D are installed, it is possible to use only the first large prize device 14D or only the second large prize device 15D, depending on the gameplay. If the configuration is set to use only the first large prize device 14D, processing related to the second large prize device 15D will not be performed, and if the configuration is set to use only the second large prize device 15D, processing related to the first large prize device 14D will not be performed.

[0034] Furthermore, as shown in Figure 2, two outlets 19 are provided at the bottom of the game area 6 to discharge game balls that were played into the game area 6 but did not enter any of the winning slots to the outside of the game area 6. In addition, the game board 1 is equipped with a light-emitting board lamp 54.

[0035] By the way, the game area 6 through which the game balls can flow can be divided into the left game area 6A (first game area) to the left of the center in the left-right direction, and the right game area 6B (second game area) to the right. The operation of the handle 72k to launch the game ball so that it flows down the left game area 6A is called "left-handed shooting". On the other hand, the operation of the handle 72k to launch the game ball so that it flows down the right game area 6B is called "right-handed shooting". In the pachinko game machine PY1, the path through which the game balls can flow when launched with left-handed shooting is called the first path R1, and the path through which the game balls can flow when launched with right-handed shooting is called the second path R2. The first path R1 and the second path R2 are also composed of numerous game pins and the like.

[0036] The first flow path R1 is provided with a first starting opening 11 and two general prize openings 10. Therefore, players can aim to enter the first starting opening 11 or the general prize openings 10 by shooting the game ball with their left hand to make it flow down the first flow path R1. On the other hand, the second flow path R2 is provided with a second starting opening 12, a general prize opening 10, a gate 13, a first major prize opening 14, and a second major prize opening 15. Therefore, players can aim to pass through the gate 13 or enter the second starting opening 12, general prize openings 10, the first major prize opening 14, or the second major prize opening 15 by shooting the game ball with their right hand to make it flow down the second flow path R2.

[0037] Furthermore, any game balls that do not enter any of the prize slots (first starting slot 11, second starting slot 12, general prize slot 10, first major prize slot 14, and second major prize slot 15) are guided to the out slot 19 and discharged. In addition, the number of prize balls awarded for entering each prize slot can be set as appropriate.

[0038] Furthermore, indicators 8 are positioned to the left of the lower part of the game area 6 formed on the front of the game board 1 (in the area other than the game area 6). As shown in Figure 4, the indicators 8 include a special figure 1 indicator 81a that variably displays special figure 1, a special figure 2 indicator 81b that variably displays special figure 2, and a general figure indicator 82 that variably displays general figures. The indicators 8 also include a special figure 1 hold indicator 83a that displays the number of special figure 1 holds (U1: the number of times the variable display of special figure 1 by the special figure 1 indicator 81a is held), and a special figure 2 hold indicator 83b that displays the number of special figure 2 holds (U2: the number of times the variable display of special figure 2 by the special figure 2 indicator 81b is held), which will be described later.

[0039] The variable display of Special Symbol 1 is executed when a game ball enters the first starting opening 11 and a lottery for Special Symbol 1 is held. Similarly, the variable display of Special Symbol 2 is executed when a game ball enters the second starting opening 12 and a lottery for Special Symbol 2 is held. In the following explanation, Special Symbol 1 and Special Symbol 2 are collectively referred to as Special Symbols or Special Symbols, and the lottery for Special Symbol 1 and Special Symbol 2 are collectively referred to as Special Symbol Lottery. Furthermore, the Special Symbol 1 indicator 81a and the Special Symbol 2 indicator 81b are collectively referred to as Special Symbol Indicator 81. In addition, the Special Symbol 1 Reserve Indicator 83a and the Special Symbol 2 Reserve Indicator 83b are collectively referred to as Special Symbol Reserve Indicator 83.

[0040] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed in a variable state and then stopped. The special symbol that is stopped (stopped special symbol, the special symbol that is displayed as a result of the variable display) is one special symbol selected from among several types of special symbols by the special symbol lottery. If the stopped special symbol is a specific special symbol predetermined (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is performed, which opens the big prize slots (the first big prize slot 14 and the second big prize slot 15). The game state in which a jackpot game is being performed is called the jackpot game state. The jackpot game state is an example of a special game state that is advantageous to the player.

[0041] The special symbol indicator 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged horizontally, and displays a special symbol corresponding to the result of the special symbol lottery depending on how the LEDs are lit. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described later), the special symbol indicator 81 displays a jackpot symbol consisting of the lit LEDs in the 1st, 2nd, 5th, and 6th positions from the left, such as "□□■■□□■■" (□: lit, ■: off). If the result of the special symbol lottery is a loss, the special symbol indicator 81 displays a losing symbol consisting of the lit LED in the rightmost position, such as "■■■■■■■□". Note that the LED lighting patterns corresponding to the result of the special symbol lottery are not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to represent a losing symbol.

[0042] Furthermore, in the variable display of the special symbol, the variable display of the special symbol is performed for a predetermined variation time before the special symbol is displayed as stopped. The mode of the variable display of the special symbol is, for example, a mode in which each LED lights up so that the light flows repeatedly from left to right. However, the mode of the variable display of the special symbol is not particularly limited, and as long as each LED is not displayed as stopped (lit in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.

[0043] By the way, in the pachinko game machine PY1, when a game ball enters the first start port 11 or the second start port 12, various random numbers (an example of judgment information) for performing special symbol lotteries, etc., may be acquired. These various random numbers are temporarily stored as special symbol reserves in the special symbol reserve storage unit 105, which will be described later. Hereinafter, the various random numbers acquired by the entry of a game ball into the first start port 11 will be called "special symbol 1 related random numbers," and the various random numbers acquired by the entry of a game ball into the second start port 12 will be called "special symbol 2 related random numbers." Here, the special symbol 1 related random numbers are stored as special symbol 1 reserves in the special symbol 1 reserve storage unit 105a of the special symbol reserve storage unit 105. On the other hand, the special symbol 2 related random numbers are stored as special symbol 2 reserves in the special symbol 2 reserve storage unit 105b of the special symbol reserve storage unit 105. The number of special figure 1 reserves that can be stored in the special figure 1 reserve storage unit 105a (number of special figure 1 reserves) and the number of special figure 2 reserves that can be stored in the special figure 2 reserve storage unit 105b (number of special figure 2 reserves) have an upper limit (4 in this configuration). The upper limits for the number of special figure 1 reserves and the number of special figure 2 reserves can be changed as appropriate, and the upper limit may be set to "none". In the following, special figure 1 reserves and special figure 2 reserves will be collectively referred to as "special figure reserves", and the number of special figure 1 reserves and the number of special figure 2 reserves will be collectively referred to as "number of special figure reserves". Also, special figure 1 related random numbers and special figure 2 related random numbers will be collectively referred to as "special figure related random numbers".

[0044] In the pachinko game machine PY1, if the variable display of the special symbol does not occur immediately after a game ball enters the first start opening 11 or the second start opening 12, specifically if an entry occurs while the variable display of the special symbol is being performed or while a jackpot game is being played, the variable display of the special symbol (or the right to draw a special symbol) for that entry can be reserved. The special symbol reserves stored in the special symbol reserve storage unit 105 are consumed when it becomes possible to display the variable symbol based on that special symbol reserve. In other words, consuming a special symbol reserve means determining the special symbol-related random numbers etc. corresponding to that special symbol reserve and performing a variable display of the special symbol to show the result of that determination.

[0045] The number of reserved special symbols is then displayed on the reserved special symbol indicator 83. Each of the reserved special symbol 1 indicator 83a and the reserved special symbol 2 indicator 83b consists of, for example, four LEDs, and the number of reserved special symbols can be displayed by lighting up the corresponding number of LEDs.

[0046] Furthermore, the variable display of the regular symbol indicates the result of the regular symbol lottery. In the variable display of the regular symbol, the regular symbol is displayed in a variable state and then stopped. The regular symbol that is stopped (stopped regular symbol, the regular symbol that is displayed as a result of the variable display) is one regular symbol selected from among several types of regular symbols by the regular symbol lottery. If the regular symbol that is stopped is a specific regular symbol predetermined (a regular symbol with a predetermined stopping pattern, i.e., a winning symbol), an auxiliary game is performed to open the second start opening 12 (electric tuner 12D).

[0047] The general diagram indicator 82 is composed of, for example, two LEDs, and displays a general diagram corresponding to the result of the general diagram lottery depending on how the LEDs are lit. If the result of the general diagram lottery is a win, the general diagram indicator 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the general diagram lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A pattern in which all LEDs are turned off may also be used for the losing pattern. Note that the LED lighting patterns corresponding to the result of the general diagram lottery are not limited and can be set as appropriate.

[0048] Furthermore, before the normal display is shown as stopped, the normal display is shown in a variable state for a predetermined period of time. The mode of the variable display of the normal display is, for example, the alternating illumination of both LEDs. However, the mode of the variable display of the normal display is not particularly limited, and as long as each LED is not shown as stopped (illuminated in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.

[0049] In the pachinko game machine PY1, when a game ball passes through gate 13, a random number for a normal symbol (an example of judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve storage unit 106, described later, provided that variable normal symbol display or auxiliary gameplay is not being performed. There is an upper limit (4 in this configuration) on the number of normal symbol reserves that can be stored in the normal symbol reserve storage unit 106. The upper limit on the number of normal symbol reserves can be changed as appropriate, and the upper limit may be set to "none". In the following, the random number for a normal symbol acquired when a game ball passes through gate 13 will also be called a "normal symbol related random number". In addition, in this configuration, there is no normal symbol reserve indicator that displays the number of normal symbol reserves, but a normal symbol reserve indicator may be added to the indicators 8. As a normal symbol reserve indicator, for example, one with the same configuration as the special symbol reserve indicator 83 can be adopted.

[0050] Next, using Figure 5, we will explain the performance unit 1U attached to the back of the game board 1. The performance unit 1U is a unitized collection of multiple devices that primarily perform performances. The performance unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as the "on-board movable device") 55, and a second board movable device (hereinafter referred to as the "below-board movable device") 56.

[0051] The image display device 50 is composed of a 3D liquid crystal display of a predetermined screen size and includes a display unit (display screen) 50a capable of displaying 3D images. The image display device 50 may also be other display devices, such as those composed of multiple liquid crystal displays or EL (Electro Luminescence) displays, as long as they are capable of displaying images.

[0052] The on-board movable device 55 comprises an on-board movable body 55k that is configured to move along the display unit 50a and is decorated. The under-board movable device 56 comprises an under-board movable body 56k that is configured to move along the display unit 50a and is decorated.

[0053] Figure 5(A) schematically shows the state in which the upper movable body 55k and the lower movable body 56k are held in their normal standby state (initial position) when not in operation. When the drive source of the upper movable device 55 is activated, the upper movable body 55k moves downward (descends), and when the drive source of the lower movable device 56 is activated, the lower movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the descended upper movable body 55k or the risen lower movable body 56k, making the image display device 50 difficult to see.

[0054] Furthermore, the position and number of components and devices installed in the YU game board unit can be changed as appropriate, as long as it does not interfere with gameplay.

[0055] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be explained based on Figures 6 to 7. As shown in Figures 6 to 7, the pachinko game machine PY1 is further back from the image display device 50 of the game board 1, and includes a game control board (hereinafter referred to as the "main control board") 100 that controls game benefits (progress of the game) such as special symbol lottery, variable display of special symbols, jackpot game, setting of game states (described later), normal symbol lottery, variable display of normal symbols, and auxiliary game; an effect control board (hereinafter referred to as the "sub-control board") 120 that controls game effects (special symbol variation effects, hold effects, operation effects, jackpot game effects, etc.) and customer waiting effects in accordance with the progress of the game by the main control board 100; and a payout control board 170 that controls the payout of game balls, etc. The main control board 100 can be positioned as the game control unit (main control unit) that controls the game. Furthermore, the sub-control board 120 can be positioned as a performance control unit (sub-control unit) that controls the performance, together with the image control board 140, lamp control circuit 151, and sound control circuit 161, which will be described later. The performance control unit only needs to include at least the sub-control board 120 and be capable of controlling various performances using performance means (image display device 50, speaker 52, frame lamp 53, panel lamp 54, and movable devices 55, 56, 58, etc.).

[0056] Furthermore, the pachinko game machine PY1 is equipped with a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a pressable RAM clear switch 191. The RAM clear switch 191 (specific operating means) is used to clear (hereinafter referred to as "RAM clear") the game information (for example, information on game states such as high probability states, the number of special symbol reserves, and the results of jackpot determinations) stored in the game RAM 104 of the game control microcomputer 101, which will be described later, to the game CPU 102 when the power is turned on. As shown in Figure 8, the RAM clear switch 191 is located on the power supply board 190 which is located on the back side of the pachinko game machine PY1. Therefore, only employees of the game hall who can open and close the front door 23 can operate the RAM clear switch 191. In other words, the RAM clear switch 191 is an operating mechanism that is practically impossible for the player to operate. When the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcontroller 101. In this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the location of the RAM clear switch 191 can be changed as appropriate, and it may be provided on the main control board 100 or on a dedicated board, for example.

[0057] The power supply board 190 is equipped with a backup power supply circuit 192. The backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later, when power is not supplied to the pachinko game machine PY1. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when the power to the pachinko game machine PY1 is lost. A power switch 193 is also connected to the power supply board 190. The power can be switched on or off by operating the power switch 193 ON / OFF. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, or a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.

[0058] As shown in Figure 6, the main control board 100 is equipped with a one-chip microcontroller for game control (hereinafter referred to as "game control microcontroller") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program. The game control microcontroller 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as work memory, and a game CPU (Central Processing Unit) 102 that executes the program stored in the game ROM 103.

[0059] The game ROM 103 stores programs for performing the main control processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores the following: a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a pre-read determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, and an auxiliary game control table. Note that the game ROM 103 may be an external component.

[0060] The game RAM 104 also includes the aforementioned special symbol reserve memory unit 105 and the regular symbol reserve memory unit 106. The game RAM 104 also includes a non-erasable memory unit 107, which contains a total prize ball count memory unit 107a, a total ball launch count memory unit 107b, and a difference ball count memory unit 107c. The non-erasable memory unit 107 is configured so that even when a RAM clear is performed, the game CPU 102 does not erase the stored contents.

[0061] The game control microcomputer 101 continuously counts the total number of prize balls after the power is turned on, and the counted total number of prize balls is stored in the total number of prize balls storage unit 107a. The total number of prize balls is the number of prize balls that the player acquires (is paid out to the player) in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The game control microcomputer 101 also continuously counts the total number of balls fired after the power is turned on, and the counted total number of balls fired is stored in the total number of balls fired storage unit 107b. The total number of balls fired is the number of balls fired by the player in all game states. The game control microcomputer 101 also continuously calculates the difference in balls by subtracting the total number of balls fired from the total number of prize balls after the power is turned on, and the calculated difference in balls is stored in the difference in balls storage unit 107c. The game control microcomputer 101 disables gameplay when the difference in the number of balls (an example of a specific measurement number) exceeds a certain threshold number (for example, "80000"). This function is called the over-prize prevention function. The over-prize prevention function may also be activated when the maximum difference in the number of balls (sometimes called the maximum number of balls held, MY, etc.) reaches a predetermined threshold number. The maximum difference in the number of balls is the difference between the minimum difference in the number of balls, which is the lowest value of the measured difference in the number of balls, and the peak (highest value) of the difference in the number of balls after the minimum difference in the number of balls has been measured. In this case, the maximum difference in the number of balls corresponds to the specific measurement number.

[0062] The main control board 100 is also equipped with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operating means) (see Figure 8). As shown in Figure 9, the 7-segment display 300 is a so-called 4-segment display and has a total of 32 illuminated (light-emitting) parts. Specifically, the 7-segment display 300 has, in order from left to right, a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340. The four display areas 310, 320, 330, and 340 each have 8 illuminated parts (LED elements) LB1-LB8, LB9-LB16, LB17-LB24, and LB25-LB32 so that they can represent the numbers from "0" to "9". The display control of the 7-segment display 300 is performed by a game control microcomputer 101.

[0063] The setting key cylinder 180 functions as an operating mechanism for setting a setting value corresponding to the probability of hitting a jackpot. The inside of this setting key cylinder 180 rotates between an initial position and a rotation position when a setting key (not shown) is inserted. Therefore, in this pachinko game machine PY1, by rotating the setting key cylinder 180 to the rotation position and turning on the power while pressing the RAM clear switch 191, the machine can enter a setting mode in which a setting value can be set. In this setting mode, the setting value can be set to "1". However, in this pachinko game machine PY1, only one setting value, "1", is available. Therefore, the setting value cannot be changed from "1". Note that when the setting mode is activated, rotating the setting key cylinder 180 from the rotation position to the standby position will terminate the setting mode and a RAM clear will be performed.

[0064] The main control board 100 is also equipped with a special reset switch 181 that can be pressed. As shown in Figure 8, the special reset switch 181 is located on the main control board 100, which is situated on the back of the pachinko game machine PY1. Therefore, only employees of the game hall who are able to open and close the front door 23 can operate the special reset switch 181. In other words, the special reset switch 181 is an operating means that is practically impossible for players to operate. The function of the special reset switch 181 will be described in detail later. The main control board 100 is also equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals.

[0065] Furthermore, various sensors MS and actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.

[0066] The various sensors MS connected to the main control board 100 include a first start port sensor 11a, a second start port sensor 12a, a general prize port sensor 10a, a gate sensor 13a, a first major prize port sensor 14a, a second major prize port sensor 15a, a specific area sensor 16a, and a non-specific area sensor 17a.

[0067] The first start-up sensor 11a detects game balls that have entered the first start-up slot 11. The second start-up sensor 12a detects game balls that have entered the second start-up slot 12. The general prize-winning slot sensor 10a detects game balls that have entered the general prize-winning slot 10. A general prize-winning slot sensor 10a is provided for each general prize-winning slot 10. The gate sensor 13a is provided at the gate 13 and detects game balls that have passed through the gate 13. The first large prize-winning slot sensor 14a detects game balls that have entered the first large prize-winning slot 14. The second large prize-winning slot sensor 15a detects game balls that have entered the second large prize-winning slot 15. The specific area sensor 16a detects game balls that have passed through (entered) the specific area 16. The non-specific area sensor 17a detects game balls that have passed through (entered) the non-specific area 17. When each sensor detects a game ball, it outputs a signal to the main control board 100 corresponding to the detected item.

[0068] Although not shown in Figure 6, the various sensors MS include an outlet sensor that detects all game balls (total number of balls launched) flowing down the game area 6. Here, game balls that flow out of the game area 6 are discharged to the outside of the pachinko game machine PY1 through an outlet path (not shown) located at the bottom of the game board mounting frame 2A. For this reason, the outlet sensor is located within the outlet path. The various sensors MS also include a magnetic sensor that detects unauthorized magnetism. The magnetic sensor detects the magnetism generated when a player uses a magnet or the like to illegally enter the various prize winning slots 10, 11, 12, 14, and 15 into the game balls. When each of the above sensors detects a game ball, it outputs a signal to the main control board 100 according to the detected information.

[0069] The various sensors MS include a front door open sensor that detects when the front door 23 is opened relative to the outer frame 22, and a front frame sensor that detects when the front frame 23m is opened relative to the game board mounting frame 2A. When the front door open sensor detects when the front door 23 is opened, it outputs a signal to the main control board 100 according to the detected information. When the front frame sensor detects when the front frame 23m is opened, it outputs a signal to the main control board 100 according to the detected information. The types and number of sensors connected to the main control board 100 can be changed as appropriate, as long as it does not interfere with gameplay.

[0070] Furthermore, the various actuators MA connected to the main control board 100 include an electric tuner solenoid 12s, a first major prize slot solenoid 14s, a second major prize slot solenoid 15s, and a distribution solenoid 16s. The electric tuner solenoid 12s drives the electric tuner opening / closing member 12k of the electric tuner 12D. The first major prize slot solenoid 14s drives the normal AT opening / closing member 14k of the first major prize device 14D. The second major prize slot solenoid 15s drives the VAT opening / closing member 15k of the second major prize device 15D. The distribution solenoid 16s drives the distribution member 16k of the distribution device 16D.

[0071] Furthermore, the type and number of actuators connected to the main control board 100 can be changed as appropriate, as long as it does not interfere with gameplay.

[0072] Furthermore, the main control board 100 is connected to a group of indicators 8 (a special symbol indicator 81, a general symbol indicator 82, and a special symbol hold indicator 83). The display control of these indicators 8 is performed by a microcomputer 101 for game control.

[0073] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball dispensing based on information from inserted prepaid cards, etc.) and a prize ball payout device 73, as well as a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see Figure 1).

[0074] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or dispense loaned balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The dispensed game balls are detected by the prize ball sensor 73a for counting, and the detection signal from the prize ball sensor 73a is output to the payout control board 170.

[0075] Furthermore, the launching device 72 is equipped with a touch switch 72a capable of detecting contact between a player or other person and the handle 72k (see Figure 1). When a player operates the handle 72k, the touch switch 72a detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. The launching device 72 is also connected to a launch volume knob 72b capable of detecting the rotation angle (amount of operation) of the handle 72k. The launching device 72 drives the launch solenoid 72s so that the game balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.

[0076] Furthermore, the payout control board 170 is connected to the external terminal board 160. In other words, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits external signals sent from the main control board 100 to an external unit GU (data counter, hall computer, etc.) located outside the pachinko game machine PY1. The information included in the external signals includes, for example, information indicating whether a jackpot has been won, information on the game status, and information indicating errors or irregularities (abnormalities). The external terminal board 160 transmits external signals to the external unit GU via parallel communication, but the external signals may also be transmitted via asynchronous serial communication (a common asynchronous serial communication port). Furthermore, although the main control board 100 is connected to the external terminal board 160 via the dispensing control board 170, the main control board 100 may also be connected to the external terminal board 160 via a board other than the dispensing control board 170 (for example, an intermediate board), or the main control board 100 and the external terminal board 160 may be connected directly.

[0077] Furthermore, the main control board 100 transmits various commands containing information about the game to the sub-control board 120 in accordance with the progress of the game. Based on the various commands sent from the main control board 100, the sub-control board 120 can grasp the progress of the game (the content of the game control) by the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that only allows the transmission of signals from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the main control board 100 and the sub-control board 120 as a means of restricting the direction of communication.

[0078] As shown in Figure 7, the sub-control board 120 is equipped with a one-chip microcontroller for performance control (hereinafter referred to as "performance control microcontroller") 121 that controls the performance of the pachinko game machine PY1 according to a program. The performance control microcontroller 121 includes a performance ROM 123 that stores programs for controlling the performance as the game progresses on the main control board 100, a performance RAM 124 used as work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.

[0079] Furthermore, the ROM 123 for effects contains programs for performing the sub-control main processing, receive interrupt processing, 1ms timer interrupt processing, and 10ms timer interrupt processing, which will be described later. Note that the ROM 123 for effects may be external.

[0080] Furthermore, the sub-control board 120 is equipped with an I / O port section 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. When the pachinko game machine PY1 is supplied with power from a predetermined island power supply device (not shown), the RTC 139 operates using that power. When power is not supplied from the island power supply device, it operates using power supplied from the backup power supply circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the power supply to the pachinko game machine PY1 is not turned on. A backup power supply circuit for the RTC 139 may be provided on the sub-control board 120. The backup power supply circuit can include a capacitor or an internal battery (such as a button battery).

[0081] The sub-control board 120 is connected to the image control board 140. The microcontroller 121 for controlling the presentation on the sub-control board 120 causes the image CPU 141 on the image control board 140 to control the display on the image display device 50 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a bidirectional communication connection that allows both the transmission of signals from the sub-control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the sub-control board 120.

[0082] The image control board 140 includes an image ROM 142 that stores programs for image control, an image RAM 143 used as work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 that stores image data displayed on the image display device 50, a VRAM 146 used for processing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured as a single chip. The CGROM 145 stores, for example, image data for displaying the images shown on the image display device 50 (still image data and video data, specifically image data such as characters, items, shapes, letters, numbers and symbols (including animation patterns) and background images).

[0083] The VDP144 reads image data from the CGROM145 and expands it into the expansion area in the VRAM146, according to the display list created by the image CPU141 based on commands from the performance control microcontroller121. Then, it combines the expanded image data as appropriate and draws the image to the frame buffer in the VRAM146. Finally, it outputs the image drawn to the frame buffer as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.

[0084] The display list consists of a set of commands used to instruct the execution of drawing on a frame-by-frame basis. The display list contains information on various parameters such as the type of image to be drawn, the position in which the image is drawn, the display priority, the display magnification, and the transparency of the image.

[0085] The microcontroller 121 for performance control outputs voice, music, sound effects, etc., from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100.

[0086] Audio data, such as the sound output from speaker 52, is stored in the performance ROM 123 of the sub-control board 120. Alternatively, the audio control circuit 161 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to perform audio control. Furthermore, in this case, a ROM may be mounted on the circuit board, and the audio data may be stored in that ROM. Alternatively, speaker 52 may be connected to image control board 140, and the image CPU 141 of image control board 140 may be used to perform audio control. Furthermore, in this case, the audio data may be stored in the image ROM 142 of image control board 140.

[0087] Furthermore, various switches that serve as inputs, various actuators SA that serve as drive sources, and various lamps SL are connected to the sub-control board 120 via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. In addition, the sub-control board 120 controls the lighting of the various lamps SL via the lamp control circuit 151 based on commands received from the main control board 100.

[0088] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects when the normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. Each detection switch 40a and 41a outputs a signal to the sub-control board 120 according to the detected content. The types and number of switches connected to the sub-control board 120 can be changed as appropriate, as long as it does not interfere with gameplay.

[0089] The various actuators SA connected to the sub-control board 120 include a top-mount drive motor 55m that drives the top-mount movable device 55, a bottom-mount drive motor 56m that drives the bottom-mount movable device 56, a frame drive motor 58m that drives the frame movable device 58, and so on. The performance control microcomputer 121 can drive these motors to make each movable device perform a predetermined operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device and controls the operation of each movable device via the lamp control circuit 151. The sub-control board 120 is also assumed to be connected to a vibration motor (not shown) for vibrating the normal button 40. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate within a range that does not interfere with gameplay.

[0090] The various lamps SL connected to the sub-control board 120 include frame lamps 53 and panel lamps 54. The performance control microcontroller 121 can make each lamp light up. Specifically, the performance control microcontroller 121 creates light emission pattern data (data that determines the lighting behavior, color, etc., also called lamp data) that determines the lighting behavior of each lamp, and controls the lighting of each lamp according to the light emission pattern data. The data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.

[0091] Furthermore, the lamp control circuit 151 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may also be mounted on the circuit board and stored in the ROM with data related to the light emission patterns and operation patterns. In addition, the types and number of lamps connected to the sub-control board 120 can be changed as appropriate, as long as it does not interfere with gameplay.

[0092] 3. Main types of games played using amusement machines Next, the main games played by the Pachinko game machine PY1 will be explained using Figures 10 to 17. Note that the tables shown in Figures 10 to 17 are general examples for the purpose of this section. If a different table is shown in the description of "Features of the Pachinko Game Machine PY1" later, it will be assumed that the Pachinko Game Machine PY1 uses that table. However, for configurations where no different table is shown in the description of "Features of the Pachinko Game Machine PY1" later, it will be assumed that the tables shown in this section are used. Furthermore, even for configurations where a different table is shown in the description of "Features of the Pachinko Game Machine PY1" later, it is possible to change to the tables shown in this section.

[0093] 3-1. Games related to general diagrams First, let's explain the gameplay related to the regular symbols. When a launched game ball passes through gate 13 in the pachinko game machine PY1, a regular symbol lottery is performed. After the regular symbol lottery is performed, the regular symbol display unit 82 displays a variable regular symbol (a variable display followed by a stop display). Here, the regular symbols that are stopped include winning symbols and losing symbols. The losing symbols in the regular symbols are also called "losing regular symbols" to distinguish them from the losing symbols in the special symbols, which will be described later. When a winning symbol is stopped, an auxiliary game is performed and the game related to passing through gate 13 ends. On the other hand, when a losing regular symbol is stopped, no auxiliary game is performed and the game related to passing through gate 13 ends. Furthermore, in the following, the passing of a game ball through gate 13 is referred to as "fulfillment of the regular symbol starting condition."

[0094] The Pachinko game machine PY1, in performing this series of games (normal symbol lottery, variable normal symbol display, auxiliary game), acquires normal symbol-related random numbers when the normal symbol activation condition is met. The acquired normal symbol-related random numbers include normal symbol random numbers, as shown in Figure 10(A). Normal symbol random numbers are random numbers used for determining a win. Random numbers are also called determination information. A range is appropriately set for the random numbers.

[0095] 3-1-1. Hit detection The hit determination is a determination made to decide whether or not it is a hit (whether or not to perform an auxiliary game) according to the hit determination table shown in Figure 11(A). The hit determination table is associated with the game state, which will be described later. That is, there is a hit determination table used in the non-time-saving state (non-time-saving hit determination table) and a hit determination table used in the time-saving state (time-saving hit determination table). In each hit determination table, the result of the hit determination, a hit or a miss, is assigned a determination value (normal symbol random value). Therefore, the pachinko game machine PY1 makes a hit or miss determination by determining whether it is a hit or a miss by determining the acquired normal symbol random number according to the hit determination table. Then, based on the result of the hit determination, it makes a normal symbol variation pattern determination for the variable display of the normal symbol. If the result of the hit determination is a hit, basically the hit symbol is displayed in the variable display of the normal symbol. On the other hand, if the result of the hit determination is a miss, basically the miss normal symbol is displayed in the variable display of the normal symbol. Furthermore, the probability of winning can be changed as needed. Also, it is not necessary to separate the win determination table for each game state.

[0096] 3-1-2. General Chart Fluctuations The general display variation pattern determination is a determination to determine the general display variation pattern according to the general display variation pattern determination table shown in Figure 11(B). The general display variation pattern is identification information relating to predetermined items concerning the variable display of the general display, such as the general display variation time.

[0097] The regular symbol variation pattern determination table is associated with the game state (non-time-saving state / time-saving state). In other words, there is a regular symbol variation pattern determination table used when the game state is not time-saving state (non-time-saving regular symbol variation pattern determination table) and a regular symbol variation pattern determination table used when the game state is saving time (time-saving regular symbol variation pattern determination table). Note that it is not necessary to separate the regular symbol variation pattern determination table for each game state.

[0098] Each regular figure variation pattern determination table stores one regular figure variation pattern for each regular figure that is stopped, which is the result of the regular figure variation pattern determination. In other words, the pachinko game machine PY1 can make the regular figure variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing regular figure (losing regular figure) is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 30 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 30 seconds. In the time-saving state, when a losing regular figure is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 5 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 5 seconds. The variable display of the regular figure corresponding to the regular figure variation pattern determined by this determination is performed by the regular figure display unit 82. Furthermore, these normal figure variation times can be changed as appropriate. In this way, by performing collision detection and normal figure variation pattern determination, the normal figure is displayed variably on the normal figure display unit 82.

[0099] 3-1-3. Auxiliary Games The auxiliary game is executed when a winning symbol is displayed (derived) as the result of the display (result of the regular symbol lottery) in the variable display of the regular symbols.

[0100] The elements that constitute the auxiliary game (auxiliary game components) include various elements such as the number of times the electric tuner 12D opens and the opening time for each opening. Each of these elements is associated with the game state (non-time-saving state / time-saving state). The pachinko game machine PY1 controls the auxiliary game according to the auxiliary game control table shown in Figure 11(C) based on the game state (non-time-saving state / time-saving state). The auxiliary game control table is associated with the game state (non-time-saving state / time-saving state). Each auxiliary game control table stores the auxiliary game components. Note that the number of openings and opening time for each of these elements can be changed as appropriate.

[0101] The Pachinko game machine PY1 has different opening times for the electric tuner 12D depending on whether the auxiliary game is in a non-time-saving state or a time-saving state. For example, in an auxiliary game in a non-time-saving state, the electric tuner 12D is opened for a first opening time (a time when it is difficult to get the game ball into the electric tuner 12D (e.g., 0.08 seconds)). Hereafter, the auxiliary game in a non-time-saving state will also be called a "short opening auxiliary game". In an auxiliary game in a time-saving state, the electric tuner 12D is opened for a second opening time that is longer than the first opening time (a time when it is easy to get the game ball into the electric tuner 12D (e.g., 3.0 seconds)). Hereafter, the auxiliary game in a time-saving state will also be called a "long opening auxiliary game". Note that the opening time of the electric tuner 12D may be the same in both the non-time-saving state and the time-saving state.

[0102] 3-2. Games related to special symbols Next, we will explain the gameplay related to the special symbols. When a launched game ball enters the first starting opening 11 of the pachinko game machine PY1, a special symbol 1 lottery is performed. When the special symbol 1 lottery is performed, the special symbol 1 display 81a displays a variable special symbol 1 (a variable display followed by a stop display) to notify the result of the special symbol 1 lottery. Here, the special symbol 1 that is stopped to display includes a jackpot symbol and a losing symbol. In other words, the result of the special symbol 1 lottery is either a jackpot or a loss. If a jackpot symbol is stopped to display, a jackpot game is performed, a new game state is set, and the game based on that entry ends. On the other hand, if a losing symbol is stopped to display, a jackpot game is not performed, and the game based on that entry ends.

[0103] Similarly, when a launched game ball enters the second starting port 12, the pachinko game machine PY1 performs a special symbol 2 lottery. When the special symbol 2 lottery is performed, the special symbol 2 display 81b displays a variable special symbol 2 (a variable display followed by a stop display) to notify the result of the special symbol 2 lottery. Here, the special symbol 2 that is stopped on display can be a jackpot symbol or a losing symbol. In other words, the result of the special symbol 2 lottery can be a jackpot or a loss. If a jackpot symbol is stopped on display, a jackpot game is performed, a new game state is set, and the game based on that entry ends. On the other hand, if a losing symbol is stopped on display, a jackpot game is not performed, and the game based on that entry ends.

[0104] In the following, when a game ball enters the first starting opening 11, it is referred to as "fulfillment of the first starting condition," and when a game ball enters the second starting opening 12, it is referred to as "fulfillment of the second starting condition." Furthermore, "fulfillment of the first starting condition" and "fulfillment of the second starting condition" are collectively referred to as "fulfillment of the starting condition." In addition, the losing special symbols are also called "losing special symbols" to distinguish them from the losing regular symbols mentioned above.

[0105] The Pachinko game machine PY1, in performing a series of gameplay actions (special symbol lottery, variable display of special symbols, jackpot gameplay, and setting of game state), acquires special symbol-related random numbers when the starting conditions are met, and performs various judgments on these random numbers. The acquired special symbol-related random numbers include, as shown in Figure 10(B), special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers (winning symbol type random numbers), reach random numbers, and special symbol variation pattern random numbers. Special symbol random numbers are used to determine jackpots. Jackpot symbol type random numbers are used to determine jackpot types (winning symbol type determination). Reach random numbers are used to determine reach. Special symbol variation pattern random numbers are used to determine the variation pattern of special symbols. Random numbers are also called judgment information. Each random number has an appropriate range set for it.

[0106] 3-2-1. Jackpot Determination The jackpot determination is a determination made to decide whether or not a jackpot has been hit (whether or not to perform a jackpot game) according to the jackpot determination table shown in Figure 12(A). The jackpot determination table is associated with the game state, more specifically, whether it is in a normal probability state or a high probability state. In other words, there is a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).

[0107] In each jackpot determination table, special symbol random number determination values ​​(special symbol random number values) are assigned to the jackpot and miss results. The pachinko game machine PY1 determines whether it is a jackpot or a miss by determining the acquired special symbol random number according to the jackpot determination table. As shown in Figure 12(A), the high-probability jackpot determination table has more special symbol random number determination values ​​set to determine a jackpot than the normal-probability jackpot determination table. In addition, the probability of winning a jackpot can be changed as appropriate. Furthermore, if the system is configured to allow winning a minor win, the jackpot determination result can include minor wins.

[0108] 3-2-2. Determination of the type of winning symbol (Determination of the type of winning symbol) The jackpot symbol type determination is a determination made when the result of the jackpot determination is a jackpot, in order to determine the type of jackpot symbol (jackpot symbol type) according to the jackpot symbol type determination table shown in Figure 12(B). Each type of jackpot symbol is associated with the contents of the jackpot, in other words, the components of the jackpot that consist of the game benefits granted to the player.

[0109] The jackpot symbol type determination table is associated with the type of variable-display special symbol (Special Symbol 1 / Special Symbol 2), or in other words, the type of starting gate (First Starting Gate 11 / Second Starting Gate 12) from which the winning combination that triggered the jackpot symbol type determination occurred. Specifically, the jackpot symbol type determination table consists of a jackpot symbol type determination table used when variable-displaying Special Symbol 1 (First Jackpot Symbol Type Determination Table) and a jackpot symbol type determination table used when variable-displaying Special Symbol 2 (Second Jackpot Symbol Type Determination Table).

[0110] There are multiple types of winning symbols, and in each winning symbol type determination table, a random value (random number for winning symbol type) is assigned to the winning symbol type, which is the result of the winning symbol type determination. Therefore, the pachinko game machine PY1 determines the type of winning symbol by determining the acquired random number for winning symbol type according to the winning symbol type determination table. Then, in the first and second winning symbol type determination tables, the random numbers for winning symbol type are appropriately assigned to each type of winning symbol. Note that the distribution rate of winning symbol types can be changed as needed. Also, the types of winning symbols can be increased or decreased as needed.

[0111] For example, as shown in Figure 12(B), it is possible to set the distribution rate of jackpot symbol types for Special Figure 1 to 50% for jackpot symbol A and 50% for jackpot symbol B, and the distribution rate of jackpot symbol types for Special Figure 2 to 100% for jackpot symbol C. In this way, it is possible to have different distribution rates for jackpot symbol types in the Special Figure 1 lottery, which is performed when a game ball enters the first starting opening 11, and in the Special Figure 2 lottery, which is performed when a game ball enters the second starting opening 12. Furthermore, if the system is configured to allow for minor wins, it is possible to configure the system to perform a determination of the minor win symbol type when a minor win is achieved. The determination of the winning symbol type includes the determination of the jackpot symbol type and the determination of the minor win symbol type. The determination of the minor win symbol type is also performed using a random number for the winning symbol type, similar to the determination of the jackpot symbol type.

[0112] 3-2-3. Reach Determination The reach determination is a determination made when the result of the jackpot determination is a miss, in order to determine whether or not to generate a reach in the special symbol variation effect described later, according to the reach determination table shown in Figure 12(C).

[0113] The reach determination table is associated with the game state (non-time-saving state / time-saving state). In other words, there is a reach determination table used when the game is not in a time-saving state (non-time-saving reach determination table) and a reach determination table used when the game is in a time-saving state (time-saving reach determination table). Note that it is not necessary to separate the reach determination tables by game state.

[0114] In each reach determination table, the reach random number determination value (reach random number value) is assigned to either "reach present (a reach occurs)" or "no reach (a reach does not occur)" as the result of the reach determination. Therefore, the pachinko game machine PY1 determines whether there is a reach or no reach (whether or not a reach occurs) by determining the acquired reach random number according to the reach determination table. As shown in Figure 12(C), the number of reach random numbers that are determined to be "reach present (a reach occurs)" differs between the non-time-saving reach determination table and the time-saving reach determination table. Note that the probability of being determined to be "reach present" can be changed as appropriate. In the following, "reach present (a reach occurs)" which is performed on the premise that the result of the jackpot determination is "miss" may be called "reach present miss," and "no reach (a reach does not occur)" may be called "no reach miss."

[0115] 3-2-4. Special Symbol Fluctuation Pattern Determination The special symbol variation pattern determination is a determination to determine the variation pattern of the variable display of the special symbol (special symbol variation pattern) using a special symbol variation pattern determination table (special symbol variation pattern determination table) as shown in Figures 13 to 14, and is performed in both cases where the result of the jackpot determination is a jackpot or a miss. The special symbol variation pattern is identification information used to identify predetermined items related to the special symbol variation time and the performance flow (performance content) of the special symbol variation performance described later. In addition to the special symbol variation time and the performance flow (performance content) of the special symbol variation performance, the special symbol variation pattern also includes identification information related to the result of the jackpot determination and the result of the reach determination. The identification information included in the special symbol variation pattern can be changed as appropriate. Furthermore, it is possible to use multiple types of special symbol variation patterns, each with different identification information, and the number of such patterns can be changed as appropriate.

[0116] The special symbol variation pattern determination table is associated with the type of special symbol that performs the variable display subject to determination (Special Symbol 1 / Special Symbol 2), or in other words, the type of starting gate from which the winning combination that triggered the special symbol variation pattern determination occurred (First Starting Gate 11 / Second Starting Gate 12). Specifically, there is a special symbol variation pattern determination table used when performing the variable display of Special Symbol 1 (Special Symbol 1 Variation Pattern Determination Table: Figure 13) and a special symbol variation pattern determination table used when performing the variable display of Special Symbol 2 (Special Symbol 2 Variation Pattern Determination Table: Figure 14). Note that it is not necessary to separate the special symbol variation pattern determination table according to the type of special symbol (Special Symbol 1 / Special Symbol 2).

[0117] Furthermore, each special symbol variation pattern determination table is also associated with the game state (non-time-saving state / time-saving state). Specifically, the special symbol 1 variation pattern determination table has two parts: one used when the game is in a non-time-saving state (special symbol 1 variation pattern determination table for non-time-saving states) and another used when the game is in a time-saving state (special symbol 1 variation pattern determination table for time-saving states). Similarly, the special symbol 2 variation pattern determination table also has two parts: one used when the game is in a non-time-saving state (special symbol 2 variation pattern determination table for non-time-saving states) and another used when the game is in a time-saving state (special symbol 2 variation pattern determination table for time-saving states). Note that it is not necessary to separate the special symbol variation pattern determination tables by game state.

[0118] Furthermore, each special symbol variation pattern determination table associated with the game state (non-time-saving state / time-saving state) is also associated with the jackpot determination result and the reach determination result. That is, the special symbol 1 variation pattern determination table for non-time-saving state and the special symbol 2 variation pattern determination table for non-time-saving state each have versions for jackpots, reaches with misses, and reaches without misses. Similarly, the special symbol 1 variation pattern determination table for time-saving state and the special symbol 2 variation pattern determination table for time-saving state each have versions for jackpots, reaches with misses, and reaches without misses. Note that it is not necessary to separate the special symbol variation pattern determination tables according to the jackpot determination result or the reach determination result.

[0119] Furthermore, the special symbol 1 variation pattern determination table for each no-reach miss is also associated with the number of special symbol reserves. For example, there is a special symbol 1 variation pattern determination table for no-reach misses used when the number of special symbol 1 reserves (U1) is 0 to 2, and a special symbol 1 variation pattern determination table for no-reach misses used when the number of special symbol 1 reserves (U1) is 3 to 4. Also, the special symbol 2 variation pattern determination table for each no-reach miss is also associated with the number of special symbol reserves. Specifically, there is a special symbol 2 variation pattern determination table for no-reach misses used when the number of special symbol 2 reserves (U2) is 0 to 2, and a special symbol 2 variation pattern determination table for no-reach misses used when the number of special symbol 2 reserves (U2) is 3 to 4. Note that it is not necessary to separate the special symbol variation pattern determination tables according to the number of special symbol reserves.

[0120] Then, the variable display of the special symbols for the special symbol variation time corresponding to the special symbol variation pattern determined by each special symbol variation pattern judgment is performed on the special symbol display unit 81. When the display result (result of the special symbol lottery) of the variable display of the special symbols is shown as a jackpot symbol, the next variable display of the special symbols is not performed immediately, and the jackpot game is executed immediately thereafter.

[0121] Furthermore, each special symbol variation pattern is associated with a special symbol variation effect flow, as shown in the second column from the right in the table in Figures 13-14. Note that it is not necessary to associate a special symbol variation effect flow with each special symbol variation pattern.

[0122] Furthermore, as shown in the rightmost column of the table in Figures 13-14, special symbol variation patterns are sometimes referred to by names related to the special symbol (jackpot result) and the content of the special symbol variation performance. For example, a special symbol variation pattern related to a jackpot is called a "jackpot variation," and a special symbol variation pattern related to a miss is called a "miss variation." Among jackpot variations, a special symbol variation pattern in which an SP reach, a type of reach, is performed is called an "SP jackpot variation," a special symbol variation pattern in which an L reach is performed is called an "L jackpot variation," a special symbol variation pattern in which the special symbol variation performance ends with an N reach is called an "N jackpot variation," and a special symbol variation pattern in which the same numbers line up immediately after a reach is established is called an "instant jackpot variation." On the other hand, among the misses with a reach, the special symbol variation pattern in which an SP reach (a type of reach) occurs is called an "SP miss variation," the special symbol variation pattern in which an L reach (a type of reach) occurs is called an "L miss variation," the special symbol variation pattern in which the special symbol variation performance ends with an N reach (a type of reach) is called an "N miss variation," and the special symbol variation pattern related to misses without a reach is called a "normal miss variation." There are three types of normal miss variations with different variation times (normal A miss variation, normal B miss variation, normal C miss variation). In addition, a special symbol variation pattern related to misses without a reach that has a shorter variation time than a "normal miss variation" is called a "shortened miss variation." There are two types of shortened miss variations with different variation times (shortened A miss variation, shortened B miss variation). When referring to SP jackpots and SP miss variations collectively, they are called SP variations or SP reach variations.

[0123] 3-2-5. Predictive Judgment The pachinko game machine PY1 performs a pre-read judgment according to the pre-read judgment table shown in Figure 15, based on the acquired special symbol-related random numbers. The pre-read judgment is performed before the jackpot judgment (specifically, for example, when a ball enters the starting gate). Pre-read judgments include, for example, determining whether the special symbol random number will be judged as a jackpot in the jackpot judgment, determining which type of jackpot the jackpot symbol random number will be determined to be in the jackpot symbol type judgment, and determining which special symbol variation pattern the special symbol variation pattern random number will be determined to be in the special symbol variation pattern judgment. The pre-read judgment table is associated with the type of starting gate (first starting gate 11 / second starting gate 12) related to the starting gate entry. That is, there is a pre-read judgment table for when a ball enters the first starting gate 11 (first pre-read judgment table) and a pre-read judgment table for when a ball enters the second starting gate 12 (second pre-read judgment table). Since the first starting gate 11 is the starting gate that triggers the lottery for Special Feature 1, the first pre-read judgment table can also be called the Special Feature 1 pre-read judgment table. Similarly, since the second starting gate 12 is the starting gate that triggers the lottery for Special Feature 2, the second pre-read judgment table can also be called the Special Feature 2 pre-read judgment table. Note that the pre-read judgment tables do not need to be separated according to the type of starting gate (first starting gate 11 / second starting gate 12). Also, a starting win refers to a win at a starting gate.

[0124] Furthermore, the pre-read judgment table is also associated with the game state (non-time-saving state / time-saving state). In other words, there is a pre-read judgment table used when the game is not in a time-saving state (non-time-saving pre-read judgment table) and a pre-read judgment table used when the game is in a time-saving state (time-saving pre-read judgment table).

[0125] In other words, the pre-read judgment table consists of a first pre-read judgment table used when not in a time-saving state, a first pre-read judgment table used when in a time-saving state, a second pre-read judgment table used when not in a time-saving state, and a second pre-read judgment table used when in a time-saving state. Note that the pre-read judgment table does not need to be separated by game state. Also, the types of judgments included in the pre-read judgment can be changed as appropriate.

[0126] 3-3. Jackpot Game Next, we will explain the jackpot game. The jackpot game consists of multiple rounds of gameplay involving the opening and closing of the large prize slots (the first large prize slot 14 or the second large prize slot 15), an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of gameplay, and an ending (also referred to as ED) from the end of the final round of gameplay until the jackpot game ends. Each round of gameplay begins with the end of the opening or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ending. It is also possible to omit the OP and ED. In the following, a predetermined number of rounds of gameplay (a predetermined order) will simply be referred to as a "round". For example, the first round of gameplay will be called "Round 1 (1R)", and the tenth round of gameplay will be called "Round 10 (10R)".

[0127] The elements that constitute such a jackpot game (jackpot game components) include the number of rounds of play, the number of times the big prize slots (first big prize slot 14, second big prize slot 15) are opened in each round, the type and duration of each big prize slot that is opened, the time for closing until the next opening (closing time or interval time), the opening time, and the ending time. After the special symbol stops, the pachinko game machine PY1 controls the jackpot game according to the jackpot game control table shown in Figure 16.

[0128] As shown in Figure 16, the jackpot game control table stores jackpot game components for each jackpot game (for example, each jackpot game A to C). In each jackpot game, from round 1 to round 15, a round game is played in which the first large prize slot 14 is open for a maximum of 29.5 seconds, or a round game in which the first large prize slot 14 is open for a maximum of 0.1 seconds. Then, in round 16 (the final round), a round game is played in which the second large prize slot 15 is open for a maximum of 29.5 seconds, or a round game in which the second large prize slot 15 is open for a maximum of 0.1 seconds. Furthermore, in each round game, if a predetermined number of game balls (for example, 10 balls) are detected by the large prize slot sensors 14a and 15a, the round game is terminated even before the maximum opening time of the large prize slots 14 and 15 has elapsed.

[0129] Furthermore, it is possible to configure the game so that the jackpot game A shown in Figure 16 is executed when the type of winning jackpot symbol is jackpot symbol A (see Figure 12(B)), the jackpot game B is executed when the type of winning jackpot symbol is jackpot symbol B, and the jackpot game C is executed when the type of winning jackpot symbol is jackpot symbol C.

[0130] Furthermore, the number of rounds and durations for each jackpot game component can be changed as appropriate. It is also possible to perform the jackpot game using both the first and second jackpot entry points 14 and 15, or using only one of them. In configurations where only jackpot games using the first jackpot entry point 14 are performed, or only jackpot games using the second jackpot entry point 15 are performed, the unused jackpot entry point may not be included. Additionally, there may be multiple types of jackpot games, or only one type.

[0131] Here, we will explain the specific region 16 in detail. The specific region 16 takes between a closed state where it is impossible to win and an open state where it is possible to win, as determined by the sorting member 16k. Therefore, the operation mode of the sorting member 16k can be said to be the opening and closing mode of the specific region 16. Hereafter, the operation mode of the sorting member 16k will also be referred to as the "opening and closing mode of the specific region 16". Furthermore, the state in which the specific region 16 is open will be referred to as "V open", and the state in which the specific region 16 is closed will be referred to as "V closed".

[0132] The distribution member 16k is controlled in a fixed operating manner (that is, the specific area 16 is controlled in a fixed opening and closing manner). For example, for 15 seconds after the opening of the second large prize opening 15 begins, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (Figure 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing of the distribution member 16k being controlled to the second state makes it easy for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16). On the other hand, in round games where the second large prize opening 15 is open for a maximum of 0.1 seconds, due to the relationship between the opening time and timing of the second large prize opening 15 and the time and timing of the distribution member 16k being controlled to the second state, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16). Thus, by combining a certain operating mode of the distribution member 16k (a certain opening and closing mode of the specific area 16) with the opening and closing mode of the second large prize opening 15 in a jackpot game, it is possible to set the difficulty (ease) of making the game ball enter the specific area 16 in a jackpot game. Note that the operating mode of the distribution member 16k can be changed as appropriate. If a different operating mode is shown in the description of the "Features of Pachinko Game Machine PY1" described later, it shall be assumed that the Pachinko Game Machine PY1 employs that operating mode.

[0133] Furthermore, during a jackpot game, a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which it is easy for the game ball to pass through a specific area 16 (hereinafter also referred to as "V passage") is called a "V long jackpot," and a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which it is impossible or difficult for the game ball to pass through a specific area 16 is called a "V short jackpot."

[0134] 3-4. Game state Next, the game states will be explained. As shown in Figure 17, the pachinko game machine PY1 can be in any of the following game states: "low probability low base game state," "low probability high base game state," "high probability low base game state," "high probability high base game state," and "jackpot game state." Note that "low probability low base game state" is sometimes abbreviated as "low probability low base state," "low probability high base game state" as "low probability high base state," "high probability low base game state" as "high probability low base state," and "high probability high base game state" as "high probability high base state." The game states consist of states related to the probability of being judged as a "jackpot" in the jackpot judgment, and states related to the ease of opening the electric tuner 12D. The former includes the normal probability state and the high probability state. On the other hand, the latter includes the non-time-saving state and the time-saving state.

[0135] The normal probability state is set in either the "low probability low base game state" or the "low probability high base game state," where the probability of being judged as a jackpot in the jackpot determination is the normal probability. The high probability state is set in either the "high probability low base game state" or the "high probability high base game state," where the probability of being judged as a jackpot in the jackpot determination is higher than the normal probability. Therefore, the high probability state can be said to be a game state that is more advantageous to the player than the normal probability state. When the Pachinko game machine PY1 is first powered on, the normal probability state is set. Then, by winning a jackpot, it becomes possible to switch from the normal probability state to the high probability state. For example, in a jackpot game, it is possible to switch to the high probability state when the game ball passes through a specific area 16. It is also possible to switch to the high probability state depending on the type of jackpot symbol. Whether the trigger for switching to the high probability state is passing through V or the type of jackpot symbol is predetermined according to the desired gameplay. In the high-probability state, a predetermined number of jackpot checks are performed without actually winning a jackpot, and it is possible to switch from the high-probability state to the normal probability state by winning the next jackpot.

[0136] The non-shortened time state is set in the "low probability low base game state," the "high probability low base game state," or the "jackpot game state." The shortened time state is set in the "low probability high base game state" or the "high probability high base game state," and is a game state in which the opening time of the electric tuner 12D in a single auxiliary game tends to be longer compared to the non-shortened time state. For example, in the shortened time state, the opening time of the electric tuner 12D will be longer (e.g., 3.0 seconds) than in the non-shortened time state (e.g., 0.08 seconds). In addition, in the shortened time state, the special symbol variation pattern determination is performed according to a special symbol variation pattern determination table that is set so that the selection of a special symbol variation pattern with a short special symbol variation time is more frequent than in the non-shortened time state (see Figures 13-14). As a result, in the shortened time state, the pace of consumption of special symbol reserves becomes faster, and effective entries into the starting gate (entries that can be stored as special symbol reserves) are more likely to occur. Therefore, it is possible to aim for a jackpot under smooth gameplay.

[0137] Furthermore, the time-saving state tends to result in shorter general diagram variation times compared to the non-time-saving state. For example, in the time-saving state, a general diagram variation time (5 seconds) shorter than the general diagram variation time (30 seconds) determined in the non-time-saving state is determined (Figure 11(B)). Therefore, the time-saving state allows for a higher number of general diagram draws per unit time.

[0138] Furthermore, the shortened time state makes it easier to determine a win in the hit detection process compared to the non-shortened time state. For example, in the shortened time state, the probability of determining a win is higher (e.g., 59936 / 65536) than in the non-shortened time state (e.g., 6600 / 65536) (Figure 11(A)). Therefore, the shortened time state results in a higher number of win detections per unit of time.

[0139] In this time-saving state, the opening time of the electric tuner 12D per unit time is longer compared to the non-time-saving state, making it easier for game balls to enter the second start opening 12 more frequently. As a result, the base rate, which is the ratio of the number of prize balls to the number of balls launched, becomes higher. Therefore, in the time-saving state with a high base rate, it is possible to aim for a jackpot without significantly reducing the number of game balls held. Thus, it can be said that the time-saving state is a more advantageous game state for the player than the non-time-saving state.

[0140] When the PY1 pachinko machine is first powered on, it is set to a non-time-saving state. Then, for example, by winning a jackpot, the time-saving state can be set. In the time-saving state, a predetermined number of jackpot checks are performed without winning a jackpot, and it is possible to change from the time-saving state to the non-time-saving state by winning the next jackpot.

[0141] Furthermore, in the time-saving state, it is easier to win a prize, the normal symbol variation time tends to be shorter, and the opening time of the electric tuner 12D in a single auxiliary game tends to be longer compared to the non-time-saving state. In other words, the game related to the normal symbol is set to be advantageous to the player in three respects. However, it is not necessary for only some of these points to be advantageous to the player. Also, the special symbol variation pattern determination table in the time-saving state does not necessarily have to be more likely to select a special symbol variation pattern with a shorter special symbol variation time than the one in the non-time-saving state.

[0142] When the PY1 pachinko machine is first powered on, the game state is set to a "low probability, low base game state," which is a normal probability state and a non-time-saving state. This game state is also called the "normal game state." In the "jackpot game state," a normal symbol lottery (winning determination related to normal symbols) is performed, but a special symbol lottery (jackpot determination) is not performed, so a non-time-saving state is set when a jackpot game begins. Furthermore, it is possible to use all or only some of the game states described above. In addition, the various game states described in this specification can be arbitrarily expressed in the form of "nth game state" (where n is an integer of 1 or more). Furthermore, a low-probability, low-base game state (low-probability, low-base state) may be called a low-probability, non-shortened-time state, a low-probability, high-base game state (low-probability, high-base state) may be called a low-probability, shortened-time state, a high-probability, low-base game state (high-probability, low-base state) may be called a high-probability, non-shortened-time state, and a high-probability, high-base game state (high-probability, high-base state) may be called a high-probability, shortened-time state.

[0143] 4. Main effects of the gaming machine Next, the main effects performed by the pachinko game machine PY1 will be explained using Figures 18 to 24.

[0144] 4-1. Performance Mode First, let's explain the presentation modes. Presentation modes refer to categories of presentations (or higher-level conceptual attributes). The Pachinko game machine PY1 can be set to one of the following presentation modes: waiting-for-customers presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.

[0145] The customer waiting performance mode can be set when no special symbol variation performance is being performed in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state," and is a performance mode that indicates a standby state in which no special symbol variation performance is being performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in Figure 18(A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display unit 50a. Also, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed, as shown in Figure 18(A-2). The performance settings include setting the volume of the sound output from the speaker 52, setting the brightness of the display unit 50a, and setting the frequency of the performances to be performed.

[0146] The normal performance mode can be set when a special symbol variation performance is being performed in a "low probability low base game state" or a "high probability low base game state," and is a performance mode that indicates that the game is not in a time-saving state. The normal performance mode includes, for example, a first normal performance mode in which a background image representing a daytime mountain landscape (daytime normal background image G102) is displayed on the display unit 50a, as shown in Figure 18(B-1); a second normal performance mode in which a background image representing an evening mountain landscape (evening normal background image G103) is displayed on the display unit 50a, as shown in Figure 18(B-2); and a third normal performance mode in which a background image representing a nighttime mountain landscape (nighttime normal background image G104) is displayed on the display unit 50a, as shown in Figure 18(B-3). These modes can be switched based on the condition that one or more special symbol variation performances are performed without winning a jackpot. Furthermore, each of the first to third normal performance modes has a normal pre-performance mode before a reach is established in the special symbol variation performance, and a normal post-performance mode after a reach is established. In the normal pre-performance mode, the display unit 50a displays one of the daytime normal background image G102, the evening normal background image G103, or the nighttime normal background image G104, while in the normal post-performance mode, a dedicated background image corresponding to the type of reach is displayed. In addition, a special performance mode may be provided that is set only in the "high probability low base game state".

[0147] The probability variation performance mode is a performance mode that can be set when a special symbol variation performance is being performed in a "high probability high base game state," and it is a performance mode that indicates that the state is both high probability and time-saving state. In the probability variation performance mode, for example, as shown in Figure 18 (B-4), a background image representing space (probability variation background image G105) is displayed on the display unit 50a. Furthermore, the probability variation performance mode has a pre-probability variation performance mode before a reach is established in the special symbol variation performance, and a post-probability variation performance mode after a reach is established. In the pre-probability variation performance mode, the probability variation background image G105 is displayed on the display unit 50a, but in the post-probability variation performance mode, a dedicated background image according to the type of reach is displayed.

[0148] The time-saving performance mode is a performance mode that can be set when a special symbol variation performance is being performed in a "low probability, high base game state," and it is a performance mode that indicates that the game is in a normal probability state and a time-saving state. In the time-saving performance mode, for example, as shown in Figure 18 (B-5), a background image representing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving performance mode has a pre-time-saving performance mode before a reach is established in the special symbol variation performance, and a post-time-saving performance mode after a reach is established. In the pre-time-saving performance mode, the time-saving background image G106 is displayed on the display unit 50a, but in the post-time-saving performance mode, a dedicated background image according to the type of reach is displayed.

[0149] The jackpot performance mode is a performance mode that can be set when a jackpot game is in progress in the "jackpot game state," and it is a performance mode that indicates that a jackpot game is in progress. In the jackpot performance mode, for example, during the opening of a jackpot game, as shown in Figure 18(C-1), the display unit 50a displays an opening image G107 that suggests the start of a jackpot game and a right-hand shooting image G108 that prompts the player to "shoot to the right," and a jackpot opening performance is performed. During the rounds of a jackpot game, as shown in Figure 18(C-2), the display unit 50a displays a round image G109 that indicates the number of rounds and a prize ball count image G110 that suggests the number of prize balls paid out, and a round performance is performed. During the ending of a jackpot game, as shown in Figure 18(C-3), the display unit 50a displays an ending image G111 that suggests the performance mode to be set after the jackpot game and a total prize ball count image G112 that suggests the total number of prize balls paid out, and a jackpot ending performance is performed.

[0150] Furthermore, the types of performance modes can be changed or added as needed.

[0151] 4-2. Special Symbol Variation Production Next, we will explain the special symbol variation effect (also simply called the "variation effect"). When the variable display of the special symbol begins, the pachinko game machine PY1 executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery results (jackpot judgment result, jackpot symbol type judgment result, reach judgment result, and special symbol variation pattern judgment result). In the special symbol variation effect, the variation of the effect symbol is displayed superimposed on a predetermined background image in the display unit 50a. In the variation of the effect symbol, the effect symbol stops after it has changed. That is, after the special symbol variation time and the variation of the effect symbol has been displayed, the variation stops and the stopped effect symbol is displayed. The result of the special symbol lottery is then announced by the stopped effect symbol display.

[0152] In addition to displaying the variation of the featured symbols, the special symbol variation effect allows for other effects to be performed using various effect devices such as the image display device 50, speaker 52, frame lamp 53, panel lamp 54, movable devices 55, 56, 58, normal button 40, and special button 41. In this case, it is possible to continue performing other effects even after the featured symbols have stopped.

[0153] 4-2-1. Display area for performance symbols As shown in Figure 19(A), the display unit 50a of the image display device 50 can be divided horizontally into three approximately equal sections, with the left, center, and right sections each providing a left performance symbol area 50b1, a middle performance symbol area 50b2, and a right performance symbol area 50b3. The left performance symbol area 50b1 is the area that displays the left performance symbol EZ1 when the performance symbols stop during the special symbol variation performance. Similarly, the middle performance symbol area 50b2 and the right performance symbol area 50b3 are the areas that display the middle performance symbol EZ2 and the right performance symbol EZ3, respectively.

[0154] Furthermore, as shown in Figure 19(A), it is possible to provide a small symbol area 50c in a section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is the area in which the small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner when the special symbol is being displayed.

[0155] In Figure 19(A), the left performance symbol area 50b1, the middle performance symbol area 50b2, the right performance symbol area 50b3, and the small symbol area 50c are indicated by dashed lines. These are included to represent the ranges of the left performance symbol area 50b1, the middle performance symbol area 50b2, the right performance symbol area 50b3, and the small symbol area 50c, and are not actually displayed. The ranges of each area can be changed as needed. In addition, not only the performance symbols EZ1, EZ2, and EZ3 (left performance symbol EZ1, middle performance symbol EZ2, and right performance symbol EZ3), but also the small symbols KZ1, KZ2, and KZ3 are examples of "performance symbols" as they are symbols displayed on the display unit 50a for performance purposes.

[0156] 4-2-2. Normal fluctuations The Pachinko game machine PY1 allows for a normal spin to occur first in the special symbol variation sequence. The normal spin functions as a sequence that indicates the start of the variable display of the special symbols.

[0157] When the variable display of the special symbols is started, for example, as shown in Figure 19(A), the display unit 50a shows the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 as stopped, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 as stopped, and the variable display of the special symbols is not being performed, and the unit is in a state of waiting for the variable display of the special symbols to start, as shown in Figure 19(B), when the variable display of the special symbols starts, the variable display of the performance symbols EZ1, EZ2, and EZ3 starts, and the variable display of the small symbols KZ1, KZ2, and KZ3 also starts. Then, if the variable display pattern of the special symbol is, for example, a "normal miss variation," then, as shown in Figure 19(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in Figure 19(D), the performance symbols EZ1, EZ2, and EZ3 stop in a stopping pattern that suggests a miss (a so-called scattered pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a stopping pattern that suggests a miss. On the other hand, if the variable display pattern of the special symbol is a special symbol variation pattern with a reach, such as a "N miss variation," then, as shown in Figure 19(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 temporarily stop in the same stopping pattern, and a reach is established. In detail, the left display symbol EZ1 first stops on a certain symbol (for example, the number 5), and then the right display symbol EZ3 stops on the same symbol as the left display symbol EZ1 (the number 5), thus establishing a reach. At this time, the fluctuation display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach animation is performed according to the special symbol fluctuation pattern. Note that the stopping order and stopping pattern of the display symbols EZ1, EZ2, and EZ3 can be changed as appropriate.

[0158] 4-2-3.N reach The Pachinko machine PY1 allows for an "N-Reach" to occur when a reach is achieved during normal gameplay. The N-Reach is a visual effect that suggests there is a possibility that the jackpot result was a "jackpot," and it functions as a visual effect to make the player anticipate a jackpot.

[0159] In an N-reach, as shown in Figure 20(A), the state in which a reach is established is maintained for a predetermined time (for example, 10 seconds), and as shown in Figure 20(B), the fluctuation speed of the middle performance symbol EZ2 gradually slows down. Then, if the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N-miss fluctuation", the performance symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern that suggests a miss (so-called scattered symbols), as shown in Figure 20(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a miss. On the other hand, if the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N-jackpot fluctuation", the symbols stop and display in a stopping pattern that suggests a jackpot (so-called matching symbols), as shown in Figure 20(C-2). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a jackpot. Furthermore, the presentation of the N-Reach is not limited to the EZ2 middle symbol gradually slowing down; it can be changed or added as appropriate.

[0160] Furthermore, regarding the stopping patterns of the EZ1, EZ2, and EZ3 symbols that indicate a loss, the scattered patterns when a reach is not achieved are called "non-reach scattered patterns" or "non-reach miss patterns," and the scattered patterns when a reach is achieved are called "reach scattered patterns" or "reach miss patterns." The combination of each symbol EZ1, EZ2, and EZ3 that constitutes a non-reach scattered pattern (for example, "2-3-1" or "5-8-6") and the combination of each symbol EZ1, EZ2, and EZ3 that constitutes a reach scattered pattern (for example, "2-1-2" or "5-4-5") are selected by the microcontroller 121 for performance control. Furthermore, the combination of the EZ1, EZ2, and EZ3 symbols that constitute a stopping pattern (matching numbers) that suggests a jackpot (for example, "2-2-2" or "7-7-7") is selected by the performance control microcomputer 121 based on the type of jackpot symbol that was won.

[0161] 4-2-4.SP Reach The Pachinko machine PY1 allows for an SP Reach to occur after an N Reach. An SP Reach is a visual effect that suggests a higher probability of a jackpot result than an N Reach, and functions to raise the player's expectations of a jackpot.

[0162] In an SP Reach, after an N Reach, for example, as shown in Figure 21(A), a background image specifically for SP Reaches (SP Reach background image G113) is displayed on the display unit 50a, and an image indicating the start of an SP Reach (SP Reach start title image) G1 is displayed in the center of the display unit 50a. Then, as shown in Figure 21(B), an SP Reach-specific performance (for example, a battle performance) is performed. When the SP Reach-specific performance reaches its final stage, if the variable display pattern of the special symbols is, for example, an "SP Jackpot Performance," then, as shown in Figure 21(C-1), an performance suggesting a jackpot (for example, a display showing the main character (one of the allied characters) standing proudly after winning a battle) is shown on the display unit 50a, and the performance symbols EZ1, EZ2, and EZ3 stop in a manner that suggests a jackpot (so-called matching numbers). At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a jackpot. On the other hand, if the variable display pattern of the special symbol is, for example, an "SP miss variation," then, as shown in Figure 21(C-2), an effect suggesting a miss (for example, an enemy character standing proudly after winning a battle) is displayed, and the effect symbols EZ1, EZ2, and EZ3 stop in a manner that suggests a miss (a so-called scattered pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a miss. Note that the content of the SP reach effects can be changed or added as appropriate.

[0163] Here, we will explain in detail the probability (expected probability of winning) that the EZ1, EZ2, and EZ3 symbols for each reach will stop in a manner indicating a jackpot. The expected probability of winning for each reach is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of a variation ending in an N reach is set to 10% when the jackpot judgment result is "miss" and 50% when the jackpot judgment result is "jackpot", and the execution probability of a variation developing into an SP reach is set to 4% when the jackpot judgment result is "miss" and 50% when the jackpot judgment result is "jackpot", then it is possible to set the expected probability of winning for an SP reach higher than the expected probability of winning for an N reach. Furthermore, by making SP Reach A and SP Reach B available as special reaches, and setting the execution probability of SP Reach A to 2% if the jackpot result is a "miss" and 30% if the jackpot result is a "jackpot," and setting the execution probability of SP Reach B to 2% if the jackpot result is a "miss" and 20% if the jackpot result is a "jackpot," it is possible to set the jackpot expectation rate of SP Reach A higher than that of SP Reach B. In this way, it is possible to set the jackpot expectation rate by appropriately setting the execution probability according to the result of the jackpot judgment.

[0164] 4-2-5.L Reach The pachinko game machine PY1 is capable of performing an L-reach after an N-reach. An L-reach is a performance that suggests the probability of the special symbol lottery result being a "jackpot" is lower than that of an SP-reach but higher than that of an N-reach, and functions as a performance to make the player anticipate a jackpot. The execution time of the L-reach performance is shorter than that of the SP-reach performance (Figures 13 and 14). Therefore, in the L-reach performance, for example, a shorter video than that of the SP-reach performance is displayed on the display unit 50a. The content of the L-reach performance can be changed as appropriate. In addition, a special symbol variation pattern may be provided in which the SP-reach performance is executed in an advanced manner after the L-reach performance.

[0165] 4-3. Display area for the hold icon As shown in Figure 22(A), the display unit 50a of the image display device 50 can be provided with a hold icon display area 50d consisting of four display areas. The hold icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and the hold icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 depending on the number of hold icons in Feature 1 or Feature 2. For example, if the number of hold icons in Feature 1 is '1', the hold icon HA is displayed in the first display area 50d1, and if the number of hold icons in Feature 1 is '2', the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2.

[0166] Furthermore, as shown in Figure 22(A), it is possible to provide an icon display area 50e consisting of a single display area in the vicinity of the hold icon display area 50d. The icon display area 50e can display the same icon TA (also called the hold icon TA) as the hold icon HA when the special feature variation effect is started. It should be noted that a different icon from the hold icon HA may be displayed as the icon TA.

[0167] The number of display areas constituting the hold icon display area 50d can be changed as appropriate. Furthermore, the hold icon display area 50d can be configured to display both the number of holds in Special Feature 1 and the number of holds in Special Feature 2, or to display only one of them. It is also possible to have a configuration where the hold icon display area 50d is provided but the icon display area 50e is not, or where neither is provided.

[0168] 4-3-1.Holding effect The pachinko game machine PY1 is capable of performing a hold animation when a game ball enters the first start opening 11 or the second start opening 12. The hold animation can inform the player of the number of special symbol 1 hold or special symbol 2 hold.

[0169] In the hold animation, when the number of hold balls in Special Symbol 1 is '0' and a game ball enters the first start opening 11, the special symbol variation animation starts, and for example, as shown in Figure 22(B), the icon TA is displayed in the icon display area 50e. Then, when two more game balls enter the first start opening 11 during the special symbol variation animation, as shown in Figure 22(C), the hold icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, informing the player that the number of hold balls in Special Symbol 1 is '2'. Subsequently, when the special symbol variation effect ends and a new special symbol variation effect begins, as shown in Figure 22(D), the reserve icon HA that was displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA that was displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, informing the player that the number of special symbol 1 reserves is '1'.

[0170] 4-4. Trailer Production The Pachinko game machine PY1 can perform a pre-announcement effect at any timing during the special symbol variation effect. The pre-announcement effect is an effect that uses an image display device 50, speaker 52, frame lamp 53, panel lamp 54, movable devices 55, 56, 58, input devices (normal button 40, special button 41), etc., and can suggest the result of the jackpot judgment or the result of the special symbol variation pattern judgment.

[0171] 4-4-1. Movable object production The Pachinko game machine PY1 is capable of performing a movable body effect using movable devices 55, 56, and 58 as a pre-announcement effect. The movable body effect is an effect that activates the movable devices 55, 56, and 58, and functions as an effect that makes the player expect a big win.

[0172] In the movable body effect, for example, when developing from an N-reach to an SP-reach, as shown in Figure 23(A), the on-board movable device 55 and the under-board movable device 56 are activated, and the on-board movable body 55k and the under-board movable body 56k move so that they overlap on the display unit 50a, suggesting that the game will develop into an SP-reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in Figure 23(B), the on-board movable body 55k and the under-board movable body 56k return to their normal standby state (initial position) and the game develops into an SP-reach. This movable body effect is one example of a development effect. Note that the movable body effect is not limited to suggesting development into an SP-reach and can be changed or added as appropriate. Also, the operation of the movable devices in the movable body effect can be changed or added as appropriate. In addition, the movable devices activated in the movable body effect can be changed as appropriate. Furthermore, if the performance does not develop further (for example, in the case of a non-winning spin), it is possible to perform a movable body animation as a so-called false alarm. A movable body animation is also called a movable body drive animation.

[0173] 4-4-2. Operation direction The Pachinko machine PY1 can perform operational animations using the regular button 40 and special button 41 as a pre-announcement effect. These operational animations involve the player operating the regular button 40 or special button 41, and function as an effect to make the player anticipate a big win.

[0174] In the operation animation, for example, during an SP reach, a period occurs in which pressing the input device (special button 41) is valid (operation validity period). When this operation validity period occurs, an animation prompting the player to press the special button 41 (operation promotion animation) is performed, as shown in Figure 24(A). In the operation promotion animation, an operation promotion image G30 is displayed on the display unit 50a. The operation promotion image G30 includes an image that mimics the special button 41 (special button image G31), an image that shows how to operate the special button 41 (i.e., pressing the button) (operation method instruction image G32), and an image that shows the remaining time of the operation validity period (validity period image G33). The validity period image G33 is generally a curved progress bar that changes over time so that the player can easily understand the remaining time of the operation validity period. Subsequently, in response to the special button 41 being pressed during the operation validity period, or after the operation validity period has elapsed without the special button 41 being operated, the on-board movable device 55 is activated as shown in Figure 24(B), and the on-board movable body 55k moves so as to overlap the display unit 50a, indicating the probability of a big win. Note that the operation effects are not limited to the operation of the on-board movable device 55 and can be changed or added as appropriate. Operation-promoting effects that encourage the operation of operating means (operating parts) such as the special button 41 and the normal button 40 are also called operation instruction effects.

[0175] 4-4-3. Predictive effects The Pachinko machine PY1 can perform a pre-announcement effect for special symbol 1 or special symbol 2 reserves that have not yet been drawn for special symbol lottery. The pre-announcement effect functions to hint in advance at the result of the special symbol lottery for special symbol 1 or special symbol 2 reserves.

[0176] In the pre-announcement effect, for example, if the result of the pre-announcement judgment for the special symbol 1 reserve is "Big Win", the reserve icon HA, which is normally displayed as "○", may be displayed as "☆" in the reserve icon display area 50d, as shown in Figure 22(C). Also, if the result of the pre-announcement judgment is "Miss", the reserve icon HA may be displayed as "☆" as a so-called false alarm effect. In this way, a pre-announcement effect that displays the reserve icon HA or the corresponding icon TA in a special form (for example, "☆", also called the special display form in this form) instead of the normal form (for example, "○", also called the normal display form) is called a reserve change effect. The reserve icon HA and the corresponding icon TA are collectively referred to as the reserve display. In this form, the reserve display shows the reserve icon HA and the corresponding icon TA, but it is also possible to configure it to display only the reserve icon HA and not the corresponding icon TA. Furthermore, the timing for displaying a special type of hold in the hold change animation may be when the starting win that triggers the hold display occurs, when the hold display shifts (when the display area of ​​the hold icon HA is changed), or during the execution of the special feature variation (the so-called variation) corresponding to the hold display (when the icon is displayed as TA). In addition, there may be multiple types of special types of hold displays.

[0177] Furthermore, pre-announcement effects can be applied to either or both of the Special Symbol 1 and Special Symbol 2 reserves. Also, pre-announcement effects are not limited to changes in the display of the reserve icon HA, but can be modified or added as appropriate. Examples of pre-announcement effects other than reserve change effects include so-called consecutive announcements.

[0178] 5. Game control by the microcontroller 101 for game control Next, the control of the game by the game control microcontroller 101 will be explained based on Figures 25 to 26. Note that the counters, timers, buffers, etc., that appear in the game control by the game control microcontroller 101 described below are located in the game RAM 104.

[0179] [1. Main control processing] When the pachinko game machine PY1 is powered on, the game control microcomputer 101 on the main control board 100 reads the main control main processing program shown in Figure 25 from the game ROM 103 and executes it. As shown in the figure, the main control main processing first performs power-on processing (S001). Power-on processing includes setting permission to access the game RAM 104, setting the game CPU 102, and setting SIO, PIO, CTC (circuit for managing interrupt time), etc.

[0180] Furthermore, during power-on processing (S001), the game control microcomputer 101 performs a RAM clear when it receives a signal based on a press operation of the RAM clear switch 191. When a RAM clear is performed, the game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, the number of special symbol reserves, and the result of the jackpot determination) is erased. As a result, the game state is set to the normal game state (low probability low base state, low probability non-time reduction state). However, even when a RAM clear is performed, the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls fired stored in the total number of balls fired storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c are not cleared.

[0181] Following the power-on processing, interrupts are disabled (S002), and the normal and special symbol main random number update processing (S003) is executed. In this normal and special symbol main random number update processing (S003), the counter values ​​of the various random numbers shown in Figures 10(A) and 10(B) are updated by incrementing by 1. When the counter value of each random number reaches its upper limit, it resets to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. In addition, at least some of the random numbers may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.

[0182] When the normal and special symbol main random number update process (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a 4 msec period. That is, the main timer interrupt process (S005) is executed at a 4 msec period. Then, between the completion of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the process of updating the counter values ​​of various random numbers by the normal and special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the game CPU 102 when interrupts are disabled, the main timer interrupt process (S005) will not start immediately, but will start after interrupts are enabled (S004).

[0183] [2. Main timer interrupt handling] Next, the main timer interrupt processing (S005) will be explained. As shown in Figure 26, the main timer interrupt processing (S005) first executes input processing (S102). In input processing (S102), the game control microcontroller 101 receives, for example, a detection signal from the lower tray full switch that detects when the lower tray 35 is full, and stores it as lower tray full data in the output buffer of the game RAM 104.

[0184] The next process, updating the main random numbers for normal and special symbols (S103), is the same as the main random number update process for normal and special symbols (S003) performed in the main control process shown in Figure 25. That is, the update process for the counter values ​​of the various random numbers shown in Figures 10(A) and 10(B) is performed both during the execution period of the main timer interrupt process (S005) and during other periods (the period from the end of the main timer interrupt process (S005) until the start of the next main timer interrupt process (S005)).

[0185] Following the regular and special symbol main random number update process (S103), the game control microcomputer 101 performs sensor detection processing (S104), followed by normal operation processing (S105), and then special operation processing (S107). Sensor detection processing, normal operation processing, and special operation processing will be described later.

[0186] Following the special operation processing (S107), a distribution device control processing (S108) is performed to control the distribution device 16D. The distribution device 16D is activated when a special game using the second major prize device 15D is played. However, the distribution device 16D may always be operated at a constant rate from power-on.

[0187] Next, the game control microcontroller 101 executes output processing (S112). In output processing (S112), commands and the like that set in the output buffer provided in the game RAM 104 of the main control board 100 in each of the above processes are output to the sub-control board 120, the payout control board 170, etc.

[0188] Subsequently, the game control microcontroller 101 executes other processing (S113) and terminates the main timer interrupt processing (S005). Other processing (S113) includes power outage monitoring processing when the power is cut off, and updating the timers in the game RAM 104. In addition, payout control processing is performed as another other processing (S113) to dispense prize balls to the player. In the payout control processing, a prize ball request signal is sent to the payout control board 170 in response to the entry of game balls into each prize slot. In other words, the payout control board 170 dispenses prize balls based on the prize ball request signal.

[0189] Then, the game control microcontroller 101 repeatedly executes steps S002 to S004 of the main control processing until an interrupt pulse is input to the game CPU 102 (see Figure 25). When an interrupt pulse is input (approximately 4 msec later), it executes the main timer interrupt processing (S005) again.

[0190] [2-1. Sensor detection process] In the sensor detection process (S104), the general prize entry sensor process, gate sensor process, second start entry sensor process, first start entry sensor process, first major prize entry sensor process, second major prize entry sensor process, specific area sensor process, and discharge port sensor process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0191] In the general prize slot sensor processing, it is determined whether or not a game ball has been detected by the general prize slot sensor 10a. Furthermore, a command for the general prize slot sensor is generated based on the result of this processing.

[0192] In the gate sensor processing, it is determined whether or not a game ball has been detected by the gate sensor 13a. If it is determined that a game ball has been detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is obtained, and the obtained normal symbol random number is stored in the normal symbol hold storage unit 106 provided in the game RAM 104. Note that if a predetermined number (for example, 4) of normal symbol random numbers are already stored in the normal symbol hold storage unit 106, the newly obtained normal symbol random number is not stored. In addition, a gate sensor command is generated according to the result of this processing.

[0193] In the second start-out sensor processing, it is determined whether or not a game ball has been detected by the second start-out sensor 12a. If it is determined that a game ball has been detected, a special symbol 2 related random number is obtained, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter. The obtained special symbol 2 related random number is stored in the special symbol 2 reserve storage unit 105b provided in the game RAM 104. The special symbol 2 reserve storage unit 105b has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more, for example, "4"), and the obtained special symbol 2 related random numbers are stored sequentially from the first area. Note that if special symbol 2 related random numbers have been stored up to the nth area, newly obtained special symbol 2 related random numbers are not stored. Furthermore, a second pre-read determination is performed using the obtained special symbol 2 related random number and the second pre-read determination table. Furthermore, depending on the result of the processing, commands for the second start port sensor are generated, including a Special Feature 2 Reserved Number command, which represents the number of Special Feature 2-related random numbers (Special Feature 2 Reserved Number) stored in the Special Feature 2 Reserved Storage Unit 105b, and a Second Start Award Command, which represents the result of the second pre-read judgment.

[0194] In the first start-out sensor processing, it is determined whether or not a game ball has been detected by the first start-out sensor 11a. If it is determined that a game ball has been detected, a special symbol 1 related random number is obtained, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter, and the obtained special symbol 1 related random number is stored in the special symbol 1 reserve storage unit 105a provided in the game RAM 104. The special symbol 1 reserve storage unit 105a has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more, for example, "4"), and the obtained special symbol 1 related random numbers are stored sequentially from the first area. Note that if special symbol 1 related random numbers have been stored up to the nth area, newly obtained special symbol 1 related random numbers are not stored. Furthermore, the first pre-read judgment is performed using the obtained special symbol 1 related random number and the first pre-read judgment table. Furthermore, depending on the result of the processing, a command for the first start slot sensor is generated, which includes a Special Feature 1 Reserved Number command representing the number of Special Feature 1-related random numbers (Special Feature 1 Reserved Number) stored in the Special Feature 1 Reserved Storage Unit 105a, and a First Start Prize Command representing the result of the First Pre-read Judgment.

[0195] The first major prize slot sensor processing determines whether or not a game ball has been detected by the first major prize slot sensor 14a. It also generates a command for the first major prize slot sensor based on the result of this processing.

[0196] The second major prize slot sensor processing determines whether or not a game ball has been detected by the second major prize slot sensor 15a. It also generates a command for the second major prize slot sensor based on the result of this processing.

[0197] In the specific area sensor processing, it is determined whether or not a game ball has been detected by the specific area sensor 16a. Furthermore, a command for the specific area sensor is generated based on the result of this processing.

[0198] In the discharge sensor processing, it is determined whether or not a game ball has been detected by the discharge sensor.

[0199] [2-2. Normal Operation Processing] In the normal operation process (S105), the normal symbol waiting process, normal symbol variation process, normal symbol confirmation process, and auxiliary game control process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0200] The normal symbol standby process is performed while the variable display of the normal symbols and auxiliary gameplay are not taking place. In the normal symbol standby process, a win determination is made based on the normal symbol random numbers stored in the normal symbol hold memory unit 106. A normal symbol variation pattern determination is also made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated, which includes information regarding the results of the win determination and the normal symbol variation pattern. After that, the variable display of the normal symbols is started on the normal symbol display unit 82 based on the normal symbol variation time associated with the determined normal symbol variation pattern.

[0201] The normal symbol variation process is performed while the normal symbol is being displayed in a variable state. During the normal symbol variation process, the normal symbol is stopped based on the hit detection result, depending on the amount of time that has elapsed since the variable display of the normal symbol began. Then, a normal symbol variation stop command is generated to indicate the end of the variable display of the normal symbol.

[0202] The normal symbol confirmation process is performed when a normal symbol is displayed in a stopped state. In the normal symbol confirmation process, after a predetermined stop time (for example, 0.8 seconds) has elapsed since the normal symbol in progress began to be displayed in a stopped state, it is determined whether the displayed normal symbol is a winning symbol or not. If a winning symbol is displayed in a stopped state, the auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command is generated to indicate the start of the auxiliary game.

[0203] The auxiliary game control process is performed when an auxiliary game is in progress. This process controls the auxiliary game based on the current game state and the auxiliary game control table. Furthermore, it generates auxiliary game control commands based on the results of this process.

[0204] [2-3. Special Operation Processing] In the special operation process (S107), the special symbol waiting process, special symbol variation process, special symbol confirmation process, jackpot game control process, and game state setting process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0205] [2-3-1. Special Symbol Waiting Process] The special symbol standby process is performed when the special symbol is not in a jackpot game state and is not being displayed in variable form. In the special symbol standby process, special symbol 2 determination processing and special symbol 2 variation pattern determination processing are performed based on the special symbol 2 related random numbers stored in the special symbol 2 reserve memory unit 105b, as well as special symbol 2 reserve memory unit shift processing. In addition, special symbol 1 determination processing and special symbol 1 variation pattern determination processing are performed based on the special symbol 1 related random numbers stored in the special symbol 1 reserve memory unit 105a, as well as special symbol 1 reserve memory unit shift processing.

[0206] In the Special Symbol 2 determination process, a jackpot determination is performed to determine whether it is a jackpot or a miss, using the special symbol random number from the Special Symbol 2 related random numbers stored in the first area of ​​the Special Symbol 2 reserve memory unit 105b and the jackpot determination table corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number from the Special Symbol 2 related random numbers and the Special Symbol 2 jackpot symbol type determination table. Then, a symbol specification command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol specification command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss symbol may be determined. In this case, it is advisable to include information indicating the type of miss symbol in the symbol specification command.

[0207] The Special Feature 2 Variation Pattern Determination Process is performed after the Special Feature 2 Determination Process. In the Special Feature 2 Variation Pattern Determination Process, the Special Feature 2 variation pattern is determined using the Special Feature 2 related random numbers stored in the first area of ​​the Special Feature 2 Reserve Storage Unit 105b and the Special Feature 2 Variation Pattern Determination Table corresponding to the current game state. In the Special Feature 2 Variation Pattern Determination Process when the result of the jackpot determination is a miss, a reach determination is made, and the Special Feature 2 variation pattern is determined according to the result of that reach determination. The determination of the Special Feature 2 variation pattern is also associated with the number of Special Feature 2 related random numbers (Special Feature 2 Reserve Number) stored in the Special Feature 2 Reserve Storage Unit 105b. Then, a Special Feature 2 Variation Start Command representing the determined Special Feature 2 variation pattern is generated. The Special Feature 2 Variation Start Command includes information about it being Special Feature 2, information about the result of the jackpot determination, information about the result of the jackpot symbol type determination, information about the result of the reach determination, and information about the Special Feature variation time associated with the Special Feature 2 variation pattern. Then, based on the special figure variation time associated with the determined special figure variation pattern, the special figure variation display 81b is started to display the variable special figure variation.

[0208] The Special Feature 2 Reserved Memory Shift Processing is performed when the Special Feature 2 Judgment Processing and the Special Feature 2 Variation Pattern Judgment Processing are carried out. In the Special Feature 2 Reserved Memory Shift Processing, the Special Feature 2 related random numbers stored in the Special Feature 2 Reserved Memory 105b are shifted one position to the first area, and the Special Feature 2 related random numbers in the first area are cleared from the Special Feature 2 Reserved Memory 105b. In this way, the Special Feature 2 related random numbers are consumed in the order they were acquired. Then, a Special Feature 2 Reserved Number command representing the number of Special Feature 2 reserved numbers after the processing is generated.

[0209] In the Special Symbol 1 determination process, a special symbol random number from the Special Symbol 1 related random numbers stored in the first area of ​​the Special Symbol 1 reserve memory unit 105a, and a jackpot determination table corresponding to the current game state are used to perform a jackpot determination to determine whether it is a jackpot or a miss. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number from the Special Symbol 1 related random numbers and the Special Symbol 1 jackpot symbol type determination table. Then, a symbol specification command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol specification command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss symbol may be determined. In this case, the symbol specification command should include information indicating the type of miss symbol.

[0210] The Special Feature 1 Variation Pattern Determination Process is performed after the Special Feature 1 Determination Process. In the Special Feature 1 Variation Pattern Determination Process, the Special Feature 1 variation pattern is determined using the Special Feature 1 related random numbers stored in the first area of ​​the Special Feature 1 Reserve Storage Unit 105a and the Special Feature 1 Variation Pattern Determination Table corresponding to the current game state. In the Special Feature 1 Variation Pattern Determination Process when the result of the jackpot determination is a miss, a reach determination is made, and the Special Feature 1 variation pattern is determined according to the result of that reach determination. The determination of the Special Feature 1 variation pattern is also associated with the number of Special Feature 1 related random numbers (Special Feature 1 Reserve Number) stored in the Special Feature 1 Reserve Storage Unit 105a. Then, a Special Feature 1 Variation Start Command representing the determined Special Feature 1 variation pattern is generated. The Special Feature 1 Variation Start Command includes information about it being Special Feature 1, information about the result of the jackpot determination, information about the result of the jackpot symbol type determination, information about the result of the reach determination, and information about the Special Feature 1 variation time associated with the Special Feature 1 variation pattern. Then, based on the special figure variation time associated with the determined special figure variation pattern, the special figure variation display 81a is started to display the variable special figure variation 1.

[0211] The Special Feature 1 Reserved Memory Shift Processing is performed when the Special Feature 1 Judgment Processing and the Special Feature 1 Variation Pattern Judgment Processing are carried out. In the Special Feature 1 Reserved Memory Shift Processing, the Special Feature 1 related random numbers stored in the Special Feature 1 Reserved Memory 105a are shifted one position to the first area, and the Special Feature 1 related random numbers in the first area are cleared from the Special Feature 1 Reserved Memory 105a. In this way, the Special Feature 1 related random numbers are consumed in the order in which they were acquired. Then, a Special Feature 1 Reserved Number command is generated to represent the number of Special Feature 1 reserved numbers after the processing.

[0212] Furthermore, if both the number of reserved balls for Special Feature 2 and the number of reserved balls for Special Feature 1 exist, the Special Feature 2 determination process takes priority, and the variable display of Special Feature 2 and the variable display of Special Feature 1 are not performed in parallel. In other words, if there are reserved balls for Special Feature 2, the game control microcomputer 101 will not perform the Special Feature 1 determination process even if there are reserved balls for Special Feature 1. Furthermore, the variable display of Special Feature 2 and the variable display of Special Feature 1 may be configured to be performed in the order of winning, or to be performed simultaneously.

[0213] [2-3-2. Special Symbol Fluctuation Processing] The special symbol variation process is performed while the special symbols are being displayed variably. During the special symbol variation process, as the special symbol variation time elapses, the special symbol display 81 is instructed to end the variable display of the special symbols and to stop displaying the special symbols according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed; if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated to indicate the end of the variable display of the special symbols.

[0214] [2-3-3. Special Symbol Confirmation Process] The special symbol confirmation process is performed when a special symbol is displayed. In the special symbol confirmation process, if the currently displayed special symbol is a jackpot symbol, the game transitions to the jackpot game state. Then, an opening command is generated to indicate the start of the jackpot game. The opening command contains information regarding the result of the jackpot symbol type determination. If the currently displayed special symbol is a losing symbol and the high probability state is to end, the normal probability state is set. Then, a high probability end command is generated to indicate the transition to the normal probability state. If the currently displayed special symbol is a losing symbol and the time-saving state is to end, the non-time-saving state is set. Then, a time-saving end command is generated to indicate the transition to the non-time-saving state. If the currently displayed special symbol is a losing symbol and the number of reserved special symbol 2 and special symbol 1 are "0", a customer waiting command is generated to indicate that the pachinko game machine PY1 is in a standby state.

[0215] [2-3-4. Jackpot Game Control Processing] The jackpot game control process is performed during the jackpot game state. During the jackpot game control process, the jackpot game is played according to the jackpot game control table. After transitioning to the jackpot game state, each round of gameplay is started according to the elapsed opening or closing time. Then, a round game command is generated to indicate the start of each round. Furthermore, the ending is started upon completion of the final round of gameplay. Then, an ending command is generated to indicate the end of the jackpot game. The ending command includes information regarding the result of the jackpot symbol type determination.

[0216] [2-3-5. Game state setting process] The game state setting process is performed when the jackpot game state ends. In the game state setting process, if the game state changes from the normal probability state to the high probability state, the high probability state is set when the jackpot game state ends. If the duration of the high probability state is to be limited, the duration of the high probability state (for example, the number of variable displays of the special symbols that allow the high probability state to continue without winning a jackpot) is also set. Then, a high probability setting command indicating the setting of the high probability state is generated. Also, if the game state changes from the non-time-saving state to the time-saving state, the time-saving state is set when the jackpot game state ends. If the duration of the time-saving state is to be limited, the duration of the time-saving state (for example, the number of variable displays of the special symbols that allow the time-saving state to continue without winning a jackpot) is also set. Then, a time-saving setting command indicating the setting of the time-saving state is generated.

[0217] Furthermore, the commands generated by the game control microcontroller 101 in each process can be added or modified as appropriate.

[0218] 6. Control of the effects by the microcontroller 121 for effect control Next, the control of the effects by the effect control microcontroller 121 will be explained based on Figures 27 to 29. Note that the counters, timers, flags, buffers, etc., that appear in the following explanation of the effect control by the effect control microcontroller 121 are located in the effect RAM 124.

[0219] [1. Sub-control main process] When the pachinko gaming machine PY1 is powered on, the effect control microcomputer 121 provided on the sub-control board 120 reads out and executes the program of the sub-control main process shown in FIG. 27 from the effect ROM 123. As shown in the figure, in the sub-control main process, first, a power-on process corresponding to the power-on is performed (S4001). In the power-on process, for example, settings of the effect CPU 122, settings of SIO, PIO, CTC (circuit for managing interruption time), etc. are performed.

[0220] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for effect determination regarding various effects are updated. As an example, the update method of the random number counters for effect determination regarding various effects can be the same as the random number update process performed by the aforementioned main control board 100. Instead of adding 1 to the random number value one by one during the update, it may be added by 2 or the like. This is the same in the random number update process performed by the aforementioned main control board 100.

[0221] When the random number update process ends, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the effect RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140 that receives the command displays an image on the display unit 50a according to the received command (performs various effects by the image). Note that the sub-control board 120, together with various effects performed by the image control board 140, outputs sound from the speaker 52 via the audio control circuit 161 (performs various sound effects by the sound), causes the frame lamp 53 and the panel lamp 54 to emit light via the lamp control circuit 151 (performs various light emission effects by the light emission), and operates the movable devices 55, 56, 58 (performs various movable body effects by the operation). In this way, various effects (special diagram variation effects, hold effects, operation effects, prediction effects, other notice effects, jackpot gaming effects, customer waiting effects, control of effect modes, etc.) are realized.

[0222] The microcontroller 121 for performance control then enables interrupts (S4005). From here, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute receive interrupt processing (S4010), 1ms timer interrupt processing (S4011), and 10ms timer interrupt processing (S4012).

[0223] The receive interrupt handler (S4010) is executed whenever various commands sent from the main control board 100 are input to the performance control microcontroller 121. In the receive interrupt handler (S4010), the performance control microcontroller 121 stores the various commands that were sent and received by the output handler (S112) of the main control board 100 into the receive buffer of the performance RAM 124. This receive interrupt handler is executed in priority over other interrupt handlers (S4011, S4012).

[0224] [2.1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a period of 1 msec is input to the sub-control board 120. In the 1ms timer interrupt processing (S4011), as shown in Figure 28, the input processing (S4101), light emission data output processing (S4102), movable device control processing (S4103), and watchdog timer processing (S4104) are performed sequentially.

[0225] In the input processing, operations on the player-operable control section, such as the normal button detection switch 40a and the special button detection switch 41a, are detected, and commands are set or performance data is created according to the detection results. In the light emission data output processing, based on the performance data created in the input processing and the performance data creation processing described later, light emission data is output to the lamp control circuit 151 in order to light up the frame lamp 53 and the panel lamp 54 at timings that match the image-based performances. In other words, the performance control microcontroller 121 lights up the frame lamp 53 and the panel lamp 54 in predetermined light emission patterns according to the light emission data. In the movable device control processing, based on the performance data created in the input processing and the performance data creation processing described later, drive data is output in order to perform a movable body performance by operating the movable devices 55, 56, 58, etc. at predetermined timings. In other words, the performance control microcontroller 121 performs a movable body performance by operating the movable devices 55, 56, 58, etc. in predetermined operating patterns according to the drive data. In the watchdog timer processing, the watchdog timer reset setting is performed.

[0226] [3.10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a period of 10 msec is input to the sub-control board 120. In the 10ms timer interrupt processing (S4012), as shown in Figure 29, the received command analysis processing (S4201), the performance timer update processing (S4202), the voice control processing (S4203), and the performance data creation processing (S4204) are performed in sequence.

[0227] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 is analyzed by the receive interrupt process (S4010), and processing is performed according to that command (for example, selecting a performance, setting a performance mode, setting a command, etc.). In the performance timer update process, the timers used to measure the time for each performance are updated. For example, in the performance timer update process, the start and end timings of the operation validity period of the control unit, such as the normal button 40 and the special button 41, are measured. In the voice control process, voice data (data that controls the output of sound from the speaker 52) is created and output to the voice control circuit 161 based on the processing results of the input processing and received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.

[0228] Here, we will explain an example of the processing that occurs when the performance control microcontroller 121 receives a command from the game control microcontroller 101. The command received by the performance control microcontroller 121 is a special symbol variation start command (special symbol 1 variation start command or special symbol 2 variation start command). In the received command analysis processing (S4201), if the performance control microcontroller 121 determines that it has received a special symbol variation start command, as processing when a variation start command is received, it selects a special symbol variation performance pattern (sub-variation pattern) based on the special symbol variation pattern indicated by that command, sets the information of that sub-variation pattern, and sets a variation performance start command containing the information of that sub-variation pattern in the output buffer. For example, if the special symbol variation pattern indicated by the special symbol variation start command is an SP variation (SP jackpot variation or SP miss variation), it selects a sub-variation pattern that performs an SP reach and sets a variation performance start command corresponding to that sub-variation pattern in the output buffer. Subsequently, each process (command transmission process (S4004), light emission data output process (S4102), movable device control process (S4103), voice control process (S4203), etc.) is executed to realize the special feature variation effect corresponding to the selected sub-variation pattern. The processing flow for realizing such effects is basically the same for other effects such as jackpot game effects, customer waiting effects, pre-announcement effects, and so-called notification effects associated with the variation in question.

[0229] 7. Features of the Pachinko Game Machine PY1 The following describes in detail the features of the PY1 pachinko machine.

[0230] First, the image display device 50 in the pachinko game machine PY1 will be explained based on Figure 30. In Figure 30, the configuration within the game area 6 is shown with solid lines, and the image display device 50 is shown with a dashed line. As shown in Figure 30, the image display device 50 is located behind the game board 1 in which the game area 6 is formed, and the size of the display unit 50a of the image display device 50 is larger than the size of the game area 6 when viewed from the front. In other words, the display unit 50a extends above, below, to the left and to the right of the rail members such as the outer wall 1C and inner wall 1B that demarcate the game area 6.

[0231] The game board 1 is fitted with an outer wall section 1C, an inner wall section 1B, a center frame 61, a first starting prize device 11D, an electric tuner 12D, a gate 13, a first major prize device 14D, a second major prize device 15D, and a general prize opening 10. However, each of these components and the game board 1 itself are made of colorless, transparent synthetic resin material. As a result, players can clearly see the image displayed on the display unit 50a located at the rear of the game board 1, even from the front of the game board 1.

[0232] Next, the jackpot determination table in the pachinko game machine PY1 will be explained. The game control microcomputer 101 of the pachinko game machine PY1 performs jackpot determination (drawing for Special Figure 1 and drawing for Special Figure 2) according to the jackpot determination table shown in Figure 31.

[0233] As shown in Figure 31, the results of the lottery for Special Figure 1, based on ball entry into the first starting port 11, include both big wins and losses, while the results of the lottery for Special Figure 2, based on ball entry into the second starting port 12, include both big wins and small wins. Specifically, the game control microcomputer 101 determines that in the lottery for Special Figure 1, there is a probability of winning a big win of approximately 1 / 300, and all other cases are considered losses. On the other hand, in the lottery for Special Figure 2, the probability of winning a big win is the same as in the lottery for Special Figure 1, and all other cases are considered small wins. In other words, in the lottery for Special Figure 1, it is never determined that the result is a small win, and in the lottery for Special Figure 2, it is never determined that the result is a loss.

[0234] When winning a minor prize, the game control microcomputer 101 executes a minor prize game that opens the second major winning port 15. Then, when a game ball passes through a specific area 16 (see FIG. 3) in the second major winning port 15 during the minor prize game, a jackpot game that opens the first major winning port 14 is executed. The jackpot game based on the passage of the game ball through the specific area 16 (referred to as V winning) is called a two-type jackpot game. In contrast, the jackpot game based on being determined as a jackpot win in the lottery of FIG. 1 or FIG. 2 is called a one-type jackpot game. The pachinko game machine PY1 of this embodiment is a so-called one-type two-type hybrid machine that can execute one-type jackpot games and two-type jackpot games. Both the jackpot game and the minor prize game are examples of special games. Note that the pachinko game machine PY1 of this embodiment can store up to 4 FIG. 1 holds, but it is assumed that it cannot store FIG. 2 holds or general drawing holds. The upper limit number of various holds can be appropriately changed within a range that does not interfere with the game.

[0235] Next, the jackpot games (one-type jackpot game, two-type jackpot game) that the game control microcomputer 101 of the pachinko game machine PY1 can execute will be described. The game control microcomputer 101 can execute various jackpot games (jackpot games 1 to 7) shown in the jackpot game control table of FIG. 32. Jackpot games 1 to 4 are one-type jackpot games based on winning the jackpot symbol, and jackpot games 5 to 7 are two-type jackpot games based on winning the minor prize symbol and a V win occurring during the minor prize game.

[0236] As shown in FIG. 32, in the winning symbol type determination when the game control microcomputer 101 determines a jackpot win in the jackpot determination in the FIG. 1 determination process (FIG. 1 determination process based on winning in the first start port 11), either "jackpot symbol 1" or "jackpot symbol 2" can be determined. More specifically, the game control microcomputer 101 determines "jackpot symbol 1" at a rate of 60% and "jackpot symbol 2" at a rate of 40%.

[0237] Furthermore, in the special symbol 2 judgment process (special symbol judgment process based on winning into the second starting gate 12), the microcomputer 101 for game control can determine either "jackpot symbol 3" or "jackpot symbol 4" when it determines that a jackpot has been won. More specifically, the microcomputer 101 for game control determines "jackpot symbol 3" with a 60% probability and "jackpot symbol 4" with a 40% probability.

[0238] The game control microcomputer 101 then executes a jackpot game according to the type of jackpot symbol that has been determined. Specifically, in "Jackpot Game 1," which is executed when "Jackpot Symbol 1" is determined, and in "Jackpot Game 2," which is executed when "Jackpot Symbol 2" is determined, round games are played 10 times. From rounds 1 to 4, the first large prize slot 14 is opened for a maximum of 29.5 seconds per round game, and from rounds 5 to 10, the first large prize slot 14 is opened for a maximum of 0.1 seconds per round game. In rounds 5 to 10 of this jackpot game, the opening time of the first large prize slot 14 is extremely short, and in reality, it is not possible to win a prize in the first large prize slot 14 during these rounds. In other words, although the total number of round games in this jackpot game is 10, the actual number of round games is 4.

[0239] Furthermore, in "Big Win Game 3," which is executed when "Big Win Symbol 3" is determined, and in "Big Win Game 4," which is executed when "Big Win Symbol 4" is determined, 10 rounds of gameplay are performed. In all rounds from 1R to 10R, the first big prize slot 14 is opened for a maximum of 29.5 seconds per round of gameplay. In other words, this big win game has 10 rounds in total and 10 actual rounds of gameplay.

[0240] Therefore, "Big Win Game 3" and "Big Win Game 4," which have an effective number of rounds of play (10 rounds), are more advantageous to the player than "Big Win Game 1" or "Big Win Game 2," which have an effective number of rounds of play (4 rounds). In other words, the state in which "Big Win Game 3" or "Big Win Game 4" is played is more advantageous to the player than the state in which "Big Win Game 1" or "Big Win Game 2" is played.

[0241] Furthermore, the microcomputer 101 for game control can determine whether the winning symbol type is "minor winning symbol 1", "minor winning symbol 2", or "minor winning symbol 3" when determining a minor win in the special symbol 2 determination process (special symbol determination process based on winning into the second starting opening 12). More specifically, the microcomputer 101 for game control determines "minor winning symbol 1" with a 70% probability, "minor winning symbol 2" with a 10% probability, and "minor winning symbol 3" with a 20% probability.

[0242] The minor win game performed when minor win symbol 1 is determined is called "minor win game 1," and the major win game performed based on passing through a specific area 16 (V-entry) in minor win game 1 is called "major win game 5." Furthermore, the minor win game performed when minor win symbol 2 is determined is called "minor win game 2," and the major win game performed based on passing through a specific area 16 (V-entry) in minor win game 2 is called "major win game 6." Furthermore, the minor win game performed when minor win symbol 3 is determined is called "minor win game 3," and the major win game performed based on passing through a specific area 16 (V-entry) in minor win game 3 is called "major win game 7."

[0243] In minor win games 1-3, the second large prize slot 15 is opened for 0.1 seconds 15 times. A 0.1-second closing time is provided between each opening. The maximum opening time of the second large prize slot 15 in minor win games 1-3 is short, at most 1.5 seconds (0.1 seconds x 15 times), but because the 0.1-second opening is repeated 15 times with a 0.1-second closing time in between, the player can enter the second large prize slot 15 with the maximum number of balls that can be awarded in a minor win game (10 balls in this configuration) during this time. In addition, in this configuration, the operation pattern of the distribution member 16k that opens and closes the specific area 16 is common to minor win games 1-3, and this common operation pattern ensures that if the player continues to shoot to the right correctly, a pass through the specific area 16 (V-winning) will always occur during the minor win game. In other words, in this configuration, if a minor win is achieved, it is always possible to execute a major win game as long as the game is played correctly.

[0244] If a V-win occurs in minor win games 1-3, major win games 5-7 are executed. Major win games 5-7 each consist of 9 round games. If a V-win occurs in a minor win game, that minor win game is counted as round 1. Therefore, the major win game based on a V-win consists of 9 round games from round 2 to round 10. Each of these 9 round games is a round game in which the first major prize slot 14 is open for a maximum of 29.5 seconds, with a 2.0 second closing time between each round game. During this maximum 29.5-second opening of the first major prize slot 14, the player can get the maximum number of winning balls (10 balls in this configuration) into the first major prize slot 14. Thus, in this configuration, if a minor win is achieved, a total of 10 rounds worth of winning balls can be obtained from the minor win game and the two major win games.

[0245] Next, the game states that can be controlled by the game control microcomputer 101 will be explained. When the game control microcomputer 101 executes any of the following jackpot games: "Jackpot Game 1" based on jackpot symbol 1, "Jackpot Game 3" based on jackpot symbol 3, "Jackpot Game 5" based on minor jackpot symbol 1, or "Jackpot Game 6" based on minor jackpot symbol 2, the game state after the jackpot game is set to a time-saving state (high base state). On the other hand, when the game executes any of the following jackpot games: "Jackpot Game 2" based on jackpot symbol 2, "Jackpot Game 4" based on jackpot symbol 4, or "Jackpot Game 7" based on minor jackpot symbol 3, the game state after the jackpot game is set to a non-time-saving state (low base state). The probability of winning a jackpot does not change whether the game is in a non-time-saving state or a time-saving state. In other words, the pachinko game machine PY1 in this form is never set to a high probability state.

[0246] In this form of the pachinko game machine PY1, the lottery for Special Symbol 2 is not performed in the non-time-saving state, and the lottery for Special Symbol 2 is easily performed in the time-saving state, with the winning probability in the normal symbol lottery, the variation time of the normal symbol, and the opening pattern of the electric tuner 12D set accordingly. Therefore, when the game enters the non-time-saving state after the end of a jackpot game, the player plays by shooting left to aim for entry into the first start opening 11, and when the game enters the time-saving state after the end of a jackpot game, the player plays by shooting right to aim for entry into the second start opening 12. The conditions for ending the time-saving state are either the special symbol variation display being performed 100 times (100 time-saving rounds), or the jackpot game being executed, regardless of the type of jackpot game. In this form, the result of the lottery for Special Symbol 2 is always either a minor win or a jackpot, and when a minor win is achieved, it is possible to execute one of the two types of jackpot games. Therefore, the fact that the game is controlled to a time-saving state upon the end of a jackpot game means that the next jackpot game is guaranteed.

[0247] In this form, the content of the presentation during the jackpot game is determined based on the type of winning symbol. For example, in a two-type jackpot game based on minor winning symbol 2 (jackpot game 6), until the final round of the game ends, it appears as if the game will be controlled to a non-time-saving state after the jackpot game ends, and then at the ending (ED) of the jackpot game, it may be announced that the game will be controlled to a time-saving state. This ending presentation (ED presentation) is called the revival ED presentation.

[0248] Thus, in this configuration, "Big Win Game 1," "Big Win Game 3," "Big Win Game 5," or "Big Win Game 6," which are followed by a time-saving state, can be said to be jackpot games that are more advantageous to the player than "Big Win Game 2," "Big Win Game 4," or "Big Win Game 7," which are followed by a non-time-saving state. Furthermore, the jackpot game state in which "Big Win Game 1," "Big Win Game 3," "Big Win Game 5," or "Big Win Game 6" is executed can be said to be a game state that is more advantageous to the player than the jackpot game state in which "Big Win Game 2," "Big Win Game 4," or "Big Win Game 7" is executed.

[0249] Furthermore, regardless of the type of winning or losing symbols, a winning state is considered a more advantageous state than a normal state (non-time-saving state). In this specification, a state that is advantageous to the player may be referred to as an advantageous state or advantageous state.

[0250] Next, we will explain how to determine the variation pattern of Special Figure 1 in a non-time-saving state. In a non-time-saving state, the game control microcomputer 101 determines the variation pattern of Special Figure 1 using the Special Figure 1 variation pattern determination table shown in Figure 33.

[0251] The game control microcomputer 101, in the special symbol 1 variation pattern determination process when set to a non-time-saving state, determines the special symbol 1 variation pattern based on the result of the jackpot determination (special symbol determination) performed in the special symbol 1 determination process, the result of the reach determination, and the special symbol variation pattern random number. More specifically, as shown in Figure 33, when the game control microcomputer 101 determines that a jackpot has been won in the jackpot determination, it is possible to determine one of "THP001" to "THP003" as the special symbol 1 variation pattern, whether it is "jackpot symbol 1" or "jackpot symbol 2". Which special symbol 1 variation pattern is determined is determined by the special symbol variation pattern random number. The distribution rate is as shown in Figure 33. Note that the distribution rate (selection ratio) of the special symbol variation patterns can be changed as appropriate within a range that does not interfere with gameplay. This is also true for special symbol variation patterns other than "THP001" to "THP003".

[0252] Furthermore, if the game control microcomputer 101 determines that the jackpot is a miss, and the result of the reach determination is "reach available", it can determine one of "THP021" to "THP023" as the special figure 1 variation pattern.

[0253] Furthermore, if the game control microcomputer 101 determines that the jackpot is a miss and the result of the reach determination is "no reach", it can decide on either "THP041" or "THP042" as the special symbol 1 variation pattern. Which of these special symbol 1 variation patterns is decided is determined by the number of special symbol 1 reserved balls. When the number of special symbol 1 reserved balls is 0 to 2, a special symbol variation pattern with a relatively long variation time is more likely to be determined, and when the number of special symbol 1 reserved balls is 3 to 4, a special symbol variation pattern with a relatively short variation time is more likely to be determined.

[0254] Here, the special feature 1 variation pattern "THP001" is a variation (direct SP jackpot variation) in which an SP reach suddenly starts as soon as the variation display of the performance symbols EZ1, EZ2, and EZ3 begins, and a success animation (winning notification animation) is executed as a result of that SP reach. Also, the special feature 1 variation pattern "THP002" is a variation (normal SP jackpot variation) in which, when the variation display of the performance symbols EZ1, EZ2, and EZ3 begins, it develops into an SP reach via an N reach, and a success animation (winning notification animation) is executed as a result of that SP reach. Also, the special feature 1 variation pattern "THP003" is a variation (N jackpot variation) in which a win is announced during the N reach and the variation ends without developing into an SP reach.

[0255] Furthermore, the special symbol 1 variation pattern "THP021" is a variation in which an SP reach suddenly starts as soon as the variation display of the performance symbols EZ1, EZ2, and EZ3 begins, and as a result of that SP reach, a failure animation (loss notification animation) is executed (direct SP miss variation). Furthermore, the special symbol 1 variation pattern "THP022" is a variation in which, when the variation display of the performance symbols EZ1, EZ2, and EZ3 begins, it develops into an SP reach via an N reach, and as a result of that SP reach, a failure animation (loss notification animation) is executed (normal SP miss variation). Furthermore, the special symbol 1 variation pattern "THP023" is a variation in which a loss is announced during the N reach and the variation ends without developing into an SP reach (N miss variation).

[0256] Furthermore, the special feature 1 variation pattern "THP041" is a "normal A losing variation" in which the variation animation ends in 16 seconds without the performance symbols EZ1, EZ2, and EZ3 becoming a winning combination, and "THP042" is a "normal B losing variation" in which the variation animation ends in 5 seconds without the performance symbols EZ1, EZ2, and EZ3 becoming a winning combination. Note that a winning combination is a state in which only one of the multiple performance symbols remains to be displayed in the variation animation, and depending on which symbol the remaining variation symbol stops on, it will result in a game state that is advantageous to the player (for example, a jackpot game state) (for example, the state of "7↓7").

[0257] In this embodiment, as shown in FIG. 33, when winning a jackpot (in the case of jackpot variation), direct SP jackpot variation (special drawing variation pattern THP001) is selected at a rate of 45%, normal SP jackpot variation (special drawing variation pattern THP002) is selected at a rate of 45%, and N jackpot variation (special drawing variation pattern THP003) is selected at a rate of 10%. On the other hand, in the case of a loss (in the case of loss variation), direct SP loss variation (special drawing variation pattern THP021) is selected at a rate of 2%, normal SP loss variation (special drawing variation pattern THP022) is selected at a rate of 28%, and N loss variation (special drawing variation pattern THP023) is selected at a rate of 70%. Therefore, the SP reach functions as an effect with a higher jackpot expectation than the N reach, and the variation effect where the SP reach starts immediately functions as an effect with a higher jackpot expectation than the variation effect where the SP reach starts after passing through the N reach. Also, the rate at which the variation effect where the SP reach starts immediately is selected in the case of a loss is extremely low at 2% when it is determined that there is a reach. Thus, the variation effect where the SP reach starts after passing through the N reach is more likely to catch the player's eye than the variation effect where the SP reach starts immediately.

[0258] Here, both the special drawing variation time related to direct SP variation (direct SP jackpot variation, direct SP loss variation) and the special drawing variation time related to normal SP variation (normal SP jackpot variation, normal SP loss variation) are set to the same time of 109 seconds. Using this same length of special drawing variation time, in normal SP variation, the performance is carried out in an effect flow where normal variation is performed to form a reach and it develops from the N reach to the SP reach. In contrast, in direct SP variation, the performance is carried out in an effect flow where the SP reach starts immediately with the start of the variation effect (start of the variation display of the effect symbols EZ1, EZ2, EZ3). The execution route of the SP reach that shows the effect symbols EZ1, EZ2, EZ3 becoming a reach and then developing into the SP reach is called the "normal SP route". In contrast, the execution route of the SP reach that performs the SP reach in response to the start of the variation without showing the effect symbols EZ1, EZ2, EZ3 becoming a reach is called the direct SP route.

[0259] In this form, an SP Reach includes both an SP Reach (preliminary) and an SP Reach (later). The SP Reach (preliminary) is also called the preliminary SP Reach, and the SP Reach (later) is also called the later SP Reach. An SP Reach is an example of a specific animation, a later SP Reach is an example of the first animation, and a preliminary SP Reach is an example of the second animation. The preliminary SP Reach's animation content is the background leading up to the later SP Reach (the story that connects to the animation content of the later SP Reach). In a normal SP variation, only the later SP Reach is executed as an SP Reach, while in a direct SP variation, the preliminary SP Reach is executed before the later SP Reach.

[0260] Specifically, the SP Reach is a battle reach in which the main character (knight) and the enemy character engage in battle. The later SP Reach begins with the scene in which the main character and the enemy character begin their battle. The later SP Reach includes a win / loss branching point, which branches into a success scene (victory scene) in which the main character defeats the enemy character, or a failure scene (defeat scene) in which the main character is defeated by the enemy character. The success scene functions as a visual cue that the player has won the jackpot. The failure scene functions as a visual cue that the player has not won the jackpot. The success scene (victory scene) is an example of a successful outcome, and the failure scene (defeat scene) is an example of a failed outcome.

[0261] In contrast, the first stage SP reach depicts the protagonist character's growth process until he becomes a knight capable of fighting enemy characters. The first stage SP reach does not include a win / loss branching point. By watching the first stage SP reach and the second stage SP reach consecutively, players can gain a deeper understanding of the characters appearing in the second stage SP reach, as well as the background leading up to the content of the second stage SP reach's presentation.

[0262] In this configuration, the probability of selecting a direct SP variation when a miss occurs is extremely low (see Figure 33), so it is highly likely that the later SP variation will have been executed several times before the earlier SP variation is executed. Therefore, since the player will see the earlier SP variation after having seen the later SP variation several times, the variation animation of the direct SP variation, which consists of the earlier and later SP variations, will have a special feel to it, and it is possible to enhance the excitement of the SP variation compared to a game machine where only the later SP variation can be executed as an SP variation.

[0263] Furthermore, in this configuration, the SP reach, which consists of a pre-stage SP reach and a post-stage SP reach and has a long presentation duration, is executed at the start of the reel spinning animation without showing the formation of the reach during the reel spinning animation. As a result, the reel spinning time of the direct SP reel spinning animation can be kept to about the same length as that of the normal SP reel spinning animation (109 seconds in both embodiments). In other words, even when showing a long story in the SP reach, there is no need to set an unnecessarily long reel spinning animation duration. Therefore, situations such as being disappointed when a loss is announced after an excessively long reel spinning animation can be prevented, and a decline in the enjoyment of the game can be suppressed.

[0264] Furthermore, with direct SP fluctuations, the SP reach begins immediately upon the start of the fluctuation animation. This creates a strong surprise for players who expect the SP reach to develop after the EZ1, EZ2, and EZ3 animation symbols become a reach, and can raise expectations for a big win, thus enhancing the overall enjoyment of the game.

[0265] Next, we will explain the variation effects of the direct SP route in more detail based on Figures 34 to 37. Figure 34 is a timing chart comparing the configuration of the variation effects in the normal SP route and the configuration of the variation effects in the direct SP route. As shown in Figure 34(A), in the variation effects related to the normal SP route, first the normal variation (display of the variation of the effect symbols EZ1, EZ2, and EZ3) takes place, and then the effect symbols EZ1, EZ2, and EZ3 become a reach. The process of the effect symbols EZ1, EZ2, and EZ3 becoming a reach is shown to the player as follows: first, the left effect symbol EZ1 stops on a certain symbol (for example, the 7 symbol), and then the right effect symbol EZ3 stops on the same symbol (the 7 symbol) as the left effect symbol EZ1 which has stopped. The effect that shows the effect symbols EZ1, EZ2, and EZ3 becoming a reach is called the reach formation effect (reach establishment effect). When the EZ1, EZ2, or EZ3 symbols appear in a reach sequence, an N-reach reach sequence is performed, which then progresses to a later SP reach. The sequence from the start of the reel spin to the start of the later SP reach takes place from 0 to 29 seconds of the 109-second special reel spin time of the normal SP spin, and the sequence from the start of the later SP reach to the end of the reel spin takes place from 29 to 109 seconds of the 109-second special reel spin time of the normal SP spin. The timing of the win / loss branch (success / failure branch) in the SP reach is 99 seconds after the start of the spin.

[0266] On the other hand, in the variation animation related to the direct SP route, as shown in Figure 34(B), the preliminary SP reach is performed immediately upon the start of the variation animation, and the subsequent SP reach is performed immediately after the end of the preliminary SP reach. In other words, in the variation animation of the direct SP route, there is no animation showing that the animation symbols EZ1, EZ2, and EZ3 will become a reach (reach formation animation), and the SP reach starts suddenly. The preliminary SP reach is performed using the time from 0 to 29 seconds of the 109-second special symbol variation time of the direct SP variation, and the time from the start of the subsequent SP reach to the end of the variation animation is performed using the time from 29 to 109 seconds of the 109-second special symbol variation time of the direct SP variation. The timing of the win / loss branch (success / failure branch) in the SP reach is 99 seconds after the start of the variation. In other words, the start timing of the subsequent SP reach and the structure of the animation thereafter are the same for both the variation animation of the direct SP route and the variation animation of the normal SP route, and the only difference between the two variation animations is the structure from the start of the variation to 29 seconds.

[0267] Next, an example of the execution of the direct SP route variation effect in this pachinko game machine PY1 will be explained based on Figures 35 to 37. Figure 35 shows the period from the start of the variation effect to the end of the preceding SP reach, and Figures 36 and 37 show the period from the start of the subsequent SP reach to the end of the variation effect. The effect control microcomputer 121 displays an effect image on the display unit 50a for each effect that constitutes the special symbol variation effect (normal variation, N reach, SP reach, etc.), and in response to the display of the effect image, it can execute lighting effects using the frame lamp 53 and the board lamp 54, sound effects using the speaker 52, movable body effects using movable devices 55, 56, and 58, and operation effects using input devices (normal button 40, special button 41), etc.

[0268] In the Direct SP route variation animation, as shown in Figures 35(A) and 35(B), as soon as the variation display of the animation symbols EZ1, EZ2, and EZ3 begins, the words "Direct SP" are displayed in white letters on a solid black background. This indicates to the player that an SP reach has begun. When the words "Direct SP" are displayed, the animation control microcomputer 121 displays both the left animation symbol EZ1 and the right animation symbol EZ3 as the number 7. This also allows the player to recognize that the animation that has started is a reach animation because the animation symbols are in a reach state. The display of the left animation symbol EZ1 and the right animation symbol EZ3 continues until the end of the SP reach. Thus, in the Direct SP route variation animation, without showing the process of the animation symbols EZ1, EZ2, and EZ3 becoming a reach, an image suggesting the start of an SP reach (the "Direct SP" text image) and the animation symbols in a reach state are suddenly displayed at the start of the variation animation (Figure 35(B)).

[0269] Next, the microcontroller 121 for controlling the presentation displays a scene on the display unit 50a showing the protagonist character as a toddler playing with a stuffed toy (Figure 35(C)), followed by a scene showing the slightly older protagonist character showing interest in a toy sword (Figure 35(D)). Then, it displays a scene showing the protagonist character, now a young man, diligently practicing swordsmanship (Figures 35(E) and (F)), followed by a scene showing the protagonist character having grown even further and become a fine knight (Figures 35(G) and (H)). This series of presentations shown in Figures 35(B) to (H) constitutes the preliminary SP reach. Through this preliminary SP reach, the player can learn about events that occurred chronologically before the content of the subsequent SP reach presentation.

[0270] Once the first stage SP reach ends, the microcontroller 121 for controlling the presentation then starts the second stage SP reach. The presentation of the second stage SP reach is the same as the presentation of the normal route variation. In the second stage SP reach, the words "Defeat Enemy X!" are displayed first (Figure 36(A)), followed by an image indicating that a battle between the main character and the enemy character (Enemy X) has begun (Figure 36(B)). After that, a battle scene between the main character and the enemy character is displayed. The battle scene may show the main character using a technique (Figure 36(C)) or the enemy character using a technique (Figure 36(D)).

[0271] Finally, a scene is displayed in which the main character and the enemy character are fighting (Figure 37(A)), and the game reaches a success or failure branch. At the success or failure branch, an action prompting the player to operate the normal button 40 is superimposed on the scene in which the main character and the enemy character are fighting (Figure 37(B)). If the player operates the normal button 40 within the effective period of this action, or if the effective period expires without the normal button 40 being operated, if it is an SP reach based on a big win variation (later SP reach), a victory animation showing the main character winning is displayed (Figure 37(C)). Following the victory animation, the game returns to the background image before the SP reach is executed (daytime normal background image G102), and the animation symbols EZ1, EZ2, and EZ3 are definitively displayed as matching numbers (a stopping pattern indicating a big win), and the small symbols KZ1, KZ2, and KZ3 are also displayed as matching numbers (Figure 37(D)). On the other hand, if it is an SP reach based on a losing variation (later SP reach), a defeat animation showing the main character being defeated will be displayed (Figure 37(E)). Following the defeat animation, the background image will return to the background image used before the SP reach was executed (daytime normal background image G102), and the performance symbols EZ1, EZ2, and EZ3 will be definitively displayed as losing combinations (stopping patterns indicating a miss), and the sub-symbols KZ1, KZ2, and KZ3 will also be displayed as losing combinations (Figure 37(F)).

[0272] Thus, in this configuration, the SP reach, which consists of the preliminary SP reach shown in Figures 35(B) to (H) and the later SP reach shown in Figures 36 and 37, may start from the beginning of the variation animation (Figure 34(B)). Therefore, compared to a game machine in which an SP reach that simply involves a battle scene can be performed after an N reach, this configuration can provide a higher level of entertainment in terms of the unexpectedness of the timing of the SP reach's execution and the richness of the SP reach's animation content.

[0273] Next, we will explain the count-up timer effect (CU timer effect) that the pachinko game machine PY1 can perform. The pachinko game machine PY1 can perform the CU timer effect as a pre-announcement effect that suggests the probability of a big win in conjunction with the variation effect based on the lottery of special figure 1 in the non-time-saving state. The CU timer effect (an example of a progression effect) is an effect in which an image representing a timer (timer image G50, see Figure 39) is displayed on the display unit 50a, and the displayed value of the timer (timer value) is counted up from zero ("00") toward the target value. In this form, the target value of the CU timer effect is "99". The timer value "00" represents 0 seconds, and the timer value "99" represents 99 seconds. The timer value is increased by 1 every second. The timer value "99" is an example of a predetermined form.

[0274] Figure 34(C) is a timing chart showing the production structure of the CU Timer effect. As shown in Figures 34(A) to (C), in the CU Timer effect, the timer value starts counting up when the variation effect begins. In variations where a subsequent SP reach occurs, the win / loss branch (success / failure branch) is reached 99 seconds after the start of the variation. When the CU Timer effect is performed in conjunction with the variation effect of a direct SP variation or a normal SP variation, the timing when the timer value of the CU Timer effect reaches "99" coincides with the timing when the win / loss branch (success / failure branch) is reached in the subsequent SP reach.

[0275] Here, the CU timer animation can end when the timer value reaches "99" or end without reaching "99". The CU timer animation that reaches "99" may be performed during a jackpot spin (a spin based on the jackpot win result), but not during a losing spin (a spin based on the losing result). In other words, the timer value reaching "99" functions as notification of a jackpot win. In this form, the timing of the timer value reaching "99" is before the result of the win / loss branch (success / failure branch) is shown in the subsequent SP reach. Therefore, if the CU timer animation that reaches "99" is performed in conjunction with a spin animation including an SP reach, the player can recognize that they have won a jackpot through the CU timer animation.

[0276] As shown in Figure 34(C), during the execution of the CU Timer animation, an ending prompt animation is performed at predetermined timings to signal the end of the animation. Specifically, the CU Timer animation displays a timer image G50 representing the timer and a mini-character image G60 representing a predetermined character (mini-character A) flying while holding the timer (see Figure 39). The ending prompt animation shows mini-character A about to drop the timer (see Figures 39(D) and 39(F)). If the CU Timer animation continues after the ending prompt animation is performed, mini-character A is shown holding on without dropping the timer (see Figure 39(E)). Conversely, if the CU Timer animation is terminated after the ending prompt animation is performed, mini-character A is shown dropping the timer (see Figure 39(G)).

[0277] In the CU Timer animation, there are three cases where the timer value does not reach "99" before ending: when the timer counts up to "18", when it counts up to "35", and when it counts up to "70". In other words, in this form, three ending prompts can occur during the CU Timer animation, which encourages the end of the CU Timer animation before the timer value goes from "0" to "99". The end time of the CU Timer animation is unknown to the player. This is a major difference from timer animations that count down from a certain value to zero.

[0278] In the CU timer animation, if the timer value does not reach "99" before the animation ends, mini-character A drops the timer, then the timer image G50 is hidden, and an indication animation is performed that suggests the likelihood of a big win (see Figures 40(A) and 40(B)). The indication animation suggests the likelihood of a big win by displaying predetermined characters. In this form, there are three types of characters that can be displayed as indication animations: "...", "Opportunity", and "Hot".

[0279] Figure 38 is the execution lottery table for the CU timer effect. Based on the table shown in Figure 38, the performance control microcontroller 121 decides whether or not to execute the CU timer effect, and if so, the type of effect (such as how many seconds the timer value will remain until it continues, and what characters to display as an indicative effect). Specifically, in the execution lottery for the CU timer effect, if the special feature variation pattern indicated by the special feature 1 variation start command received from the game control microcontroller 101 is "Direct SP Big Win Variation" (THP001), the performance control microcontroller 121 decides to execute the CU timer effect with a 40% probability. Of these, it selects a type of effect with a 4% probability in which the timer value count-up ends at "35" and the characters "Opportunity" are displayed (referred to as "35 seconds + Opportunity"). The system selects a mode where the timer count-up ends at "35" and displays the word "Heat" (referred to as "35 seconds + Heat") with a 6% probability, a mode where the timer count-up ends at "70" and displays the word "Opportunity" (referred to as "70 seconds + Opportunity") with a 4% probability, a mode where the timer count-up ends at "70" and displays the word "Heat" (referred to as "70 seconds + Heat") with a 16% probability, and a mode where the timer count-up ends at "99" (referred to as "99 seconds") with a 10% probability.

[0280] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is a "normal SP jackpot variation" (THP002), the performance control microcomputer 121 decides to execute the CU timer effect with a 40% probability. Specifically, it selects the mode in which the timer value count-up ends at "18" and the word "Opportunity" is displayed (referred to as "18 seconds + Opportunity") with a 2% probability, the mode in which the timer value count-up ends at "18" and the word "Hot" is displayed (referred to as "18 seconds + Hot") with a 2% probability, the mode in which "35 seconds + Opportunity" is selected with a 3% probability, the mode in which "35 seconds + Hot" is selected with a 5% probability, the mode in which "70 seconds + Opportunity" is selected with a 3% probability, the mode in which "70 seconds + Hot" is selected with a 15% probability, and the mode in which "99 seconds" is selected with a 10% probability.

[0281] Furthermore, the microcontroller 121 for performance control decides to execute a CU timer performance with a 20% probability if the special symbol variation pattern indicated by the special symbol variation start command received from the microcontroller 101 for game control is "N jackpot variation" (THP003). Specifically, it selects the form in which the timer value counts up to "18" and displays the characters "...." (referred to as "18 seconds + ....") with a 2% probability, and the form in which "18 seconds + opportunity" is selected with an 18% probability. Note that since the variation time for the N jackpot variation is 29 seconds, CU timer performances that result in a timer value of 35 seconds or more are never selected.

[0282] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcontroller 101 is a "direct SP miss variation" (THP021), the performance control microcontroller 121 decides to execute a CU timer performance with a 20% probability. Specifically, it selects the "35 seconds + opportunity" pattern with a 10% probability, the "35 seconds + heat" pattern with a 4% probability, the "70 seconds + opportunity" pattern with a 4% probability, and the "70 seconds + heat" pattern with a 2% probability.

[0283] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcontroller 101 is a "normal SP miss variation" (THP022), the performance control microcontroller 121 decides to execute a CU timer performance with a 20% probability. Specifically, it selects the "18 seconds + opportunity" pattern with an 8% probability, the "18 seconds + heat" pattern with a 2% probability, the "35 seconds + opportunity" pattern with a 5% probability, the "35 seconds + heat" pattern with a 2% probability, the "70 seconds + opportunity" pattern with a 2% probability, and the "70 seconds + heat" pattern with a 1% probability.

[0284] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcontroller 101 is an "N miss variation" (THP023), the performance control microcontroller 121 decides to execute a CU timer effect with a 10% probability. Specifically, it selects the "18 seconds + ..." pattern with an 8% probability and the "18 seconds + opportunity" pattern with a 2% probability. Since the variation time for an N miss variation is 29 seconds, CU timer effects with a timer value of 35 seconds or more are never selected. Also, in the case of a miss variation (THP021~023), the "99 seconds" pattern of the CU timer effect is never executed.

[0285] Furthermore, the microcontroller 121 for performance control will not execute the CU timer performance if the special symbol variation pattern indicated by the special symbol variation start command received from the microcontroller 101 for game control is either "normal A miss variation" (THP041) or "normal B miss variation" (THP042).

[0286] Thus, in this form, the CU timer effect in the "99-second" mode can only be executed based on either a direct SP jackpot variation or a normal SP jackpot variation. Therefore, when the timer value reaches "99" in the CU timer effect, it functions as a notification of a jackpot win. Also, in SP jackpot variations, the timer value is more likely to count up to a large value, while in SP miss variations, the timer value is less likely to count up to a large value. Therefore, the CU timer effect is an effect that suggests a higher probability of a jackpot the larger the value it counts up to (in other words, the later the effect ends). In addition, the "..." suggestion effect may be selected in N variations (N jackpot variations, N miss variations), but not in SP variations (direct SP jackpot variations, normal SP jackpot variations, direct SP miss variations, normal SP miss variations). Therefore, the "..." suggestion effect functions as an effect that suggests the variation will end with an N reach. Furthermore, in big win spins, when the CU timer animation ends without counting up to "99", "Hot" is more likely to be selected as a suggestive animation than "...." or "Opportunity", and "Opportunity" is more likely to be selected than "....". On the other hand, in losing spins, when the CU timer animation ends without counting up to "99", "Hot" is less likely to be selected as a suggestive animation than "...." or "Opportunity", and "Opportunity" is less likely to be selected than "....". Therefore, the probability of winning a big win for each character in the suggestive animations is in the relationship "Hot" > "Opportunity" > "....".

[0287] Next, we will explain examples of the execution of the CU timer effect in this pachinko game machine PY1 based on Figures 39 to 41. Figures 39 and 40 show the case where the CU timer effect in the "35 seconds + opportunity" mode is executed in conjunction with the variation effect of the normal SP route. Figure 41 shows the case where the CU timer effect in the "99 seconds" mode is executed.

[0288] When the CU timer effect is executed, as shown in Figures 39(A) and 39(B), the timer image G50 and the mini-character image G60 are displayed on the right edge of the display unit 50a when the display of the effect symbols EZ1, EZ2, and EZ3 begins to change. For a few seconds from the start of the CU timer effect (about 5 seconds in this configuration), the timer image G50 includes not only an image of the timer value but also a text image G51 that says "If you can hold on for 99 seconds". The display of this text image G51 is an effect that explains the meaning of the CU timer effect to the player, and this display makes it possible to draw the player's attention to whether the timer value will count up to "99".

[0289] In the CU Timer animation, the timer value counts up as time passes (Figures 39(B)~(D)). In parallel with this, the left animation symbol EZ1 stops (Figure 39(C)), followed by the right animation symbol EZ3, forming a reach (Figure 39(D)), and so on, as the variation animation progresses. At this point, when the timer value reaches "15", the first end-trigger animation (an animation in which the mini-character appears to drop the timer) is performed (Figure 39(D)). In this example, the CU Timer animation does not end with the first end-trigger animation, and mini-character A picks up the timer again (Figure 39(E)). During this time, the timer value of timer image G50 continues to count up, and the variation animation also progresses to the N reach.

[0290] The variation animation progresses to a later SP reach, and when the timer value on the timer image reaches "32", the second ending prompt animation is executed (Figure 39(F)). In this example, the CU timer animation ends with the second ending prompt animation. That is, following the second ending prompt animation, the image of mini-character A dropping the timer is displayed (Figure 39(G)). When mini-character A drops the timer, as shown in Figures 39(G) and 40(A)(B)(C), a series of animations are performed in which the timer image G50 displays an image of the timer cracking and breaking, and the word image G54 of "Opportunity" appears from within the broken timer. This suggestive animation displaying the word image G54 of "Opportunity" suggests to the player the likelihood of a big win. Note that the timer value on the timer image G50 is updated even after the timer falls until it breaks (Figures 39(F)(G), 40(A)). In this example, the timer count-up ends at "35" (Figures 40(A) and 40(B)). Mini-character A looks at the dropped timer for a while after it has been dropped, but eventually leaves the scene (frames out to the right edge of the display unit 50a, Figures 40(C) and 40(D)). The "Opportunity" text image G54 is displayed for a predetermined time and then hidden. In this way, the CU timer effect may end without the timer value reaching "99", but during this time, the subsequent SP reach continues as shown in Figures 39(G) and 40(A) to 40(D).

[0291] Figure 41 shows an example of a CU timer animation where the timer value reaches "99". As shown in Figure 41(A), when the timer value reaches "99" in the CU timer animation, the subsequent SP reach reaches a success or failure point. In other words, the player is instructed to operate the normal button 40. If the CU timer animation had not been performed, the player would operate the normal button 40 in this operation animation, anticipating a big win. However, in this example, the timer image G50 showing the timer value reaching "99" and the mini-character image G60 representing mini-character A celebrating this are displayed, so the player recognizes that they have won a big win. Therefore, they can watch the subsequent SP reach development with a sense of security. In other words, as shown in Figures 41(B) and 41(C), if the timer value reaches "99" in the CU timer animation, a victory animation (success animation) will be executed as a result of the SP reach's win / loss branching, and the animation symbols EZ1, EZ2, EZ3 and the sub-symbols KZ1, KZ2, KZ3 will stop and display as matching numbers. However, the player can be confident of this animation development even before the win / loss branching result is displayed as shown in Figure 41(A), and can proceed with the game with a sense of excitement.

[0292] Next, we will explain the effects that occur when a minor win is achieved based on the lottery of Special Figure 2 during the shortened time state. When a minor win is achieved based on the lottery of Special Figure 2, the reel spinning effect will definitively stop and display the effect symbols EZ1, EZ2, and EZ3 as a set of identical numbers (for example, 777). After that, the microcomputer 121 for effect control will perform a right-hand shooting notification effect as shown in Figures 42(A)(B) and 43(A) during the minor win OP (minor win opening) period. The minor win OP is the closing period before the opening of the second major prize entry point 15 in a minor win game, and in this configuration it is set to 10 seconds. During the minor win OP, the microcomputer 121 for effect control will first display the word "BONUS" in an almost central position on the display unit 50a (inside the center frame 61) (Figure 42(A)). This will inform the player of the win again.

[0293] Then, the microcontroller 121 for controlling the performance starts the right-hand shooting notification performance a few seconds after the "BONUS" display. As shown in Figures 42(A)(B) and 43(A), this right-hand shooting notification performance extends the arrow image G70 along the trajectory of the game ball when the right-hand shot is actually performed. In other words, in this embodiment, the entire rear area of ​​the game area 6 is the display unit 50a of the image display device 50 (an example of a predetermined display device), so this display unit 50a is used to display the arrow image G70 (an example of a trajectory image) representing the trajectory of the game ball so that it overlaps in the front-to-back direction with the part of the path of the game ball (ball path section 63) when the right-hand shot is actually performed. The ball path section 63 consists of paths defined by the outer wall section 1C and the inner wall section 1B, and paths defined by the outer wall section 1C and the center frame 61, etc.

[0294] Specifically, in the right-handed notification effect, the microcomputer 121 for effect control gradually extends the tip of the arrow image G70 along the ball passage section 63. Figure 42(A) shows the stage where the tip of the arrow image G70 has extended to the vicinity of the ball return prevention piece 1Ba provided at the upper end of the inner wall section 1B, Figure 42(B) shows the stage where the tip of the arrow image G70 has extended to the vicinity of the top of the center frame 61, progressing from the stage shown in Figure 42(A), and Figure 43(A) shows the stage where the tip of the arrow image G70 has extended to the vicinity of the second large prize winning device 15D, progressing even further from the stage shown in Figure 42(B). By performing a right-handed notification effect that extends the arrow image G70 along the ball passage section 63 in this manner, the player can clearly visualize the actual trajectory of the game ball. Compared to configurations that simply display the words "right-handed" or a right-pointing arrow on a display unit located in a position unrelated to the ball passage section 63, or that combine an image showing the trajectory of the game ball with an image of the game board, this provides a clearer and more immersive right-handed notification effect. Note that the right-handed notification effect displaying the arrow image G70 is just one example of a trajectory display effect.

[0295] When the time for the minor win OP has elapsed and the second major prize slot 15 opens (when the VAT opening / closing member 15k is in the open state), the microcomputer 121 for controlling the effects hides the arrow image G70, as shown in Figure 43(B), and displays an effect image G74 representing a radial effect in the display area of ​​the display unit 50a, including the area behind and near the second major prize device 15D. As mentioned above, since the second major prize device 15D is made of a transparent synthetic resin material, the player can clearly see the effect image G74 even from the front of the second major prize device 15D. The display area in the vicinity of the second major prize device 15D in the display unit 50a is called the vicinity display area 50x. The effect image G74 is displayed in an area that extends not only to the display area behind the second major prize device 15D but also to the vicinity display area 50x. The vicinity display area 50x refers to, for example, the area from the second major prize device 15D to about the center frame 61. Furthermore, the microcontroller 121 for controlling the game's presentation displays the text image G75 "Aim for the attacker!" near the center of the display unit 50a, and also displays the image G76 of a rightward-pointing arrow pointing to the second large prize device 15D in the display area to the left of the second large prize device 15D. These image displays make the second large prize device 15D (second large prize opening 15) stand out and allow the player to recognize that they should aim to put the game ball into the second large prize device 15D (second large prize opening 15). In this form, the series of presentations shown in Figures 42(A)(B) and 43(A)(B) make it possible to make information about the game's method, such as what path to take the game ball and which ball entry opening to put the game ball into, very easy for the player to understand. Note that the second large prize device 15D is an example of a specific device and is an example of a predetermined ball entry device. Furthermore, the display of effect image G74 is just one example of a specific display effect.

[0296] Next, the V-winning animation will be explained. The animation control microcomputer 121 performs the V-winning animation when the VAT opening / closing member 15k of the second large prize device 15D is open during a minor win game, and the game ball passes through a specific area 16 (an example of a predetermined area) inside the second large prize opening 15. That is, as shown in Figure 44, the animation control microcomputer 121 executes the V-winning animation based on the fact that the specific area sensor 16a has been turned ON. In this embodiment, as the V-winning animation, the animation control microcomputer 121 displays an image on the display unit 50a that makes it appear as if the main character has jumped out from inside the second large prize device 15D, as shown in Figures 45 and 46. For this reason, the V-winning animation is also called the character jump-out animation. The V-winning animation (character jump-out animation) is an example of a predetermined display animation.

[0297] Specifically, in the V-winning animation (character pop-out animation), the animation control microcontroller 121 first uses the display area (nearby display area 50x) of the display unit 50a, including the area behind and near the second large winning device 15D, to display an image of the main character (an example of a predetermined object) popping out to the left from the second large winning device 15D (Figure 45(A)). Next, the animation control microcontroller 121 displays an image of the main character that has popped out from the second large winning device 15D moving towards the center of the display unit 50a (Figure 45(B)). After that, the animation control microcontroller 121 displays an image of the main character that has moved to the center of the display unit 50a moving towards the player (forward side) (Figure 46). The image representing the main character in the character pop-out animation is referred to as the main character image G77. The main character image G77 moves from a position near the second large prize device 15D outside the center frame 61 to the inside of the center frame 61 (Figures 45(A) and 45(B)). Finally, it is displayed in a size that extends beyond the game area 6 (see Figure 46), making an impact on the player. Note that the effects shown in Figures 45 and 46 are executed immediately following the effects shown in Figure 43(B).

[0298] As described above, the image display device 50 is capable of displaying 3D images that allow players to perceive depth even without the naked eye, and the display unit 50a of the image display device 50 extends across the entire rear area of ​​the game area 6. Therefore, as shown in Figures 45 and 46, the pachinko game machine PY1 in this embodiment can display a character pop-out effect in which the main character pops out from the second large prize winning device 15D and approaches the player. Furthermore, in this embodiment, such a character pop-out effect makes it possible to display the letter "V" or effects in a position unrelated to the position of the second large prize winning device (the so-called V-attacker), which is an exciting feature that is never achieved with conventional V-winning effects.

[0299] Next, we will explain the effects during a jackpot game based on a V-win. There are three types of minor wins that can be won by the lottery in Special Feature 2 (see Figure 32). If minor win symbol 1 or minor win symbol 2 is won, the game will be controlled to a time-saving state after the completion of the Type 2 jackpot game. However, if minor win symbol 3 is won, the game will be controlled to a non-time-saving state after the completion of the Type 2 jackpot game. If the game is controlled to a time-saving state after the completion of the jackpot game, the jackpot game can be executed again based on the lottery in Special Feature 2. In other words, a series of jackpots is guaranteed. On the other hand, if the game is controlled to a non-time-saving state after the completion of the jackpot game, the game returns to aiming for a jackpot win based on the lottery in Special Feature 1. Therefore, whether or not the game is controlled to a time-saving state after the completion of the jackpot game is of interest to the player. In this form of pachinko game machine PY1, it is possible to store a maximum of 4 Special Feature 1 reserves, but it is not possible to store any Special Feature 2 reserves or normal symbol reserves. The maximum number of special symbol reserves and regular symbol reserves can be changed as appropriate, as long as it does not interfere with gameplay.

[0300] In the Pachinko game machine PY1, regardless of whether the player wins with minor win symbol 1, minor win symbol 2, or minor win symbol 3, the subsequent two types of jackpot games proceed in the order shown in Figure 47. In short, the flow of the jackpot game in this form involves a challenge sequence in which the player attempts a predetermined mission. If successful (a success sequence is executed), it is confirmed that the game will be controlled to a time-saving state after the jackpot game. If unsuccessful (a failure sequence is executed), it becomes highly likely that the game will be controlled to a non-time-saving state after the jackpot game. Even if a failure sequence is executed, a revival sequence (revival ED sequence) may be executed at the ED (ending) of the jackpot game, in which case the game will be controlled to a time-saving state after the jackpot game. If a failure sequence is executed as a result of the challenge sequence and the game will be controlled to a non-time-saving state after the jackpot game, an ending ED sequence indicating that the game will be controlled to a non-time-saving state will be executed. If a success sequence is executed as a result of the challenge sequence, a continuation ED sequence indicating that the game will be controlled to a time-saving state will be executed. When a challenge sequence is performed, whether a continuation ending sequence, a termination ending sequence, or a revival ending sequence is performed depends on the type of minor win symbol. In the ending sequence of a jackpot game based on minor win symbol 1, a continuation ending sequence is performed; in the ending sequence of a jackpot game based on minor win symbol 2, a revival ending sequence is performed; and in the ending sequence of a jackpot game based on minor win symbol 3, a termination ending sequence is performed.

[0301] Furthermore, as shown in Figure 47, the pachinko game machine PY1 in this configuration performs a notification sequence and a start-wait sequence before starting the challenge sequence. The notification sequence is a sequence that notifies the player of the content of the challenge sequence (the content of the mission in the challenge sequence). In this configuration, the mission in the challenge sequence is to make the movable logo 400 (part of the upper decorative body 31 shown in Figure 1) appear within 10 counts (displace it from the waiting position shown in Figure 1 to the sequence position shown in Figure 51) (see Figure 50(A)). The movable logo 400 is a movable body modeled after the main character and is one of the sequence control means whose drive is controlled by the sequence control microcomputer 121.

[0302] The start-waiting sequence is a sequence that takes place after the notification sequence, and is designed to wait for the player to be ready to accept the challenge sequence (to aim for mission completion). Specifically, the start-waiting sequence is a sequence in which the player is prompted to operate the normal button 40 (an example of a designated control unit) at their own discretion (see Figures 50(B) and 50(C)). If the normal button 40 is operated during the start-waiting sequence, the challenge sequence will start at the moment the operation is performed. In other words, the challenge to the mission begins. Thus, in this form, the challenge sequence does not start automatically immediately after the notification sequence, but rather the player can start the challenge sequence at their preferred timing after the notification sequence. In the start-waiting sequence, no sequence is shown to make the player aware of the remaining validity period (operation acceptance period) of the normal button 40 until there are 5 seconds remaining (see Figure 50(B)), and from the point when there are 5 seconds remaining, the remaining time display G80 is shown (see Figure 50(C)). This allows players to start the challenge sequence at their preferred timing without feeling rushed, and also prevents situations where the waiting sequence ends without the player's knowledge.

[0303] If the normal button 40 is not operated during the pre-start animation, the challenge animation will not start, as shown in Figure 47, and instead a music animation (an example of another animation) will start. Therefore, players who do not want to take on the mission can avoid taking on the mission by not operating the normal button 40 during the pre-start animation. In this case, if the game is to be controlled to a time-saving state after a big win (if the winning minor prize symbol is minor prize symbol 1 or minor prize symbol 2), this will be announced at the end of the big win game. That is, a revival ED animation (an example of a revival animation) will be performed, suggesting that the game will be controlled to a time-saving state. Conversely, if the game is to be controlled to a non-time-saving state (if the winning minor prize symbol is minor prize symbol 3), a termination ED animation will be performed as the ending animation, suggesting that the game will be controlled to a non-time-saving state.

[0304] Furthermore, the period from the announcement sequence to the end of the challenge sequence or the music sequence takes place during the time from when there are 9 rounds remaining in a jackpot game until the final round. On the other hand, the continuation ending sequence, the ending ending sequence, and the revival ending sequence all take place during the ending sequence of a jackpot game (the period when the jackpot winning slot is closed after all rounds of the game have finished).

[0305] The effects during a jackpot game will be explained in more detail based on Figures 48 to 53. Figure 48 is a timing chart showing the execution relationships of the notification effect, the start waiting effect, the challenge effect, and the music effect. When a jackpot game of type 2 is started, the microcontroller 121 for effect control first starts the notification effect (Figure 48(A)), and immediately after the end of this notification effect, it starts the start waiting effect (Figure 48(A)(B)). If the normal button 40 is operated during the execution period of the start waiting effect, the start waiting effect ends in response to this operation (see the dashed line in Figure 48(B)) and the challenge effect begins (Figure 48(B)(C)). In this form, the player can start the challenge effect at any time.

[0306] If the waiting animation period (the period during which the normal button 40 can be operated) expires without the normal button 40 being operated, the waiting animation will end and the music animation will begin (Figure 48(C)(D)). In this form, if the player does not want to take on the mission, the challenge animation will not be executed. Furthermore, a countdown timer (remaining time display G80, Figure 50(C)) will be displayed starting 5 seconds before the end of the waiting animation period (the period during which the normal button 40 can be operated). This makes it possible to prevent situations where the opportunity to start the challenge animation ends without the player's knowledge.

[0307] As mentioned above, the challenge sequence involves the mission of making the movable logo 400 appear within 10 counts. Specifically, in the challenge sequence, the numbers from 10 to 1 are counted down one by one. In the successful version of the challenge sequence, the timing at which the movable logo 400 moves to the presentation position between counts 10 and 1 is determined by a lottery. The successful version of the challenge sequence is performed when there is a 2-type jackpot game based on minor win symbol 1. On the other hand, the unsuccessful version of the challenge sequence is performed when there is a 2-type jackpot game based on minor win symbol 2 or minor win symbol 3. In the 2-type jackpot game based on minor win symbol 2, the unsuccessful version of the challenge sequence is performed, but a revival ending sequence is performed at the end, suggesting that the game will be controlled to a time-saving state.

[0308] When executing a challenge animation in a successful mode, the animation control microcontroller 121 determines the driving timing (appearance timing) of the movable logo 400 based on the driving timing determination table shown in Figure 49. Specifically, as shown in Figure 49, the animation control microcontroller 121 selects count values ​​from "10" to "8" at a rate of 5% each, count values ​​from "7" to "4" at a rate of 10% each, and count values ​​from "3" to "1" at a rate of 15% each as the driving timing for the movable logo 400. In this configuration, the driving of the movable logo 400 is more likely when the count value is relatively small than when it is large. The selection ratios for the driving timing of the movable logo 400 can be changed as appropriate.

[0309] Next, an example of the execution of a special effect during a jackpot game in this pachinko game machine PY1 will be explained based on Figures 50 to 53. When a V-entry occurs during a minor jackpot game and a Type 2 jackpot game begins, the microcontroller 121 for controlling the special effect first executes a notification effect as shown in Figure 50(A). In this notification effect, the words "Make the logo appear within 10 counts!" are displayed on the display unit 50a. This means that the mission of the upcoming challenge effect is to move the movable logo body 400 from the standby position (Figure 1) to the effect position (Figure 51) within 10 counts. The logo is the name of the main character in the work that serves as the motif for this form of pachinko game machine PY1, and the movable logo body 400 is a movable body for the special effect that represents this main character.

[0310] Following the notification animation, the performance control microcontroller 121 executes a start-wait animation as shown in Figures 50(B) and 50(C). In this start-wait animation, the words "Press the button whenever you're ready!" and an image of the operation panel showing the player pressing the normal button 40 are displayed on the display unit 50a. In this configuration, the execution period of the start-wait animation is set to approximately 13 seconds. Since the start-wait animation is intended to allow the player to prepare to accept the challenge, it is desirable that the execution period of the start-wait animation be at least 10 seconds or longer. In addition, from 5 seconds before the end of the start-wait animation, a remaining time display G80 is shown indicating the remaining time until the end, such as "5 seconds remaining until decision" (Figure 50(C)).

[0311] If the normal button 40 is operated during the execution period of the start waiting animation (the valid period for operating the normal button 40), the animation control microcontroller 121 starts the challenge animation as shown in Figure 50(D). In the challenge animation, the words "Continue if the logo appears" and a count display G82 indicating the end time of the mission are displayed on the display unit 50a. The count display G82 is a display that progresses from 10 to 1 by decreasing by 1 each time (Figure 50(D)(E)), showing the player the remaining time (deadline, time limit) of the mission. The decreasing value of the count display G82 plays a role in making the player anxious to succeed in the mission (to be granted the time-saving state). Once the challenge animation starts, the count display G82 will start decreasing. Therefore, providing a start waiting animation before the start of the challenge animation, as in this form, is effective in allowing the player to enjoy the challenge animation with ample time.

[0312] If the challenge animation currently being performed is a successful challenge animation, that is, if the challenge animation is being performed in a big win game based on the small win symbol 1, the animation control microcomputer 121 performs a success animation at the timing determined by the drive timing lottery shown in Figure 49. In this example, it is assumed that the count value "9" was selected in the drive timing lottery shown in Figure 49. In such a case, as shown in Figures 50(E)(F), the animation control microcomputer 121 displays "9" as the value of the count display G82, and then, as a success animation, displays the words "congratulations!" on the display unit 50a, and displaces the logo movable body 400 from the standby state (standby position) shown in Figure 1 to the animation state (animation position) shown in Figure 51. Although the drive mechanism and other components of the movable logo 400 can be appropriately adopted from known configurations, and therefore no explanation will be given, in this embodiment of the pachinko game machine PY1, the upper decorative body 31 includes the movable logo 400 and is capable of transforming from the state shown in Figure 1 (standby state) to the state shown in Figure 51 (performance state).

[0313] This successful presentation informs the player that they will enter a time-saving mode after the jackpot game ends. In this form, entering the time-saving mode means that a series of jackpots is guaranteed.

[0314] Furthermore, as shown in Figures 50(D) and 50(E), if the challenge animation has started but the ongoing challenge animation is a failure animation, that is, if the challenge animation is being performed in a jackpot game based on minor win symbol 2 or minor win symbol 3, the animation control microcomputer 121, as shown in Figure 52(A), subtracts the value of the count display G82 to "1" without displacing the movable logo body 400 to the animation position, and then performs the failure animation. In the failure animation, as shown in Figure 52(B), the words "Too bad..." are displayed on the display unit 50a for a predetermined time.

[0315] If a failure animation is executed, the animation control microcontroller 121 executes either the ending animation (Figure 52(C)) or the revival animation (Figure 52(D)) at the end of the final round. The ending animation shown in Figure 52(C) is executed when the game state after a jackpot is not in a time-saving state, that is, when it is the ending of a two-type jackpot game based on the minor win symbol 3. On the other hand, the revival animation shown in Figure 52(D) is executed when the game state after a jackpot is in a time-saving state, that is, when it is the ending of a two-type jackpot game based on the minor win symbol 2. As in this configuration, even if a failure animation is executed in the challenge animation, there remains a possibility that the revival animation will be executed at the end and the game will be controlled to a time-saving state after the jackpot game. This configuration makes it possible to improve the excitement during the jackpot game compared to a configuration that does not have a revival animation.

[0316] Furthermore, if the normal button 40 is not operated at all during the start waiting sequence shown in Figures 50(B) and 50(C), the performance control microcontroller 121 executes a musical performance as shown in Figure 53(A). In the musical performance, images of the main character, etc., are displayed on the display unit 50a, while music designed to enhance the player's mood is output from the speaker 52. Thus, in this configuration, the player can choose whether to execute a challenge sequence or a musical performance. Therefore, it is possible to provide a high level of gaming enjoyment even to players who are not comfortable with psychologically stimulating sequences like challenge sequences that branch into success and failure within a time limit.

[0317] When a musical performance is executed, the performance control microcontroller 121 executes either the ending performance (Figure 53(B)) or the revival ending performance (Figure 53(C)) at the end of the final round. The ending performance shown in Figure 53(B) is executed when the game state after a jackpot is not in a time-saving state, that is, when it is the ending of a Type 2 jackpot game based on minor win symbol 3. On the other hand, the revival ending performance shown in Figure 53(C) is executed when the game state after a jackpot is in a time-saving state, that is, when it is the ending of a Type 2 jackpot game based on minor win symbol 1 or when it is the ending of a Type 2 jackpot game based on minor win symbol 2. In this form, even if a musical performance is executed without executing a challenge performance, the performance content and the game content are naturally aligned at the end of the jackpot game. As a result, even if a challenge performance is not executed, it is less likely that the player will feel any sense of incongruity in the performance, and there is little risk of a decrease in the enjoyment of the game.

[0318] 8. Effects of the First Embodiment As explained in detail above, with the PY1 pachinko machine of this form, in addition to cases where the process of a reach being established in the reel spinning animation is shown (after the reach establishment animation is executed) before executing an SP reach with a high probability of winning, there are also cases where an SP reach is executed suddenly without showing the process of a reach being established in the reel spinning animation (Figure 34(A)(B)). Therefore, it is possible to surprise the player and enhance the excitement. In particular, with the PY1 pachinko machine of this form, an SP reach may be started suddenly along with the start of the reel spinning display of the animation symbols EZ1, EZ2, and EZ3 without showing the player the process of a reach being established (see Figure 34(B) and Figure 35), which can give the player a pleasant surprise and enhance the excitement.

[0319] Furthermore, in this form of the Pachinko game machine PY1, while in the normal SP route variation sequence only the later SP reach is performed as an SP reach, in the direct SP route variation sequence, the earlier SP reach sequence, which leads to the later SP reach, is performed as an SP reach, followed by the later SP reach (see Figures 35-37). Therefore, since the execution of the earlier SP reach sequence allows the player to know the content of the sequence that serves as the premise for the later SP reach, the direct SP route variation sequence can be made to feel special, and an increase in enjoyment can be expected.

[0320] Furthermore, with this form of pachinko game machine PY1, the total time required for the variation animation is the same whether it is the normal SP route variation animation or the direct SP route variation animation (see Figures 33 and 34(A) and (B)). Therefore, even when executing an SP reach that includes both a pre-SP reach and a post-SP reach, it is possible to provide a rich and engaging reach animation without making the player feel that it is too long, thereby enhancing the enjoyment of the game.

[0321] Also, according to the pachinko gaming machine PY1 of this embodiment, in the CU timer effect (count-up timer effect) that advances the display value of the timer toward "99" (predetermined mode), an end provoking effect (see FIGS. 34(C), 39(D)(F)) that provokes an early end is executed. Therefore, the player can be made to feel nervous about whether the CU timer effect can advance to the display value "99", and the appeal can be enhanced.

[0322] Also, according to the pachinko gaming machine PY1 of this embodiment, in one execution of the CU timer effect, the end provoking effect that provokes its end can be performed multiple times (up to 3 times in the embodiment) (see FIG. 34(C)). Therefore, during the execution of the CU timer effect, a sense of unease until the end can be provided, and the appeal can be enhanced.

[0323] Also, according to the pachinko gaming machine PY1 of this embodiment, the timer display value reaching "99" in the CU timer effect means a jackpot win (see FIG. 38). Therefore, the significance of the timer display value reaching "99" in the CU timer effect can be emphasized, and the appeal of the CU timer effect can be further enhanced.

[0324] Also, according to the pachinko gaming machine PY1 of this embodiment, when the CU timer effect ends prematurely due to the end provoking effect, a suggestion effect (display of the characters "···.", "Good chance", or "Hot") that suggests the jackpot expectation level in the ongoing variable effect is executed (see FIGS. 38, 40). Therefore, the player can also be entertained by the content of this suggestion effect, and the appeal can be enhanced.

[0325] Also, according to the pachinko gaming machine PY1 of this embodiment, the CU timer effect is an effect that shows whether the timer display value can reach "99" as the elapsed time is counted up (see FIG. 39). Therefore, the gaming appeal can be enhanced by such a novel effect.

[0326] <c>Furthermore, with this form of pachinko machine PY1, the timing of the start of the challenge sequence, in which the player attempts to complete a predetermined mission (making the movable logo 400 appear within 10 counts), can be determined by the start-wait sequence (see Figures 48 and 50). Therefore, it is possible to provide a sequence that is tailored to the player's psychology. As a result, the enjoyment of the game can be improved. In particular, with this form of pachinko machine PY1, the challenge sequence can be started by the player operating the normal button 40 at their own optimal timing during the start-wait sequence, thus allowing the player to fully enjoy the fun of the challenge sequence.

[0327] Furthermore, in this form of the Pachinko game machine PY1, the content of the mission in the challenge sequence is announced by a notification sequence (Figure 50(A)), followed by a waiting sequence (Figure 50(B)(C)). Therefore, players can understand the content of the mission, prepare themselves mentally, and start the challenge sequence at the optimal timing.

[0328] Furthermore, with this form of pachinko game machine PY1, the challenge sequence missions have a time limit of 10 counts. If the challenge sequence starts suddenly, some players may feel rushed and not be able to fully enjoy the sequence. However, the waiting sequence allows players to start the challenge sequence at their own optimal timing, making it possible for a wide range of players to fully enjoy the challenge sequence.

[0329] Furthermore, in this form of the Pachinko game machine PY1, success in the challenge sequence means entering a time-saving state (a game state in which consecutive wins are guaranteed) after the jackpot game ends. Therefore, the challenge sequence can be given importance, and the excitement generated by the challenge sequence can be further enhanced.

[0330] Furthermore, with this form of pachinko game machine PY1, if the normal button 40 is not operated within the operation validity period (operation acceptance period) in the start waiting sequence, the challenge sequence will not be executed, and instead a music sequence will be played (see Figures 48(B) and 48(D)). Therefore, players who do not like the thrill of the suspense can choose not to have the challenge sequence executed, making it possible to provide a sequence that is more in line with the user's psychology.

[0331] Furthermore, according to this form of the pachinko game machine PY1, in a jackpot game where the game is controlled to a time-saving state after the jackpot game ends, even if the player chooses not to execute the challenge sequence, the revival ending sequence will be performed after the music sequence and the game will enter a time-saving state (see Figures 53(A) and 53(C)). Therefore, it is possible to prevent problems where the progress of the game and the content of the sequences do not match.

[0332] <d>Furthermore, in this form of the pachinko game machine PY1, when the second large prize device 15D, which is positioned to overlap the front of the display unit 50a as seen from the player's perspective, is activated, a character pop-out effect (display of the main character image G77) can be performed in a specific display area including the display area near the device (nearby display area 50x) (see Figures 45 and 46). Therefore, it is possible to provide a novel effect in which the second large prize device 15D and the effect image are related, and an increase in entertainment value can be expected.

[0333] In particular, with this form of the pachinko game machine PY1, the character pop-out effect (display of the main character image G77) is performed in response to the occurrence of a V-win after the VAT opening / closing member 15k is in the open state. In other words, in this form, the character pop-out effect is performed in a specific display area including the display area near the second large prize-winning device 15D (nearby display area 50x) in response to the behavior of the game ball toward the second large prize-winning device 15D located in front of the display unit 50a. Therefore, it is easy for the player to perceive the relationship between the second large prize-winning device 15D and the effect image.

[0334] Furthermore, in this form of the pachinko game machine PY1, the character pop-out effect (display of the main character image G77) is a novel display effect that makes it appear as if the main character (a predetermined object) is emerging from the second large prize winning device 15D (see Figures 45 and 46). This is expected to enhance the player's enjoyment.

[0335] Furthermore, in this form of the pachinko game machine PY1, the image display device 50 is a display device capable of 3D display, and the character pop-out effect includes a scene in which the main character (a predetermined object) approaches from the back to the front (see Figures 45(B) and 46). Therefore, compared to the case in which an image display device that is not capable of 3D display is used, it is possible to create a stronger sense that the main character is popping out from the second large prize winning device 15D.

[0336] <e>Furthermore, in this embodiment of the pachinko game machine PY1, a ball passage section 63 through which the game balls pass when playing to the right is provided so as to overlap with the image display device 50. Therefore, by using the image display device 50 to perform a trajectory display effect (display of arrow image G70, see Figures 42 and 43) that represents the trajectory of the game balls, it is possible to create a realistic display effect that makes it seem as if the game balls are actually passing through the ball passage section 63. In particular, in this embodiment of the pachinko game machine PY1, the trajectory display effect is an effect in which an arrow image G70 (trajectory image) representing the trajectory of the game balls moving through the ball passage section 63 is displayed in a display area located behind the ball passage section 63 in the display unit 50a, so it is possible to further enhance the sense of realism that makes it seem as if the game balls are actually passing through the ball passage section 63.

[0337] Furthermore, in this form of the pachinko game machine PY1, the instruction to the player to shoot to the right is given by combining the actual ball passage section 63 with the display of the arrow image G70. As a result, the trajectory of the game ball that the player should create is directly displayed on the ball passage section 63 (see Figures 42(A)(B) and 43(A)), providing easy-to-understand instructions on how to shoot that allow the player to visualize the flow of the game ball that they should create.

[0338] Furthermore, in this embodiment of the pachinko game machine PY1, the player is instructed to shoot to the right by a trajectory display effect (display of arrow image G70), and the ball entry device (in this embodiment, the second major prize entry device 15D) into which the game ball should be entered by shooting to the right is highlighted by an effect image G74 displayed in the display area behind it and the nearby display area 50x of the display unit 50a (specific display effect) (Figure 43(A)(B)). This makes it possible to make it easy for the player to understand that they should shoot to the right to enter the game ball into the second major prize entry device 15D.

[0339] 9. Examples of modifications to the first embodiment The following describes examples of modifications to the pachinko game machine PY1. Of course, the configurations described in these examples can be combined as appropriate. Furthermore, the technical features in the above configurations and the following examples of modifications may be deleted as appropriate unless they are described as essential in this specification.

[0340] In the above configuration, the start timing of the SP reach in the direct SP route variation animation is set to coincide with the start of the variation animation. However, if the SP reach is to be started without showing the process of the animation symbols EZ1, EZ2, and EZ3 becoming a reach, it may be set to start after a predetermined time (for example, 5 seconds) has elapsed from the start of the variation animation. In this case, when the SP reach is started suddenly, all of the animation symbols EZ1, EZ2, and EZ3 may be in the process of being displayed in a variation, or some of the animation symbols EZ1, EZ2, and EZ3 may be stopped.

[0341] Furthermore, in the above configuration, the "Direct SP" title (display of the performance title) is first displayed as an SP reach in the variation performance of the Direct SP route (see Figure 35(B)), but it is also possible to configure it so that such a performance title is not displayed. Alternatively, based on the result of a pre-read judgment (prior judgment), the "Direct SP" title may be displayed from the time the variation performance that takes place before the variation performance of the Direct SP route is performed. In other words, based on the result of a pre-read judgment, a pre-read performance that suggests the Direct SP route variation performance will take place may be executed from the time the variation performance related to the special symbol hold stored before the special symbol hold (target hold) that is scheduled to perform the variation performance of the Direct SP route is performed is performed. With such a configuration, it is possible to provide players with the enjoyment of knowing in advance that the variation performance of the Direct SP route will start. Note that the content of the pre-read performance that suggests the variation performance of the Direct SP route will take place can be changed as appropriate.

[0342] Furthermore, in the above configuration, the variation animation for the normal SP route is configured to only perform the later stage SP reach, while the variation animation for the direct SP route is configured to perform both the earlier and later stages SP reach. However, the content of the SP reach performed in the normal SP route and the content of the SP reach performed in the direct SP route may be the same. For example, both the normal SP route and the direct SP route may be configured to only perform the later stage SP reach as described above. In this case, the variation time for the variation animation of the direct SP route will be shorter than the variation time for the variation animation of the normal SP route.

[0343] Furthermore, in the above configuration, the variation time of the direct SP variation (109 seconds) and the variation time of the normal SP variation (109 seconds) were set to be exactly the same (see Figure 33). However, the variation time of the direct SP variation may be shorter (e.g., 100 seconds) or longer (e.g., 110 seconds) than the variation time of the normal SP variation.

[0344] Furthermore, in the above configuration, a direct SP jackpot variation (THP001) and a normal SP jackpot variation (THP002) are provided as different special symbol variation patterns (Figure 33). However, one special symbol variation pattern associated with the SP reach (for example, THP099) may be selected by the game control microcomputer 101, and in this case, the performance control microcomputer 121 may decide whether to perform the variation performance of the direct SP route or the variation performance of the normal SP route. This also applies when an SP reach is performed based on the result of a miss.

[0345] Furthermore, in the above configuration, the CU timer animation is set up to execute a maximum of three times to signal the end of the timer (Figure 34(C)), but the number of times the CU timer animation signals the end of the timer can be changed as appropriate. For example, it may be set to execute only once, twice, or four or more times. Alternatively, the CU timer animation may be set up so that the number of times the end of the timer is executed is determined by a lottery, such as executing three times or only twice before the timer value reaches "99". In addition, the timing of the execution of the end of the timer animation can be changed as appropriate.

[0346] Furthermore, in the above configuration, the timer value of the CU timer effect reaching "99" is configured to mean that a jackpot has been won. However, it may also be configured to mean that there is a high probability of winning a jackpot, that it will develop into an SP reach, or that it will transition to a more advantageous game state such as a time-saving state. If it is configured to mean that it will transition to a more advantageous game state such as a time-saving state, the CU timer effect may be executed as an effect during jackpot gameplay.

[0347] Furthermore, in the above configuration, if the CU timer effect ends prematurely, an indicative effect displaying the word image G54 of "Opportunity" is executed. However, the CU timer effect may also end prematurely without executing an indicative effect. Also, the indicative effect does not have to display words such as "Opportunity." Specifically, for example, the indicative effect may display non-text elements such as characters or items to suggest the likelihood of entering a favorable state.

[0348] Furthermore, in the above configuration, the CU timer effect (progression effect) is an effect in which the timer value is counted up toward "99" (a predetermined state), but it may also be an effect in which the timer is counted down toward "00" from a predetermined value other than "00" (for example, "99"). In this case, the timer value "00" corresponds to the predetermined state.

[0349] In the above configuration, the initial value of the CU timer effect is set to "00" (zero), but it may also be set to a value other than zero (for example, "05" (5 seconds) or "-5" (-5 seconds)). Also, the target value of the CU timer effect is set to "99", but it may also be set to a value other than "99" (for example, "77" (77 seconds)).

[0350] Furthermore, in the above configuration, the CU timer effect may include not only a mode in which mini-character A (mini-character image G60) holds a timer, but also a mode in which another mini-character (mini-character B) holds a timer. In this case, the expected probability of the timer counting up to "99" may be made different depending on the type of mini-character. Specifically, for example, the CU timer effect in which mini-character A holds a timer may be configured to have a higher expected probability of counting up to "99" (a predetermined mode) than the CU timer effect in which mini-character B holds a timer. In addition, the CU timer effect may include multiple modes with different display colors for the timer (timer image G50), and the expected probability of the timer counting up to "99" may be made different depending on which mode is selected.

[0351] Furthermore, in the above configuration, the start-waiting animation is configured so that the player determines the start timing of the challenge animation by operating the normal button 40. However, the start timing of the challenge animation may also be determined based on the operation of other control parts such as the special button 41 or the handle 72k.

[0352] Furthermore, in the above configuration, the content of the mission in the challenge sequence is announced by a notification sequence before the start waiting sequence is executed, but it is also possible to configure the system to perform the start waiting sequence without an announcement sequence. Also, in the above configuration, the mission in the challenge sequence had a time limit of "within 10 counts", but it is also possible to use a mission in the challenge sequence that does not have such a time limit.

[0353] Furthermore, in the above configuration, success in the challenge sequence functions as an indication that the game will be controlled to a time-saving state after a big win, and failure in the challenge sequence functions as an indication that the game will not be controlled to a time-saving state after a big win (it will be controlled to a non-time-saving state). Alternatively, success in the challenge sequence may function as an indication that a predetermined win has been achieved, and failure in the challenge sequence may function as an indication that the win has not been achieved (the win was unsuccessful). In this case, the challenge sequence may be performed in a variable sequence. Alternatively, success in the challenge sequence may function as an indication that the probability of a big win is high, and failure in the challenge sequence may function as an indication that the probability of a big win is not high (low).

[0354] Furthermore, in the above configuration, the remaining time display G80 is shown starting 5 seconds before the end of the pre-start animation (Figure 50(C)), but it is also possible to configure the system to display the remaining time from the start of the pre-start animation. The remaining time display G80 can be said to be an indication of the end timing of the pre-start animation, or an indication of the end timing of the validity period for normal button 40 operation. In addition, the operation of normal button 40 by the player during the pre-start animation can be said to be "a predetermined input operation that indicates the player is ready."

[0355] Furthermore, in the above configuration, the ending of a jackpot game is set to include a revival ending sequence that suggests the game will be controlled to a time-saving state after the jackpot. However, the timing of the sequence that suggests the game will be controlled to a time-saving state after the jackpot may be during the round of a predetermined round (for example, the final round).

[0356] Furthermore, in the above configuration, the V-winning animation (character pop-out animation, see Figures 45 and 46) is configured to display the main character image G77 in a display area that includes the display area behind the second major winning device 15D in the display unit 50a and the nearby display area (neighboring display area 50x). In contrast, the display area that displays the main character image G77 in the character pop-out animation does not need to include other parts such as the display area behind the second major winning opening 15, as long as it includes the nearby display area (neighboring display area 50x, see Figure 45(A)) of the operating device (second major winning device 15D).

[0357] In the above configuration, when the second major prize device 15D is activated (when the VAT opening / closing member 15k is in the open state), a character pop-out animation (see Figures 45 and 46) is performed in response to the passage of a game ball into a specific area 16 (V prize). Alternatively, when a light-emitting device with an LED (such as the second major prize device 15D, which is positioned in front of the display unit 50a) emits light, an effect image may be displayed in a specific display area including the display area near the light-emitting device. In this case, the light-emitting device corresponds to the specific device, and the display of the effect image corresponds to the predetermined display animation. That is, the specific device may be a device other than the major prize device, and the predetermined display animation may be an animation other than the prize animation corresponding to a prize. In this case, before the light-emitting device operates (lights up), a predetermined character or the like throws an image of a light-emitting orb (a light-emitting orb) towards the light-emitting device (a predetermined image acting on the light-emitting device). The animation may include patterns in which the light-emitting device lights up when the light-emitting orb hits it, or patterns in which the light-emitting device does not light up when the light-emitting orb does not hit it. The light-emitting device may also be a prize-winning device.

[0358] In the above configuration, the character pop-out animation (see Figures 45 and 46) is performed when a game ball passes through a specific area 16 within the second large prize device 15D (when the game ball is detected by the specific area sensor 16a). However, the character pop-out animation may also be performed when the second large prize device 15D opens, or when a game ball enters the second large prize opening 15 (when the game ball is detected by the second large prize opening sensor 15a). Furthermore, prize devices other than the second large prize device 15D may be used as prize devices that trigger the character pop-out animation.

[0359] In the above configuration, the predetermined object that appears to emerge from the second large prize device 15D during the V-winning animation is the main character (main character image G77), but it may be other characters such as enemy characters, or items other than characters such as swords or jewels. Also, in the above configuration, the main character is configured to first jump out to the left from the second large prize device 15D during the V-winning animation, but the direction in which the main character (predetermined object) jumps out can be changed as appropriate. For example, it may be configured to jump out forward from the beginning.

[0360] Furthermore, in the above configuration, the image display device 50 is a display device capable of 3D display (a display device that allows players to view a 3D display without the use of glasses), but it may also be a display device that is not capable of 3D display.

[0361] In the above configuration, an arrow image G70 is displayed on the image display device 50 as a trajectory display effect representing the trajectory of the game ball moving through the ball passage section 63 (Figures 42 and 43). Alternatively, a light-emitting device with LEDs may be placed behind the ball passage section 63, and this light-emitting device may be used to create a light-emitting effect that makes light flow along the ball passage section 63. In this case, the light-emitting device corresponds to a predetermined display device.

[0362] Furthermore, in the above configuration, the arrow image G70 (trajectory image) was displayed as a notification to instruct the player to shoot to the right. However, a configuration that displays the trajectory of the game ball along the path may also be used as a notification to indicate a shooting method other than right-handed shooting, such as left-handed shooting. In addition, a trajectory display like the above configuration may be used not as a notification to instruct a shooting method, but simply as a way to show the trajectory of the game ball.

[0363] Furthermore, in the above configuration, when the arrow image G70 is displayed, an effect image G74 is displayed to highlight the second major prize device 15D (Figure 43(B)), but it is also possible to configure the system so that the effect image G74 is not displayed.

[0364] Furthermore, in the above configuration, the content of each effect can be changed as appropriate, within the limits that do not interfere with gameplay. Specifically, the content of the SP reach (preliminary SP reach, later SP reach), the content of the count-up timer effect (CU timer effect), the content of the suggestion effect when the CU timer effect ends midway, the content of the challenge effect (mission content), the content of the effect executed when the player does not normally press button 40 during the start waiting effect (music effect in this embodiment), the content of the V-winning effect (character pop-out effect), etc., can be changed as appropriate. In addition, the game state in which each effect is executed, and the lottery that each effect targets (for example, whether it is the lottery for Special Symbol 1 or Special Symbol 2, etc.) can be changed as appropriate, within the limits that do not interfere with gameplay.

[0365] Furthermore, in the above configuration, the selection ratio for each lottery can be changed as appropriate, within a range that does not interfere with the game.

[0366] 10. Second Embodiment Next, the pachinko game machine PY2 of the second embodiment will be described with reference to Figures 54 to 59. As shown in Figure 54, the pachinko game machine PY2 of the second embodiment includes a first handle device 510 provided in the lower right part of the game machine frame 500 and a second handle device 530 provided in the lower left part of the game machine frame 500 as launching operation means HS for launching game balls into the game area 6. The first handle device 510 includes a first handle 512 (an example of a first launching operation part) that can be gripped and rotated by the player, and a first launch stop button 515 (an example of a first launch stop means) that can be pressed while gripping the first handle 512. Furthermore, the second handle device 530 includes a second handle 532 (an example of a second launch operation unit) that can be gripped and rotated by the player, and a second launch stop button 535 (an example of a second launch stop means) that can be pressed while gripping the second handle 532. Thus, in this embodiment, a player playing the pachinko game machine PY2 facing the machine can either grip the first handle 512 with their right hand to launch and stop the game balls, or grip the second handle 532 with their left hand to launch and stop the game balls. The first handle device 510 is also called the right handle device, and the second handle device 530 is also called the left handle device. The pachinko game machine PY2 of the second embodiment has the same configuration as the pachinko game machine PY1 of the first embodiment, except for the configuration related to the launch of the game balls. In the description of the second embodiment, the same reference numerals are used for components that are the same as in the first embodiment, and their description is omitted.

[0367] Next, the electrical configuration of the main control board 100 in the second embodiment of the pachinko game machine PY2 will be described with reference to Figures 55 and 56. As shown in Figures 55 and 56, a payout control board 170, which is connected to the main control board 100 in a bidirectional manner, is connected to a launch control board 550 that controls the launch of game balls. The launch control board 550 is also connected to a power supply board 190, and the launch control board 550 and the various electrical components connected thereto are supplied with the power necessary for operation.

[0368] As shown in Figure 56, the first handle device 510 of the firing operation means HS includes a first firing volume 513, a first firing stop switch 516, and a first touch sensor 519. The first firing volume 513 is a variable resistor whose value changes according to the amount of rotation of the first handle 512. The first handle 512 can be rotated up to a position with a rotation angle of 90 degrees, which is 90 degrees clockwise from the position shown in Figure 54 (non-rotating position). When the rotation angle of the first handle 512 is 0 degrees, the firing intensity corresponding to the operation of the first handle 512 takes the minimum value (0), and when the rotation angle is 90 degrees, the firing intensity corresponding to the operation of the first handle 512 takes the maximum value. The first firing stop switch 516 is a switch that detects whether the first firing stop button 515 is pressed. The first firing stop button 515 is configured by a known mechanism to be naturally maintained in a pressed state (firing stop state) when the first handle 512 is in a non-rotating position, and to change to an unpressed state (firing ready state) when the first handle 512 rotates from the non-rotating position. The first touch sensor 519 (an example of the first contact detection means) is a sensor that detects whether a human body, such as a player, is touching the first handle 512. The first handle 512 is plated with a conductive metal so that it functions as a touch electrode for the first touch sensor 519.

[0369] Furthermore, the second handle device 530 of the firing operation means HS is configured in the same way as the first handle device 510, and includes a second firing volume 533, a second firing stop switch 536, and a second touch sensor 539. The second firing volume 533 is a variable resistor whose value changes according to the amount of rotation of the second handle 532. The second handle 532 can be rotated up to a maximum of 90 degrees of rotation, which is 90 degrees clockwise from the position shown in Figure 54 (non-rotating position). When the rotation angle of the second handle 532 is 0 degrees, the firing intensity corresponding to the operation of the second handle 532 takes the minimum value (0), and when the rotation angle is 90 degrees, the firing intensity corresponding to the operation of the second handle 532 takes the maximum value. The second firing stop switch 536 is a switch that detects whether the second firing stop button 535 is pressed. The second firing stop button 535 is configured by a known mechanism to be naturally maintained in a pressed state (firing stop state) when the second handle 532 is in a non-rotating position, and to change to an unpressed state (firing ready state) when the second handle 532 rotates from the non-rotating position. The second touch sensor 539 (an example of a second contact detection means) is a sensor that detects whether a human body, such as a player, is touching the second handle 532. The second handle 532 is plated with a conductive metal so that it functions as a touch electrode for the second touch sensor 539.

[0370] The various signals from the first firing volume 513, first firing stop switch 516, and first touch sensor 519 of the first handle device 510, and the second firing volume 533, second firing stop switch 536, and second touch sensor 539 of the second handle device 530, are input to the firing control board 550. As shown in Figure 56, the firing control board 550 includes a firing intensity adjustment circuit 552, a touch signal input / output circuit 554, a firing stop signal input / output circuit 556, and a firing timing generation circuit 558.

[0371] The firing intensity adjustment circuit 552 is connected to a first firing volume 513 and a second firing volume 533. The firing intensity adjustment circuit 552 compares the value of the first firing volume 513 and the value of the second firing volume 533 and outputs a signal to the firing timing generation circuit 558 corresponding to the value of the firing volume with the larger rotation amount between the first handle 512 and the second handle 532.

[0372] Furthermore, the touch signal input / output circuit 554 is connected to a first touch sensor 519 and a second touch sensor 539. Based on the signals from the first touch sensor 519 and the second touch sensor 539, the touch signal input / output circuit 554 outputs a signal to the launch timing generation circuit 558 indicating whether or not the game ball can be launched. In this embodiment, as shown in Figure 57, if the first touch sensor 519 is OFF (the first touch sensor 519 has not detected human contact) and the second touch sensor 539 is also OFF (the second touch sensor 539 has not detected human contact), the game ball cannot be launched (see period A). Conversely, if either the first touch sensor 519 or the second touch sensor 539 is ON (human contact has been detected) and the other is OFF (human contact has not been detected), the game ball can be launched (see periods B and C). Furthermore, if both the first touch sensor 519 and the second touch sensor 539 are ON (detecting human contact), the game ball can be launched (see period D). Thus, in this embodiment, if a human body is touching at least one of the first handle 512 and the second handle 532, the game ball can be launched.

[0373] As shown in Figure 56, the launch stop signal input / output circuit 556 is connected to a first launch stop switch 516 and a second launch stop switch 536. Based on the signals from the first launch stop switch 516 and the second launch stop switch 536, the launch stop signal input / output circuit 556 outputs a signal to the launch timing generation circuit 558 indicating whether to stop launching the game ball. In this embodiment, as shown in Figure 58, if the first launch stop switch 516 is OFF (the first launch stop button 515 is not pressed) and the second launch stop switch 536 is also OFF (the second launch stop button 535 is also not pressed), the game ball may be launched (see period O). Furthermore, if either the first launch stop switch 516 or the second launch stop switch 536 is ON (either the first launch stop button 515 or the second launch stop button 535 is not pressed) and the other is OFF (the other is pressed), the game ball can still be launched (see periods P and Q). Conversely, if both the first launch stop switch 516 and the second launch stop switch 536 are ON (both the first launch stop button 515 and the second launch stop button 535 are pressed), the launch of the game ball can be stopped (see period R). Thus, in this embodiment, if both the first launch stop button 515 and the second launch stop button 535 are pressed, the launch of the game ball is stopped.

[0374] As mentioned above, in this configuration, when the rotation angle of the first handle 512 is 0 degrees, the first launch stop button 515 is automatically kept in the pressed position without any operation by the player, so the first launch stop switch 516 is turned ON. Similarly, when the rotation angle of the second handle 532 is 0 degrees, the second launch stop button 535 is automatically kept in the pressed position without any operation by the player, so the second launch stop switch 536 is turned ON. Therefore, when only the first handle 512 is being operated, the launch of the game balls can be stopped simply by pressing the first launch stop button 515, and when only the second handle 532 is being operated, the launch of the game balls can be stopped simply by pressing the second launch stop button 535.

[0375] The launch timing generation circuit 558 receives a signal from the launch intensity adjustment circuit 552 to determine the launch intensity, a signal from the touch signal input / output circuit 554 to determine whether or not to launch, and a signal from the launch stop signal input / output circuit 556 to determine whether or not to stop the launch. If the signal from the touch signal input / output circuit 554 indicates that launching is possible and the signal from the launch stop signal input / output circuit 556 does not indicate that launching should be stopped, the launch timing generation circuit 558 drives the launch unit 570 to launch the game ball into the game area 6 with a launch intensity corresponding to the signal from the launch intensity adjustment circuit 552 (outputs a drive signal to the launch unit 570). Conversely, if the signal from the touch signal input / output circuit 554 indicates that launching is not possible, or if the signal from the launch stop signal input / output circuit 556 indicates that launching should be stopped, the launch timing generation circuit 558 does not drive the launch unit 570.

[0376] The launching unit 570 includes a ball-feeding solenoid 571 and a launching solenoid 572. The ball-feeding solenoid 571 is used to operate a ball-feeding device (not shown) that feeds game ba...

Claims

1. A gaming machine equipped with a launching operation means capable of launching game balls into the game area, The launch operation means includes a first launch operation unit and a second launch operation unit different from the first launch operation unit. A gaming machine characterized by launching game balls with an intensity corresponding to the larger of the amount of operation of the first launching operation unit and the amount of operation of the second launching operation unit.

2. A gaming machine equipped with a launching operation means capable of launching game balls into the game area, The launch operation means includes a first launch operation unit and a second launch operation unit different from the first launch operation unit. A first firing stop means that can switch between a firing stop state in which firing is stopped in accordance with the first firing operation unit and a firing-enabled state in which firing is enabled, The system includes a second firing stop means that can switch between a firing stop state in which firing is stopped according to the second firing operation unit and a firing-enabled state in which firing is enabled, A gaming machine characterized in that, when both the first firing stop means and the second firing stop means are in a firing stop state, the game ball will not be fired regardless of whether the first firing operation unit or the second firing operation unit is operated, and when either the first firing stop means or the second firing stop means is in a firing-ready state, firing in response to operation of the first firing operation unit or firing in response to operation of the second firing operation unit is possible.