Gaming machine
The gaming machine improves player engagement by using light-emitting and display effects to notify players of game outcomes, addressing the lack of engaging special effects in conventional machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-07-19
- Publication Date
- 2026-07-02
AI Technical Summary
Conventional gaming machines lack engaging special effects that enhance player interest and enjoyment.
A gaming machine equipped with determination means for entering a special game state and performance execution means that includes light-emitting and display effects to notify players of game outcomes, using a combination of light-emitting means and display means to provide indication and notification performances.
Enhances player engagement and enjoyment through improved special effects, including light-emitting and display notifications during game states.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko machine.
Background Art
[0002] In conventional gaming machines, a determination is made based on the establishment of start conditions, and a special game (big win game) is played based on the result of the determination. For example, a determination is made when a game ball wins (enters) a start port, and as a special game, a round game accompanied by the opening of a big winning port is played. By winning a game ball in the big winning port, a large number of prize balls can be obtained. The result of the determination is shown to the player by the stopped display of the symbols after the symbols are variably displayed on the symbol display means, depending on the stopped state of the symbols.
[0003] Also, in a gaming machine, in a variable effect based on the result of the determination, a big win notification effect for notifying the winning of a big win may be performed. For example, in the gaming machine of Patent Document 1 below, after a predetermined time has elapsed since the start of the variable effect, suddenly, a crack X appears on screen 6a, and a cut-in effect in which a premium character K appears from the crack X is performed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] [[ID=ģ9]]There is room for improvement in terms of the effect. By mounting an improved effect, an improvement in the interest of the game can be expected.
[0006] The present invention has been made in view of the above circumstances. That is, the problem to be solved is to provide a gaming machine capable of improving the interest of the game.
Means for Solving the Problems
[0007] The gaming machine disclosed herein is characterized by comprising: determination means for determining whether or not to put the player into a special game state that is advantageous to the player; and performance execution means capable of executing a predetermined performance using performance means including a predetermined display means and a predetermined light-emitting means, wherein the performance execution means is capable of displaying an indication performance, including a win / loss performance that notifies the result of the determination, on the display means in response to the determination being made, and if the determination is made to put the player into the special game state, the performance execution means may execute a notification performance during the execution of the indication performance, in which the light-emitting means is illuminated in a light-emitting manner that notifies that the player has entered the special game state, wherein the notification performance includes a first notification performance that is performed when the indication performance starts, and a second notification performance that is performed when the win / loss performance in the indication performance is performed. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine that contributes to improving the enjoyment of the game through special effects. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a front view of the game board. [Figure 3] (A) is an explanatory diagram showing the different game states, and (B) is an explanatory diagram showing the different types of jackpot games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of a supplementary game. [Figure 5] This is an explanatory diagram showing the different types of performance modes. [Figure 6] This is an explanatory diagram showing a specific example of a normal variation in the special feature variation effect. [Figure 7] This is an explanatory diagram showing a specific example of the N-reach in the special feature variation animation. [Figure 8]It is an explanatory diagram showing a specific example of the SP reach of the special figure variation performance. [Figure 9] It is an explanatory diagram showing a specific example of the SP reach of the special figure variation performance. [Figure 10] It is an explanatory diagram showing a specific example of the hold performance. [Figure 11] It is an explanatory diagram showing a specific example of the movable body performance. [Figure 12] It is an explanatory diagram showing a specific example of the operation performance. [Figure 13] It is a block diagram of a part related to the control of the gaming machine. [Figure 14] It is a specific example of the variation pattern determination table. [Figure 15] It is a specific example of the pre-reading determination table. [Figure 16] It is a specific example of the symbol determination table. [Figure 17] It is a front view of the second large winning opening. [Figure 18] It is an explanatory diagram showing a specific example of the main control unit. [Figure 19] It is a specific example of the symbol A determination table. [Figure 20] It is a time chart showing the flow of the small hit game. [Figure 21] It is a front view of the flash device. [Figure 22] It is an explanatory diagram showing the first specific example of the performance flow of the special figure variation performance. [Figure 23] It is an explanatory diagram showing the first specific example of the performance control unit. [Figure 24] (A) is a specific example of the premium preview A selection table, (B) is a specific example of the premium preview B selection table, and (C) is a specific example of the premium hype preview selection table. [Figure 25] It is an explanatory diagram showing a specific example of the performance mode selection screen. [Figure 26] It is an explanatory diagram showing the first specific example of the premium preview. [Figure 27] It is an explanatory diagram showing the second specific example of the premium preview. [Figure 28]This is an explanatory diagram showing a third specific example of a premiere trailer. [Figure 29] This is an explanatory diagram illustrating a specific example of a failed attempt to hype up a premium event. [Figure 30] This is a concrete example of a table that determines variation pattern A. [Figure 31] This is an explanatory diagram showing a second specific example of the presentation flow for the special feature variation effect. [Figure 32] This is an explanatory diagram showing a specific example of a re-draw animation. [Figure 33] This is an explanatory diagram showing a second specific example of the performance control unit. [Figure 34] This is a concrete example of a selection table for pattern change effects. [Figure 35] This is an explanatory diagram showing a specific example of the 3000 symbol effect as a symbol change notification. [Figure 36] This is an explanatory diagram showing a specific example of the 1500 symbol effect as a symbol change notification. [Figure 37] This is an explanatory diagram showing a specific example of the shrinking symbol effect used as a symbol change notification. [Modes for carrying out the invention]
[0010] Hereinafter, examples of embodiments 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 the description, symbols or reference 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 reference numerals may be omitted or abbreviated. Furthermore, if there is an arbitrary flowchart described later, in that flowchart, the execution order of multiple processes in any multiple steps can be arbitrarily changed or executed in parallel, as long as there is no inconsistency in the processing content.
[0011] <Basic Implementation> Later, the first, second, and third embodiments of the gaming machine of the present invention will be described, but first, the basic embodiment that forms the basis of the first, second, and third embodiments will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (from a front view) for a player facing the pachinko gaming machine PY1. Also, "front" refers to the direction from the pachinko gaming machine PY1 towards the player facing the pachinko gaming machine PY1, and "rear" refers to the direction from the player facing the pachinko gaming machine PY1 towards the pachinko gaming machine PY1.
[0012] 1. Structure of a gaming machine First, the structure of the pachinko game machine PY1 will be explained using Figure 1. Figure 1 is a front view of the pachinko game machine PY1.
[0013] The pachinko game machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached to the outer frame 22 so as to be able to open and close. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached to the game board mounting frame 2A so as to be able to open and close. The front frame 23m also comprises a transparent plate 23t, which allows the game board 1 to be viewed from the front (player side) through the transparent plate 23t.
[0014] The front door 23 is also equipped with an upper tray 34 for storing game balls and a handle 72k for launching game balls onto the game board 1. The upper tray 34 is located at the bottom of the front door 23 and stores the game balls that are supplied to the handle 72k. The handle 72k is located at the lower right of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.
[0015] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined manner. The speaker 52 is installed on the upper left and upper right of the front door 23 and outputs, for example, background music (BGM) or sound effects. The frame lamp 53 is installed on the left and right sides of the front door 23 around the transparent plate 23t and is composed of, for example, multiple LEDs (Light Emitting Diodes). The frame movable body 58k is installed on the top of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 1. Note that the movement of the frame movable body 58k may be other than up and down movement.
[0016] Furthermore, the front door 23 is equipped with a normal button 40 that can be operated by the player, and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are composed of, for example, a button with a pressable surface, a lever with a gripping part, etc. The normal button 40 is equipped with a lamp (not shown) that can emit light in a predetermined color, and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to emit light with the lamp and vibrate with the vibration motor. On the other hand, the special button 41 is equipped with a lamp (not shown) that can emit light in a predetermined color, and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to emit light with the lamp and vibrate with the vibration motor. Note that the normal button 40 or the special button 41 may be configured to operate in a predetermined operating pattern (for example, rotation, protrusion, etc.), or may be composed of a directional pad or a touch panel, etc.
[0017] 2. Structure of the game board Next, the structure of the game board 1, which is attached to the game board mounting frame 2A, will be explained using Figure 2. Figure 2 is a front view of the game board 1.
[0018] The game board 1 includes a game area 6 through which game balls launched by the operation of the handle 72k can flow (fall). The game area 6 is equipped with game pins (not shown) that change the direction of the flow of the game balls, as well as prize-winning devices through which game balls can enter (enter or pass). The prize-winning devices include a general prize-winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large prize-winning opening 14, and a second large prize-winning opening 15. Each prize-winning device is equipped with a detection sensor that detects the entry or passage of a game ball.
[0019] The first starting opening 11 is installed at the bottom of the game area 6 so that game balls can enter it. When a game ball enters the first starting opening 11, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 3) as prize balls into the upper tray 34. Also, when a game ball enters the first starting opening 11, the pachinko game machine PY1 acquires the right to receive a jackpot determination, which will be described later. The first starting opening 11 is always configured to ensure that it is easy for game balls to enter it.
[0020] The second start port 12 is installed below the first start port 11 in the lower part of the game area 6 so that game balls can enter. When a game ball enters the second start port 12, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 1) as prize balls into the upper tray 34. Also, when a game ball enters the second start port 12, the pachinko game machine PY1 acquires the right to receive a jackpot judgment, just as when a game ball enters the first start port 11. Unlike the first start port 11, the second start port 12 is equipped with an openable / closable opening / closing member 12k and an open / close solenoid (not shown). The pachinko game machine PY1 uses an opening / closing solenoid to open and close the opening / closing member 12k, thereby setting it to either a closed state (closed) where game balls cannot enter or enter the second start opening 12, or an open state (opened) where game balls enter the second start opening 12 more easily than in the closed state.
[0021] Gate 13 is installed on the right side of the game area 6 so that game balls can pass through. When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination as described later. However, even if a game ball passes through gate 13, the pachinko game machine PY1 does not pay out any prize balls to the upper tray 34.
[0022] The first large prize slot 14 is installed in the lower right of the game area 6 so that game balls can enter it. When a game ball enters the first large prize slot 14, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The first large prize slot 14 is equipped with an openable and closable first open / closed door 14k and an open / closed solenoid (not shown). The pachinko game machine PY1 uses the open / closed solenoid to open and close the first open / closed door 14k, thereby setting the first large prize slot 14 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.
[0023] The second large prize opening 15 is installed in the lower right of the game area 6, below the first large prize opening 14, so that game balls can enter it. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The second large prize opening 15 is equipped with an openable and closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko game machine PY1 uses the opening / closing solenoid to open and close the second opening / closing door 15k, thereby setting the second large prize opening 15 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.
[0024] The general prize slots 10 are installed in the lower left and lower right sections of the game area 6 so that game balls can enter them. When a game ball enters the general prize slot 10, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 5 balls) as prize balls into the upper tray 34.
[0025] Furthermore, an outlet 19 is installed at the bottom of the game area 6, and game balls that do not enter any of the general prize entry 10, the first start 11, the second start 12, the first major prize entry 14, and the second major prize entry 15 are discharged from the pachinko game machine PY1 via the outlet 19.
[0026] The game board 1 also includes an image display device 50 capable of displaying predetermined effects, a board lamp 54 capable of emitting light in a predetermined color, and a movable body 55k on the board that can operate in a predetermined manner. The image display device 50 is installed in the center of the game board 1 and includes a display unit 50a, which is composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display unit 50a and is composed of, for example, multiple LEDs. The movable body 55k is installed in front of and above the display unit 50a. The movable body 55k is equipped with a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 2. Note that the movement of the movable body 55k may be other than up and down movement.
[0027] Furthermore, the game board 1 is equipped with indicators 8 for notifying the status of the pachinko game machine PY1. The indicators 8 are installed in the lower left of the game board 1 and consist of, for example, multiple LEDs. The pachinko game machine PY1 notifies the player of the game status of the pachinko game machine PY1 (variable display and stop display of special symbols, variable display and stop display of regular symbols, number of reserved special symbols 1, number of reserved special symbols 2, number of reserved regular symbols, etc., as described later) by combinations of lighting, flashing, and extinguishing of the multiple LEDs.
[0028] 3. Basic Gameplay Next, we will explain the basic gameplay of the Pachinko machine PY1. The Pachinko machine PY1 can perform special symbol games and regular symbol games using game balls launched by operating the handle 72k.
[0029] 3-1. Special Picture Game When a game ball enters the first starting port 11 or the second starting port 12 of the pachinko game machine PY1, it acquires the right to receive a jackpot judgment and performs a jackpot judgment based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the special symbols according to the result of the jackpot judgment. The manner of the variable display of the special symbols (also called the "variable display time") differs depending on the type of variation pattern, which will be described later.
[0030] The right to receive a jackpot determination is, for example, a random number, and the pachinko game machine PY1 makes a jackpot determination based on the acquired random number. The jackpot determination determines whether or not a jackpot game will be played. If a jackpot game is played, it is a jackpot win; if a minor win game is played, it is a minor win; and if neither a jackpot game nor a minor win game is played, it is a loss.
[0031] When the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the first starting opening 11, it displays a variable indicator on the first special symbol. The variable indicator on the first special symbol is, for example, a display in which the two LEDs in the upper left of the display unit 8 flash. After the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the first special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the first special symbol can be in a manner that indicates a jackpot has been won (for example, the two LEDs in the upper left light up), a manner that indicates a minor win (for example, only one LED in the upper left light up), or a manner that indicates a loss (for example, only the other LED in the upper left light up).
[0032] On the other hand, when the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the second starting port 12, it displays a variable indicator on the second special symbol. The variable indicator on the second special symbol is, for example, a display in which the two LEDs in the lower left of the display unit 8 flash. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the second special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the second special symbol can be in a manner that indicates a jackpot has been won (for example, the two LEDs in the lower left light up), a manner that indicates a minor win (for example, only one LED in the lower left light up), or a manner that indicates a loss (for example, only the other LED in the lower left light up).
[0033] Furthermore, if a game ball enters the first starting port 11 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment as described later and stores the acquired right to receive the jackpot judgment as a special symbol 1 reserve. On the other hand, if a game ball enters the second starting port 12 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment and stores the acquired right to receive the jackpot judgment as a special symbol 2 reserve. The pachinko game machine PY1 can store a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbols are stopped, the pachinko game machine PY1 performs a jackpot judgment for the special symbol 1 reserves and special symbol 2 reserves. Furthermore, if both Special Feature 1 and Special Feature 2 are stored simultaneously, the system may prioritize the jackpot determination for Special Feature 2, or prioritize the jackpot determination for Special Feature 1, or determine the jackpot determination in the order in which they were stored.
[0034] The pre-read judgment determines in advance whether a jackpot game will occur (whether or not a jackpot will be won in the jackpot judgment) before the jackpot judgment is performed. If a jackpot game will occur, the pre-read judgment is declared a win; if a jackpot game will not occur, the pre-read judgment is declared a loss. If multiple types of variation patterns are possible, the pre-read judgment may also include a variation pattern pre-determination to determine which variation pattern will be determined in advance.
[0035] The pachinko game machine PY1 notifies the player of the number of reserved special symbols 1 or 2 when it has them stored. The number of reserved special symbols 1 is indicated, for example, by the lighting or flashing of two LEDs in the upper middle of the display unit 8. When the number of reserved special symbols 1 is "1", only one LED lights up; when the number of reserved special symbols 1 is "2", only two LEDs lights up; when the number of reserved special symbols 1 is "3", only one LED flashes; and when the number of reserved special symbols 1 is "4", only two LEDs flash. On the other hand, the number of reserved special symbols 2 is indicated, for example, by the lighting or flashing of two LEDs in the lower middle of the display unit 8. When the number of reserved special symbols 2 is "1", only one LED lights up; when the number of reserved special symbols 2 is "2", only two LEDs lights up; when the number of reserved special symbols 2 is "3", only one LED flashes; and when the number of reserved special symbols 2 is "4", only two LEDs flash.
[0036] Furthermore, the pachinko game machine PY1 stops and displays either the first or second special symbol in a manner indicating a jackpot win, and then performs a jackpot game. The jackpot game, as will be described in detail later, is a game in which the first or second large prize slot 14 or second large prize slot 15 is opened in multiple rounds (for example, 10 times). The jackpot game is advantageous for the player because the opening of the first or second large prize slot 14 or second large prize slot 15 gives the player an opportunity to win prize balls. The jackpot game ends when all of the multiple rounds of gameplay have been completed.
[0037] On the other hand, the pachinko game machine PY1 stops and displays the first or second special symbol in a manner indicating a minor win, and then performs a minor win game. The minor win game, as will be described in detail later, is a game in which the first large prize slot 14 or the second large prize slot 15 is opened for a predetermined time (for example, 5 seconds). The minor win game is advantageous for the player because the opening of the first large prize slot 14 or the second large prize slot 15 gives the player an opportunity to win prize balls (an opportunity to win prize balls).
[0038] 3-2. General game When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination and performs a win determination based on the acquired right. Then, the pachinko game machine PY1 displays a variable diagram according to the result of the win determination.
[0039] The win / loss determination determines whether or not to perform the auxiliary game; if the auxiliary game is performed, it is considered a win, and if the auxiliary game is not performed, it is considered a loss.
[0040] The pachinko game machine PY1 performs a win determination when a game ball enters gate 13, and then displays a variable normal display. The variable normal display is a display in which multiple LEDs in the upper right part of the display unit 8 flash. After a predetermined time has elapsed since the start of the variable normal display, the pachinko game machine PY1 performs a stop normal display in a manner that indicates the result of the win determination. There are two manners for the stop normal display: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).
[0041] Furthermore, when a game ball enters gate 13 during the variable display of the regular diagram, the pachinko game machine PY1 stores the acquired right to receive a win judgment as a regular diagram reserve. The pachinko game machine PY1 can store up to a predetermined number (for example, 2) of regular diagram reserves. After the regular diagram stops, the pachinko game machine PY1 performs a win judgment for the regular diagram reserve.
[0042] The pachinko game machine PY1 notifies the player of the number of reserved symbols when it has them stored. The number of reserved symbols is indicated by the lighting of multiple LEDs in the lower right of the display unit 8. For example, when the number of reserved symbols is "1", only one LED lights up, and when the number of reserved symbols is "2", only two LEDs light up.
[0043] The pachinko game machine PY1 stops the display in a manner indicating a winning combination, and then performs an auxiliary game. The auxiliary game, which will be described in detail later, is a game in which the second starting port 12 is opened for a predetermined time (for example, 3.5 seconds). The auxiliary game is advantageous to the player because the opening of the second starting port 12 gives the player an opportunity to win prize balls (an opportunity to win prize balls, an opportunity to acquire the right to receive a jackpot judgment).
[0044] 4. Game status Next, the game states of the pachinko game machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the game states that the pachinko game machine PY1 can take. As shown in Figure 3(A), the pachinko game machine PY1 can take on one or more of the following four game states, excluding the jackpot game state in which a jackpot game is played: "low probability low base game state" (also called "normal game state"), "low probability high base game state" (also called "time-saving game state"), "high probability low base game state" (also called "hidden probability game state"), and "high probability high base game state" (also called "probability variation game state").
[0045] The "low probability, low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can be reset to its initial state by operating the initialization switch (also called the "RAM clear switch") (not shown) located on the back of the front door 23.
[0046] The "low probability, high base game state" is a game state that can occur after a jackpot game state and continues until a predetermined time-saving termination condition is met. The predetermined time-saving termination condition includes a jackpot game occurring and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times).
[0047] Furthermore, the "low probability high base game state" can also be entered when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific number of misses when all jackpot determinations (e.g., 900 times) are misses, and a specific percentage (e.g., 1 / 200) of misses among the jackpot determination misses. Pachinko machine PY1 enters the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss ends (after the special symbol stops). In this case, the "low probability high base game state" also continues until the predetermined time-saving termination conditions are met, similar to when the "low probability high base game state" is entered after a jackpot game state.
[0048] The "high probability low base game state" is a game state that can occur after a jackpot game state and continues until a predetermined latent probability termination condition is met. The predetermined latent probability termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times). In addition, the "high probability low base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.
[0049] The "high probability high base game state" is a game state that can be entered after a jackpot game state, and continues until a predetermined probability variation termination condition is met. The predetermined probability variation termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 100 times). In addition, the "high probability high base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.
[0050] The "low probability low base game state" and the "low probability high base game state" belong to the normal probability state where the probability of winning a jackpot in the jackpot determination is the normal probability (for example, 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to the high probability state where the probability of winning a jackpot in the jackpot determination is higher than the normal probability (for example, 1 / 30). Therefore, the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player than the "low probability low base game state" and the "low probability high base game state" in terms of the probability of winning a jackpot.
[0051] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states where game balls do not enter or are difficult to enter the second starting port 12 (for example, a state where a win is not or is difficult to be won in the win determination, or a state where the opening time of the second starting port 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states where game balls are easy to enter the second starting port 12 (for example, a state where a win is easy to be won in the win determination, or a state where the opening time of the second starting port 12 is relatively long). Therefore, with respect to the second starting port 12 (with respect to the ease of game balls entering the second starting port 12), the "low probability high base game state" and the "high probability high base game state" can be said to be more advantageous game states for the player than the "low probability low base game state" and the "high probability low base game state".
[0052] Furthermore, in the non-shortened time state, the game ball does not enter or is difficult to enter the second starting opening 12. Therefore, in the "low probability low base game state" and the "high probability low base game state," it can be said that the game ball is more likely to enter the first starting opening 11 than the second starting opening 12. On the other hand, in the shortened time state, the game ball is more likely to enter the second starting opening 12. Therefore, in the "low probability high base game state" and the "high probability high base game state," it can be said that the game ball is more likely to enter the second starting opening 12 than the first starting opening 11.
[0053] Furthermore, the Pachinko game machine PY1 allows the probability of winning a jackpot in the normal probability state and the high probability state to be changed by operating a setting change switch (not shown) located on the back of the front door 23. The setting change switch is, for example, a DIP switch that can be switched between three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is called "Setting 1", when the setting change switch is in the middle position, it is called "Setting 2", and when the setting change switch is in the lower position, it is called "Setting 3". In "Setting 1", the probability of winning a jackpot in the normal probability state is the first probability (for example, 1 / 300), and the probability of winning a jackpot in the high probability state is the second probability (for example, 1 / 30). In "Setting 2", the probability of winning a jackpot in the normal probability state is the third probability (for example, 1 / 280), which is higher than the first probability, and the probability of winning a jackpot in the high probability state is the fourth probability (for example, 1 / 28), which is higher than the second probability. Furthermore, "Setting 3" is a fifth probability (e.g., 1 / 260) in the normal probability state, which is higher than the third probability, and a sixth probability (e.g., 1 / 26) in the high probability state, which is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate, within the range where "Setting 1" < "Setting 2" < "Setting 3" increases in that order.
[0054] 5. Big win game Next, the jackpot games performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing one or more of the following four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".
[0055] "Big Win Game Wα" is a big win game that follows a "high probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first large prize slot 14 or the second large prize slot 15 during each round of gameplay. In other words, "Big Win Game Wα" involves 2 to 10 rounds of gameplay, depending on α.
[0056] "Big Win Game Xα" is a big win game that follows a "low probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Xα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0057] "Big Win Game Yα" is a big win game that follows a "high probability low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Yα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0058] "Big Win Game Zα" is a big win game that follows a "low probability, low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Zα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0059] Furthermore, in "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", and "Big Win Game Zα", it is possible to have only the first big prize slot 14 open for all rounds of the game, or to have only the second big prize slot 15 open for all rounds of the game, or to have the first big prize slot 14 open for some rounds of the game and the second big prize slot 15 open for the remaining rounds of the game. Both rounds of the game in which the first big prize slot 14 is open and rounds of the game in which the second big prize slot 15 is open are advantageous for the player because they offer an opportunity for the game ball to enter the prize slot (an opportunity for a prize ball).
[0060] "Big Win Game Wα" and "Big Win Game Yα" belong to the category of so-called probability-increasing big win games, where the game state becomes a high-probability state, while "Big Win Game Xα" and "Big Win Game Zα" belong to the category of so-called normal big win games, where the game state becomes a normal probability state. Therefore, "Big Win Game Wα" and "Big Win Game Yα" are considered to be more advantageous to the player than "Big Win Game Xα" and "Big Win Game Zα" in terms of the probability of winning a big win afterward, and the game state in which either "Big Win Game Wα" or "Big Win Game Yα" occurs is considered to be more advantageous to the player than the game state in which either "Big Win Game Xα" or "Big Win Game Zα" occurs.
[0061] Furthermore, "Big Win Game Wα" and "Big Win Game Xα" belong to the category of jackpot games with electric support, where the game state becomes a time-saving state, while "Big Win Game Yα" and "Big Win Game Zα" belong to the category of jackpot games without electric support, where the game state becomes a non-time-saving state. Therefore, "Big Win Game Wα" and "Big Win Game Xα" are jackpot games that are more advantageous to the player than "Big Win Game Yα" and "Big Win Game Zα" with respect to the subsequent second starting port 12 (with respect to the ease with which the game ball enters the subsequent second starting port 12), and the jackpot game state in which either "Big Win Game Wα" or "Big Win Game Xα" is played is a jackpot game state that is more advantageous to the player than the jackpot game state in which either "Big Win Game Yα" or "Big Win Game Zα" is played.
[0062] Here, we will explain the flow of a jackpot game. Figure 4(A) is a time chart showing the flow of a jackpot game. Here, we will illustrate a jackpot game in which only the first jackpot entry point 14 is opened.
[0063] As shown in Figure 4(A), after the special symbol stops and the jackpot game begins, the jackpot opening (also called "jackpot OP") is set first. The jackpot OP continues for a predetermined time (for example, 10 seconds), and when the jackpot OP ends, the first round of the round game begins. The round game continues for a predetermined time (for example, 30 seconds), or until a predetermined number of game balls (for example, 10 balls) enter the first jackpot pocket 14. When the first round of the round game ends, the round interval (also called "round IT") is set. The round IT continues for a predetermined time (for example, 2 seconds), and when the round IT ends, the second round of the round game begins. Finally, when the last round of the round game (for example, the 10th round of the round game) ends, the jackpot ending (also called "jackpot ED") is set. The jackpot ending sequence continues until a predetermined time (for example, 10 seconds) has elapsed, and the jackpot game ends when the jackpot ending sequence concludes. Note that either the jackpot opening sequence or the jackpot ending sequence, or both, may be omitted.
[0064] 6. Minor win game Next, the small win game performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing a small win game, which is a different type of game from the big win game. Unlike the big win game, the game state does not change after the small win game. For example, if a small win game is performed in the "low probability low base game state," the "low probability low base game state" will continue even after the small win game. In a small win game, the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15.
[0065] Figure 4(B) is a time chart showing the flow of a minor win game. Here, a minor win game in which only the first large prize slot 14 is opened is shown as an example. As shown in Figure 4(B), after the special symbol stops and the minor win game begins, a pre-opening interval (also called "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize slot 14 opens. The first large prize slot 14 remains open until a predetermined time (for example, 5 seconds) has elapsed, or until a predetermined number of game balls (for example, 10 balls) have entered the first large prize slot 14. When the first large prize slot 14 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the post-opening IT ends, one minor win game ends. Furthermore, it is acceptable to have either or both of the pre-opening IT and post-opening IT not set. Also, considering the gameplay of the pachinko machine PY1, it is acceptable to have the small win game not performed.
[0066] 7. Auxiliary games Next, the auxiliary games performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(C). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing auxiliary games as a type of game distinct from big win games and small win games. Unlike big win games and small win games, auxiliary games are games in which the second start opening 12 is opened. In auxiliary games, the opening time of the second start opening 12 changes depending on the game state. For example, when auxiliary games are performed in a non-time-saving state, the second start opening 12 is open for only a first opening time (e.g., 0.1 seconds), while when auxiliary games are performed in a time-saving state, the second start opening 12 is open for a second opening time (e.g., 3.5 seconds), which is longer than the first opening time.
[0067] Figure 4(C) is a time chart showing the flow of the auxiliary game. As shown in Figure 4(C), after the stop indicator in the normal diagram, when the auxiliary game starts, the second start opening 12 opens. The second start opening 12 remains open until a predetermined time has elapsed (the first opening time if not in a time-saving state, or the second opening time if in a time-saving state), or until a predetermined number of game balls (for example, 4) have entered the second start opening 12. Once the second start opening 12 is closed, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time has elapsed (for example, 2 seconds), and the end of the post-opening IT marks the end of one round of the auxiliary game.
[0068] 8. Direction Next, the effects performed by the pachinko game machine PY1 will be explained using Figures 5 to 12. The pachinko game machine PY1 can be set to different effects modes depending on the game state. In each effects mode, the pachinko game machine PY1 can perform the following effects using the various effects devices equipped in the pachinko game machine PY1 (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, etc.).
[0069] 8-1. Performance Mode First, let's explain the performance modes using Figure 5. A performance mode is a category of performance (or a higher-level conceptual attribute). The pachinko game machine PY1 can be set to the following performance modes: waiting performance mode, normal performance mode, probability variation performance mode, time reduction performance mode, and jackpot performance mode.
[0070] The "waiting for customers" performance mode is a performance mode that may be set when the special symbols are stopped (when the special symbols are not being displayed in variable mode) 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." In the waiting for customers performance mode, the player is informed that the machine is waiting for the special symbols to be displayed in variable mode. The pachinko machine PY1 can perform a waiting for customers performance while the waiting for customers performance mode is set. The waiting for customers performance is a performance in which a demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a, as shown in Figure 5(A-1). In addition, if the normal button 40 is operated while the demo video G100 is being displayed, for example, the setting screen G101 for setting the performance of the pachinko machine PY1 may be displayed on the display unit 50a, as shown in Figure 5(A-2). The Pachinko game machine PY1 allows settings related to its effects while the setting screen G101 is displayed. These effects settings include the volume setting for the sound output from speaker 52, the brightness setting for the display unit 50a (also called "light intensity setting"), and the frequency setting for the effects that are performed (also called "effect setting").
[0071] The normal performance mode is a performance mode that may be set over one or more variable displays of special symbols in a "low probability low base game state" or a "high probability low base game state". In the normal performance mode, the player is indicated to be in a non-time-saving state. In the normal performance mode, the pachinko game machine PY1 displays, for example, a normal background image G102 representing a mountain landscape on the display unit 50a, as shown in Figure 5(B-1). Note that the background displayed in the normal performance mode is not limited to the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.
[0072] The probability variation mode is a performance mode that may be set during the "high probability, high base game state" over one or more variable displays of special symbols. In the probability variation mode, the player is indicated to be in a high probability state and a time-saving state. In the probability variation mode, the pachinko game machine PY1 displays, for example, a probability variation background image G103 representing space on the display unit 50a, as shown in Figure 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103, and multiple types of backgrounds may be displayed in order or randomly.
[0073] The time-saving performance mode is a performance mode that may be set during the "low probability, high base game state" over one or more variable displays of special symbols. In the time-saving performance mode, the player is indicated to be in both a normal probability state and a time-saving state. In the time-saving performance mode, the pachinko game machine PY1 displays, for example, a time-saving background image G104 representing the sky on the display unit 50a, as shown in Figure 5(B-3). Note that the background displayed in the time-saving performance mode is not limited to the time-saving background image G104, and multiple types of backgrounds may be displayed sequentially or randomly.
[0074] The jackpot animation mode is an animation mode that is set when a jackpot game is in progress. In the jackpot animation mode, the player is informed that a jackpot game is in progress. In the jackpot animation mode, the pachinko machine PY1 displays an opening image G107 that indicates the start of a jackpot game, a right-hand shooting image G108 that prompts the player to "shoot to the right," etc., on the display unit 50a at the start of a jackpot game, as shown in Figure 5(C-1). The display of these images is called the "opening animation."
[0075] Furthermore, in the jackpot performance mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during round play, as shown in Figure 5(C-2). If a high probability state is subsequently entered, an upgrade image G110 indicating that a high probability state has been entered is also displayed on the display unit 50a. The display of these images is referred to as the "round performance."
[0076] Furthermore, in the jackpot performance mode, when the jackpot game ends, the pachinko game machine PY1 displays an ending image G111 that suggests the performance mode to be set after the jackpot performance mode, and a total number of prize balls image G112 that suggests the total number of prize balls paid out, etc., on the display unit 50a, as shown in Figure 5(C-3). The display of these images is referred to as the "ending performance".
[0077] In the basic embodiment, five types of performance modes are set: a waiting-for-customers performance mode, a normal performance mode, a probability variation performance mode, a time reduction performance mode, and a jackpot performance mode. However, the types of performance modes may be changed or added as appropriate.
[0078] 8-2. Special Symbol Variation Production Next, the special symbol variation effect (also called the "variation effect") will be explained using Figures 6 to 8. The special symbol variation effect is an effect that suggests the result of the jackpot determination. When the variable display of the special symbol begins in the pachinko game machine PY1, the special symbol variation effect using the effect symbols is executed in parallel with the variable display of the special symbol. The effect symbols consist of the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3, as shown in Figure 6(A).
[0079] In the Pachinko game machine PY1, during the special symbol variation performance, the performance symbols EZ1, EZ2, and EZ3 are displayed on the background (normal background image G102, probability variation background image G103, time reduction background image G104). The "↓" in the diagram indicates that the performance symbols are currently being displayed in a variation state. The performance symbols EZ1, EZ2, and EZ3 are composed of, for example, number symbols from "1" to "9". During the variation display of the performance symbols EZ1, EZ2, and EZ3, the performance symbols EZ1, EZ2, and EZ3 change in conjunction with the start of the variable display of the special symbol, and stop in conjunction with the stop display of the special symbol. The result of the jackpot determination is then suggested by the manner in which the performance symbols EZ1, EZ2, and EZ3 are displayed when the special symbol stops.
[0080] 8-2-1. Normal fluctuations The Pachinko game machine PY1 can perform a normal spin first in its special symbol variation sequence. The normal spin is a sequence in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner, and it functions as a sequence that indicates that the variable display of the special symbols has begun.
[0081] In the normal spinning of the pachinko game machine PY1, as shown in Figure 6(B), the display of the performance symbols EZ1, EZ2, and EZ3 begins. If the pachinko game machine PY1 does not generate a reach after the normal spinning and the result is a miss, as shown in Figure 6(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped in different ways, and then the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a way that suggests a miss (a so-called scattered pattern), as shown in 6(D). The patterns that suggest a miss are patterns where the left and right performance symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, if the pachinko game machine PY1 generates a reach after the normal spinning, as shown in Figure 6(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped and displayed in the same way (a so-called reach pattern) to establish a reach. The stopping order of the EZ1, EZ2, and EZ3 symbols can be changed as needed.
[0082] 8-2-2.N reach The Pachinko game machine PY1 allows for an N-reach to occur after a reach has been achieved. An N-reach is a reach animation in which, for example, the fluctuation speed of the middle display symbol EZ2 gradually slows down, and it functions as an animation that suggests the possibility of a jackpot occurring.
[0083] In the Pachinko game machine PY1, during an N-Reach, the fluctuation speed of the middle display symbol EZ2 is gradually reduced, as shown in Figure 7(A). If the N-Reach is a miss, the Pachinko game machine PY1 stops the middle display symbol EZ2, as shown in Figure 7(B), and displays the display symbols EZ1, EZ2, and EZ3 in a manner that suggests a miss (a so-called miss pattern). The manner that suggests a miss is such as "7-6-7" or "5-3-5", where the left and right display symbols are the same and the middle symbol is different from the left and right display symbols. On the other hand, if the Pachinko game machine PY1 develops into an SP-Reach after the N-Reach, the middle display symbol EZ2 is not stopped. The content of the N-Reach display can be changed as appropriate.
[0084] 8-2-3.SP Reach The Pachinko machine PY1 allows for an SP Reach to occur after an N Reach. An SP Reach is a reach animation that displays, for example, a battle between the main character and an enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.
[0085] In the pachinko game machine PY1, during an SP reach, as shown in Figure 8(A), an SP title image G1 indicating the start of the SP reach is displayed on the display unit 50a. The SP title image G1 is a text image, for example, "Defeat Enemy A!". Subsequently, as shown in Figure 8(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the main character and enemy character battling on the display unit 50a. When the battle reaches its final stage, if the pachinko game machine PY1 is to achieve a jackpot in the SP reach, as shown in Figure 8(C-1), it displays the main character celebrating his victory in the battle, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). Furthermore, if the Pachinko machine PY1 results in a loss during an SP reach, it displays an enemy character celebrating a victory in battle, as shown in Figure 8(C-2), and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a loss. On the other hand, if the Pachinko machine PY1 develops into an SPSP reach after this SP reach, it does not stop the middle symbol EZ2. The content of the SP reach's presentation can be changed as appropriate.
[0086] 8-2-4.SPSP Reach The Pachinko machine PY1 allows for an SPSP reach after an SP reach. An SPSP reach is a reach animation that displays, for example, a battle between the main character and a powerful enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.
[0087] In the SPSP Reach, the pachinko game machine PY1 displays an SPSP title image G2 on the display unit 50a, as shown in Figure 9(A), to indicate the start of the SPSP Reach. The SPSP title image G2 is, for example, a text image that reads "Defeat Enemy B!". Subsequently, as shown in Figure 9(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and a strong enemy character image G202 representing the strong enemy character on the display unit 50a, and displays a video of the main character and the strong enemy character battling on the display unit 50a. When the battle reaches its final stage, if the SPSP Reach results in a jackpot, the pachinko game machine PY1 displays the main character celebrating his victory in the battle, as shown in Figure 9(C-1), to suggest a jackpot, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). On the other hand, when the Pachinko game machine PY1 is about to lose in an SPSP reach, as shown in Figure 9(C-2), it displays a scene of a strong enemy character celebrating a victory in battle, and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a reach loss. The content of the SPSP reach can be changed as appropriate.
[0088] Here, we will explain the probability (also called "jackpot expectation") of the symbols EZ1, EZ2, and EZ3 stopping in a manner that indicates a jackpot. The jackpot expectation is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of an N-reach is set to 10% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, then if the execution probability of an SP-reach is set to 4% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, the jackpot expectation for the SP-reach can be made higher than the jackpot expectation for the N-reach.
[0089] Furthermore, for example, if the execution probability of an SP Reach is set to 4% when the jackpot judgment result is a miss, and 100% when the jackpot judgment result is a win, then setting the execution probability of an SPSP Reach to 2% when the jackpot judgment result is a miss, while setting it to 100% when the jackpot judgment result is a win, makes the expected probability of a jackpot for an SPSP Reach higher than the expected probability of a jackpot for an SP Reach. In this way, by pre-setting the execution probability of each playable animation according to the jackpot judgment result, the expected probability of a jackpot for that animation can be determined.
[0090] 8-3. Hold icon and the corresponding icon The pachinko game machine PY1 can display the reserve icon HA on the display unit 50a while storing either the special symbol 1 reserve or the special symbol 2 reserve. The reserve icon HA is, for example, an icon image of a circle. The pachinko game machine PY1 can also display the same icon TA on the display unit 50a while the special symbol is being displayed in a variable manner. The icon TA is, for example, the same icon image of a circle as the reserve icon HA.
[0091] A hold icon display area 50d is provided at the bottom of the display unit 50a. As shown in Figure 10(A), the hold icon display area 50d consists of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko game machine PY1 displays the hold icon HA in each of the display areas 50d1, 50d2, 50d3, and 50d4 according to the number of hold symbols for Special Feature 1 or Special Feature 2. For example, if the number of hold symbols for Special Feature 1 is "1", the hold icon HA is displayed in the first display area 50d1, and if the number of hold symbols for Special Feature 1 is "2", the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The hold icon display area 50d may display both the number of hold symbols for Special Feature 1 and Special Feature 2, or it may display only one of them. Furthermore, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.
[0092] Furthermore, an icon display area 50e is provided below the display unit 50a, near the hold icon display area 50d. As shown in Figure 10(A), the icon display area 50e consists of a single display area. When the pachinko game machine PY1 starts the variable display of the special symbols, it displays the icon TA, which is the same as or different from the hold icon HA, in the icon display area 50e. However, considering the gameplay of the pachinko game machine PY1, the icon TA may not be displayed.
[0093] 8-3-1.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 is, for example, an animation in which the hold icon HA is displayed in the hold icon display area 50d, and functions as an animation to inform the player of the number of special symbol 1 hold or special symbol 2 hold.
[0094] In the pachinko game machine PY1, when the variable display of the special symbol is not active and the number of reserved special symbol 1 balls is "0", if a game ball enters the first start opening 11, the icon TA is displayed in the icon display area 50e as shown in Figure 10(B). Also, in the pachinko game machine PY1, for example, if two game balls enter the first start opening 11 while the variable display of the special symbol is active, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Figure 10(C), informing the player that the number of reserved special symbol 1 balls is "2". Furthermore, when the pachinko game machine PY1 is displaying the reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, and starts a variable display of a new special symbol, as shown in Figure 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, informing the player that the number of reserved special symbols 1 is "1".
[0095] 8-4. Preview 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 uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, normal button 40, special button 41, etc., and functions as an effect that suggests the possibility of a jackpot game.
[0096] 8-4-1.Movable object production The Pachinko game machine PY1 can perform a movable body effect using either the on-board movable body 55k or the frame movable body 58k as a pre-announcement effect. A movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.
[0097] The pachinko game machine PY1 performs a movable object effect at any timing during the special symbol variation effect (for example, at the timing when an N-reach develops into an SP-reach). Here, a movable object effect using a movable object 55k on the game board is given as an example. The movable object effect is an effect in which the movable object 55k on the game board moves onto the display unit 50a, as shown in Figure 11(A). In the movable object effect, the pachinko game machine PY1 displays an effect image G4 in the space on the display unit 50a that does not overlap with the movable object 55k on the game board. After the movable object effect, as shown in Figure 11(B), the movable object 55k on the game board returns to its normal standby state (initial position), and the effect develops. Figure 11(B) shows the case when it develops into an SPSP-reach. Note that the movement of the movable object 55k on the game board during the movable object effect can be changed as appropriate.
[0098] 8-4-2. Operation direction The Pachinko game machine PY1 can perform operational animations using either the regular button 40 or the special button 41 as a pre-announcement effect. Operational animations, for example, are animations in which the player operates the regular button 40 or the special button 41.
[0099] The pachinko game machine PY1 performs an operation animation at any timing during the special symbol variation animation (for example, during an SP reach). Here, an operation animation using the normal button 40 is given as an example. In the operation animation, the pachinko game machine PY1 creates a period during which pressing the normal button 40 is valid (referred to as the "button operation validity period"), and upon the occurrence of this button operation validity period, it performs an animation that prompts the player to press the normal button 40 (referred to as the "button operation promotion animation"), as shown in Figure 12(A). In the button operation promotion animation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 consists of a normal button image G31 that mimics the normal button 40, a pressing image G32 that represents the operation of the normal button 40 (i.e., pressing operation) (in this case, an image of the text "Press"), and an operation validity period remaining time image G33 that represents the remaining time of the button operation validity period. The pachinko game machine PY1 terminates the button operation promotion animation and performs an operation result animation, as shown in Figure 12(B), when the normal button 40 is pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated. Figure 12(B) shows the case where a movable body animation, in which the movable body 55k on the board moves, is performed as the operation result animation. The content of the operation animation can be changed as appropriate.
[0100] 8-4-3. Predictive effects The Pachinko game machine PY1 can perform pre-announcement effects based on pre-announcement judgments as a pre-announcement effect. Pre-announcement effects include, for example, effects in which the reserve icon HA changes, and function as effects to hint in advance at the result of the jackpot judgment.
[0101] The pachinko game machine PY1 performs a pre-announcement effect depending on whether it stores a special symbol 1 reserve or a special symbol 2 reserve. Here, we will illustrate the pre-announcement effect for a special symbol 1 reserve. When a game ball enters the first start opening 11, the pachinko game machine PY1 stores a special symbol 1 reserve, and based on the result of the pre-announcement judgment for the special symbol 1 reserve, it displays a "☆" icon image as the reserve icon HA in the reserve icon display area 50d, as shown in Figure 10(C), instead of the usual "〇" icon image. Note that the content of the pre-announcement effect can be changed as appropriate.
[0102] 9. Internal Configuration Next, the internal configuration of the pachinko game machine PY1 will be explained using Figures 13 to 16. Figure 13 is a block diagram of the control portion of the pachinko game machine PY1. As shown in Figure 13, the pachinko game machine PY1 comprises a main control unit 100 that controls the game and an effect control unit 120 that executes the effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes the effects according to the instructions of the main control unit 100.
[0103] 9-1. Main Control Unit The main control unit 100 is equipped with a microcomputer 101 for game control. The microcomputer 101 for game control is configured to include, for example, a CPU (Central Processing Unit) and mainly controls various games (special symbol games, regular symbol games, game status, prize ball payout, etc.). The microcomputer 101 for game control is also equipped with a game input unit 101a, a game output unit 101b, and a game storage unit 101c. The game input unit 101a receives information on the entry of game balls from prize-winning devices (first start opening 11, second start opening 12, gate 13, first large prize-winning opening 14, second large prize-winning opening 15, general prize-winning opening 10, etc.) provided on the game board 1, information on the operation of the initialization switch, information on the operation of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands generated in accordance with the game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game storage unit 101c is composed of, for example, ROM (Read Only Memory) and RAM (Random Access Memory) and stores a table for selecting game content, game data generated in accordance with the game control (special symbol 1 hold, special symbol 2 hold, normal symbol hold, etc.), etc.
[0104] Various games are controlled primarily based on winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls various games using tables and game data stored in the game storage unit 101c.
[0105] 9-2. Table The microcomputer 101 for game control can make various selections when controlling the game. When making selections, a table stored in the game memory unit 101c is referenced. The game memory unit 101c stores the following table.
[0106] 9-2-1. Variation Pattern Determination Table The game memory unit 101c stores the variation pattern determination table 103a1 shown in Figure 14. The variation pattern determination table 103a1 is a table that is referenced when selecting the type of variation pattern. When the game control microcomputer 101 performs variable display of the first or second special symbol based on the result of the jackpot determination, it refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0107] As shown in Figure 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of special symbols held, etc. The reach determination determines whether or not to perform the aforementioned reach effects (N reach, SP reach, SPSP reach) during the variable display of the special symbols. If the reach effect is to be performed, it is marked as "reach present," and if the reach effect is not to be performed, it is marked as "no reach." The game control microcomputer 101 can select one of seven types of variation patterns as the variation pattern: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs the variable display of the first or second special symbols in a manner (variable display time) corresponding to the selected variation pattern. The type of variation pattern can be changed as appropriate.
[0108] Here, we will explain the role of each variation pattern. As mentioned earlier, during the variable display of the special symbol, a special symbol variation effect is performed. In the special symbol variation effect, an effect flow consisting of one or more effects is executed, and each variation pattern is associated with the variable display time of the special symbol and the effect flow executed in the special symbol variation effect. For example, as shown in Figure 14, "THP001" and "THP011" are associated with a special display time of 120,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a special display time of 100,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a special display time of 20,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with a special display time of 13,000 ms or 2,000 ms and a performance flow consisting only of "normal variation". In this way, the duration of the special symbol variation effect and the effects performed during the special symbol variation effect are varied depending on the type of variation pattern selected by the game control microcomputer 101.
[0109] "THP001" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SPSP Reach," so "THP001" is called "SPSP Jackpot Variation." Similarly, "THP002" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SP Reach," so "THP002" is called "SP Jackpot Variation." Furthermore, "THP011" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SPSP Reach," so "THP011" is called "SPSP Miss Variation." Furthermore, "THP012" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SP Reach," so "THP012" is called "SP Miss Variation." Furthermore, "THP013" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "N Reach," so "THP013" is called "N Miss Variation." Also, "THP021" and "THP022" are selected when the jackpot judgment result is a miss, and the end of the performance flow is "Normal Variation," so "THP021" and "THP022" are called "Normal Miss Variations." Note that the selection ratio of the variation patterns can be set appropriately considering the gameplay of the pachinko machine PY1.
[0110] 9-2-2. Lookahead Judgment Table The game memory unit 101c stores the pre-reading determination table 103b1 shown in Figure 15. The pre-reading determination table 103b1 is a table that is referenced when selecting the type of pre-reading pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the pre-reading determination table 103b1 and selects the type of pre-reading pattern. The diagram shown in Figure 15 is the pre-reading determination table 103b1.
[0111] As shown in Figure 15, the game control microcontroller 101 selects the type of pre-read pattern based on the game state, the type of starting gate, the result of the pre-read judgment, etc. The game control microcontroller 101 can select one of three types of pre-read patterns, "SHP001" to "SHP003," as the pre-read pattern. The type of pre-read pattern can be changed as needed.
[0112] "SHP001" is selected when the pre-read judgment result is a pre-read win, so "SHP001" is called the "Big Win Pre-Read Pattern". Also, "SHP002" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called the "Reach Miss Pre-Read Pattern". Also, "SHP003" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called the "Normal Miss Pre-Read Pattern".
[0113] 9-2-3. Pattern Determination Table The game memory unit 101c stores the symbol determination table 103c1 shown in Figure 16. The symbol determination table 103c1 is a table that is referenced when selecting the types of stopping symbols for the first special symbol and the second special symbol. When a jackpot is determined, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the types of stopping symbols for the first special symbol and the second special symbol. The diagram shown in Figure 16 is the symbol determination table 103c1.
[0114] As shown in Figure 16, the game control microcomputer 101 selects the type of stop symbols for the first and second special symbols based on the type of starting gate, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stop symbols as the type of stop symbol: "jackpot Wα symbol", "jackpot Xα symbol", "jackpot Yα symbol", "jackpot Zα symbol", "minor win symbol", "miss A symbol", and "miss B symbol". The game control microcomputer 101 displays the stop of the first or second special symbol in a manner corresponding to the selected stop symbol. The type of stop symbol can be changed as appropriate.
[0115] Here, we will explain the role of each stop symbol. As mentioned earlier, after the special symbol stops, there are several possibilities: a jackpot game may occur, a minor jackpot game may occur, a time-saving mode may be entered, or nothing may happen and it may result in a loss. There are four types of jackpot games ("Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", "Jackpot Game Zα"), one type of minor jackpot game, and two types of losses (the specific loss mentioned above, and a simple loss). Each stop symbol corresponds to one of the jackpot game types, minor jackpot game types, or loss types. For example, as shown in Figure 16, the "Big Win Wα Symbol" is associated with "Big Win Game Wα", the "Big Win Xα Symbol" is associated with "Big Win Game Xα", the "Big Win Yα Symbol" is associated with "Big Win Game Yα", the "Big Win Zα Symbol" is associated with "Big Win Game Zα", the "Small Win Symbol" is associated with a small win game, the "Loss A Symbol" is associated with a simple loss where nothing happens, and the "Loss B Symbol" is associated with a time-saving state. In this way, the type of big win game, the type of small win game, and the type of loss (whether or not a time-saving state is entered) to be executed differ depending on the type of stop symbol selected by the game control microcomputer 101.
[0116] The "Big Win Wα symbol" and "Big Win Yα symbol" are selected when a big win game that leads to a high probability state follows, and are therefore sometimes referred to as "probability change symbols." Similarly, the "Big Win Xα symbol" and "Big Win Zα symbol" are determined when a big win game that leads to a normal probability state follows, and are therefore sometimes referred to as "normal symbols." The "Miss A symbol" is determined when nothing happens afterward, and is therefore sometimes referred to as "normal miss symbol." The "Miss B symbol" is determined when a specific miss leads to a time-saving state, and is therefore sometimes referred to as "Miss time-saving symbol." The selection ratio of the stopping symbols can be set appropriately, taking into consideration the gameplay of the pachinko machine PY1.
[0117] 9-3. Commands The game control microcontroller 101 can output the performance commands generated in response to the game control to the performance control unit 120 via the game output unit 101b. The game control microcontroller 101 can generate the following commands.
[0118] 9-3-1. Winning Command Prize winning commands are generated in relation to the entry of game balls into various prize winning devices (first starting opening 11, second starting opening 12, gate 13, first major prize winning opening 14, second major prize winning opening 15, general prize winning opening 10, etc.). Prize winning commands include the first starting opening command generated when a game ball enters the first starting opening 11, the second starting opening command generated when a game ball enters the second starting opening 12, the gate command generated when a game ball passes through the gate 13, the first major prize winning opening command generated when a game ball enters the first major prize winning opening 14, the first major prize winning opening command generated when a game ball enters the second major prize winning opening 15, and the general prize winning opening command generated when a game ball enters the general prize winning opening 10.
[0119] 9-3-2. Special Feature Commands Special symbol commands are generated in relation to the operation of the first and second special symbols. Examples of special symbol commands include the special symbol variation pattern command, which is generated when the variation pattern of the special symbol is determined; the special symbol stop symbol command, which is generated when the stop symbol of the special symbol is determined; the special symbol start command, which is generated when the variable display of the special symbol begins; and the special symbol confirmation command, which is generated when the stop display of the special symbol begins.
[0120] 9-3-3. General Drawing Commands General plot commands are generated in relation to the operation of the general plot. Examples of general plot commands include the general plot start command, which is generated when the variable display of the general plot begins, and the general plot confirmation command, which is generated when the general plot stops displaying.
[0121] 9-3-4. Hold Command The hold command is generated in relation to the increase or decrease in the number of hold units for Special Feature 1 hold, Special Feature 2 hold, and Normal Feature hold. Examples of hold commands include the Special Feature 1 hold increase command generated when the number of Special Feature 1 hold units increases, the Special Feature 1 hold decrease command generated when the number of Special Feature 1 hold units decreases, the Special Feature 2 hold increase command generated when the number of Special Feature 2 hold units increases, the Special Feature 2 hold decrease command generated when the number of Special Feature 2 hold units decreases, the Normal Feature hold increase command generated when the number of Normal Feature hold units increases, and the Normal Feature hold decrease command generated when the number of Normal Feature hold units decreases.
[0122] 9-3-5. Jackpot Game Command Jackpot game commands are generated in relation to the operation of the jackpot game. Jackpot game commands include OP commands generated at the start of OP, round commands generated at the start of each round of gameplay, and ED commands generated at the start of ED.
[0123] 9-3-6. Small Win Game Command Minor win game commands are generated in relation to the operation of minor win games. Examples of minor win game commands include pre-opening IT commands generated when pre-opening IT starts, and post-opening IT commands generated when post-opening IT starts.
[0124] 9-3-7. Supplementary Game Command The supplementary game command is generated in relation to the operation of the supplementary game. Examples of the supplementary game command include a supplementary game start command generated by the start of the supplementary game.
[0125] 9-3-8. Game State Command The game state command is generated in relation to the current game state. Examples of the game state command include a normal probability command generated when the game state is the normal probability state, a high probability command generated when the game state is the high probability state, a non-time-limited command generated when the game state is the non-time-limited state, a time-limited command generated when the game state is the time-limited state, a jackpot command generated when the game state is the jackpot game state, etc.
[0126] 9-4. Presentation Control Unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various presentations (presentation modes, special figure variation presentations, held presentations, advance notice presentations, etc.). The presentation control microcomputer 121 also includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs presentation commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores processing programs for the CPU to perform in various presentations, tables for selecting advance notice presentations, etc., presentation data generated according to the execution of the presentations, etc.
[0127] Various presentations are mainly executed based on the presentation commands and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing programs, tables, presentation data, etc. stored in the presentation storage unit 121b to execute various presentations.
[0128] <First Embodiment> The first embodiment will be described below with reference to Figures 17 to 20. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment described above is also applicable to the first embodiment.
[0129] First, the second large prize slot 15 installed in the game area 6 will be described using Figure 17. As shown in Figure 17, the second large prize slot 15 is equipped with a distribution member 16k capable of distributing game balls. The distribution member 16k is configured to move back and forth by a distribution solenoid (not shown). The distribution solenoid is electrically connected to a game control microcomputer 101, and the game control microcomputer 101 can control the distribution solenoid according to the progress of the game.
[0130] Furthermore, as shown in Figure 17, the inside of the second large prize opening 15 is provided with a specific area 16 and a non-specific area 17 through which a game ball that enters the second large prize opening 15 can pass. The game control microcomputer 101 can move a distribution member 16k forward and backward using a distribution solenoid to set the game ball that enters the second large prize opening 15 to either a first passing state in which the game ball that enters the second large prize opening 15 can pass through the specific area 16, or a second passing state in which the game ball that enters the second large prize opening 15 can pass through the non-specific area 17. Transparent windows made of synthetic resin are provided in front of the specific area 16 and the non-specific area 17, allowing the player to visually confirm whether the game ball that enters the second large prize opening 15 has passed through the specific area 16 or the non-specific area 17.
[0131] Furthermore, the distribution member 16k is normally held in the advanced position to be in the second passing state, and when a minor prize game is played, it moves to the retracted position for a predetermined time (for example, 1.5 seconds) and changes to the first passing state. Details of the operation of the distribution member 16k during a minor prize game will be described later.
[0132] Next, using Figure 19, we will explain the stop symbols that can be selected by the game control microcomputer 101. As shown in Figure 18, the game memory unit 101c of the game control microcomputer 101 stores the symbol A judgment table 103c2. The game control microcomputer 101 can select the stop symbols for the first special symbol and the second special symbol using the symbol A judgment table 103c2.
[0133] Figure 19 shows the contents of the Symbol A judgment table 103c2. The game control microcomputer 101 selects the type of stop symbol based on the type of start gate and the jackpot judgment result. As shown in Figure 19, there are five types of stop symbols: "Jackpot X10 symbol", "Jackpot Z10 symbol", "Small win A symbol", "Small win B symbol", and "Loss A symbol".
[0134] Specifically, if the target starting gate (the starting gate into which the game ball enters) is the first starting gate 11, then if the result of the jackpot judgment is "jackpot won," the "jackpot X10 symbol" will be selected with a 50% probability, and the "jackpot Z10 symbol" will be selected with a 50% probability. If the result of the jackpot judgment is "miss," the "miss A symbol" will be selected with a 100% probability.
[0135] Furthermore, if the target starting gate (the starting gate into which the game ball enters) is the second starting gate 12, if the result of the jackpot judgment is "jackpot win", the "jackpot X10 symbol" will be selected at a rate of 80% and the "jackpot Z10 symbol" at a rate of 20%. If the result of the jackpot judgment is "minor win", the "minor win A symbol" will be selected at a rate of 80% and the "minor win B symbol" at a rate of 20%. If the result of the jackpot judgment is "miss", the "miss A symbol" will be selected at a rate of 100%.
[0136] In the first embodiment, the probability of the jackpot result being "jackpot win" is set to "1 / 300" for both the first start port 11 and the second start port 12, and the probability of the jackpot result being "minor win" is set to "0" for the first start port 11 and "1 / 8" for the second start port 12. However, the probabilities of "jackpot win" and "minor win" can be changed as appropriate.
[0137] Furthermore, in the first embodiment, the upper limit for the number of reserved symbols in Feature 1 is set to "4", and the upper limit for the number of reserved symbols in Feature 2 is set to "4", but each upper limit may be changed as appropriate.
[0138] Next, the jackpot games that the game control microcomputer 101 can execute will be described. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopping symbol selected by the symbol A judgment table 103c2. There are four types of jackpot games: "jackpot game X10", "jackpot game Z10", "jackpot game X9", and "jackpot game Z9" (see Figure 19).
[0139] If the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c2, the "Big Win Game X10" is executed. The "Big Win Game X10" is a big win game in which the first big prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first big prize slot 14.
[0140] Furthermore, if the "Big Win Z10 Symbol" is selected by the Symbol A Judgment Table 103c2, "Big Win Game Z10" is executed. "Big Win Game Z10" is a big win game in which the first large prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.
[0141] Furthermore, if the "Small Win A Symbol" is selected by the Symbol A Judgment Table 103c2, a small win game is executed in which the second large prize slot 15 is opened. Only if the game ball passes through a specific area 16 of the second large prize slot 15 during the small win game, "Big Win Game X9" is executed. "Big Win Game X9" is a big win game in which the first large prize slot 14 is opened and round games are played 9 times. Each round game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.
[0142] Furthermore, if the "minor win B symbol" is selected by the symbol A judgment table 103c2, a minor win game is executed in which the second major prize opening 15 is opened, and only if the game ball passes through a specific area 16 of the second major prize opening 15 during the minor win game, the "major win game Z9" is executed. The "major win game Z9" is a major win game in which the first major prize opening 14 is opened and round games are played 9 times, and each round game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first major prize opening 14.
[0143] Furthermore, the type of large prize slot used in the jackpot game, the number of rounds played, the prescribed opening time of the large prize slot, and the prescribed number of large prize slots can be changed as appropriate.
[0144] In the first embodiment, the number of prize balls dispensed when one game ball enters the first large prize slot 14 is set to 15, and regardless of whether the "Big Win X10 symbol" or the "Big Win Z10 symbol" is displayed when it stops, the game is set to award approximately 1500 prize balls in either the "Big Win Game X10" or the "Big Win Game Z10". Furthermore, the number of prize balls dispensed when one game ball enters the second large prize slot 15 is also set to 15, and regardless of whether the "Small Win A symbol" or the "Small Win B symbol" is displayed when it stops, the game is set to award approximately 1500 prize balls in either the Small Win Game and the "Big Win Game X9" or the Small Win Game and the "Big Win Game Z9".
[0145] Here, we will explain the details of the minor win game using Figure 20. Figure 20 is a time chart showing the flow of the minor win game. As shown in Figure 20, when the "minor win A symbol" or "minor win B symbol" stops and is displayed as the stop symbol on the special symbol, the minor win game is played. Then, in response to the start of the minor win game, the pre-opening IT is set first. The pre-opening IT continues until 8000ms have elapsed, and when the pre-opening IT ends, the second large prize pocket 15 opens and the distribution member 16k retracts and enters the first passing state. The opening of the second large prize pocket 15 continues until 2000ms have elapsed, or until 10 game balls have entered the second large prize pocket 15, while the retraction of the distribution member 16k continues until 1500ms have elapsed. Then, when the opening of the second large prize pocket 15 ends, the post-opening IT is set. The post-release IT continues until 2000ms have elapsed, and the mini-win game ends when the post-release IT ends.
[0146] During a minor win, if a game ball enters the second major prize pocket 15, in the first passing state, the distribution member 16k is in the retracted position, so the ball passes through the specific area 16 without flowing down to the non-specific area 17. In the second passing state, the distribution member 16k is in the advanced position, so the ball flows down over the distribution member 16k and passes through the non-specific area 17. If the game ball passes through the specific area 16, either "Big Win Game X9" or "Big Win Game Z9" is played. If the game ball does not pass through the specific area 16, neither "Big Win Game X9" nor "Big Win Game Z9" is played.
[0147] In the first embodiment, the first passing state is maintained for most of the time while the second large prize opening 15 is open, so that if a game ball enters the second large prize opening 15, that game ball has a high probability of passing through the specific area 16. However, the time in the first normal state may be shortened so that it becomes more difficult for a game ball that has entered the second large prize opening 15 to pass through the specific area 16.
[0148] Next, the game states that the game control microcomputer 101 can control will be explained. The game control microcomputer 101 can control the game to different types of game states depending on the type of stopped symbol selected by the symbol A judgment table 103c2. In addition to the "low probability low base game state" which is controlled in the initial state (when the power is turned on), there is also a "low probability high base game state" (see Figure 19).
[0149] If the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c2, the game will be controlled to a "Low Probability High Base Game State" after the Big Win Game State in which "Big Win Game X10" is executed. This "Low Probability High Base Game State" will continue until the number of variable displays of the second special symbol reaches the upper limit of 100. However, if the next Big Win Game is executed before the number of variable displays of the second special symbol reaches the upper limit, the "Low Probability High Base Game State" will end even if the number of variable displays of the second special symbol has not yet reached the upper limit.
[0150] Furthermore, if the "Big Win Z10 Symbol" is selected by the Symbol A Judgment Table 103c2, the game will be controlled to a "Low Probability Low Base Game State" after the Big Win Game State in which the "Big Win Game Z10" is executed, and will not be controlled to a "Low Probability High Base Game State". In the first embodiment, the game is controlled to a "Low Probability Low Base Game State" after the Big Win Game State, regardless of the game state when the "Big Win Z10 Symbol" is displayed. However, the game may be controlled to a "Low Probability High Base Game State" only when the game state when the "Big Win Z10 Symbol" is displayed is a "Low Probability High Base Game State".
[0151] Furthermore, if the "minor win A symbol" is selected by the symbol A judgment table 103c2 and the game ball passes through a specific area 16 during the minor win game, the game is controlled to a "low probability high base game state" after the jackpot game state in which the "jackpot game X9" is executed. This "low probability high base game state" continues until the number of variable displays of the second special symbol reaches the upper limit of 100. However, if the next jackpot game is executed before the number of variable displays of the second special symbol reaches the upper limit, the "low probability high base game state" will end even if the number of variable displays of the second special symbol has not yet reached the upper limit.
[0152] Furthermore, if the "minor win B symbol" is selected by the symbol A judgment table 103c2 and the game ball passes through a specific area 16 during the minor win game, the game is controlled to a "low probability low base game state" after the jackpot game state in which the "jackpot game Z9" is executed.
[0153] Furthermore, if "Small Win Symbol A" or "Small Win Symbol B" is selected by the Symbol A Judgment Table 103c2, and the game ball does not pass through the specific area 16 during the small win game, then if the current game state is controlled to "Low Probability Low Base Game State", the "Low Probability Low Base Game State" will continue even after the small win game ends. On the other hand, if the current game state is controlled to "Low Probability High Base Game State", then the "Low Probability High Base Game State" will continue if the number of variable displays of the second special symbol has not yet reached the upper limit, and if the number of variable displays of the second special symbol has reached the upper limit, the game state will be controlled to "Low Probability Low Base Game State".
[0154] Furthermore, if the symbol A judgment table 103c2 selects a "missing symbol A", the current game state will continue to be "low probability low base game state" if it is controlled to be "low probability low base game state", while if the current game state is controlled to be "low probability high base game state", the "low probability high base game state" will continue to be "low probability high base game state" if the number of variable displays of the second special symbol has not yet reached the upper limit, and if the number of variable displays of the second special symbol has reached the upper limit, it will be controlled to be "low probability low base game state".
[0155] Furthermore, in the jackpot determination related to the second special feature, the probability of being judged as a "minor win" is set to "1 / 8". Therefore, the "low probability, high base game state," in which game balls are more likely to enter the second start opening 12 and the maximum number of spins is 100, can be said to be a game state that generates the next jackpot.
[0156] Therefore, a "jackpot game X10" or "jackpot game X9" that is subsequently controlled to a "low probability, high base game state" is considered a jackpot game that is more advantageous to the player than a "jackpot game Z10" or "jackpot game Z9" that is not subsequently controlled to a "low probability, high base game state". The maximum number of times the "low probability, high base game state" is maintained can be changed as appropriate.
[0157] <Effects of the First Embodiment> The effects of the pachinko game machine PY1 described in the first embodiment will be explained below.
[0158] (1) In the "low probability low base game state," if the "jackpot X10 symbol" stops and is displayed as the stopping symbol of the first special symbol, the "jackpot game X10" is executed, which awards approximately 1500 prize balls. After this jackpot game state, the game enters the "low probability high base game state," in which it is easier for game balls to enter the second starting opening 12, where the variable display of the second special symbol takes place. In this "low probability high base game state," the stopping symbol of the second special symbol will be the "jackpot X10 symbol," the "jackpot Z10 symbol," the "minor win A symbol," or the "minor win B symbol." When these symbols stop and are displayed, the game will execute "Big Win Game X10," "Big Win Game Z10," or a minor win game + "Big Win Game X9" or minor win game + "Big Win Game Z9," which awards approximately 1500 prize balls. Therefore, the display of the "Big Win X10 symbol" in a "low probability, low base game state" can suggest to the player that they can win at least approximately 3000 prize balls, thereby increasing the enjoyment of the game.
[0159] (2) In the "low probability high base game state," if the "Big Win X10 symbol" or the "Small Win A symbol" stops on the second special symbol, a Big Win game state is executed in which approximately 1500 prize balls can be won, and the "low probability high base game state" continues. In this "low probability high base game state," the "Big Win X10 symbol," "Big Win Z10 symbol," "Small Win A symbol," or "Small Win B symbol" will stop on the second special symbol. Furthermore, when these symbols stop and are displayed, the game will execute "Big Win Game X10," "Big Win Game Z10," or a minor win game + "Big Win Game X9" or minor win game + "Big Win Game Z9," which awards approximately 1500 prize balls. Therefore, the stopping display of the "Big Win X10 symbol" or "Minor Win A symbol" in a "low probability, high base game state" can suggest to the player that they can win at least approximately 3000 prize balls, thereby increasing the enjoyment of the game.
[0160] <Second Embodiment> The second embodiment will be described below with reference to Figures 21 to 29. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment and the first embodiment described above also applies to the second embodiment.
[0161] First, the flash device 54F provided on the game board 1 will be described using Figure 21. The game board 1 is provided with a normal lamp device 54T equipped with a normal lamp 54TL and a flash device 54F equipped with a flash lamp 54FL, as board lamps 54, near the display unit 50a of the image display device 50. LEDs are built into both the normal lamp 54TL and the flash lamp 54FL and are connected to the performance control unit 120. The performance control microcomputer 121 can make the normal lamp 54TL and the flash lamp 54FL emit light in any desired color. In the second embodiment, the normal lamp 54TL is configured to emit light in full color, and the flash lamp 54FL is configured to emit light in white.
[0162] Furthermore, the flash device 54F is equipped with a light-diffusing lens body 54FLk, and the flash lamp 54FL emits light via the lens body 54FLk. The lens body 54FLk is configured to diffuse light over a wider area than the lens body provided in the normal lamp device 54T, making the emission of the flash lamp 54FL easier to recognize than the emission of the normal lamp 54TL. As will be described in more detail later, the flash lamp 54FL is set to emit light only in special symbol variation effects corresponding to the variation pattern selected by the "jackpot win" determination in the jackpot judgment.
[0163] Next, using Figures 22 to 29, we will explain the special symbol variation effects that the performance control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The performance control microcomputer 121 can execute the following effects in the special symbol variation effects when not in a time-saving state.
[0164] A. Normal fluctuations "Normal variation" is an effect that may occur in response to the start of the variable display of the special symbols, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is the first effect to occur in the special symbol variation effect, it functions as an effect that indicates that the special symbol variation effect has started.
[0165] B. Reach "Reach" is an effect that may occur after a "normal spin," where the left symbol EZ1 and the right symbol EZ3 stop displaying the same type of symbol. "Reach" may occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests the possibility of a jackpot game. Furthermore, "Reach" may develop into other reach effects such as "N Reach," "SP Reach," and "SPSP Reach," so it also functions as an effect that suggests the possibility of a reach effect occurring.
[0166] CN Reach "N Reach" is a special effect that can occur after a "Reach" has been established. In this effect, the reel spin speed of the middle symbol EZ2 gradually slows down. "N Reach" can occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot.
[0167] D.SP Reach An "SP Reach" is a special animation that sometimes occurs after an "N Reach," and it is a reach animation in which the main character and the enemy character battle. An "SP Reach" is more likely to occur when the jackpot result is "Winning the Jackpot" than when the jackpot result is "Losing the Jackpot," so it functions as an animation that suggests there is a high possibility of a jackpot being won.
[0168] E.SPSP Reach "SPSP Reach" is an animation that sometimes occurs after "SP Reach," in which the main character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot result is "Winning the Jackpot" than when it is "Missing," so it functions as an animation that suggests a high probability of a jackpot occurring. Also, since a jackpot is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach," "SPSP Reach" also functions as an animation that suggests a higher probability of a jackpot than "SP Reach."
[0169] F. Premiere Trailer "Premiere Preview" is an effect that may be performed during "Normal Variation", "N-Reach", or "SPSP-Reach", and is a preview effect in which the flash lamp 54FL emits light. Since "Premiere Preview" is performed when the jackpot determination result is "Jackpot Win", it functions as an effect to announce that a jackpot game will be played. Also, since "Premiere Preview" is more likely to be performed when the type of stop symbol is "Jackpot X10 Symbol" than when it is "Jackpot Z10 Symbol", it also functions as an effect suggesting that there is a high possibility of entering the "Low Probability High Base Game State" after a jackpot game.
[0170] F-A. Normal Flash Preview "Normal Flash Preview" is a type of "Premiere Preview", and is a preview effect in which the flash lamp 54FL emits light without any前兆.
[0171] F-B. Flash Preview after Build-up "Flash Preview after Build-up" is a type of "Premiere Preview", and is a preview effect in which the protagonist character is displayed on the display unit 50a near the flash device 54F and then the flash lamp 54FL emits light.
[0172] G. Premiere Build-up Failure Preview "Premiere Build-up Failure Preview" is an effect that may be performed during "Normal Variation" or "N-Reach". Similar to the "Flash Preview after Build-up", the protagonist character is displayed on the display unit 50a near the flash device 54F, but it is a preview effect in which the flash lamp 54FL does not emit light. Since "Premiere Build-up Failure Preview" includes the same effect as the "Flash Preview after Build-up", it functions as an effect that makes the player think that the flash lamp 54FL may emit light.
[0173] H. Appearance Rate Change Effect It should be noted that the term "前兆" in the original text is not accurately translated as there is no exact equivalent in English. The closest approximation "前兆" could be something like "omen" or "premonition", but in this context, it seems to refer to a lack of any prior indication, so a more literal rendering of "without any前兆" is used here for the sake of maintaining the original meaning as closely as possible.The "appearance rate change effect" is an effect that may be performed when "normal variation" is being carried out, and it is an operation effect for changing the appearance rate of the "premiere preview" by operating the normal button 40. In the second embodiment, in the effects other than the "normal variation" of the special figure variation effect, the operation of the normal button 40 that triggers the execution of the "appearance rate change effect" is disabled. However, in the effects other than the "normal variation" of the special figure variation effect, the operation of the normal button 40 that triggers the execution of the "appearance rate change effect" may also be enabled so that the appearance rate of the "premiere preview" can be changed.
[0174] Next, using FIG. 22, the effect flow of the main special figure variation effects executed in the non-time-saving state will be described. In each effect constituting the effect flow, the effect control microcomputer 121 displays an effect image on the display unit 50a, and in response to the display of the effect image, it can execute a light emission effect using the frame lamp 53 and the panel lamp 54, and a sound effect using the speaker 52.
[0175] In the special figure variation effects with variation patterns of "SPSP jackpot variation" and "SPSP loss variation", as shown in FIG. 22(A), an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed. Note that "premiere preview" may be performed in the "normal variation", "N reach", and "SPSP reach" of these special figure variation effects, and "premiere hype failure preview" may be performed in the "normal variation" and "N reach" of these special figure variation effects.
[0176] Also, in the special figure variation effects with variation patterns of "SP jackpot variation" and "SP loss variation", as shown in FIG. 22(B), an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach" is executed. Note that "premiere preview" and "premiere hype failure preview" may be performed in the "normal variation" and "N reach" of these special figure variation effects.
[0177] Also, in the special drawing variation effect where the variation pattern is "N-loss variation", as shown in Fig. 22(C), an effect flow composed of "normal variation" → "reach" → "N-reach" is executed. Note that "premium excitement failure notice" may be given in "normal variation" and "N-reach" in these special drawing variation effects.
[0178] Also, in the special drawing variation effects where the variation patterns are "normal loss A variation" and "normal loss B variation", as shown in Fig. 22(D), an effect flow composed only of "normal variation" is executed.
[0179] Next, the "appearance rate change effect" will be specifically described using Fig. 25. The effect control microcomputer 121 can execute the "appearance rate change effect" in the "normal variation" of the special drawing variation effect regardless of the type of variation pattern.
[0180] As shown in Fig. 23, a premium notice A selection table 123a1, a premium notice B selection table 123a2, and a premium notice flag 123b1 are stored in the effect memory unit 121b of the effect control microcomputer 121.
[0181] The appearance rate of "premium notice" in the premium notice A selection table 123a1 is set lower than that in the premium notice B selection table 123a2, and the appearance rate of "premium notice" in the premium notice B selection table 123a1 is set higher than that in the premium notice A selection table 123a1.
[0182] Furthermore, the premium notification flag 123b1 is used to determine which of the two selection tables, premium notification A selection table 123a1 or premium notification B selection table 123a2, will be used when executing a "premium notification," and is set to either "0" or "1". When the premium notification flag 123b1 is "0", the premium notification A selection table 123a1 is used, and when the premium notification flag 123b1 is "1", the premium notification B selection table 123a2 is used. Note that when the power to the pachinko game machine PY1 is turned on, the premium notification flag 123b1 is initially set to "0".
[0183] The microcontroller 121 for controlling the performance switches the value of the premium notification flag 123b1 in response to the operation of the normal button 40 in the "appearance rate change performance". Specifically, when the premium notification flag 123b1 is "0" and the normal button 40 is operated only once, the premium notification flag 123b1 is switched to "1", and when the premium notification flag 123b1 is "1" and the normal button 40 is operated only once, the premium notification flag 123b1 is switched to "0". Details of each selection table will be described later.
[0184] Figure 25 shows how the "appearance rate change effect" is performed. When the power to the pachinko game machine PY1 is turned on and the first special symbol variation effect begins, the premium notification flag 123b1 is set to "0", and the premium low image G300 is displayed in the lower left of the display unit 50a, as shown in Figure 25(A). The premium low image G300 is an image that suggests that it is possible to change the appearance rate of the "premium notification", and consists of the text image of "premium" and the text image of "low".
[0185] The premium low image G300 is always displayed during the period when the "normal variation" of the special feature variation effect is taking place. During the period when the premium low image G300 is displayed, the premium prediction A selection table 123a1 is used when deciding whether or not to execute the "premium prediction" because the premium prediction flag 123b1 is "0".
[0186] On the other hand, if the normal button 40 is operated during the display period of the low premium image G300, the premium notification flag 123b1 switches to "1", and corresponding to the premium notification flag 123b1 being set to "1", the high premium image G301 is displayed in the lower left of the display unit 50a, as shown in Figure 25(B). The high premium image G301, like the low premium image G300, is an image that suggests that it is possible to change the appearance rate of the "premium notification", and consists of the text image of "premium" and the text image of "high".
[0187] The premium high image G301 is always displayed during the period when the "normal variation" of the special feature variation effect is taking place. During the period when the premium high image G301 is displayed, the premium notification B selection table 123a2 is used when deciding whether or not to execute the "premium notification" because the premium notification flag 123b1 is "1".
[0188] Next, we will explain the "premium announcement" in detail using Figures 24 and 26-28. The microcontroller 121 for performance control can execute the "premium announcement" in the "normal variation," "N reach," and "SPSP reach" in the special variation performance where the variation pattern is "SPSP jackpot variation" or "SP jackpot variation."
[0189] When the premium notification flag 123b1 is set to "0", the microcontroller 121 for performance control can use the premium notification A selection table 123a1 to select whether or not to execute a "premium notification", and if so, at which timing to execute it ("normal spin", "N reach", or "SPSP reach"), and whether to execute a "normal flash notification" or a "flash notification after build-up". When the premium notification flag 123b1 is set to "1", the microcontroller 121 for performance control can use the premium notification B selection table 123a2 to select whether or not to execute a "premium notification", and if so, at which timing to execute it ("normal spin", "N reach", or "SPSP reach"), and whether to execute a "normal flash notification" or a "flash notification after build-up".
[0190] Figure 24(A) shows the contents of the premium notification A selection table 123a1. The microcontroller 121 for performance control refers to the type of variation pattern and the type of stopped symbols to select whether or not to execute the "premium notification," and if so, at what timing (normal variation, N reach, or SPSP reach) to execute it, and whether or not to execute the "normal flash notification" or the "flash notification after build-up." Note that in the case of an "SPSP reach," only the "normal flash notification" is executed among the "normal flash notification" and the "flash notification after build-up."
[0191] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) and the type of stopping symbol is "Big Win X10 Symbol", the execution of "Normal Flash Notice" in "Normal Variation" is 5% of the time, the execution of "Flash Notice after Building Up" in "Normal Variation" is 5% of the time, the execution of "Normal Flash Notice" in "N Reach" is 2% of the time, the execution of "Flash Notice after Building Up" in "N Reach" is 2% of the time, the execution of "Normal Flash Notice" in "SPSP Reach" is 5% of the time, and the non-execution of "Premium Notice" is 81% of the time.
[0192] Furthermore, if the variation pattern is "SPSP Big Win Variation" (THP001) and the type of stopping symbol is "Big Win Z10 Symbol", then the execution of "Normal Flash Notice" in "N Reach" is selected 2% of the time, the execution of "Flash Notice after Taunt" in "N Reach" is selected 2% of the time, and the non-execution of "Premium Notice" is selected 96% of the time. The execution of "Normal Flash Notice" in "Normal Variation", the execution of "Flash Notice after Taunt" in "Normal Variation", and the execution of "Normal Flash Notice" in "SPSP Reach" are not selected.
[0193] Furthermore, if the variation pattern is "SP Big Win Variation" (THP002) and the type of stopping symbol is "Big Win X10 Symbol", then the execution of "Normal Flash Notice" in "Normal Variation" is 5% of the time, the execution of "Flash Notice after Building Up" in "Normal Variation" is 5% of the time, the execution of "Normal Flash Notice" in "N Reach" is 2% of the time, the execution of "Flash Notice after Building Up" in "N Reach" is 2% of the time, and the non-execution of "Premium Notice" is 86% of the time, while the execution of "Normal Flash Notice" in "SPSP Reach" is not selected.
[0194] Furthermore, if the variation pattern is "SP Big Win Variation" (THP002) and the type of stopping symbol is "Big Win Z10 Symbol", then the execution of "Normal Flash Notice" in "N Reach" is selected 1% of the time, the execution of "Flash Notice after Taunt" in "N Reach" is selected 1% of the time, and the non-execution of "Premium Notice" is selected 98% of the time. The execution of "Normal Flash Notice" in "Normal Variation", the execution of "Flash Notice after Taunt" in "Normal Variation", and the execution of "Normal Flash Notice" in "SPSP Reach" are not selected.
[0195] Figure 24(B) shows the contents of the Premium Preview B selection table 123a2. The microcontroller 121 for performance control refers to the type of variation pattern and the type of stopped symbols to select whether or not to execute the "Premium Preview," and if so, at what timing ("Normal Variation," "N Reach," or "SPSP Reach") to execute it, and whether or not to execute the "Normal Flash Preview" or the "Flash Preview after Building Up." Note that in the case of "SPSP Reach," only the "Normal Flash Preview" is executed among the "Normal Flash Preview" and the "Flash Preview after Building Up."
[0196] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) and the type of stopping symbol is "Big Win X10 Symbol", the execution of "Normal Flash Notice" in "Normal Variation" is 15% of the time, the execution of "Flash Notice after Building Up" in "Normal Variation" is 5% of the time, the execution of "Normal Flash Notice" in "N Reach" is 2% of the time, the execution of "Flash Notice after Building Up" in "N Reach" is 2% of the time, the execution of "Normal Flash Notice" in "SPSP Reach" is 15% of the time, and the non-execution of "Premium Notice" is 61% of the time.
[0197] Furthermore, if the variation pattern is "SPSP Big Win Variation" (THP001) and the type of stopping symbol is "Big Win Z10 Symbol", then the execution of "Normal Flash Notice" in "N Reach" is selected 2% of the time, the execution of "Flash Notice after Taunt" in "N Reach" is selected 2% of the time, and the non-execution of "Premium Notice" is selected 96% of the time. The execution of "Normal Flash Notice" in "Normal Variation", the execution of "Flash Notice after Taunt" in "Normal Variation", and the execution of "Normal Flash Notice" in "SPSP Reach" are not selected.
[0198] Furthermore, if the variation pattern is "SP Big Win Variation" (THP002) and the type of stopping symbol is "Big Win X10 Symbol", then the execution of "Normal Flash Notice" in "Normal Variation" is selected 15% of the time, the execution of "Flash Notice after Building Up" in "Normal Variation" is selected 5% of the time, the execution of "Normal Flash Notice" in "N Reach" is selected 2% of the time, the execution of "Flash Notice after Building Up" in "N Reach" is selected 2% of the time, and the non-execution of "Premium Notice" is selected 76% of the time, while the execution of "Normal Flash Notice" in "SPSP Reach" is not selected.
[0199] Furthermore, if the variation pattern is "SP Big Win Variation" (THP002) and the type of stopping symbol is "Big Win Z10 Symbol", then the execution of "Normal Flash Notice" in "N Reach" is selected 1% of the time, the execution of "Flash Notice after Taunt" in "N Reach" is selected 1% of the time, and the non-execution of "Premium Notice" is selected 98% of the time. The execution of "Normal Flash Notice" in "Normal Variation", the execution of "Flash Notice after Taunt" in "Normal Variation", and the execution of "Normal Flash Notice" in "SPSP Reach" are not selected.
[0200] In other words, regardless of whether the premium notification A selection table 123a1 or the premium notification B selection table 123a2 is used, the appearance rate of the "premium notification" is set to be higher when the type of stopping symbol is the "jackpot X10 symbol" than when it is the "jackpot Z10 symbol". The "premium notification" functions as an effect that suggests there is a high possibility of entering a "low probability, high base game state" after a jackpot game.
[0201] Furthermore, regardless of whether the premium notification A selection table 123a1 or the premium notification B selection table 123a2 is used, the execution of the "premium notification" during "normal spins" and the execution of the "premium notification" during "SPSP reach" are set to be selected only when the type of stopping symbol is the "jackpot X10 symbol". The "premium notification" during "normal spins" and the "premium notification" during "SPSP reach" function as an effect to inform the player that the game will enter a "low probability, high base game state" after a jackpot.
[0202] Furthermore, in the Premium Preview B selection table 123a2, the appearance rate of "Normal Flash Preview" is higher than in the Premium Preview A selection table 123a1, among "Normal Flash Preview" and "Flash Preview after Taunt." Also, in the Premium Preview B selection table 123a2, the appearance rate of "Premium Preview" is higher than in the Premium Preview A selection table 123a1, among "Normal Spin," "N Reach," and "SPSP Reach," among "Normal Spin" and "SPSP Reach." Furthermore, in the Premium Preview B selection table 123a2, the appearance rate of "Premium Preview" is higher than in the Premium Preview A selection table 123a1, among "Big Win X10 Symbol" and "Big Win Z10 Symbol."
[0203] Furthermore, the selection ratios shown by the premium preview A selection table 123a1 in Figure 24(A) and the selection ratios shown by the premium preview B selection table 123a2 in Figure 24(B) can be changed as appropriate.
[0204] When the special symbol variation effect is executed, the microcontroller 121 for controlling the effects can execute either a "normal flash warning" or a "flash warning after build-up" at the timing selected by the premium warning A selection table 123a1 or the premium warning B selection table 123a2.
[0205] Figures 26(A) and 26(B) show how the "Normal Flash Notification" is performed during a "Normal Variation." Here, we illustrate the "Normal Flash Notification" that occurs during a "Normal Variation" in the special variation performance of the variation pattern "SPSP Jackpot Variation."
[0206] When the "normal variation" of the special variation effect begins, the effect symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a in a variation state, and at the same time, as shown in Figure 26(A), the normal lamp 54TL of the normal lamp device 54T lights up in green, and the flash lamp 54FL of the flash device 54F lights up in white.
[0207] Subsequently, the normal lamp 54TL changes its illumination pattern (color and whether it lights up or flashes) as the sequence progresses from "Reach" → "N Reach" → "SP Reach" → "SPSP Reach". On the other hand, the flash lamp 54FL continues to emit white light without changing its illumination pattern, even as the sequence progresses. Then, as shown in Figure 26(B), when the "SPSP Reach" ends and the symbols EZ1, EZ2, and EZ2 stop in a manner indicating a jackpot (in this case, the repeating numbers "5-5-5"), the normal lamp 54TL changes to a rainbow-colored illumination, and the flash lamp 54FL turns off, ending the "Normal Flash Notification".
[0208] Figures 26(C) to 26(E) illustrate how the "flash after build-up" notification occurs during a "normal variation." Here, we illustrate the "flash after build-up" notification that occurs during a "normal variation" in the special variation performance of the variation pattern "SPSP jackpot variation."
[0209] When the "normal variation" of the special variation effect begins, the effect symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a in a variation state. At the same time, as shown in Figure 26(C), the normal lamp 54TL of the normal lamp device 54T lights up in green, and the main character image G200 representing the main character is displayed in the lower right corner of the display unit 50a, and a video is displayed showing the main character kicking towards the flash device 54T. At this time, the flash lamp 54FL of the flash device 54F does not light up.
[0210] When a predetermined time (e.g., 2 seconds) elapses after the protagonist character image G200 is displayed, as shown in FIG. 26(D), a video in which the protagonist character changes to a smiling face is displayed, and accordingly, the flash lamp 54FL of the flash device 54F emits white light.
[0211] After that, every time the normal lamp 54TL develops as "reach" → "N reach" → "SP reach" → "SPSP reach", the light emission mode (light emission color and lighting / flashing) changes. On the other hand, the flash lamp 54FL continues to emit white light without changing its light emission mode even as the effect develops. Then, as shown in FIG. 26(E), when the effect patterns EZ1, EZ2, EZ2 stop displaying in a winning state (here, the "5·5·5" triple) along with the end of "SPSP reach", the normal lamp 54TL changes to emit rainbow light, and accordingly, the flash lamp 54FL turns off, and the "flash warning after provocation" ends.
[0212] FIGS. 27(A) to 27(B) are diagrams showing how the "normal flash warning" is performed in "N reach". Here, the "normal flash warning" performed in "N reach" in the special pattern variation effect where the variation pattern is "SPSP jackpot variation" is exemplified.
[0213] In the special pattern variation effect, when the left effect pattern EZ1 and the right effect pattern EZ3 stop displaying the same type of effect pattern (here, the "5·↓·5" reach position) and "reach" is established, it develops into "N reach". At this time, as shown in FIG. 27(A), the normal lamp 54TL of the normal lamp device 54T emits red light, and the flash lamp 54FL of the flash device 54F emits white light.
[0214] After that, every time the normal lamp 54TL evolves from "SP reach" to "SPSP reach", its light emission mode (light emission color and lighting / flashing) changes. On the other hand, regardless of the development of the effect, the flash lamp 54FL continues to emit white light without changing its light emission mode. Then, as shown in FIG. 27(B), when the effect patterns EZ1, EZ2, and EZ2 stop displaying in a big win mode (here, the "5·5·5" triple) upon the end of "SPSP reach", the normal lamp 54TL changes to emit rainbow light, and accordingly, the flash lamp 54FL turns off, and the "normal flash warning" ends.
[0215] FIGS. 27(C) to 27(E) are diagrams showing how the "flash warning after agitation" is performed in the "N reach". Here, an example of the "flash warning after agitation" performed in the "N reach" in the special pattern variation effect with the variation pattern of "SPSP big win variation" is illustrated.
[0216] In the special pattern variation effect, when the left effect pattern EZ1 and the right effect pattern EZ3 stop displaying the same type of effect pattern (here, the "5·↓·5" reach position) and the "reach" is established, it develops into the "N reach". At this time, as shown in FIG. 27(C), the normal lamp 54TL of the normal lamp device 54T emits red light, and at the same time, the protagonist character image G200 representing the protagonist character is displayed at the lower right of the display unit 50a, and a video of the protagonist character kicking towards the flash device 54T is displayed. At this time, the flash lamp 54FL of the flash device 54F does not emit light.
[0217] Then, when a predetermined time (for example, two seconds) has elapsed since the protagonist character image G200 was displayed, as shown in FIG. 27(D), a video of the protagonist character changing to a smiling face is displayed, and accordingly, the flash lamp 54FL of the flash device 54F emits white light.
[0218] After that, every time the normal lamp 54TL evolves from "SP reach" to "SPSP reach", its light emission mode (light emission color and lighting / flashing) changes. On the other hand, even as the effects evolve, the flash lamp 54FL continues to emit white light without changing its light emission mode. Then, as shown in FIG. 27(E), when the production patterns EZ1, EZ2, and EZ2 stop and display in a winning state (here, the triple identical digits of "5·5·5") as the "SPSP reach" ends, the normal lamp 54TL changes to emit rainbow light, and accordingly, the flash lamp 54FL turns off, and the "flash warning after agitation" ends.
[0219] FIGS. 28(A) to 28(E) are diagrams showing how the "normal flash warning" is performed during the "SPSP reach". Here, an example of the "normal flash warning" performed during the "SPSP reach" in the special pattern variation effect with the variation pattern of "SPSP big win variation" is illustrated.
[0220] In the special pattern variation effect, when evolving from the "SP reach" to the "SPSP reach", as shown in FIG. 28(A), the normal lamp 54TL of the normal lamp device 54T emits blue light, and an SPSP title image G2 indicating the start of the SPSP reach is displayed on the display unit 50a. After that, as shown in FIG. 28(B), a protagonist character image G200 representing the protagonist character and an enemy character image G202 representing the powerful enemy character are displayed on the display unit 50a, and a video in which the protagonist character and the enemy character battle is displayed on the display unit 50a.
[0221] After that, when reaching the final stage of the battle, as shown in FIG. 28(C), it switches to a still image of the protagonist character and the enemy character facing each other, and it is teased whether the protagonist character will defeat the enemy character. At this time, the normal lamp 54TL turns off. Then, when the still image continues for a predetermined time (for example, 2 seconds), as shown in FIG. 28(D), the flash lamp 54FL of the flash device 54F emits white light.
[0222] Then, as shown in FIG. 28(E), when the production symbols EZ1, EZ2, and EZ2 stop displaying in a jackpot showing mode (here, the triple “5·5·5”) as the “SPSP Reach” ends, the normal lamp 54TL changes to emit light in a rainbow color. Along with this, the flash lamp 54FL turns off, and the “Normal Flash Announcement” ends.
[0223] Note that in the “SPSP Reach” of the special symbol variation production in which the variation pattern is “SPSP Loss Variation”, as the “SPSP Reach” ends, the production symbols EZ1, EZ2, and EZ3 stop displaying in a losing mode (see FIG. 9(C-2)). Therefore, it can be said that the “Normal Flash Announcement” in the “SPSP Reach” is performed during the production for notifying a jackpot or a loss.
[0224] Next, the “Premier Stirring Failure Announcement” will be specifically described using FIG. 29. The production control microcomputer 121 can execute the “Premier Stirring Failure Announcement” in the “Normal Variation” and “N Reach” of the special symbol variation production in which the variation pattern is “SPSP Jackpot Variation”, “SPSP Loss Variation”, “SP Jackpot Variation”, “SP Loss Variation”, and “N Loss Variation”.
[0225] As shown in FIG. 23, a premier stirring failure announcement selection table 123a3 is stored in the production memory unit 121b of the production control microcomputer 121. The production control microcomputer 121 can use the premier stirring failure announcement selection table 123a3 to select whether to execute the “Premier Stirring Failure Announcement” and, if the “Premier Stirring Failure Announcement” is to be executed, at which timing of the “Normal Variation” and “N Reach” to execute it.
[0226] FIG. 24(C) is a diagram showing the content of the premier stirring failure announcement selection table 123a3. The production control microcomputer 121 refers to the type of variation pattern and the execution / non-execution of the “Premier Announcement” to select whether to execute the “Premier Stirring Failure Announcement” and, if the “Premier Stirring Failure Announcement” is to be executed, at which timing of the “Normal Variation” and “N Reach” to execute it.
[0227] Specifically, if the variation pattern is "SPSP Big Win Variation" (THP001) and a "Premium Notice" is executed, the non-execution of the "Premium Teasing Failure Notice" is selected 100% of the time. The execution of the "Premium Teasing Failure Notice" in "Normal Variation" and the execution of the "Premium Teasing Failure Notice" in "N Reach" are not selected.
[0228] Furthermore, if the variation pattern is "SPSP Big Win Variation" (THP001) and the "Premium Notice" is not executed, there is a 10% chance of executing the "Premium Teasing Failure Notice" in a "Normal Variation," a 10% chance of executing the "Premium Teasing Failure Notice" in an "N Reach," and an 80% chance of not executing the "Premium Teasing Failure Notice."
[0229] Furthermore, if the variation pattern is "SPSP Miss Variation" (THP011) and the "Premium Notification" is not executed, there is a 10% chance of executing the "Premium Teasing Failure Notification" in a "Normal Variation," a 10% chance of executing the "Premium Teasing Failure Notification" in an "N Reach," and an 80% chance of not executing the "Premium Teasing Failure Notification."
[0230] Furthermore, if the variation pattern is "SP Big Win Variation" (THP002) and a "Premium Notice" is executed, the non-execution of the "Premium Teasing Failure Notice" is selected 100% of the time, and the execution of the "Premium Teasing Failure Notice" in "Normal Variation" and the execution of the "Premium Teasing Failure Notice" in "N Reach" are not selected.
[0231] Furthermore, if the variation pattern is "SP Big Win Variation" (THP002) and the "Premium Notice" is not executed, there is a 10% chance of executing the "Premium Teasing Failure Notice" in a "Normal Variation," a 10% chance of executing the "Premium Teasing Failure Notice" in an "N Reach," and an 80% chance of not executing the "Premium Teasing Failure Notice."
[0232] Furthermore, if the variation pattern is "SP Miss Variation" (THP012) and the "Premium Notice" is not executed, there is a 10% chance of executing the "Premium Teasing Failure Notice" in a "Normal Variation," a 10% chance of executing the "Premium Teasing Failure Notice" in an "N Reach," and an 80% chance of not executing the "Premium Teasing Failure Notice."
[0233] Furthermore, if the variation pattern is "N Miss Variation" (THP013) and the "Premium Notice" is not executed, there is a 15% chance that the "Premium Teasing Failure Notice" will be executed during an "N Reach," and an 85% chance that the "Premium Teasing Failure Notice" will not be executed. The "Premium Teasing Failure Notice" will not be executed during a "Normal Variation."
[0234] Furthermore, the selection ratios shown in the Premiere Teasing Failure Notification Selection Table 123a3 in Figure 24(C) can be changed as appropriate.
[0235] When the microcontroller 121 for controlling the performance executes the "premium buildup failure notice" in the special symbol variation performance, it can execute the "premium buildup failure notice" at the timing selected by the premium buildup failure notice selection table 123a3.
[0236] Figures 29(A) and 29(B) show how the "Premium Amplification Failure Notice" is performed during "Normal Variation". When the "Normal Variation" of the special variation performance begins, the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a, and at the same time, as shown in Figure 29(A), the normal lamp 54TL of the normal lamp device 54T lights up in green, and the main character image G200 representing the main character is displayed in the lower right of the display unit 50a, and a video is displayed showing the main character kicking towards the flash device 54T.
[0237] Then, after a predetermined time (for example, 2 seconds) has elapsed since the main character image G200 was displayed, a video of the main character disappearing from the display unit 50a is shown, as shown in Figure 29(B), and the "Premium Teasing Failure Notice" in "Normal Variation" ends. This series of effects is similar to the effects in the "Post-Teasing Flash Notice" in "Normal Variation" up to the point before the flash lamp 54FL of the flash device 54F lights up in white. Therefore, the display of the main character image G200 in "Normal Variation" can make the player expect the "Post-Teasing Flash Notice" to occur.
[0238] Figures 29(C) to 29(D) show how the "Premium Awakening Failure Notice" occurs during an "N Reach". In the special symbol variation performance, when the left performance symbol EZ1 and the right performance symbol EZ3 stop displaying the same type of performance symbol (in this case, the "5·↓·5" reach combination) and a "Reach" is established, it develops into an "N Reach". At this time, as shown in Figure 29(C), the normal lamp 54TL of the normal lamp device 54T lights up in red, and the main character image G200 representing the main character is displayed in the lower right of the display unit 50a, and a video of the main character kicking towards the flash device 54T is displayed.
[0239] Then, after a predetermined time (for example, 2 seconds) has elapsed since the main character image G200 was displayed, a video of the main character disappearing from the display unit 50a is shown, as shown in Figure 29(D), and the "Premium Teasing Failure Notice" in "N Reach" ends. This series of effects is similar to the effects in the "Post-Teasing Flash Notice" in "N Reach" up to the point before the flash lamp 54FL of the flash device 54F lights up in white. Therefore, the display of the main character image G200 in "N Reach" can make the player anticipate that the "Post-Teasing Flash Notice" will occur.
[0240] <Consideration of the second embodiment> Below, we will discuss the pachinko game machine PY1 described in the second embodiment.
[0241] First, let's consider the effects that occur in "SPSP Reach." In "SPSP Reach," the main character and the enemy character battle, and the effects proceed in the following order: "SPSP Title" → "Appearance of the main character and the enemy character" → "Confrontation between the main character and the enemy character" → "Victory of the main character" or "Victory of the enemy character." A "Victory of the main character" suggests a big win, while a "Victory of the enemy character" suggests a loss (see Figures 9 and 28). In other words, the effects from "Confrontation between the main character and the enemy character" to "Victory of the main character" or "Victory of the enemy character" are effects that inform whether it will be a big win or a loss, and the "Normal Flash Notification" in "SPSP Reach" is an effect that occurs when it is announced whether it will be a big win or a loss.
[0242] Next, let's consider the flash lamp 54FL of the flash device 54F. The flash lamp 54FL is designed to light up only during special reel spinning sequences that correspond to the spinning pattern determined by the "jackpot win" judgment in the jackpot determination. In other words, the flash lamp 54FL remains off and does not light up during special reel spinning sequences that correspond to the spinning pattern determined by the "miss" judgment in the jackpot determination, or when no special reel spinning sequences are being performed (for example, during the customer waiting sequence mode). Therefore, the illumination of the flash lamp 54FL can be said to be an illumination that announces a jackpot.
[0243] <Effects of the second embodiment> The effects of the pachinko game machine PY1 described in the second embodiment will be explained below.
[0244] (3) When a special reel spinning animation is performed according to the spinning pattern selected by the "Big Win" or "Small Win" determination in the big win determination, a "Premium Notice" may be made at the start of the special reel spinning animation, or during the animation in the special reel spinning animation that suggests whether it is a big win, a small win, or a miss (a confrontation between the main character and a strong enemy character). This makes it possible to make the player anticipate a "Premium Notice" from the start to the end of the special reel spinning animation, thereby increasing the enjoyment of the game.
[0245] (4) When a special reel spinning animation is performed according to the spinning pattern selected by the "Big Win" or "Small Win" determination in the big win determination, a "Premium Notice" may be performed at the start of the special reel spinning animation, during the animation that suggests whether it is a big win, a small win, or a miss in the special reel spinning animation (confrontation between the main character and the strong enemy character), or during the "N Reach" in the special reel spinning animation. Therefore, it is possible to make the player anticipate a "Premium Notice" at the start, middle, or end of the special reel spinning animation, thereby increasing the enjoyment of the game.
[0246] (5) In the special reel spinning sequence corresponding to the spinning pattern selected by the "jackpot" or "minor win" judgment in the jackpot judgment, a "premium announcement" may occur in which the flash lamp 54FL lights up. On the other hand, in the special reel spinning sequence corresponding to the spinning pattern determined by the "miss" judgment in the jackpot judgment, the flash lamp 54FL does not light up. This allows the flash lamp 54FL to be positioned as a special lamp, which can enhance the enjoyment of the game.
[0247] (6) In the "normal variation" of the special feature variation performance, when the player operates the normal button 40, the selection table used to choose whether or not to execute the "premium announcement" switches to either the premium announcement A selection table 123a1 or the premium announcement B selection table 123a2, in which the appearance rate of the "premium announcement" is set higher than that of the premium announcement A selection table 123a1. This allows the player to arbitrarily change the appearance rate of the "premium announcement," thereby increasing the enjoyment of the game.
[0248] (7) In the special symbol variation performance, if the player operates the normal button 40 during a "normal variation", only the appearance rate of the "premium announcement" performed during a "normal variation" and the "premium announcement" performed during an "SPSP reach" will be changed. This will change the area that the player should pay attention to, and will enhance the enjoyment of the game.
[0249] (8) In the "normal variation" and "N reach" of the special feature variation performance, if a video of the main character kicking towards the flash device 54F is displayed in the lower right of the display unit 50a, the flash lamp 54FL of the flash device 54F may then light up. Therefore, the appearance of the main character can suggest in advance that there is a possibility that the flash lamp 54FL will light up (that there is a possibility of a jackpot game), thereby increasing the excitement of the game.
[0250] In the "Normal Variation" and "N Reach" of the special figure variation performance, before the flash lamp 54FL emits light, there may be a video shown where the protagonist character kicks towards the flash device 54F. On the other hand, in the "SPSP Reach" of the special figure variation performance, before the flash lamp 54FL emits light, a video where the protagonist character kicks towards the flash device 54F is not shown. Therefore, players can be concentrated on the "SPSP Reach", and it is possible to enhance the interest of the game.
[0251] <Third Embodiment> Hereinafter, the third embodiment will be described with reference to FIGS. 30 to 37. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment and the first embodiment is also applicable to the third embodiment.
[0252] First, with reference to FIG. 30, the variable patterns of the variable display of the special figure that can be selected by the game control microcomputer 101 will be described. In the game storage unit 101c of the game control microcomputer 101, a variation pattern A determination table 103a2 is stored (see FIG. 18).
[0253] The game control microcomputer 101 can select the variable pattern of the variable display of the first special figure and the variable pattern of the variable display of the second special figure by using the variation pattern A determination table 103a2.
[0254] FIG. 30 is a diagram showing the content of the variation pattern A determination table 103a2. When the game control microcomputer 101 uses the variation pattern A determination table 103a2, it refers to the current game state, the type of the start port, the result of the jackpot determination, the result of the reach determination, and the number of special figure reservations to select the type of the variation pattern. As shown in FIG. 30, there are eight types of variation patterns: "THP001A", "THP002A", "THP004A", "THP011A", "THP012A", "THP013A", "THP021A", and "THP022A". The game control microcomputer 101 selects the variation pattern at the selection ratio shown in FIG. 30.
[0255] Specifically, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, and the result of the jackpot judgment is "jackpot won", then regardless of the result of the reach judgment and the number of special symbol reserves, "THP001A" will be selected with a 70% probability and "THP002A" with a 30% probability. When "THP001A" is selected, the variable display time of the special symbol is 130,000 ms, and "THP001A" is called "SPSP jackpot variation". When "THP002A" is selected, the variable display time of the special symbol is 110,000 ms, and "THP002A" is called "SP jackpot variation".
[0256] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", and the result of the reach judgment is "reach", then regardless of the number of special symbol reserves, "THP011A" will be selected with a 10% probability, "THP012A" with a 20% probability, and "THP013A" with a 70% probability. When "THP011A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP011A" is called "SPSP miss variation". When "THP012A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP012A" is called "SP miss variation". When "THP013A" is selected, the variable display time of the special symbol is 20,000 ms, and "THP013A" is called "N miss variation".
[0257] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", and the result of the reach judgment is "no reach", then if the number of special symbol 1 reserves is "0 to 2", "THP021A" will be selected with 100% probability, and if the number of special symbol 1 reserves is "3 to 4", "THP022A" will be selected with 100% probability. Note that the variable display time of the special symbol when "THP021A" is selected is 13000ms, and the variable display time of the special symbol when "THP022A" is selected is 2000ms, and "THP021A" and "THP022A" are referred to as "normal miss variations".
[0258] Furthermore, if the current game state is not a time-saving state, the type of starting port is the second starting port 11, and the result of the jackpot judgment is "jackpot won" or "minor win", then "THP001A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.
[0259] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the second starting gate 11, and the result of the jackpot judgment is "miss", then "THP021A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.
[0260] Furthermore, if the current game state is a time-saving state, the type of starting gate is the second starting gate 11, and the result of the jackpot judgment is "jackpot win" or "minor win", then "THP004A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbol reserves. When "THP004A" is selected, the variable display time of the special symbol is 10000ms, and "THP004A" is called "special jackpot variation".
[0261] Furthermore, if the current game state is a time-saving state, the type of starting gate is the second starting gate 11, and the result of the jackpot judgment is "miss", then "THP022A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.
[0262] Furthermore, if the current game state is a time-saving state, the type of starting gate is the first starting gate 11, and the result of the jackpot judgment is "jackpot won", then "THP004A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.
[0263] Furthermore, if the current game state is a time-saving state, the type of starting gate is the first starting gate 11, and the result of the jackpot judgment is "miss", then "THP022A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held.
[0264] In the third embodiment, the variation pattern A determination table 103a2 shown in Figure 30 is used, but the variation pattern A determination table 103a2 and the variation pattern determination table 103a1 shown in Figure 14 may be used in combination.
[0265] Next, using Figures 31 to 37, we will explain the special symbol variation effects that the performance control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The performance control microcomputer 121 can execute the following effects in special symbol variation effects in non-time-saving state or time-saving state.
[0266] I. Normal fluctuations (non-reduced time state, reduced time state) "Normal variation" is an effect that may occur in response to the start of the variable display of the special symbols, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is the first effect to occur in the special symbol variation effect, it functions as an effect that indicates that the special symbol variation effect has started.
[0267] J. Reach (only in non-time-saving mode) "Reach" is an effect that may occur after a "normal spin," where the left symbol EZ1 and the right symbol EZ3 stop displaying the same type of symbol. "Reach" may occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests the possibility of a jackpot game. Furthermore, "Reach" may develop into other reach effects such as "N Reach," "SP Reach," and "SPSP Reach," so it also functions as an effect that suggests the possibility of a reach effect occurring.
[0268] KN Reach (only in non-time-saving mode) "N Reach" is a special effect that can occur after a "Reach" has been established. In this effect, the reel spin speed of the middle symbol EZ2 gradually slows down. "N Reach" can occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot.
[0269] L.SP Reach (only in non-time-saving state) An "SP Reach" is a special animation that sometimes occurs after an "N Reach," and it is a reach animation in which the main character and the enemy character battle. An "SP Reach" is more likely to occur when the jackpot result is "Winning the Jackpot" than when the jackpot result is "Losing the Jackpot," so it functions as an animation that suggests there is a high possibility of a jackpot being won.
[0270] M.SPSP Reach (Non-Time-Saving State Only) "SPSP Reach" is an animation that sometimes occurs after "SP Reach," in which the main character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot result is "Winning the Jackpot" than when it is "Missing," so it functions as an animation that suggests a high probability of a jackpot occurring. Also, since a jackpot is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach," "SPSP Reach" also functions as an animation that suggests a higher probability of a jackpot than "SP Reach."
[0271] N. Re-draw animation (only in non-time-saving state) "Redraw performance" is a performance that may be carried out after "SP Reach" and "SPSP Reach". It is a performance in which the performance symbols EZ1, EZ2, and EZ3 that stopped and were displayed as doubles change again while remaining doubles. Since the "redraw performance" may be carried out when the type of the stopped symbol is the "Big Hit X10 symbol", it functions as a performance suggesting that there is a possibility of entering the "low-probability high-base game state" after a big hit game. Also, if "Big Hit Game X10" is carried out after the "redraw performance", in the subsequent "low-probability high-base game state", "Big Hit Game X10", "Big Hit Game Z10", small hit game + "Big Hit Game X9" or small hit game + "Big Hit Game Z9" will be carried out. Therefore, it also functions as a performance suggesting that there is a possibility of obtaining about 3,000 prize balls in two big hit games.
[0272] O. Symbol change performance "Symbol change performance" is a performance that may be carried out after "normal variation". It is a performance in which the display of the performance symbols EZ1, EZ2, and EZ3 that stopped and were displayed as doubles changes. Since the "symbol change performance" may be carried out when the type of the stopped symbol is the "Big Hit X10 symbol" or the "Small Hit A symbol", it functions as a performance suggesting that there is a possibility of entering the "low-probability high-base game state" after a big hit game.
[0273] O-A. 3000 symbol performance The "3000 Symbol Effect" is a type of "Symbol Change Effect" in which the effect symbols EZ1, EZ2, and EZ3 that stop on matching numbers change into the "3000 Symbol". The "3000 Symbol Effect" may only occur if the type of stopped symbol is the "Big Win X10 Symbol" or the "Small Win A Symbol", and therefore functions as an effect that suggests that the game will enter a "Low Probability High Base Game State" after a big win. Furthermore, the "3000 Symbol Effect" is followed by either a "Big Win Game X10" or a small win game + "Big Win Game X9", and then in the subsequent "Low Probability High Base Game State", "Big Win Game X10", "Big Win Game Z10", a small win game + "Big Win Game X9", or a small win game + "Big Win Game Z9" will occur, so it also functions as an effect that suggests that approximately 3000 prize balls can be won in two big win games.
[0274] OB.1500 Symbol Production The "1500 Symbol Effect" is a type of "Symbol Change Effect" in which the effect symbols EZ1, EZ2, and EZ3 that stop on matching numbers change to the "1500 Symbol". The "1500 Symbol Effect" may occur when the type of stopped symbol is the "Big Win Z10 Symbol" or the "Small Win B Symbol", and therefore functions as an effect that suggests there is a possibility of entering a "Low Probability Low Base Game State" after a big win game. In addition, since the "1500 Symbol Effect" is followed by either a "Big Win Game Z10" or a small win game + "Big Win Game Z9", it also functions as an effect that suggests that approximately 1500 prize balls can be won in one big win game.
[0275] OC. Reduced Pattern Production The "Reduced Symbol Effect" is a type of "Symbol Change Effect" in which the effect symbols EZ1, EZ2, and EZ3, which were displayed as matching numbers, shrink and move to the lower right of the display unit 50a. The "Reduced Symbol Effect" is performed when the "3000 Symbol Effect" occurred in the special symbol change effect resulting from the previous "Big Win," and functions as an effect that suggests that the player is in the process of winning approximately 3000 prize balls.
[0276] Next, using FIG. 31, the production flow of the main special symbol variation production executed in the non-time-saving state or the time-saving state will be described. In each production that constitutes the production flow, the production control microcomputer 121 displays a production image on the display unit 50a, and in response to the display of the production image, it can execute a light emission production using the frame lamp 53 and the panel lamp 54, and a sound production using the speaker 52.
[0277] In the special symbol variation production where the variation pattern is "SPSP jackpot variation", as shown in FIG. 31(A), a production flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach" → "re-drawing production" is executed.
[0278] Also, in the special symbol variation production where the variation pattern is "SPSP loss variation", as shown in FIG. 31(B), a production flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed.
[0279] Also, in the special symbol variation production where the variation pattern is "SP jackpot variation", as shown in FIG. 31(C), a production flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "re-drawing production" is executed.
[0280] Also, in the special symbol variation production where the variation pattern is "SP loss variation", as shown in FIG. 31(D), a production flow composed of "normal variation" → "reach" → "N reach" → "SP reach" is executed.
[0281] Also, in the special symbol variation production where the variation pattern is "special jackpot variation", as shown in FIG. 31(E), a production flow composed of "normal variation" → "symbol change production" is executed.
[0282] Also, in the special symbol variation production where the variation pattern is "N loss variation", as shown in FIG. 31(F), a production flow composed of "normal variation" → "reach" → "N reach" is executed.
[0283] Furthermore, in special symbol variation sequences where the variation pattern is "normal miss variation," a sequence flow consisting only of "normal variation" is executed, as shown in Figure 31(G).
[0284] Next, we will specifically explain the main effects performed during the special symbol variation effects. Note that the reserve icon HA is also displayed in parallel during the special symbol variation effects described below, but the illustration of the reserve icon HA may be omitted.
[0285] First, let's explain the "re-draw animation" in detail. The animation control microcontroller 121 can execute the "re-draw animation" after an "SPSP reach" or "SP reach" in special symbol variation animations where the variation pattern is "SPSP jackpot variation" or "SP jackpot variation".
[0286] Figures 32(A) to 32(E) illustrate the process of the "re-draw animation." Here, we show an example of the "re-draw animation" that takes place after an "SPSP reach."
[0287] In "SPSP Reach," when the main character wins a battle against a powerful enemy character, the EZ1, EZ2, and EZ3 symbols stop and display in a manner that suggests a jackpot (in this case, the repeating numbers "8-8-8"), as shown in Figure 32(A). Then, after a predetermined amount of time (for example, 2 seconds) has elapsed since the EZ1, EZ2, and EZ3 symbols stopped and displayed, a "re-draw" sequence is performed.
[0288] In the "re-draw animation," as shown in Figure 32(B), the display resumes when the animation symbols EZ1, EZ2, and EZ3 are aligned. At this time, the animation symbols EZ1, EZ2, and EZ3 scroll at a low speed, allowing the player to easily determine which animation symbol has passed the center of the display unit 50a (the position where the animation symbols EZ1, EZ2, and EZ3 stop).
[0289] Then, if the type of stopping symbol is the "Big Win X10 symbol", the performance symbols EZ1, EZ2, and EZ3, which are all "7-7-7", will stop and be displayed in the center of the display unit 50a, as shown in Figure 32(C). As mentioned above, if the "Big Win X10 symbol" is selected as the stopping symbol, "Big Win Game X10" will be played, and then, in the subsequent "low probability high base game state", "Big Win Game X10", "Big Win Game Z10", a minor win game + "Big Win Game X9" or a minor win game + "Big Win Game Z9" will be played. In other words, although the exact number of prize balls is not shown by the "7-7-7" combination, it can be said that approximately 3000 prize balls can be won from two big wins.
[0290] On the other hand, if the type of stopping symbol is the "jackpot Z10 symbol", as shown in Figure 32(D), the performance symbols EZ1, EZ2, and EZ3, which are aligned with the sequence "7-7-7", pass through the center of the display unit 50a, and the performance symbols EZ1, EZ2, and EZ3, which are aligned with a sequence other than "7-7-7" (in this case, "8-8-8"), stop and are displayed in the center of the display unit 50a.
[0291] Here, we will explain the jackpot animation mode corresponding to "Jackpot Game X10" that takes place after the animation symbols EZ1, EZ2, and EZ3, which are displayed in a state where "7-7-7" are lined up during the "re-draw animation," stop.
[0292] As mentioned above, the display of "7-7-7" suggests that approximately 3,000 prize balls can be won, but it does not indicate the specific number of prize balls. Therefore, in the third embodiment, the specific number of prize balls is indicated in the jackpot performance mode in which the "jackpot game X10" is executed.
[0293] For example, when the symbols EZ1, EZ2, and EZ3, which show the same numbers "7-7-7", stop and the "Big Win Game X10" begins, as shown in Figure 32(E), the symbols EZ1, EZ2, and EZ3 shrink and move to the lower right of the display unit 50a, and the 3000 icon image G600 is displayed in the center of the display unit 50a. The 3000 icon image G600 is composed of a number image that shows "3000", and the display of the 3000 icon image G600 allows the player to recognize that they can win approximately 3000 prize balls from two big wins.
[0294] In the third embodiment, the 3000 icon image G600 is displayed in the jackpot performance mode, but it may also be displayed in the special symbol variation performance before transitioning to the jackpot performance mode. For example, the 3000 icon image G600 may be displayed during the period from when the performance symbols EZ1, EZ2, and EZ3, which are aligned with the number "7-7-7" in the "re-draw performance," stop and are displayed until the special symbol variation performance ends.
[0295] Next, we will explain the "symbol change effect" in detail. The microcontroller 121 for controlling the effects can execute the "symbol change effect" after the "normal variation" in the special variation effect where the variation pattern is "special jackpot variation".
[0296] As shown in Figure 33, the animation memory unit 121b of the animation control microcontroller 121 stores a symbol change animation selection table 123a4. Using the symbol change animation selection table 123a4, the animation control microcontroller 121 can select which of the following "symbol change animations" to execute: "3000 symbol animation," "1500 symbol animation," or "reduced symbol animation."
[0297] Figure 34 shows the contents of the symbol change effect selection table 123a4. The effect control microcontroller 121 selects which of the "symbol change effect," "1500 symbol effect," and "shrinking symbol effect" to execute as the "symbol change effect" by referring to the type of variation pattern, the type of stopped symbols, and whether the special symbol variation effect when the "jackpot was won" last time included the "3000 symbol effect."
[0298] Specifically, if the variation pattern is "Special Jackpot Variation" (THP004A), and the type of stopping symbol is "Jackpot X10 Symbol" or "Small Win A Symbol", and the special variation animation when a "Jackpot was won" last time included the "3000 Symbol Animation", then the execution of the "Reduced Symbol Animation" is selected 100% of the time, and the execution of the "3000 Symbol Animation" and the "1500 Symbol Animation" are not selected.
[0299] Furthermore, if the variation pattern is "Special Jackpot Variation" (THP004A), and the type of stopping symbol is "Jackpot X10 Symbol" or "Small Win A Symbol", and the special variation animation when the "Jackpot was won" last time did not include the "3000 Symbol Animation", then the execution of the "3000 Symbol Animation" is selected 85% of the time, the execution of the "1500 Symbol Animation" is selected 15% of the time, and the execution of the "Reduced Symbol Animation" is not selected.
[0300] Furthermore, if the variation pattern is "Special Jackpot Variation" (THP004A), and the type of stopping symbol is "Jackpot Z10 Symbol" or "Small Win B Symbol", and the special variation animation when a "Jackpot was won" last time included the "3000 Symbol Animation", then the execution of the "Reduced Symbol Animation" is selected 100% of the time, and the execution of the "3000 Symbol Animation" and the "1500 Symbol Animation" are not selected.
[0301] Furthermore, if the variation pattern is "Special Jackpot Variation" (THP004A), and the type of stopping symbol is "Jackpot Z10 Symbol" or "Small Win B Symbol", and the special variation animation when the "Jackpot was won" last time did not include the "3000 Symbol Animation", then the execution of the "1500 Symbol Animation" is selected 100% of the time, and the execution of the "3000 Symbol Animation" and the "Reduced Symbol Animation" are not selected.
[0302] When the microcontroller 121 for controlling the effects executes a "symbol change effect," it executes a different type of "symbol change effect" according to the selection result in the symbol change effect selection table 123a4. The selection ratios shown in the symbol change effect selection table 123a4 can be changed as appropriate.
[0303] Figures 35(A) to 35(D) show how the "3000 symbol effect" is performed as a "symbol change effect". When "normal spinning" begins, the effect symbols EZ1, EZ2, and EZ3 are displayed in a changing pattern, as shown in Figure 35(A). Then, the effect symbols stop in the order of left effect symbol EZ1, right effect symbol EZ3, and middle effect symbol EZ2, and as shown in Figure 35(B), the effect symbols EZ1, EZ2, and EZ3 stop in a pattern that suggests a jackpot (in this case, the repeating numbers "8, 8, 8"). Then, after a predetermined time (for example, 2 seconds) has elapsed since the effect symbols EZ1, EZ2, and EZ3 stopped, the "3000 symbol effect" is performed.
[0304] In the "3000 Symbol Performance," as shown in Figure 35(C), the matching symbols EZ1, EZ2, and EZ3 change into the "3000 Symbol." The "3000 Symbol" is a symbol not included in the normally displayed symbols EZ1, EZ2, and EZ3, and includes a numerical image of "3000" and a text image of "BONUS." As mentioned above, the "3000 Symbol Performance" is performed when the "Big Win X10 Symbol" or "Small Win A Symbol" is selected as the stopping symbol. In this case, "Big Win Game X10" or Small Win Game + "Big Win Game X9" is performed, and then, in the subsequent "Low Probability High Base Game State," "Big Win Game X10," "Big Win Game Z10," Small Win Game + "Big Win Game X9" or Small Win Game + "Big Win Game Z9" will be performed. In other words, the number image representing "3000" included in the "3000 pattern" suggests that you can win approximately 3000 prize balls through two big wins.
[0305] Then, after a predetermined time (for example, 2 seconds) has elapsed since the performance symbols EZ1, EZ2, and EZ3 changed to the "3000 symbol", the "3000 symbol performance" ends, and a jackpot game or a minor win game + jackpot game is performed. During the jackpot performance mode in which the jackpot game or minor win game + jackpot game is performed, the 3000 band image G500 is displayed at the top and bottom of the display unit 50a, as shown in Figure 35(D). The 3000 band image G500 is composed of a numerical image indicating "3000", and it continues to be displayed until the next jackpot game ends, in other words, until approximately 3000 prize balls are won.
[0306] Figures 36(A) to 36(C) show how the "1500 symbol effect" is performed as a "symbol change effect". When "normal spinning" begins, the effect symbols EZ1, EZ2, and EZ3 are displayed in a changing pattern, as shown in Figure 36(A). Then, the effect symbols stop in the order of left effect symbol EZ1, right effect symbol EZ3, and middle effect symbol EZ2, and as shown in Figure 36(B), the effect symbols EZ1, EZ2, and EZ3 stop in a pattern that suggests a jackpot (in this case, the repeating numbers "8, 8, 8"). Then, after a predetermined time (for example, 2 seconds) has elapsed since the effect symbols EZ1, EZ2, and EZ3 stopped, the "1500 symbol effect" is performed.
[0307] In the "1500 Symbol Performance," as shown in Figure 36(C), the matching symbols EZ1, EZ2, and EZ3 change into the "1500 Symbol." The "1500 Symbol" is a symbol not included in the normally displayed symbols EZ1, EZ2, and EZ3, and includes a numerical image of "1500" and a text image of "BONUS." As mentioned above, the "1500 Symbol Performance" can occur whether the stopping symbols are "Big Win X10 Symbol" or "Small Win A Symbol," or "Big Win Z10 Symbol" or "Small Win B Symbol." In the latter case, "Big Win Game Z10" or Small Win Game + "Big Win Game Z9" is played, after which the game enters a "Low Probability Low Base Game State," which may result in no consecutive wins. In other words, the number image representing "1500" included in the "1500 pattern" suggests that you can win approximately 1500 prize balls with at least one big win.
[0308] Then, after a predetermined amount of time (for example, 2 seconds) has elapsed since the EZ1, EZ2, and EZ3 symbols changed to the "1500 symbol," the "1500 symbol animation" ends, and a big win or small win game takes place.
[0309] Figures 37(A) to 37(D) show how the "Reduced Symbol Effect" is performed as a "Symbol Change Effect." As mentioned above, the "Reduced Symbol Effect" is performed when the "3000 Symbol Effect" is performed in the special symbol change effect resulting from the previous "Big Win." Therefore, here we will explain the flow after the "3000 Symbol Effect," through "Big Win Game X10" or small win game + "Big Win Game X9," and then entering the "Low Probability High Base Game State."
[0310] When "Big Win Game X10" or "Big Win Game X9" ends and the game enters the "Low Probability High Base Game State," the 3000-band image G500 that was displayed during the execution of the big win game continues to be displayed, as shown in Figure 37(A). Figure 37(A) shows the state before the performance symbols EZ1, EZ2, and EZ3 are displayed in a variable manner.
[0311] Then, in the special symbol variation performance of the variation pattern "Special Jackpot Variation," when "Normal Variation" begins, the performance symbols EZ1, EZ2, and EZ3 are displayed in variation, as shown in Figure 37(B). Then, the performance symbols stop and are displayed in the order of left performance symbol EZ1, right performance symbol EZ3, and middle performance symbol EZ2, and as shown in Figure 37(C), the performance symbols EZ1, EZ2, and EZ3 stop and are displayed in a manner that suggests a jackpot (in this case, the repeating numbers "8-8-8"). Then, after a predetermined time (for example, 2 seconds) has elapsed since the performance symbols EZ1, EZ2, and EZ3 stopped and were displayed, the "Reduced Symbol Performance" is performed.
[0312] In the "Reduced Symbol Performance," as shown in Figure 37(D), the matching symbols EZ1, EZ2, and EZ3 move to the lower right of the display unit 50a while shrinking. At this time, the symbols EZ1, EZ2, and EZ3 do not change into either the "3000 symbol" or the "1500 symbol."
[0313] Then, after a predetermined amount of time (for example, 2 seconds) has elapsed since the EZ1, EZ2, and EZ3 symbols began to shrink, the "shrinking symbol effect" ends, and a big win or small win game takes place.
[0314] <Consideration of the third embodiment> Below, we will discuss the pachinko game machine PY1 described in the third embodiment.
[0315] First, let's consider the "3000 symbol" displayed during the "symbol change animation." When a big win is determined in the second special symbol during the "low probability, high base gameplay state," the animation symbols EZ1, EZ2, and EZ3 stop and display as matching numbers during "normal spinning." After that, the "symbol change animation" takes place, but only if the stopping symbol of the second special symbol is the "big win X10 symbol" or the "minor win A symbol" will the "3000 symbol animation" be performed as part of the "symbol change animation," and in the "3000 symbol animation," the animation symbols EZ1, EZ2, and EZ3 will change to the "3000 symbol."
[0316] Furthermore, in the "low probability high base game state," if the "Big Win X10 symbol" or "Small Win A symbol" stops on the second special symbol, a Big Win game state is executed in which you can win approximately 1500 prize balls, either "Big Win Game X10" or Small Win Game + "Big Win Game X9," and then the "low probability high base game state" continues. In this "low probability high base game state," regardless of whether the "Big Win X10 symbol," "Big Win Z10 symbol," "Small Win A symbol," or "Small Win B symbol" stops on the second special symbol, one of the following will be executed, which will award approximately 1500 prize balls: "Big Win Game X10," "Big Win Game Z10," Small Win Game + "Big Win Game X9," or Small Win Game + "Big Win Game Z9."
[0317] In other words, the "3000 symbol" suggests that two jackpot games will occur afterward. Furthermore, the "3000 symbol" suggests that you will be able to win approximately 3000 prize balls in those two jackpot games.
[0318] Furthermore, in the "3000 Symbol Performance," the transformation of the performance symbols EZ1, EZ2, and EZ3 into the "3000 Symbol" simultaneously suggests that two jackpot games will occur afterward and that approximately 3000 prize balls will be awarded.
[0319] Next, let's consider the "7-7-7" sequence displayed during the "re-draw sequence." When a "jackpot win" is determined in the jackpot determination for the first special symbol in the "low probability, low base game state," the EZ1, EZ2, and EZ3 symbols stop and display as a sequence of 7s, suggesting a jackpot, during the "SP Reach" or "SPSP Reach." After that, the "re-draw sequence" takes place, but only if the stopping symbol for the first special symbol is the "jackpot X10 symbol," the EZ1, EZ2, and EZ3 symbols stop and display as a sequence of 7s, 7s, 7s during the "re-draw sequence."
[0320] Furthermore, in the "low probability low base game state," if the "Big Win X10 symbol" stops on the first special symbol, a Big Win game state is executed in which "Big Win Game X10" is awarded, which awards approximately 1500 balls, after which the game enters the "low probability high base game state." In this "low probability high base game state," regardless of whether the "Big Win X10 symbol," "Big Win Z10 symbol," "Small Win A symbol," or "Small Win B symbol" stops on the second special symbol, one of the following will be executed, awarding approximately 1500 balls: "Big Win Game X10," "Big Win Game Z10," Small Win Game + "Big Win Game X9," or Small Win Game + "Big Win Game Z9."
[0321] In other words, the sequence "7-7-7" suggests that two big wins will occur afterward.
[0322] <Effects of the Third Embodiment> The effects of the pachinko game machine PY1 described in the third embodiment will be explained below.
[0323] (10) When the second special symbol stops and displays either the "Big Win X10 Symbol" or the "Small Win A Symbol" in the "Low Probability High Base Game State", the special symbol variation animation will show the animation symbols EZ1, EZ2, and EZ3 stopping with matching numbers, followed by the "3000 Symbol Animation". In this "3000 Symbol Animation", the animation symbols EZ1, EZ2, and EZ3 will change into the "3000 Symbol" which includes the number "3000", so the display of the "3000 Symbol" in the "3000 Symbol Animation" will clearly inform the player that two big win games will be played and that at least approximately 3000 prize balls can be won from those two big win games, thereby increasing the enjoyment of the game.
[0324] (11) When the "Big Win X10 symbol" stops as the first special symbol in the "low probability low base game state", the special symbol variation animation will show the animation symbols EZ1, EZ2, and EZ3 stopping with matching numbers, followed by a "re-draw animation". In this "re-draw animation", the animation symbols EZ1, EZ2, and EZ3 will stop with matching numbers "7-7-7", so the display of matching numbers "7-7-7" in the "re-draw animation" will suggest to the player that two big win games will be played, even though the exact number of prize balls that can be won will not be clearly stated, thereby increasing the enjoyment of the game.
[0325] (12) In the special symbol variation performance in the "low probability low base game state," a "re-draw performance" is performed, and if the performance symbols EZ1, EZ2, and EZ3 stop and display as "7-7-7", then the 3000 icon image G600, which includes the number "3000", is displayed on the display unit 50a. The display of "7-7-7" in the "re-draw performance" suggests that two jackpot games will be played, and then the display of the 3000 icon image G600 clearly informs the player that at least approximately 3000 prize balls can be won in the two jackpot games, thereby enhancing the enjoyment of the game.
[0326] <Examples of modifications to the basic embodiment, first embodiment, second embodiment, and third embodiment> The following describes examples of modifications to the pachinko game machine PY1 described in the basic embodiment, first embodiment, second embodiment, and third embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, technical features in the above embodiments and the following modifications may be deleted as appropriate unless they are described as essential in this specification.
[0327] In the first embodiment, the game state is controlled to be either a "low probability low base game state" or a "low probability high base game state" which is more advantageous to the player than the "low probability low base game state." However, the game state may also be controlled to be either a "high probability low base game state" or a "high probability high base game state" instead of or in addition to the "low probability high base game state" as an advantageous game state for the player.
[0328] Furthermore, in the first embodiment, "Big Win Game X10", "Big Win Game Z10", "Big Win Game X9", and "Big Win Game Z9" are executed as big win games, but other big win games may be executed instead. For example, instead of or in addition to "Big Win Game X10", "Big Win Game Z10", "Big Win Game X9", and "Big Win Game Z9", a big win game with fewer rounds than "Big Win Game X10", "Big Win Game Z10", "Big Win Game X9", and "Big Win Game Z9" may be executed.
[0329] Furthermore, in the second embodiment, the "premium announcement" is performed based on both the type of variation pattern and the type of stopping symbol in the special display, but it may also be performed based only on the type of variation pattern. For example, if the variation pattern is "SPSP jackpot variation", the "premium announcement" may be performed regardless of the type of stopping symbol in the special display. In this case, the "premium announcement" can only indicate that a jackpot game will be played, thereby enhancing the excitement of the game.
[0330] In the second embodiment, the "premium preview" is executed in any one of the "normal variation", "N reach", and "SPSP reach" in the special figure variation effect, but it may be executed in other effects. For example, the "premium preview" may be executed during the "SP reach" or when the "reach" is established in the special figure variation effect.
[0331] In the second embodiment, the "premium preview" performed in the "SPSP reach" is performed during the effect where the protagonist character and the strong enemy character confront each other. However, as long as it is before the suggestion of a big win or a loss, it may be performed during other effects. For example, immediately before the suggestion of a big win or a loss, a preview effect that suggests the possibility of a big win by operating the normal button 40 can be made executable, and the "premium preview" may be performed at the timing when the player operates the normal button 40.
[0332] In the second embodiment, in the "premium preview", the flash lamp 54FL of the flash device 54F emits light in white, but the light emission mode of the flash lamp 54FL is not limited to this.
[0333] In the second embodiment, the "appearance rate change effect" is performed only during the execution of the special figure variation effect, but the "appearance rate change effect" may be performed in effects other than the special figure variation effect. For example, the "appearance rate change effect" may be performed when the normal button 40 is operated during the customer waiting effect mode or when the normal button 40 is operated during the big win effect mode.
[0334] Also, in the second embodiment, when the "appearance rate change effect" is performed, among the "premiere preview" in the "normal variation" of the special figure variation effect, the "premiere preview" in the "N reach", and the "premiere preview" in the "SPSP reach", the appearance rates of the "premiere preview" in the "normal variation" and the "premiere preview" in the "SPSP reach" are changed. However, only the appearance rate of the "premiere preview" in the "normal variation" may be changed, or only the appearance rate of the "premiere preview" in the "N reach" may be changed, or only the appearance rate of the "premiere preview" in the "SPSP reach" may be changed.
[0335] Also, in the second embodiment, when the "appearance rate change effect" is performed, among the "premiere preview" in the "normal variation" of the special figure variation effect, the "premiere preview" in the "N reach", and the "premiere preview" in the "SPSP reach", the appearance rates of the "premiere preview" in the "normal variation" and the "premiere preview" in the "SPSP reach" are changed. However, all the appearance rates of the "premiere preview" in the "normal variation", the "premiere preview" in the "N reach", and the "premiere preview" in the "SPSP reach" may be changed. In this case, it is preferable to make the degree of change in the appearance rate different among the "premiere preview" in the "normal variation", the "premiere preview" in the "N reach", and the "premiere preview" in the "SPSP reach".
[0336] Also, in the second embodiment, in the "flash preview after agitation" and the "premiere agitation failure preview" as the "premiere preview", it is shown that there is a possibility that the flash lamp 54FL emits light by displaying the protagonist character image G200. However, it is only necessary to suggest that there is a possibility that the flash lamp 54FL emits light, and it is not limited to the display of the protagonist character image G200. For example, it may be shown that there is a possibility that the flash lamp 54FL emits light by the vertical shaking of the on-board movable body 55k.
[0337] Also, in the second embodiment, the display of the protagonist character image G200 in the "Flash Preview after Teasing" and "Premier Teasing Failure Preview" as "Premier Preview" is only displayed in the "Normal Variation" and "N-Reach Variation" among the "Normal Variation", "N-Reach Variation", and "SPSP Reach" in which the "Premier Preview" can be performed. However, it may be displayed only in the "Normal Variation", or only in the "N-Reach Variation", or only in the "SPSP Reach".
[0338] Also, in the second embodiment, in the "SPSP Reach", the "Flash Preview after Teasing" is not executed. However, in the "SPSP Reach", the "Flash Preview after Teasing" may also be executed.
[0339] Also, in the second embodiment, in either case where the type of stop symbol is the "Big Hit X10 Symbol" or the "Big Hit Z10 Symbol", the execution of the "Premier Preview" is selected. However, it may be such that the execution of the "Premier Preview" is selected only when the type of stop symbol is the "Big Hit X10 Symbol". In this case, not only the notification that a big win game is to be played but also the notification that the "Low Probability High Base Game State" will follow can be simultaneously given by the "Premier Preview", enhancing the interest of the game.
[0340] Also, in the third embodiment, after the big win game state, it is controlled to the "Low Probability High Base Game State" as a game state advantageous to the player. However, instead of or in addition to the "Low Probability High Base Game State", it may be controlled to the "High Probability Low Base Game State" or the "High Probability High Base Game State". In this case, when it is controlled to the "High Probability Low Base Game State" or the "High Probability High Base Game State", it is preferable to perform the "3000 Symbol Effect".
[0341] Furthermore, in the third embodiment, the display of the "3000 symbol" in the "3000 symbol effect" suggests that two jackpot games will be played, but it may also suggest that three or more jackpot games will be played.
[0342] Furthermore, in the third embodiment, the display of the "3000 symbol" in the "3000 symbol presentation" suggests the number of prize balls that can be won in two jackpot games. However, it is sufficient to suggest the amount of profit that the player can win, and is not limited to the number of prize balls. For example, the number image of "3000" in the "3000 symbol" could be replaced with the number image of "20" to suggest that 20 rounds of gameplay will be played in two jackpot games.
[0343] Furthermore, in the third embodiment, in the "3000 symbol effect," the "3000 symbol" is displayed for all of the effect symbols EZ1, EZ2, and EZ3. However, it is also possible to display the "3000 symbol" only for the left effect symbol EZ1, or only for the middle effect symbol EZ2, or only for the right effect symbol EZ3.
[0344] Furthermore, in the third embodiment, when the stopping symbol of the first special symbol is the "jackpot X10 symbol", the "re-drawing effect" is set so that the effect symbols EZ1, EZ2, and EZ3 stop and display as "7-7-7", but it is not limited to "7-7-7", as long as it suggests that two jackpot games will be played. For example, the text image of "SUPER" may be added to each of the effect symbols EZ1, EZ2, and EZ3 to suggest that two jackpot games will be played.
[0345] Furthermore, in the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state," but different backgrounds may be displayed for the "low probability low base game state" and the "high probability low base game state." For example, in the "high probability low base game state," a background containing an image that suggests a high probability state may be displayed.
[0346] Furthermore, in the basic embodiment, only the special effect symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a in parallel with the variable display of the special effect symbols. However, other symbols may also be displayed on the display unit 50a in parallel with the special effect symbols EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other symbols smaller than the size of the special effect symbols EZ1, EZ2, and EZ3.
[0347] Furthermore, in the basic embodiment, only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols. However, other symbols may be displayed in parallel with the performance symbols EZ1, EZ2, and EZ3 on a display device other than the image display device 50. For example, a dedicated LED for displaying other symbols in a variable manner may be installed on the game board 1, and the dedicated LED may blink while the performance symbols EZ1, EZ2, and EZ3 are being displayed in a variable manner.
[0348] Furthermore, in the basic embodiment, the first and second special drawings are not displayed variably at the same time, but only one of them is displayed variably. However, the first and second special drawings may be displayed variably at the same time.
[0349] Furthermore, in the basic embodiment, the game progression and the effects are controlled by separate control units, but the game progression and the effects may be controlled by a single control unit. For example, both the game progression and the effects may be controlled by the main control unit 100 alone.
[0350] Furthermore, the gaming machine of the present invention can also be applied to other pinball gaming machines such as arrangement ball machines, mahjong ball gaming machines, and smart pachinko machines (managed gaming machines).
[0351] <Inventions disclosed in the first, second, and third embodiments> The preceding paragraphs in this [Modes for Carrying Out the Invention] disclose the following Inventions A to E. In the descriptions of Inventions A to E, the names and expressions of the corresponding components in the modes for carrying out the inventions described above, as well as the reference numerals used in the drawings, are noted in parentheses for reference. However, the elements such as means that constitute each invention are not limited to these notes. Invention A is a collective term for Inventions A1 to A3 below, Invention B is a collective term for Inventions B1 to B3 below, Invention C is a collective term for Inventions C1 to C3 below, Invention D is a collective term for Inventions D1 to D3 below, and Invention E is a collective term for Inventions E1 to E3 below.
[0352] The gaming machine according to Invention A1 is A determination means for determining whether or not to put the player into a special game state that is advantageous to the player (jackpot game state, time-saving state, high probability state) (jackpot determination), The system includes a performance execution means (a microcontroller for performance control 121) capable of executing a predetermined performance using a performance means that includes a predetermined display means (image display device 50) and a predetermined light-emitting means (flash device 54F), The aforementioned performance execution means is Depending on the determination made, it is possible to display on the display means a suggestive effect (special symbol variation effect) including a win / loss effect (effect accompanying the end of SPSP reach) that notifies the result of the determination. If the above determination determines that the special game state will be activated, during the execution of the suggestive performance, a notification performance (premium announcement) may be performed in which the light-emitting means is illuminated in a manner that indicates that the special game state will be activated (white light emission of the flash lamp 54FL). The aforementioned notification performance includes a first notification performance (a normal flash notification during normal reel spins) that is performed when the suggestion performance begins, and a second notification performance (a normal flash notification during an SPSP reach) that is performed when the win / loss performance in the suggestion performance takes place. It is characterized by the following:
[0353] The gaming machine according to Invention A2 is A gaming machine according to Invention A1, The aforementioned performance execution means is In the aforementioned suggestive performance, it is possible to perform a special performance (N-reach) that suggests the possibility of entering the special game state, The aforementioned notification performance includes the first notification performance, the second notification performance, and the third notification performance (a normal flash notification during an N-reach) which is performed when the special performance in the suggestion performance is performed. It is characterized by the following:
[0354] The gaming machine according to invention A3 is A gaming machine relating to Invention A1 or Invention A2, The aforementioned performance execution means is If the determination in the above judgment determines that the special game state should not be entered, the light-emitting means will not be illuminated during the execution of the suggestive performance. It is characterized by the following:
[0355] The gaming machine according to Invention B1 is A determination means for determining whether or not to put the player into a special game state that is advantageous to the player (jackpot game state, time-saving state, high probability state) (jackpot determination), It comprises a performance execution means (a microcontroller 121 for performance control) capable of executing a predetermined performance, The aforementioned performance execution means is If the aforementioned determination determines that the special game state will be activated, it is possible to execute a notification sequence (premium announcement) that indicates that the special game state will be activated. The aforementioned notification sequence has a higher probability of being executed when certain conditions are met. It is characterized by the following:
[0356] The gaming machine relating to invention B2 is, A gaming machine according to Invention B1, The aforementioned notification performance includes a first notification performance that takes place at a first timing (normal variation, SPSP reach) and a second notification performance that takes place at a second timing (N reach) that is different from the first timing. When the aforementioned predetermined conditions are met, the probability of executing either the first notification performance or the second notification performance increases. It is characterized by the following:
[0357] The gaming machine relating to invention B3 is A gaming machine according to Invention B1, The aforementioned notification performance includes a first notification performance that takes place at a first timing (normal variation, SPSP reach) and a second notification performance that takes place at a second timing (N reach) that is different from the first timing. When the aforementioned predetermined conditions are met, the probability of executing both the first notification sequence and the second notification sequence increases. It is characterized by the following:
[0358] The gaming machine according to invention C1 is A determination means for determining whether or not to put the player into a special game state that is advantageous to the player (jackpot game state, time-saving state, high probability state) (jackpot determination), It comprises a performance execution means (a microcontroller 121 for performance control) capable of executing a predetermined performance, The aforementioned performance execution means is If the aforementioned determination determines that the special game state will be activated, it is possible to execute a notification sequence (premium announcement) that indicates that the special game state will be activated. A teasing animation (main character image G200) may be performed to suggest that the aforementioned announcement animation may be executed. It is characterized by the following:
[0359] The gaming machine according to invention C2 is A gaming machine according to invention C1, The aforementioned notification sequence may be executed at one of several timings. The aforementioned hype animation is performed when the notification animation is performed at the first of the multiple timings (normal variation, N reach), but not when the notification animation is performed at the second of the multiple timings (SPSP reach). It is characterized by the following:
[0360] The gaming machine relating to invention C3 is, A gaming machine according to invention C2, The second timing is the latest timing among the multiple timings. It is characterized by the following:
[0361] The gaming machine according to invention D1 is A determination means for determining whether or not to execute a jackpot game that grants a predetermined amount of profit (number of prize balls) to the player (jackpot determination), A means for executing the aforementioned jackpot game, A game control means capable of controlling the game to a first game state (low probability, low base game state) or a second game state (low probability, high base game state) that is more advantageous to the player than the first game state, It comprises a performance execution means (a microcontroller 121 for performance control) capable of executing a predetermined performance, The aforementioned performance execution means is Based on the result of the above determination, it is possible to execute a variation effect (special variation effect) in which predetermined symbols (effect symbols EZ1, EZ2, EZ3) are displayed in a variable state and then stopped. When the game is controlled to the second game state, if the determination determines that the jackpot game will be executed, the variation animation can stop displaying a special symbol (3000 symbol) that indicates that the jackpot game will be played multiple times and includes a profit amount display (a number image showing 3000) that indicates the amount of profit to be awarded to the player by the multiple jackpot games. It is characterized by the following:
[0362] The gaming machine relating to invention D2 is, A gaming machine according to invention D1, The aforementioned performance execution means is When the game is controlled to the first game state, if the determination determines that the jackpot game should be executed, the special symbols will not be stopped and displayed in the variation animation. It is characterized by the following:
[0363] The gaming machine relating to invention D3 is, A gaming machine according to invention D2, The aforementioned performance execution means is When the game is controlled to the first game state, if the determination determines that the jackpot game will be executed, the variation animation can stop displaying a specific symbol ("7-7-7") that suggests that the jackpot game will be played multiple times and does not include the profit amount display. It is characterized by the following:
[0364] The gaming machine according to invention E1 is A determination means for determining whether or not to execute a jackpot game that grants a predetermined amount of profit (number of prize balls) to the player (jackpot determination), A means for executing the aforementioned jackpot game, A game control means capable of controlling the game to a first game state (low probability, low base game state) or a second game state (low probability, high base game state) that is more advantageous to the player than the first game state, It comprises a performance execution means (a microcontroller 121 for performance control) capable of executing a predetermined performance, The aforementioned performance execution means is It is possible to perform an indicative effect (special symbol variation effect) that suggests the result of the aforementioned determination, When the game is controlled to the second game state, if the determination determines that the jackpot game will be executed, the suggestion animation can suggest that the jackpot game will be played multiple times, and also suggest the amount of profit that will be awarded to the player by the multiple jackpot games (3000 symbol animation). It is characterized by the following:
[0365] The gaming machine relating to invention E2 is, A gaming machine according to invention E1, The aforementioned performance execution means is During the execution of the aforementioned jackpot game, a predetermined jackpot animation (jackpot animation mode) can be executed. When the game is controlled to the first game state, if the determination determines that the jackpot game will be executed, the jackpot animation can indicate the amount of profit that will be awarded to the player in multiple jackpot games (3000 icon image G600). It is characterized by the following:
[0366] The gaming machine relating to invention E3 is, A gaming machine according to invention E1, The aforementioned performance execution means is When the game is controlled to the first game state, if the determination determines that the jackpot game will be executed, the suggestion effect can first suggest that the jackpot game will be played multiple times ("7-7-7"), and then suggest the amount of profit that will be awarded to the player by the multiple jackpot games (3000 icon image G600), When the game is controlled to the second game state, if the determination determines that the jackpot game will be executed, the suggestion animation can simultaneously suggest that the jackpot game will be played multiple times and suggest the amount of profit that will be awarded to the player by the multiple jackpot games (3000 symbol animation). It is characterized by the following: [Explanation of symbols]
[0367] 50…Image display device 50a...Display section 54... Panel Lamp 54F... Flash unit 54FL…Flash lamp 101... Microcontroller for game control 121... Microcontroller for performance control EZ1, EZ2, EZ3... Presentation symbols G200... Main character image G600…3000 icon images
Claims
1. A determination means for determining whether or not to put the player into a special game state that is advantageous to the player, The system comprises a performance execution means capable of performing a predetermined performance using a performance means including a predetermined display means and a predetermined light-emitting means, The aforementioned performance execution means is In response to the determination, it is possible to display on the display means an indication effect that displays the performance symbols in a variable manner, including a win / loss effect that uses the performance symbols to indicate whether it is a win or a loss. If the determination determines that the special game state will be activated, a notification effect may be performed during the execution of the suggestion effect, in which the light-emitting means is illuminated in a manner that indicates that the special game state will be activated. The notification performance includes a first notification performance performed when the display of the changing symbols in the suggestion performance begins, and a second notification performance performed when a win is announced in the win / loss performance of the suggestion performance. A gaming machine characterized by the following features.
2. A gaming machine according to claim 1, The aforementioned performance execution means is In the aforementioned suggestive performance, it is possible to perform a special performance that suggests the possibility of entering the special game state, The aforementioned notification performance includes the first notification performance, the second notification performance, and the third notification performance which is performed when the special performance in the suggestion performance is performed. A gaming machine characterized by the following features.
3. A gaming machine according to claim 1 or claim 2, The aforementioned performance execution means is If the determination in the above judgment determines that the special game state should not be entered, the light-emitting means will not be illuminated during the execution of the suggestive performance. A gaming machine characterized by the following features.