Gaming machine

The gaming machine addresses the issue of persistent negative feelings by using adjustable light and sound effects to transition players from losing to potentially winning states, improving engagement through controlled visual and auditory cues.

JP7883796B1Active Publication Date: 2026-07-02SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2025-03-28
Publication Date
2026-07-02

AI Technical Summary

Technical Problem

In conventional gaming machines, when a player loses in a variable effect, the negative feeling persists without a means to transition to a more positive state, necessitating an improvement in maintaining player engagement.

Method used

The gaming machine incorporates a determination mechanism to set an advantageous state, with adjustable light and sound effects, allowing for variable display patterns and intensity changes based on player interaction, enabling a transition from a losing to a potentially winning state through controlled light and sound emissions.

Benefits of technology

This approach helps players shift their mood positively by offering engaging visual and auditory cues that suggest a potential advantageous state, enhancing player experience even in losing scenarios.

✦ Generated by Eureka AI based on patent content.

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  • Figure 0007883796000001_ABST
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Abstract

To make it easier to change your mindset even when it's shown that you won't be in an advantageous position. [Solution] The pachinko game machine PZ6 can execute a specific animation (SP Reach) that suggests the possibility of entering an advantageous state during the variation animation, and can display a specific image (rest image G807) after the specific animation. As a variation animation based on the judgment result that the advantageous state will not be entered, it can execute a first variation animation that displays the specific image (a variation animation that results in a failure pattern in Illumination Reach) and a second variation animation that does not display the specific image (a variation animation that results in a failure pattern in Campfire Reach). In the first variation animation, the number of light patterns of the light-emitting part (panel lamp 54) and the number of songs output are greater than in the second variation animation, and the light emission of the light-emitting part and the output of songs are suppressed while the specific image is displayed.
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a pachinko machine which is an example of a gaming machine, as described in Patent Document 1 below, for example, a reach effect in which a friendly character and an enemy character battle in a variable effect is executed to notify the result of a jackpot winning / losing determination is known for a gaming machine. In this gaming machine, in the reach effect based on the determination result of jackpot winning, the friendly character wins, indicating to the player that the jackpot has been won, and in the reach effect based on the determination result of a loss, the friendly character loses, indicating to the player that it is a loss.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the gaming machine described in Patent Document 1 above, when the friendly character loses in the reach effect of the variable effect based on the determination result of a loss and it is shown to the player that it is a loss, the variable effect immediately ends, and if there is a special figure hold, a new variable effect is started. Therefore, it is necessary to continue the game without being able to switch the negative feeling when it is shown that it is a loss in the reach effect, and there was room for improvement in this regard.

Means for Solving the Problems

[0005] The gaming machine of the present invention is A determination means for determining whether to put the player in an advantageous state, A state setting means that sets the advantageous state based on the result of the determination, A means for controlling the effects, A predetermined display means, A predetermined light-emitting part, A predetermined sound output means, A predetermined light intensity adjustment means that can be operated by the player, It includes a predetermined volume adjustment means that can be operated by the player, The aforementioned performance control means is Based on the result of the above determination, a variable display effect can be performed by the predetermined display means to display a predetermined display pattern in a variable manner. In the aforementioned variation performance, a specific performance that suggests the possibility of achieving the advantageous state is performed, and after the specific performance, a specific image can be displayed on the predetermined display means. As a variation effect based on the determination result that the aforementioned advantageous state will not be achieved, a first variation effect that displays the aforementioned specific image and a second variation effect that does not display the aforementioned specific image can be executed. In the first variation effect, the number of light emission patterns of the predetermined light emission unit and the number of songs output from the sound output means are greater than in the second variation effect, and while the specific image is displayed, both the light emission of the predetermined light emission unit and the output of songs from the sound output means are suppressed. Even during a first period in which the specific image is displayed and both the emission of light from the predetermined light-emitting part and the output of the music are suppressed, and even during a second period in which neither the emission of light from the predetermined light-emitting part nor the output of the music is suppressed, a change in the light intensity level by operating the predetermined light intensity adjustment means is accepted. However, if accepted during the first period, the predetermined light-emitting part will emit light at the changed light intensity level after the first period has elapsed, and if accepted during the second period, the predetermined light-emitting part will emit light at the changed light intensity level at the timing when the light intensity adjustment is performed by operating the predetermined light intensity adjustment means during the second period. Whether during the first or second period, a change in the volume level by the predetermined volume adjustment means will be accepted. However, if accepted during the first period, the song will be output at the changed volume level after the first period has elapsed. If accepted during the second period, the song will be output at the changed volume level at the time the volume adjustment by the predetermined volume adjustment means is performed during the second period. It is a gaming machine characterized by the above.

Effects of the Invention

[0006] According to the present invention, even when it is shown that the advantageous state is not achieved, by using the display period of a specific image after a specific effect in the variable effect, it is easy for the player to change their mood.

Brief Explanation of Drawings

[0008] 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.

[0009] <Basic Implementation> Later, various embodiments of the gaming machine of the present invention will be described, but first, the basic embodiment that forms the basis of each embodiment 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 the perspective of 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.

[0010] 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.

[0011] 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.

[0012] 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.

[0013] 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.

[0014] 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.

[0015] 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.

[0016] 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.

[0017] The first starting opening 11 is installed at the bottom of the game area 6 so that game balls can enter. 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 judgment, which will be described later. The first starting opening 11 is always configured to ensure that game balls can enter easily. The jackpot judgment, or the jackpot judgment and the symbol judgment described later together, is also called the jackpot lottery or special symbol lottery.

[0018] 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 creating a closed state (closed) in which game balls cannot enter or enter the second starting port 12, or an open state (opened) in which game balls enter the second starting port 12 more easily than in the closed state. The prize-winning device, including the second starting port 12 and the opening / closing member 12k, is called an electric chuute.

[0019] 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.

[0020] 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.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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, a right-hitting lamp 54a capable of emitting light in a predetermined color, and a movable body 55k on the board that can operate in a predetermined operating mode. 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 right-hitting lamp 54a is installed to the right of the display unit 50a and is composed of, for example, one LED. The words "Right-hitting" are drawn near the right-hitting lamp 54a. The movable body 55k on the board is installed in front of and above the display unit 50a. The movable body 55k on the board 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 2. Furthermore, the movement of the movable body 55k on the board does not have to be vertical.

[0025] 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 (fluctuating display) and stop display of special symbols (special symbols), variable display (fluctuating display) and stop display of ordinary symbols (ordinary symbols), number of reserved special symbols 1, number of reserved special symbols 2, number of reserved ordinary symbols, current game status, right-hand play status, etc., as described later) by combinations of lighting, flashing, and extinguishing of the multiple LEDs.

[0026] 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.

[0027] 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.

[0028] 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. The jackpot game and minor win game may be referred to as special games.

[0029] 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 (also called special symbol 1). 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).

[0030] 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 (also called special symbol 2). 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 the following manners: 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).

[0031] 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 Symbol 1 and Special Symbol 2 are stored simultaneously, the system may prioritize the jackpot determination for Special Symbol 2, or prioritize the jackpot determination for Special Symbol 1, or determine the jackpot determination in the order in which they were stored.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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).

[0036] 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.

[0037] 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.

[0038] 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).

[0039] 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.

[0040] 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.

[0041] 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).

[0042] 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"). Furthermore, the low probability low base game state may be abbreviated as the low probability low base state, the low probability high base game state as the low probability high base state, the high probability low base game state as the high probability low base state, the high probability high base game state as the high probability high base state, the normal game state as the normal state, the time-saving game state as the time-saving state, the hidden probability game state as the hidden probability state, and the probability variation game state as the probability variation state. In addition, the low base state may also be called the non-time-saving state, and the low probability state may also be called the normal probability state. Moreover, the jackpot game state, high probability state, and high base state can all be said to be advantageous states that are beneficial to the player.

[0043] 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.

[0044] 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).

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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".

[0050] 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.

[0051] Furthermore, in the non-time-saving state, players shoot game balls towards the left side of the game area 6 in order to aim for the first start opening 11 located in the center of the game area 6. Therefore, the "low probability low base game state" and the "high probability low base game state" can also be described as left-handed shooting states. In addition, in the time-saving state, players shoot game balls towards the right side of the game area 6 in order to aim for the second start opening 12 located in the right side of the game area 6. Therefore, the "low probability high base game state" and the "high probability high base game state" can also be described as right-handed shooting states.

[0052] 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.

[0053] 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".

[0054] "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.

[0055] "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.

[0056] "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.

[0057] "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.

[0058] 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).

[0059] "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.

[0060] 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.

[0061] Furthermore, the jackpot state can also be described as a right-handed shooting state, as the player shoots the game ball towards the right side of the game area 6 in order to aim for the first or second large prize pocket 14 or second large prize pocket 15 located on the right side of the game area 6.

[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 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 gameplay 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 gameplay as a game distinct from the jackpot game and the minor jackpot game. Unlike the jackpot game and the minor jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is 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 the auxiliary game is 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, for example, a text image that reads "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 image of the 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. The 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 to indicate a loss, 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. Based on the result of the pre-announcement judgment for the Special Symbol 1 reserve, as shown in Figure 10(C), the reserve icon display area 50d displays a "☆" icon image as the reserve icon HA, instead of the usual "〇" icon image. The "☆" icon image (special form icon image) is an image that suggests a higher probability of a jackpot than the "〇" icon image (normal form icon image). This effect of displaying a special form icon image is also called a reserve change effect. 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 issued in response to 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 issued in response to 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 performance commands issued in response to game control to the performance control unit 120 via the game output unit 101b. The game control microcontroller 101 can issue the following commands:

[0118] 9-3-1. Winning Command Prize winning commands are issued 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 issued when a game ball enters the first starting opening 11, the second starting opening command issued when a game ball enters the second starting opening 12, the gate command issued when a game ball passes through the gate 13, the first major prize winning opening command issued when a game ball enters the first major prize winning opening 14, the first major prize winning opening command issued when a game ball enters the second major prize winning opening 15, and the general prize winning opening command issued when a game ball enters the general prize winning opening 10.

[0119] 9-3-2. Special Feature Commands Special symbol commands are issued in relation to the operation of the first and second special symbols. Examples of special symbol commands include the special symbol variation pattern command issued when the variation pattern of the special symbol is determined, the special symbol stop symbol command issued when the stop symbol of the special symbol is determined, the special symbol start command issued when the variable display of the special symbol begins, and the special symbol confirmation command issued when the stop display of the special symbol is displayed.

[0120] 9-3-3. General Drawing Commands Puzzle commands are issued in relation to the operation of the Puzzle. Examples of Puzzle commands include the Puzzle Start command, which is issued when the variable display of the Puzzle begins, and the Puzzle Confirmation command, which is issued when the Puzzle stops displaying.

[0121] 9-3-4. Hold Command The hold command is issued 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 issued when the number of Special Feature 1 hold units increases, the Special Feature 1 hold decrease command issued when the number of Special Feature 1 hold units decreases, the Special Feature 2 hold increase command issued when the number of Special Feature 2 hold units increases, the Special Feature 2 hold decrease command issued when the number of Special Feature 2 hold units decreases, the Normal Feature hold increase command issued when the number of Normal Feature hold units increases, and the Normal Feature hold decrease command issued when the number of Normal Feature hold units decreases.

[0122] 9-3-5. Jackpot Game Command Jackpot game commands are issued in relation to the operation of the jackpot game. Examples of jackpot game commands include the OP command issued at the start of the OP, the round command issued at the start of each round of gameplay, and the ED command issued at the start of the ED.

[0123] 9-3-6. Minor Win Game Command Minor win game commands are issued in relation to the operation of minor win games. Examples of minor win game commands include pre-opening IT commands issued when pre-opening IT starts, and post-opening IT commands issued when post-opening IT starts.

[0124] 9-3-7. Auxiliary game command The auxiliary game command is issued in relation to the operation of the auxiliary game. Examples of the auxiliary game command include the auxiliary game start command issued upon the start of the auxiliary game.

[0125] 9-3-8. Game state command The game state command is issued in relation to the current game state. Examples of the game state command include the normal probability command issued when the game state is the normal probability state, the high probability command issued when the game state is the high probability state, the non-time limit command issued when the game state is the non-time limit state, the time limit command issued when the game state is the time limit state, the big win command issued when the game state is the big win game state, the left hit command issued when the game state is the left hit state, the right hit command issued when the game state is the right hit 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, preview 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 preview presentations, etc., presentation data issued in accordance with the execution of the presentation, 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. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment described above will also apply to the first embodiment.

[0129] First, the front door 23 will be explained in detail using Figure 17. Figure 17 is a perspective view of the lower part of the front door 23. As shown in Figure 17, the front part of the front door 23 is provided with an operating section that can be operated by the player, which includes a normal button 40, a handle 72k, and a four-way button 42 consisting of four buttons for up, down, left, and right.

[0130] The handle 72k is a handle used to launch game balls toward the game board 1. It is equipped with a touch sensor (not shown) that detects when a player is holding the handle 72k. When the touch sensor is detected, the game ball is launched when the handle 72k is turned to the right.

[0131] The four-way buttons 42, like the regular buttons 40, are buttons used in operation sequences during special symbol variation sequences, and comprise an upper button 42a corresponding to the upward direction, a lower button 42b corresponding to the downward direction, a left button 42c corresponding to the left direction, and a right button 42d corresponding to the right direction. When the four-way buttons 42 are operated by the player, a predetermined image is displayed on the display unit 50a, the panel lamps 54 light up in a predetermined lighting pattern, or a predetermined sound is output from the speaker 52.

[0132] Next, using Figures 18 to 24, 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.

[0133] 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.

[0134] 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.

[0135] 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.

[0136] 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.

[0137] E.SPSP Reach "SPSP Reach" is an effect that may occur after "SP Reach", and is a reach effect where the protagonist character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect that suggests a high possibility of a jackpot game being played. Also, since a jackpot game is more likely to be played when it develops from "SP Reach" to "SPSP Reach" than when it does not develop from "SP Reach" to "SPSP Reach", "SPSP Reach" also functions as an effect that suggests a higher possibility of a jackpot game being played than "SP Reach".

[0138] F. Character Voice Announcement "Character Voice Announcement" is an effect that may occur during "N Reach", and is an announcement effect where the voice of the protagonist character is output from the speaker 52 in response to the operation of the normal button 40 and the four-way button 42. Since "Character Voice Announcement" may develop into "SP Reach" afterwards, it functions as an effect that suggests the possibility of "SP Reach" being performed.

[0139] G. Cut-in Announcement "Cut-in Announcement" is an effect that may occur during "SP Reach", and is an announcement effect where the protagonist character image G200 is displayed on the display unit 50a in response to the operation of the normal button 40. Since "Cut-in Announcement" may develop into "SPSP Reach" afterwards, it functions as an effect that suggests the possibility of "SPSP Reach" being performed.

[0140] H. Roulette Announcement "Roulette Announcement" is an effect that may occur during "SPSP Reach", and is an announcement effect where one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) in response to the operation of the four-way button 42. Since the production symbols EZ1, EZ2, EZ3 may stop and display as a triple showing a jackpot afterwards, it functions as an effect that suggests the possibility of a jackpot game being played.

[0141] Next, using Figure 18, the performance flow of the main special feature variation effects that are performed in a non-time-saving state will be explained. The performance control microcontroller 121 displays a performance image on the display unit 50a for each performance that constitutes the performance flow, and in response to the display of the performance image, it can execute a lighting effect using the frame lamp 53 and the panel lamp 54, and a sound effect using the speaker 52.

[0142] As shown in Figure 18(A), in the special symbol variation sequences with the variation patterns "SPSP Big Win Variation" and "SPSP Miss Variation," the sequence flow is as follows: "Normal Variation" → "Reach" → "N Reach" → "SP Reach" → "SPSP Reach." In addition, in these special symbol variation sequences, a "Character Voice Announcement" may occur during "N Reach," a "Cut-in Announcement" may occur during "SP Reach," and a "Roulette Announcement" may occur during "SPSP Reach."

[0143] Furthermore, as shown in Figure 18(B), in the special symbol variation sequences with the variation patterns "SP Big Win Variation" and "SP Miss Variation," the sequence flow consisting of "Normal Variation" → "Reach" → "N Reach" → "SP Reach" is executed. In addition, in these special symbol variation sequences, a "Character Voice Announcement" may be performed during the "N Reach," and a "Cut-in Announcement" may be performed during the "SP Reach."

[0144] Furthermore, as shown in Figure 18(C), in the special symbol variation sequence where the variation pattern is "N Miss Variation," the sequence flow consisting of "Normal Variation" → "Reach" → "N Reach" is executed. Note that in this special symbol variation sequence, "Character Voice Announcement," "Cut-in Announcement," and "Roulette Announcement" are not performed.

[0145] Furthermore, as shown in Figure 18(D), in the special symbol variation sequence where the variation pattern is "normal miss variation," the sequence flow consisting only of "normal variation" is executed. Note that in this special symbol variation sequence, "character voice announcement," "cut-in announcement," and "roulette announcement" are not performed.

[0146] 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.

[0147] First, let me explain the "character voice notification" in detail. The microcontroller 121 for controlling the performance can execute the "character voice notification" in the "N reach" of the special symbol variation performance where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", and "SP miss variation".

[0148] As shown in Figure 19, the performance control microcontroller 121 stores a character voice notification selection table 123a1 and a voice volume selection table 123a2 in its performance memory unit 121b. The performance control microcontroller 121 can use the character voice notification selection table 123a1 to select whether or not to execute a "character voice notification," and if so, the type of voice to use. If a "character voice notification" is executed, the voice volume can be selected using the voice volume selection table 123a2. There are two types of voices: "Chance" and "Congratulations," and there are three volume levels: 1st to 3rd. As will be explained in more detail later, the voice volume differs depending on the type of weapon displayed by operating the normal button 40 during the "character voice notification."

[0149] Figure 20(A) shows the contents of the character voice notification selection table 123a1. The performance control microcontroller 121 refers to the type of variation pattern and selects whether or not to execute the "character voice notification," and if so, the type of voice to use.

[0150] Specifically, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), the execution of the "character voice preview" of the voice "Chance" is selected at a rate of 70%, the execution of the "character voice preview" of the voice "Congratulations" is selected at a rate of 20%, and the non - execution of the "character voice preview" is selected at a rate of 10%.

[0151] Also, when the variation pattern is "SPSP loss variation" (THP011) or "SP loss variation" (THP012), the execution of the "character voice preview" of the voice "Chance" is selected at a rate of 50%, the non - execution of the "character voice preview" is selected at a rate of 50%, and the execution of the "character voice preview" of the voice "Congratulations" is not selected.

[0152] Also, when the variation pattern is "N loss variation" (THP013), the non - execution of the "character voice preview" is selected at a rate of 100%, and the execution of the "character voice preview" of the voice "Chance" and the execution of the "character voice preview" of the voice "Congratulations" are not selected.

[0153] That is, only in the case of the variation pattern corresponding to the result of the jackpot determination being "jackpot win", the execution of the "character voice preview" of the voice "Congratulations" is set to be selected, and the "character voice preview" of the voice "Congratulations" functions as an effect suggesting that a jackpot game is being played.

[0154] Also, only in the case of the variation pattern including "SP reach" in the effect flow, the execution of the "character voice preview" is set to be selected, and the "character voice preview" functions as an effect suggesting the development into "SP reach".

[0155] In the first embodiment, the execution of "character voice preview" is set to be selected only when the variation pattern in the production flow includes "SP reach". However, even when the variation pattern in the production flow does not include "SP reach", the execution of "character voice preview" may be selected. In this case, it is preferable that the execution of "character voice preview" is less likely to be selected in the case where the variation pattern in the production flow does not include "SP reach" than in the case where the variation pattern in the production flow includes "SP reach". Note that the selection ratio indicated by the character voice preview selection table 123a1 shown in FIG. 20(A) can be appropriately changed.

[0156] FIG. 20(B) is a diagram showing the content of the voice volume selection table 123a2. The production control microcomputer 121 refers to the type of variation pattern and the type of weapon changed when the player operates the normal button 40 in the "character voice preview" to select the volume of the voice output from the speaker 52 in the "character voice preview". Details will be described later, but there are three types of weapon types: 'gold bar','short sword' and 'bullet'.

[0157] Specifically, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the type of weapon is 'gold bar', the first volume is selected at a ratio of 70% and the second volume is selected at a ratio of 30%, and the third volume is not selected.

[0158] The Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the type of weapon is'short sword', the second volume is selected at a ratio of 70% and the third volume is selected at a ratio of 30%, and the first volume is not selected.

[0159] <Element ID= Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the type of weapon is 'bullet', the third volume is selected at a ratio of 1^00%, and the first volume and the second volume are not selected.

[0160] Also, when the variation pattern is "SPSP miss variation" (THP011) or "SP miss variation" (THP012), regardless of the type of weapon, the second volume is selected at a rate of 100%, and the first volume and the third volume are not selected.

[0161] That is, the first volume and the third volume are set to be selected only when the variation pattern corresponding to the jackpot determination result is "jackpot win". The "character voice preview" in which the voice of the protagonist character is output at the first volume or the third volume functions as an effect suggesting that a jackpot game will be played.

[0162] Also, when the variation pattern corresponding to the result of the jackpot determination is "miss", regardless of the type of weapon, the second volume is always set to be selected. On the other hand, when the variation pattern corresponding to the result of the jackpot determination is "jackpot win", when the type of weapon is "club", the first volume is more likely to be selected than the second volume, and when the type of weapon is "dagger", the second volume is more likely to be selected than the third volume. The "character voice preview" when the type of weapon is "club" functions as an effect that more easily suggests that a jackpot game will be played than the "character voice preview" when the type of weapon is "dagger".

[0163] Also, it is set such that when the type of weapon is "club", the first volume is more likely to be selected, when the type of weapon is "dagger", the second volume is more likely to be selected, and when the type of weapon is "bullet", the third volume is more likely to be selected. It can be said that for the "character voice preview" when "club" is displayed, the probability that the voice of the protagonist character is output at the first volume is high, for the "character voice preview" when "dagger" is displayed, the probability that the voice of the protagonist character is output at the second volume is high, and for the "character voice preview" when "bullet" is displayed, the probability that the voice of the protagonist character is output at the third volume is high. Note that the selection ratio shown by the voice volume selection table 123a2 shown in FIG. 20(B) can be changed as appropriate.

[0164] In the first embodiment, the selected volume varies according to the type of variation pattern. However, the same volume may be selected regardless of the type of variation pattern. For example, when the type of weapon is a "club", the first volume is always selected; when the type of weapon is a "dagger", the second volume is always selected; and when the type of weapon is a "bullet", the third volume is always selected.

[0165] When the effect control microcomputer 121 executes a "character voice preview" in the special figure variation effect, it executes the "character voice preview" with the voice type and volume selected by the character voice preview selection table 123a1 and the voice volume selection table 123a2.

[0166] Figures 21(A) to 21(F) and Figures 22(A) to 22(F) are diagrams showing how a "character voice preview" is performed. In the special figure variation effect, when a "reach" is achieved and an "N reach" is performed as shown in Figure 21(A), a "character voice preview" is performed.

[0167] In the "character voice preview", the operation of the four-way button 42 becomes effective, and as shown in Figure 21(B), a four-way button image G300 imitating the four-way button 42 is displayed at the lower center of the display unit 50a. The four-way button image G300 consists of an up button image G300a imitating the up button 42a, a down button image G300b imitating the down button 42b, a left button image G300c imitating the left button 42c, and a right button image G300d imitating the right button 42d. Only the left button image G300c and the right button image G300d blink and are displayed to prompt the player to operate the left button 42c or the right button 42d.

[0168] When the four-way button image G300 is displayed, if the player operates the left button 42c or the right button 42d, the main character image G200 is displayed on the display unit 50a. There are two types of main character image G200: one representing the main character wearing a headband, as shown in Figure 21(C), and another representing the main character without a headband, as shown in Figure 21(D). The displayed image switches each time the player operates the left button 42c or the right button 42d. In the first embodiment, the main character image G200 is displayed by operating the four-way button 42, but it may also be displayed before operating the four-way button 42. For example, the main character image G200 may be displayed at the same time as the four-way button image G300 is displayed.

[0169] Then, after a predetermined time (for example, 3 seconds) has elapsed since the four-way button image G300 was displayed, the four-way button image G300 is erased, and the main character image G200 that was displayed at that time is fixed and displayed. Figure 21(E) shows the case where the main character image G200, which is wearing a headband, is fixed and displayed.

[0170] When the main character image G200 is displayed in a fixed position, the normal button 40 becomes operational, and as shown in Figure 21(F), a normal button image G31, which mimics the normal button 40, is displayed in the lower center of the display unit 50a.

[0171] When the normal button image G31 is displayed, if the player operates the normal button 40, weapon A image G301 will be displayed on the main character image G200, as shown in Figure 22(A). Weapon A image G301 is an image representing a single "club," suggesting that the main character has equipped a "club."

[0172] Subsequently, if the player operates the normal button 40 again, weapon A image G301 changes to weapon B image G302, as shown in Figure 22(B). Weapon B image G302 is an image representing two 'daggers', suggesting that the main character has equipped 'daggers'.

[0173] Subsequently, if the player operates the normal button 40 again, weapon B image G302 changes to weapon C image G303, as shown in Figure 22(C). Weapon C image G303 is an image representing three "bullets," suggesting that the main character has equipped "bullets."

[0174] Figures 22(A) to 22(C) illustrate the case where weapon image G301, weapon image G302, or weapon image G303 is displayed on the main character image G200 wearing a headband. However, if the main character image G200 without a headband is displayed permanently, weapon image G301, weapon image G302, or weapon image G303 will be displayed on the main character image G200 without a headband each time button 40 is operated. Note that even if the four-way button 42 is operated while a weapon image is displayed on the main character image G200, the weapon image will not change.

[0175] In the first embodiment, when weapon image C G303 is displayed on the main character image G200, the display of weapon image C G303 is maintained even if the player operates the normal button 40 further. However, it is also possible to return weapon image C G303 to weapon image A G301 when the normal button 40 is operated further.

[0176] Then, after a predetermined time (for example, 3 seconds) has elapsed since the normal button image G31 was displayed, the normal button image G31 is erased, and the weapon image currently displayed is fixed and displayed. Figure 22(D) shows the case where weapon image C G303 is fixed and displayed. Note that if the normal button 40 is not operated even once, no weapon images will be displayed.

[0177] Then, when a predetermined time (e.g., 2 seconds) elapses after the normal button image G31 is erased, the voice of the protagonist character is output from the speaker 52. At this time, if "Chance" is selected by the character voice preview selection table 123a1, as shown in FIG. 22(E), the voice of the protagonist character saying "Chance" is output from the speaker 52. If "Congratulations" is selected by the character voice preview selection table 123a1, as shown in FIG. 22(F), the voice of the protagonist character saying "Congratulations" is output from the speaker 52.

[0178] The voice of the protagonist character is output at the volume selected by the voice volume selection table 123a2, and is output at any one of the first volume, the second volume, and the third volume. The second volume is the same volume as various voices output from the speaker 52 before the "character voice preview" is performed. When no weapon image is displayed without operating the normal button 40, the voice of the protagonist character is output at this second volume. Also, the first volume is a volume smaller than the second volume, and the third volume is a volume larger than the second volume.

[0179] Specifically, when the type of the fixedly displayed weapon image is "gold bar", the voice of the protagonist character is output at either the first volume or the second volume. When the type of the fixedly displayed weapon image is "dagger", the voice of the protagonist character is output at either the second volume or the third volume. When the type of the fixedly displayed weapon image is "bullet", the voice of the protagonist character is output at either the second volume or the third volume (see FIG. 20(B)).

[0180] Then, when the voice of the main character is output from speaker 52, the main character image G200 and the weapon image are erased, and the "character voice preview" ends. In the first embodiment, when the voice of the main character in the "character voice preview" is output at the first or third volume, the volume of the various sounds output thereafter is set to return to the second volume. However, if the voice of the main character is output at the first volume, the first volume may continue thereafter, and if the voice of the main character is output at the third volume, the third volume may continue thereafter.

[0181] Furthermore, in the first embodiment, even if no weapon images are displayed, in other words, even if the normal button 40 is not operated, the voice of the main character is output from the speaker 52. However, if the player does not operate the normal button 40, the voice of the main character may not be output from the speaker 52.

[0182] Furthermore, in the first embodiment, the volume of the main character's voice is selected at the same rate regardless of whether the main character image G200 with a headband on its head or the main character image G200 without a headband on its head is selected by operating the four-way button 42. However, the volume of the main character's voice may be selected at different rates depending on whether the main character image G200 with a headband on its head or the main character image G200 without a headband on its head is selected.

[0183] Also, in the first embodiment, a case where no voice is output from the speaker 52 between when the weapon image is displayed and when the voice of the main character is output is illustrated. However, a predetermined voice may be output between when the weapon image is displayed and when the voice of the main character is output. In this case, the volume of the predetermined voice may be output at the same volume as the volume selected by the voice volume selection table 123a2, or may be output at a predetermined volume (for example, the second volume) regardless of the volume selected by the voice volume selection table 123a2.

[0184] Next, the "cut-in preview" will be specifically described. The production control microcomputer 121 can execute the "cut-in preview" in the "SP reach" in the special drawing variation production of the variation patterns "SPSP jackpot variation", "SP jackpot variation", "SPSP loss variation", and "SP loss variation".

[0185] As shown in FIG. 19, a cut-in preview 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 cut-in preview selection table 123a3 to select whether to execute the "cut-in preview" and the type of cut-in frame when the "cut-in preview" is executed. There are two types of cut-in frames: 'blue frame' and'red frame'.

[0186] FIG. 20(C) is a diagram showing the content of the cut-in preview selection table 123a3. The production control microcomputer 121 refers to the type of variation pattern and selects whether to execute the "cut-in preview" and the type of cut-in frame when the "cut-in preview" is executed.

[0187] Specifically, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), the execution of the "cut-in preview" with the 'blue frame' is selected at a rate of 20%, the execution of the "cut-in preview" with the'red frame' is selected at a rate of 40%, and the non-execution of the "cut-in preview" is selected at a rate of 40%.

[0188] Also, when the variation pattern is "SPSP miss variation" (THP011) or "SP miss variation" (THP012), the execution of the "cut-in notice" for the 'blue frame' is selected at a rate of 50%, the execution of the "cut-in notice" for the'red frame' is selected at a rate of 10%, and the non-execution of the "cut-in notice" is selected at a rate of 40%.

[0189] That is, the variation pattern corresponding to "big win selected" in the big win determination result is set so that the execution of the "cut-in notice" for the'red frame' is more likely to be selected than the variation pattern corresponding to "miss" in the big win determination result. The "cut-in notice" for the'red frame' functions as an effect suggesting a high possibility of a big win game being played.

[0190] Also, the case where the variation pattern includes "SPSP reach" in the effect flow is set so that the execution of the "cut-in notice" for the'red frame' is selected more than the case where the variation pattern does not include "SPSP reach" in the effect flow. The "cut-in notice" for the'red frame' functions as an effect suggesting a high possibility of developing into "SPSP reach".

[0191] In the first embodiment, the execution of the "cut-in notice" is set to be selected only when the variation pattern includes "SP reach" in the effect flow. However, even for a variation pattern that does not include "SP reach" in the effect flow, the execution of the "cut-in notice" may be selected. In this case, it is preferable that the execution of the "cut-in notice" is less likely to be selected for the variation pattern that does not include "SP reach" in the effect flow than for the variation pattern that includes "SP reach" in the effect flow. Note that the selection ratio shown by the cut-in notice selection table 123a3 shown in FIG. 20(C) can be changed as appropriate.

[0192] When the effect control microcomputer 121 executes the "cut-in notice" in the special figure variation effect, it executes the "cut-in notice" with the type of cut-in frame selected by the cut-in notice selection table 123a3.

[0193] FIGS. 23(A) to 23(D) are diagrams showing the state in which a "cut-in preview" is performed. In the special figure variation effect, when it develops into "SP reach" and as shown in FIG. 23(A), when the protagonist character tries to attack the enemy character, a "cut-in preview" is performed.

[0194] In the "cut-in preview", the operation of the normal button 40 becomes effective, and as shown in FIG. 23(B), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a. Then, when the player operates the normal button 40 while the normal button image G31 is displayed, or when a predetermined operation effective time (for example, 3 seconds) elapses without the player operating the normal button 40, as shown in FIG. 23(C), the normal button image G31 is erased, and a cut-in frame image G400 and a protagonist character image G200 are displayed on the display unit 50a. At this time, when "blue frame" is selected by the cut-in preview selection table 123a3, the cut-in frame image G400 is displayed in blue, and when "red frame" is selected by the cut-in preview selection table 123a3, the cut-in frame image G400 is displayed in red.

[0195] Then, when a predetermined time (for example, 1 second) elapses after the cut-in frame image G400 and the protagonist character image G200 are displayed, as shown in FIG. 23(D), the voice "Go-" of the protagonist character is output from the speaker 52. The volume of the voice of this protagonist character is output at the second volume regardless of whether the player operates the normal button 40.

[0196] Then, when the voice of the protagonist character is output from the speaker 52, the cut-in frame image G400 and the protagonist character image G200 are erased, and the "cut-in preview" ends.

[0197] In the first embodiment, in the "Cut-in Preview", the volume of the voice of the protagonist character output is the second volume regardless of the volume of the voice of the protagonist character output in the "Character Voice Preview" when the "Character Voice Preview" is performed in "N Reach". However, when the "Character Voice Preview" is performed in "N Reach", the voice of the protagonist character output in the "Cut-in Preview" may be output at the same volume as the volume of the voice of the protagonist character output in the "Character Voice Preview". For example, when the voice of the protagonist character is output at the first volume in the "Character Voice Preview", the voice of the protagonist character is also output at the first volume in the "Cut-in Preview", and when the voice of the protagonist character is output at the third volume in the "Character Voice Preview", the voice of the protagonist character may also be output at the third volume in the "Cut-in Preview".

[0198] Also, in the first embodiment, in the "Cut-in Preview", when the normal button 40 is operated, the voice of the protagonist character is output from the speaker 52. However, when the four-way button 42 is operated, the voice of the protagonist character may be output from the speaker 52.

[0199] Next, the "Roulette Preview" will be specifically described. The production control microcomputer 121 can execute the "Roulette Preview" in the "SPSP Reach" in the special pattern variation production where the variation pattern is "SPSP Jackpot Variation" or "SPSP Loss Variation".

[0200] FIGs. 24(A) to 24(C) are diagrams showing the state in which the "Roulette Preview" is performed. When the special pattern variation production develops into "SPSP Reach" and as shown in FIG. 24(A), when the protagonist character tries to attack the strong enemy character, the "Roulette Preview" is performed.

[0201] In the "Roulette Preview", the operation of the four-way button 42 becomes effective. As shown in FIG. 24(B), a skill image G600 representing the skills that the protagonist character can use is displayed in the center of the display unit 50a. At the same time, a four-way button image G300 imitating the four-way button 42 is displayed below the skill image G600. Only the up button image G300a and the down button image G300b blink and are displayed to prompt the player to operate the up button 42a or the down button 42b of the four-way button image G300. The skill image G600 consists of a skill image G600a indicating that the skill the protagonist character uses is "Punch", a skill image G600b indicating that the skill the protagonist character uses is "Chop", and a skill image G600c representing that the skill the protagonist character uses is "Kick". Initially, only the skill image G600a is displayed.

[0202] When the player operates the up button 42a or the down button 42b while the four-way button image G300 is displayed, the image displayed as the skill image G600 switches. Each time the up button 42a or the down button 42b is operated, the displayed image switches in the order of skill image G600a → skill image G600b → skill image G600c.

[0203] Then, when a predetermined time (for example, 3 seconds) elapses after the four-way button image G300 is displayed, the four-way button image G30 is erased, and the skill image G600 displayed at that time is fixedly displayed. At this time, to indicate that the skill image G600 is fixedly displayed, an effect sound of "Pikoh" is output from the speaker 52. The volume of this effect sound is output at the second volume regardless of whether the player operates the four-way button 42 or not. FIG. 24(C) shows the case where the skill image G600c is fixedly displayed.

[0204] After a predetermined time (e.g., 1 second) has elapsed since the skill image G600 is fixedly displayed, the skill image G600 is erased and the "roulette preview" ends. Thereafter, in the final stage of "SPSP reach", the protagonist character plays out the skill corresponding to the fixedly displayed skill image G600, and a scene where the protagonist character wins against a strong enemy character or a scene where the strong enemy character wins against the protagonist character is displayed on the display unit 50a.

[0205] In the first embodiment, the volume of the sound effect output in the "roulette preview" is output at the second volume regardless of the volume of the voice of the protagonist character output in the "character voice preview" even when the "character voice preview" is performed in "N reach". However, when the "character voice preview" is performed in "N reach", the sound effect output in the "roulette preview" may be output at the same volume as the volume of the voice of the protagonist character output in the "character voice preview". For example, when the voice of the protagonist character is output at the first volume in the "character voice preview", the sound effect is also output at the first volume in the "roulette preview", and when the voice of the protagonist character is output at the third volume in the "character voice preview", the sound effect may also be output at the third volume in the "roulette preview".

[0206] Also, in the first embodiment, in the "roulette preview", the image displayed as the skill image G600 is switched by operating the four-way button 42, but the image displayed as the skill image G600 may be switched by operating the normal button 40.

[0207] <Consideration of the First Embodiment> Hereinafter, the pachinko gaming machine PY1 described in the first embodiment will be considered. First, the display mode of the protagonist character image G200 displayed in the "character voice preview" will be considered.

[0208] In the "Character Voice Preview", the protagonist character image G200 is displayed on the display unit 50a by operating the four-way button 42. Then, each time the four-way button 42 is operated while the protagonist character image G200 is being displayed, the protagonist character image G200 representing the protagonist character with a headband and the protagonist character image G200 representing the protagonist character without a headband alternate between each other. Also, each time the normal button 40 is operated while the protagonist character image G200 is being displayed, any one of the weapon A image G301, the weapon B image G302, and the weapon C image G303 is displayed on the protagonist character image G200. That is to say, in the "Character Voice Preview", it can be said that when the four-way button 42 or the normal button 40 is operated while the protagonist character image G200 is being displayed, the display mode of the protagonist character image G200 changes.

[0209] Next, the display mode of the skill image G600 displayed in the "Roulette Preview" will be considered.

[0210] In the "Roulette Preview", each time the four-way button 42 is operated while the skill image G600 is being displayed, the skill image G600 switches in the order of the skill image G600a indicating "Punch" → the skill image G600b indicating "Chop" → the skill image G600c indicating "Kick". That is to say, in the "Roulette Preview", it can be said that when the four-way button 42 is operated while the skill image G600 is being displayed, the display mode of the skill image G600 changes.

[0211] Next, the volume of the voice of the protagonist character output in the "Character Voice Preview" will be considered.

[0212] In the "Character Voice Preview," after the main character image G200 is displayed, the main character's voice is output from speaker 52. The volume of the main character's voice is selected by the voice volume selection table 123a2, and there are three volume levels: the lowest (1st volume), the second volume which is louder than the 1st volume, and the third volume which is louder than the 2nd volume. The 3rd volume is selected with the highest probability when the "bullet" is displayed on the main character image G200 (see Figure 20(B)). In other words, when the main character's voice is output from speaker 52 while the weapon image C G303 representing the "bullet" is displayed on the main character image G200, the probability of the main character's voice being output at the highest 3rd volume is higher than when the weapon image C G303 representing the "bullet" is not displayed on the main character image G200.

[0213] <Effects of the First Embodiment> The effects of the pachinko game machine PY1 described in the first embodiment will be explained below.

[0214] (1) In the "Character Voice Preview," when the main character image G200 is displayed on the display unit 50a, if the player operates the four-way button 42 or the normal button 40, the display mode of the main character image G200 displayed on the display unit 50a changes, so that the player can arbitrarily change the display mode of the main character image G200, thereby enhancing the enjoyment of the game.

[0215] (2) In the "character voice announcement," after the main character image G200 is displayed on the display unit 50a, the main character's voice is output from the speaker 52. This allows the image displayed on the display unit 50a and the sound output from the speaker 52 to be associated with each other, thereby enhancing the enjoyment of the game.

[0216] (3) In the "Character Voice Preview," regardless of whether weapon A image G301, weapon B image G302, or weapon C image G303 is displayed on the main character image G200, the same voice will be output from speaker 52 afterward, making the content of the presentation easier to understand and enhancing the enjoyment of the game.

[0217] (4) In the "Character Voice Preview," whether or not the weapon images (Weapon A image G301, Weapon B image G302, Weapon C image G303) are displayed on the main character image G200, the same voice will be output from speaker 52 afterward, making the content of the presentation easier to understand and enhancing the enjoyment of the game.

[0218] (5) When the voice of the main character is output from speaker 52 in the "Character Voice Preview," it is output at one of the first, second, or third volume levels, which increases the variation in the volume of the main character's voice and enhances the enjoyment of the game.

[0219] (6) In the "Character Voice Preview," the probability of the main character's voice being output at the highest volume (3rd volume) differs depending on whether the weapon image C G303 representing a "bullet" is displayed on the main character image G200 and the main character's voice is output from speaker 52, or whether the weapon image C G303 representing a "bullet" is not displayed on the main character image G200 and the main character's voice is output from speaker 52. Therefore, the display mode of the main character image G200 and the volume of the main character's voice can be correlated, thereby enhancing the enjoyment of the game.

[0220] <Example of modification of the first embodiment> Next, a modification example of the pachinko gaming machine PY1 described in the first embodiment will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.

[0221] In the first embodiment, the "character voice announcement" is made during the "N reach" of the special figure variation effect, but it may be made before the "N reach" or after the "N reach".

[0222] Also, in the first embodiment, the "cut-in announcement" is made during the "SP reach" of the special figure variation effect, but it may be made after the "character voice announcement", or it may be made outside the "SP reach". For example, in the "N reach", the "cut-in announcement" may be made after the "character voice announcement" is executed, or the "cut-in announcement" may be made during the "SPSP reach".

[0223] Also, in the first embodiment, the "roulette announcement" is made during the "SPSP reach" of the special figure variation effect, but it may be made after the "character voice announcement", or it may be made outside the "SPSP reach". For example, in the "N reach", the "roulette announcement" may be made after the "character voice announcement" is executed, or in the "SP reach", the "roulette announcement" may be made before or after the "cut-in announcement" is executed.

[0224] Furthermore, in the first embodiment, the "character voice notification," "cut-in notification," and "roulette notification" are performed based on the result of the jackpot determination (variation pattern), but they may also be performed based on the type of symbol that stops on the special symbol. For example, the "character voice notification," "cut-in notification," and "roulette notification" may be performed when the symbol that stops on the special symbol is a "probability change symbol." In this case, the "character voice notification," "cut-in notification," and "roulette notification" can suggest that a high probability state is being entered, thereby increasing the enjoyment of the game.

[0225] Furthermore, in the first embodiment, the "character voice notification," "cut-in notification," and "roulette notification" are performed during the variable display of the first special symbol in a non-time-saving state, but they may also be performed in game states other than the non-time-saving state. For example, the "character voice notification," "cut-in notification," and "roulette notification" may be performed during the variable display of the second special symbol in a time-saving state.

[0226] Furthermore, in the first embodiment, the display mode of the main character image G200 shown in the "character voice preview" is changed by either the operation of the four-way button 42 or the normal button 40. However, it may also be set so that it changes only by the operation of the four-way button 42, or only by the operation of the normal button 40.

[0227] Furthermore, in the first embodiment, in the "Character Voice Preview," one of the weapon A image G301, weapon B image G302, and weapon C image G303 is added to the main character image G200 displayed by operating the normal button 40. However, it is sufficient to change the display mode of the main character image G200 by operating the normal button 40, and it is not limited to adding other images. For example, the main character's facial expression may change each time the normal button 40 is operated.

[0228] Furthermore, in the first embodiment, the voice output in the "character voice preview" is the voice of the main character, but other voices may also be output. For example, sound effects such as "kyuin" may be output, or sound effects may be output in addition to the voice of the main character. In this case, it is preferable that the sound effects be output at the same volume as the volume selected by the voice volume selection table 123a2.

[0229] Furthermore, in the first embodiment, the audio output in the "character voice preview" is the same regardless of the display mode of the main character image G200, but different audio may be output depending on the display mode of the main character image G200.

[0230] Furthermore, in the first embodiment, the types of volume levels for the audio output in the "character voice preview" are set to three types: first volume, second volume, and third volume. However, the audio may be output at two or four or more different volume levels.

[0231] <Invention disclosed in the first embodiment> The preceding paragraphs in this [Mode for Carrying Out the Invention] disclose the following Invention AA. In the description of Invention AA, the names and expressions of the corresponding components in the modes for carrying out the invention 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 AA is a collective term for the following Inventions AA1 to AA4.

[0232] Furthermore, for example, in the gaming machine described in Japanese Patent Publication No. 2015-195889, there are operation buttons that can be operated by the player, and effects may be displayed in response to the operation of these buttons. For example, in the gaming machine described in Patent Document 1 below, when an operation button is pressed, a jackpot announcement is made that suggests the possibility of a jackpot as a result. In such gaming machines, there is room for improvement in terms of effects. Therefore, if gaming machines according to the following inventions AA1 to AA4 are realized, an improvement in the enjoyment of the game can be expected.

[0233] The gaming machine relating to invention AA1 is A gaming machine that uses symbols (special symbols) for gameplay, The game includes a performance execution means (a microcontroller for performance control 121) that performs performances using performance means, which includes an operating means that can be operated by the player (normal buttons 40, four-way buttons 42), an audio output means that can output sound (speaker 52), and an image display means that can display images (image display device 50). The aforementioned performance execution means is If the operating means is operated while the pattern is being displayed in a variable manner, a specific image (main character image G200) can be displayed on the display means. If the operating means is operated while the specific image is being displayed, it is possible to change the display mode of the specific image. After the display of the aforementioned specific image, the audio output means may output a predetermined sound (the voice of the main character). It is characterized by the following:

[0234] The gaming machine relating to invention AA2 is, A gaming machine according to invention AA1, The aforementioned specific image display modes include special display modes (weapon A image G301, weapon B image, weapon C image G303), The aforementioned performance execution means is Whether the specific image is changed to the special display mode before the predetermined sound is output, or whether the specific image is not changed to the special display mode before the predetermined sound is output, the same sound ("Chance", "Congratulations") is output as the predetermined sound. It is characterized by the following:

[0235] The gaming machine relating to invention AA3 is A gaming machine according to invention AA2, The aforementioned audio output means is There are two cases: when the predetermined sound is output at a first volume (second volume), and when the predetermined sound is output at a second volume (first volume, third volume) different from the first volume. It is characterized by the following:

[0236] The gaming machine relating to invention AA4 is, A gaming machine according to invention AA3, When the predetermined sound is output after the specific image has changed to the special display mode, the probability of the predetermined sound being output at the second volume is higher than when the predetermined sound is output without the specific image changing to the special display mode. It is characterized by the following:

[0237] <Second Embodiment> The second embodiment will be described below. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment described above will also apply to the second embodiment.

[0238] First, the front door 23 will be explained in detail using Figure 25. Figure 25 is a perspective view of the lower part of the front door 23. As shown in Figure 25, the front of the front door 23 is provided with an operating section that can be operated by the player, which includes a normal button 40, a handle 72k, and a four-way button 42 consisting of four buttons for up, down, left, and right.

[0239] The handle 72k is a handle used to launch game balls toward the game board 1. It is equipped with a touch sensor (not shown) that detects when a player is holding the handle 72k. When the touch sensor is detected, the game ball is launched when the handle 72k is turned to the right.

[0240] The four-way buttons 42, like the regular buttons 40, are buttons used in operation sequences during special symbol variation sequences, and comprise an upper button 42a corresponding to the upward direction, a lower button 42b corresponding to the downward direction, a left button 42c corresponding to the left direction, and a right button 42d corresponding to the right direction. When the four-way buttons 42 are operated by the player, a predetermined image is displayed on the display unit 50a, the panel lamps 54 light up in a predetermined lighting pattern, or a predetermined sound is output from the speaker 52.

[0241] Next, the movable body 55k on the game board 1 will be described using Figure 26. As shown in Figure 26(A), the movable body 55k comprises a left movable body 55Lk and a right movable body 55Rk. The left movable body 55Lk and the right movable body 55Rk each comprise a drive motor (not shown) and light-emitting movable LEDs 55LL and 55RL, respectively.

[0242] Each drive motor is a stepping motor that rotates at a rotational speed corresponding to the number of steps based on a pulse signal, and is electrically connected to the performance control microcontroller 121. The performance control microcontroller 121 can control the rotation of each drive motor to move the left movable body 55Lk and the right movable body 55Rk.

[0243] The left movable body 55Lk and the right movable body 55Rk are configured to move between the standby position shown in Figure 26(B) and the lowest position shown in Figure 26(C). The performance control microcontroller 121 can move one or both of the left movable body 55Lk and the right movable body 55Rk to any desired position by controlling the rotation of each drive motor.

[0244] The movable LEDs 55LL and 55RL are electrically connected to the performance control microcontroller 121, which can illuminate the movable LEDs 55LL and 55RL to light up or blink the left movable unit 55Lk and the right movable unit 55Rk.

[0245] In front of the movable LEDs 55LL and 55RL, movable lenses 55LLr and 55RLr are provided to diffuse the light emitted from the movable LEDs 55LL and 55RL. The microcontroller 121 for performance control can illuminate or blink the left movable body 55Lk and the right movable body 55Rk in any color via the movable lenses 55LLr and 55RLr by illuminating the movable LEDs 55LL and 55RL.

[0246] Next, using Figures 27 to 33, 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.

[0247] 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.

[0248] 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.

[0249] 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.

[0250] D.SP Reach "SP Reach" is an effect that may occur after "N Reach" and is a reach effect where the protagonist character battles an enemy character. "SP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game being played.

[0251] E.SPSP Reach "SPSP Reach" is an effect that may occur after "SP Reach" and is a reach effect where the protagonist character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game being played. Also, since a jackpot game is more likely to occur when it develops from "SP Reach" to "SPSP Reach" than when it does not, "SPSP Reach" also functions as an effect suggesting a higher possibility of a jackpot game being played than "SP Reach".

[0252] F. Character Voice Preview "Character Voice Preview" is an effect that may occur in "N Reach". In response to the operation of the normal button 40 and the cross button 42, the voice of the protagonist character is output from the speaker 52, and at the same time, the movable body LEDs 55LL and 55RL of the on-board movable body 55k emit light. Since "Character Voice Preview" may develop into "SP Reach" afterwards, it functions as an effect suggesting the possibility of "SP Reach" being performed.

[0253] G. Gimmick Preview "Gimmick Preview" is an effect that may occur in "SP Reach". In response to the operation of the normal button 40, it is a preview effect where the on-board movable body 55k operates. Since "Gimmick Preview" may develop into "SPSP Reach" afterwards, it functions as an effect suggesting the possibility of "SPSP Reach" being performed.

[0254] H. Roulette Preview "Roulette Preview" is an effect that may be performed in "SPSP Reach". It is a preview effect in which one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) according to the operation of the four-way button 42. Since the effect symbols EZ1, EZ2, and EZ3 may stop and display as a triple showing a big win after the "Roulette Preview", it functions as an effect suggesting that a big win game may be played.

[0255] Next, using Fig. 27, the effect flow of the main special symbol variation effect executed in the non-time-saving state will be explained. In each effect constituting the effect flow, the effect control microcomputer 121 can display an effect image on the display unit 50a, and according to the display of the effect image, execute a light emission effect using the frame lamp 53 and the panel lamp 54, and a sound effect using the speaker 52.

[0256] As shown in Fig. 27(A), in the special symbol variation effects with variation patterns of "SPSP Big Win Variation" and "SPSP Loss Variation", an effect flow composed of "Normal Variation" → "Reach" → "N-Reach" → "SP-Reach" → "SPSP Reach" is executed. In these special symbol variation effects, "Character Voice Preview" may be performed in "N-Reach", "Gimmick Preview" may be performed in "SP-Reach", and "Roulette Preview" may be performed in "SPSP Reach".

[0257] Also, as shown in Fig. 27(B), in the special symbol variation effects with variation patterns of "SP Big Win Variation" and "SP Loss Variation", an effect flow composed of "Normal Variation" → "Reach" → "N-Reach" → "SP-Reach" is executed. In these special symbol variation effects, "Character Voice Preview" may be performed in "N-Reach", and "Gimmick Preview" may be performed in "SP-Reach".

[0258] Furthermore, as shown in Figure 27(C), in the special symbol variation sequence where the variation pattern is "N Miss Variation," the sequence flow consisting of "Normal Variation" → "Reach" → "N Reach" is executed. Note that in this special symbol variation sequence, "Character Voice Announcement," "Gimmick Announcement," and "Roulette Announcement" are not performed.

[0259] Furthermore, as shown in Figure 27(D), in the special symbol variation sequence where the variation pattern is "normal miss variation," the sequence flow consisting only of "normal variation" is executed. Note that in this special symbol variation sequence, "character voice announcement," "gimmick announcement," and "roulette announcement" are not performed.

[0260] 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.

[0261] First, let me explain the "character voice notification" in detail. The microcontroller 121 for controlling the performance can execute the "character voice notification" in the "N reach" of the special symbol variation performance where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", and "SP miss variation".

[0262] As shown in Figure 28, the performance control microcontroller 121 stores a character voice notification selection table 123a4 and a gimmick light intensity selection table 123a5 in its performance memory unit 121b. The performance control microcontroller 121 can use the character voice notification selection table 123a4 to select whether or not to execute a "character voice notification," and if so, the type of voice to use. If a "character voice notification" is executed, the microcontroller can use the gimmick light intensity selection table 123a5 to select the light intensity of the movable LEDs 55LL and 55RL. There are two types of voices: "Chance" and "Congratulations," and there are three light intensity levels for the movable LEDs 55LL and 55RL (1st to 3rd). As will be explained in more detail later, the light intensity of the movable LEDs 55LL and 55RL differs depending on the type of weapon displayed by operating the normal button 40 during the "character voice notification."

[0263] Figure 29(A) shows the contents of the character voice notification selection table 123a4. The performance control microcontroller 121 refers to the type of variation pattern and selects whether or not to execute the "character voice notification," and if so, the type of voice to use.

[0264] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), the "Character Voice Announcement" with the voice saying "Chance" is selected 70% of the time, the "Character Voice Announcement" with the voice saying "Congratulations" is selected 20% of the time, and the "Character Voice Announcement" is not selected 10% of the time.

[0265] Additionally, if the variation pattern is "SPSP Miss Variation" (THP011) or "SP Miss Variation" (THP012), there is a 50% chance that the "Character Voice Announcement" with the voice saying "Chance" will be executed, and a 50% chance that the "Character Voice Announcement" will not be executed. The "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.

[0266] Also, when the variation pattern is "N losing variation" (THP013), the non-execution of "character voice notice" is selected at a rate of 100%, and the execution of the "character voice notice" of the voice "Chance" and the execution of the "character voice notice" of the voice "Congratulations" are not selected.

[0267] That is, only in the case of a variation pattern corresponding to "big win selected" as a result of the big win determination, the execution of the "character voice notice" of the voice "Congratulations" is set to be selected, and the "character voice notice" of the voice "Congratulations" functions as an effect suggesting that a big win game is being played.

[0268] Also, only in the case of a variation pattern including "SP reach" in the effect flow, the execution of the "character voice notice" is set to be selected, and the "character voice notice" functions as an effect suggesting the development into "SP reach".

[0269] In the second embodiment, only in the case of a variation pattern including "SP reach" in the effect flow, the execution of the "character voice notice" is set to be selected, but even in a variation pattern not including "SP reach" in the effect flow, the execution of the "character voice notice" may be selected. In this case, it is preferable to make it more difficult to select the execution of the "character voice notice" in the case of a variation pattern not including "SP reach" in the effect flow than in the case of a variation pattern including "SP reach" in the effect flow. Note that the selection ratio shown by the character voice notice selection table 123a4 shown in FIG. 29(A) can be appropriately changed.

[0270] FIG. 29(B) is a diagram showing the contents of the gimmick light amount selection table 123a5. The effect control microcomputer 121 refers to the type of variation pattern and the type of weapon changed when the player operates the normal button 40 in the "character voice preview", and selects the light amounts of the movable body LEDs 55LL and 55RL that emit light in the "character voice preview". Although details will be described later, there are three types of weapon types: "gold bar", "dagger", and "bullet".

[0271] Specifically, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), and the weapon type is "gold bar", the first light amount is selected at a ratio of 70% and the second light amount is selected at a ratio of 30%, and the third light amount is not selected.

[0272] Also, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), and the weapon type is "dagger", the second light amount is selected at a ratio of 70% and the third light amount is selected at a ratio of 30%, and the first light amount is not selected.

[0273] Also, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), and the weapon type is "bullet", the third light amount is selected at a ratio of 100%, and the first light amount and the second light amount are not selected.

[0274] Also, when the variation pattern is "SPSP losing variation" (THP011) or "SP losing variation" (THP012), regardless of the weapon type, the second light amount is selected at a ratio of 100%, and the first light amount and the third light amount are not selected.

[0275] That is, only in the case of a variation pattern corresponding to the result of the jackpot determination being "jackpot win", the first light amount and the third light amount are set to be selected, and the "character voice preview" in which the movable body LEDs 55LL and 55RL emit light with the first light amount or the third light amount functions as an effect suggesting that a jackpot game will be played.

[0276] Also, in the case of a variation pattern corresponding to a "miss" result in the jackpot determination, regardless of the type of weapon, the second light quantity is always set to be selected. On the other hand, in the case of a variation pattern corresponding to a "jackpot win" result in the jackpot determination, when the type of weapon is a "gold bar", the first light quantity is more likely to be selected than the second light quantity, and when the type of weapon is a "dagger", the second light quantity is more likely to be selected than the third light quantity. The "character voice preview" when the type of weapon is a "gold bar" functions as an effect that more easily suggests that a jackpot game will be played than the "character voice preview" when the type of weapon is a "dagger".

[0277] Also, it is set such that when the type of weapon is a "gold bar", the first light quantity is more likely to be selected, when the type of weapon is a "dagger", the second light quantity is more likely to be selected, and when the type of weapon is a "bullet", the third light quantity is more likely to be selected. It can be said that for the "character voice preview" when a "gold bar" is displayed, the probability that the movable body LEDs 55LL and 55RL emit light at the first light quantity is high, for the "character voice preview" when a "dagger" is displayed, the probability that the movable body LEDs 55LL and 55RL emit light at the second light quantity is high, and for the "character voice preview" when a "bullet" is displayed, the probability that the movable body LEDs 55LL and 55RL emit light at the third light quantity is high. Note that the selection ratios shown by the gimmick light quantity selection table 123a5 shown in FIG. 29(B) can be appropriately changed.

[0278] In the second embodiment, the selected light quantity is made different according to the type of variation pattern, but the same light quantity may be selected regardless of the type of variation pattern. For example, when the type of weapon is a "gold bar", the first light quantity may always be selected, when the type of weapon is a "dagger", the second light quantity may always be selected, and when the type of weapon is a "bullet", the third light quantity may always be selected.

[0279] When the dedicated microcomputer 121 for performance control executes "character voice preview" in the special figure variable performance, it executes "character voice preview" with the voice type and light quantity selected by the character voice preview selection table 123a4 and the gimmick light quantity selection table 123a5.

[0280] Figures 30(A) to 30(F) and Figures 31(A) to 31(F) are diagrams showing how "character voice preview" is performed. In the special figure variable performance, when "reach" is established and "N reach" is performed as shown in Figure 30(A), "character voice preview" is performed.

[0281] In "character voice preview", the operation of the cross button 42 becomes effective, and as shown in Figure 30(B), a cross button image G300 imitating the cross button 42 is displayed at the lower center of the display unit 50a. The cross button image G300 consists of an up button image G300a imitating the up button 42a, a down button image G300b imitating the down button 42b, a left button image G300c imitating the left button 42c, and a right button image G300d imitating the right button 42d. Only the left button image G300c and the right button image G300d blink and are displayed to prompt the player to operate the left button 42c or the right button 42d.

[0282] When the player operates the left button 42c or the right button 42d while the cross button image G300 is displayed, the protagonist character image G200 is displayed on the display unit 50a. As shown in Figure 30(C), this protagonist character image G200 has two types of images: an image representing the protagonist character with a headband and an image representing the protagonist character without a headband as shown in Figure 30(D). Each time the player operates the left button 42c or the right button 42d, the displayed image switches. In the second embodiment, the protagonist character image G200 is displayed by operating the cross button 42, but it may also be displayed before the operation of the cross button 42. For example, the protagonist character image G200 may be displayed simultaneously with the display of the cross button image G300.

[0283] Then, after a predetermined time (for example, 3 seconds) has elapsed since the four-way button image G300 was displayed, the four-way button image G300 is erased, and the main character image G200 that was displayed at that time is fixed and displayed. Figure 30(E) shows the case where the main character image G200, which is wearing a headband, is fixed and displayed.

[0284] When the main character image G200 is displayed in a fixed position, the normal button 40 becomes operational, and as shown in Figure 30(F), a normal button image G31, which mimics the normal button 40, is displayed in the lower center of the display unit 50a.

[0285] When the normal button image G31 is displayed, if the player operates the normal button 40, weapon A image G301 will be displayed on the main character image G200, as shown in Figure 31(A). Weapon A image G301 is an image representing a single "club," suggesting that the main character has equipped a "club."

[0286] Subsequently, if the player operates the normal button 40 again, the weapon A image G301 changes to the weapon B image G302, as shown in Figure 31(B). The weapon B image G302 is an image representing two 'daggers', suggesting that the main character has equipped 'daggers'.

[0287] Subsequently, if the player operates the normal button 40 again, weapon B image G302 changes to weapon C image G303, as shown in Figure 31(C). Weapon C image G303 is an image representing three "bullets," suggesting that the main character has equipped "bullets."

[0288] Figures 31(A) to 31(C) illustrate the case where weapon image A G301, weapon image B G302, or weapon image C G303 is displayed on the main character image G200 wearing a headband. However, if the main character image G200 without a headband is displayed permanently, weapon image A G301, weapon image B G302, or weapon image C G303 will be displayed on the main character image G200 without a headband each time button 40 is operated. Note that even if the four-way button 42 is operated while a weapon image is displayed on the main character image G200, the weapon image will not change.

[0289] In the second embodiment, when weapon image C G303 is displayed on the main character image G200, the display of weapon image C G303 is maintained even if the player operates the normal button 40 further. However, it is also possible to return weapon image C G303 to weapon image A G301 when the normal button 40 is operated further.

[0290] Then, after a predetermined time (for example, 3 seconds) has elapsed since the normal button image G31 was displayed, the normal button image G31 is erased, and the weapon image currently displayed is fixed and displayed. Figure 31(D) shows the case where weapon image C G303 is fixed and displayed. Note that if the normal button 40 is not operated even once, no weapon images will be displayed.

[0291] Then, after a predetermined time (for example, 2 seconds) has elapsed since the normal button image G31 was erased, the voice of the main character is output from speaker 52, and the movable LEDs 55LL and 55RL light up intermittently in white (the movable part 55k on the board blinks in white). At this time, if "Chance" is selected by the character voice notification selection table 123a4, the voice of the main character saying "Chance" is output from speaker 52, as shown in Figure 31(E), and if "Congratulations" is selected by the character voice notification selection table 123a4, the voice of the main character saying "Congratulations" is output from speaker 52, as shown in Figure 31(F).

[0292] Furthermore, the movable LEDs 55LL and 55RL emit light at the light intensity selected by the gimmick light intensity selection table 123a5, and will emit light at one of three light intensities: 1st, 2nd, or 3rd. The 2nd light intensity is the same as the light intensity of the movable LEDs 55LL and 55RL that emit light during various effects before the "character voice announcement" is performed. Normally, if button 40 is not operated and no weapon image is displayed, the movable LEDs 55LL and 55RL will emit light at this 2nd light intensity. The 1st light intensity is weaker than the 2nd light intensity, and the 3rd light intensity is stronger than the 2nd light intensity.

[0293] Specifically, when the fixed weapon image displayed is a "club," the movable LEDs 55LL and 55RL illuminate at either the first or second light intensity; when the fixed weapon image displayed is a "dagger," the movable LEDs 55LL and 55RL illuminate at either the second or third light intensity; and when the fixed weapon image displayed is a "bullet," the movable LEDs 55LL and 55RL illuminate at either the second or third light intensity (see Figure 29(B)).

[0294] Then, when the voice of the main character is output from speaker 52 and the movable LEDs 55LL and 55RL light up, the main character image G200 and the weapon image are erased, and the "character voice preview" ends. In the second embodiment, when the movable LEDs 55LL and 55RL light up at the first or third light intensity in the "character voice preview," the light intensity of the movable LEDs 55LL and 55RL that light up in the various effects that follow is set to return to the second light intensity. However, if the movable LEDs 55LL and 55RL light up at the first light intensity, the first light intensity may continue thereafter, and if the movable LEDs 55LL and 55RL light up at the third light intensity, the third light intensity may continue thereafter.

[0295] Furthermore, in the second embodiment, even if no weapon image is displayed, in other words, if the normal button 40 is not operated, the voice of the main character is output from the speaker 52 and the movable LEDs 55LL and 55RL light up. However, if the player does not operate the normal button 40, the voice of the main character may not be output from the speaker 52, and the movable LEDs 55LL and 55RL may not light up.

[0296] Furthermore, in the second embodiment, the light intensity of the movable LEDs 55LL and 55RL is selected at the same rate regardless of whether the protagonist character image G200 with a headband on his head or the protagonist character image G200 without a headband on his head is selected by operating the four-way button 42. However, the light intensity of the movable LEDs 55LL and 55RL may be selected at different rates depending on whether the protagonist character image G200 with a headband on his head or the protagonist character image G200 without a headband on his head is selected.

[0297] Furthermore, in the second embodiment, the example is given in which the movable LEDs 55LL and 55RL do not light up between the time the weapon image is displayed and the time the voice of the main character is output. However, the movable LEDs 55LL and 55RL may be made to light up between the time the weapon image is displayed and the time the voice of the main character is output. In this case, the light intensity of the movable LEDs 55LL and 55RL may be set to be the same as the light intensity selected by the gimmick light intensity selection table 123a5, or they may be set to light up at a predetermined light intensity (for example, a second light intensity) regardless of the light intensity selected by the gimmick light intensity selection table 123a5.

[0298] Next, we will explain the "gimmick notification" in detail. The microcontroller 121 for controlling the performance can execute the "gimmick notification" in the "SP Reach" of the special symbol variation performance where the variation pattern is "SPSP Big Win Variation", "SP Big Win Variation", "SPSP Miss Variation", and "SP Miss Variation".

[0299] As shown in Figure 28, the performance memory unit 121b of the performance control microcontroller 121 stores a gimmick notification selection table 123a6. The performance control microcontroller 121 can use the gimmick notification selection table 123a6 to select whether or not to execute a "gimmick notification," and the type of lighting pattern for the movable body 55k on the board if the "gimmick notification" is executed. There are two types of lighting patterns for the movable body 55k on the board: "blue flashing" and "red flashing."

[0300] Figure 29(C) shows the contents of the gimmick notification selection table 123a6. The performance control microcontroller 121 selects whether or not to execute the "gimmick notification" by referring to the type of variation pattern, and the type of lighting pattern for the movable body 55k on the board if the "gimmick notification" is to be executed.

[0301] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), the execution of the "Gimmick Notice" with "blue flashing" is selected 20% of the time, the execution of the "Gimmick Notice" with "red flashing" is selected 40% of the time, and the execution of the "Gimmick Notice" without any execution is selected 40% of the time.

[0302] Furthermore, if the variation pattern is "SPSP Miss Variation" (THP011) or "SP Miss Variation" (THP012), the execution of the "Gimmick Notice" with "Blue Flashing" is selected 50% of the time, the execution of the "Gimmick Notice" with "Red Flashing" is selected 10% of the time, and the non-execution of the "Gimmick Notice" is selected 40% of the time.

[0303] In other words, the machine is set up so that the "flashing red" gimmick notification is more likely to be executed when the result of the jackpot judgment corresponds to a "jackpot win" than when the result of the jackpot judgment corresponds to a "miss". The "flashing red" gimmick notification functions as an effect that suggests there is a high possibility of a jackpot being won.

[0304] Also, the execution of the "Gimmick Preview" of "Red Blinking" is set to be selected more often when the variation pattern includes "SPSP Reach" in the production flow than when it does not. The "Gimmick Preview" of "Red Blinking" functions as an effect suggesting a high possibility of developing into "SPSP Reach".

[0305] In the second embodiment, the execution of the "Gimmick Preview" is set to be selected only when the variation pattern includes "SP Reach" in the production flow. However, even when the variation pattern does not include "SP Reach" in the production flow, the execution of the "Gimmick Preview" may be selected. In this case, it is preferable to make it more difficult to select the execution of the "Gimmick Preview" when the variation pattern does not include "SP Reach" in the production flow than when it does. Note that the selection ratio indicated by the gimmick preview selection table 123a6 shown in FIG. 29(C) can be changed as appropriate.

[0306] When the production control microcomputer 121 executes the "Gimmick Preview" in the special figure variation production, it executes the "Gimmick Preview" with the lighting pattern of the on-board movable body 55k selected by the gimmick preview selection table 123a6.

[0307] FIGS. 32(A) to 32(C) are diagrams showing how the "Gimmick Preview" is performed. In the special figure variation production, when it develops into "SP Reach" and, as shown in FIG. 32(A), the protagonist character tries to attack the enemy character, the "Gimmick Preview" is performed.

[0308] In the "Gimmick Notification" mode, the operation of the normal button 40 becomes active, and as shown in Figure 32(B), a normal button image G31, which mimics the normal button 40, is displayed at the bottom center of the display unit 50a. When the normal button image G31 is displayed, if the player operates the normal button 40, or if a predetermined operation validity period (e.g., 3 seconds) has elapsed without the player operating the normal button 40, the normal button image G31 is erased, as shown in Figure 32(C), and the movable body 55k moves onto the display unit 50a. At this time, if "blue flashing" is selected by the gimmick notification selection table 123a6, the movable body LEDs 55LL and 55RL light up intermittently in blue (the movable body 55k flashes blue), and if "red flashing" is selected by the gimmick notification selection table 123a6, the movable body LEDs 55LL and 55RL light up intermittently in red (the movable body 55k flashes red). The light intensity of these movable LEDs 55LL and 55RL will be at the second light intensity regardless of whether the player normally operates button 40 or not.

[0309] Then, after a predetermined time (for example, 2 seconds) has elapsed, the movable LEDs 55LL and 55RL stop illuminating, and the movable part 55k on the board returns to its original position, ending the "gimmick announcement."

[0310] In the second embodiment, in the "Gimmick Preview", the light amount of the movable body LEDs 55LL and 55RL that emit light is set to emit light with the second light amount regardless of the light amount of the movable body LEDs 55LL and 55RL that emitted light in the "Character Voice Preview" even when the "Character Voice Preview" is being performed in "N Reach". However, when the "Character Voice Preview" is being performed in "N Reach", the movable body LEDs 55LL and 55RL may also emit light with the same light amount as the light amount of the movable body LEDs 55LL and 55RL that emitted light in that "Character Voice Preview". For example, if the movable body LEDs 55LL and 55RL emit light with the first light amount in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may emit light with the first light amount in the "Gimmick Preview" as well. If the movable body LEDs 55LL and 55RL emit light with the third light amount in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may emit light with the third light amount in the "Gimmick Preview" as well.

[0311] Also, in the second embodiment, in the "Gimmick Preview", the movable body LEDs 55LL and 55RL are made to emit light by operating the normal button 40, but the movable body LEDs 55LL and 55RL may also be made to emit light by operating the four-way button 42.

[0312] Next, the "Roulette Preview" will be specifically described. The effect control microcomputer 121 can execute the "Roulette Preview" in the "SPSP Reach" in the special pattern variation effect where the variation pattern is "SPSP Jackpot Variation" or "SPSP Loss Variation".

[0313] Figures 33(A) to 33(C) are diagrams showing how the "Roulette Preview" is performed. In the special pattern variation effect, when it develops into "SPSP Reach" and as shown in Figure 33(A), when the protagonist character tries to attack the strong enemy character, the "Roulette Preview" is performed.

[0314] In the "Roulette Preview", the operation of the four-way button 42 becomes effective. As shown in FIG. 33(B), a technique image G600 representing the techniques that the protagonist character can produce is displayed in the central part of the display unit 50a. At the same time, a four-way button image G300 imitating the four-way button 42 is displayed below the technique image G600, and only the up button image G300a and the down button image G300b blink and are displayed to prompt the player to operate the up button 42a or the down button 42b of the four-way button image G300. The technique image G600 consists of a technique image G600a indicating that the technique produced by the protagonist character is "Punch", a technique image G600b indicating that the technique produced by the protagonist character is "Chop", and a technique image G600c representing that the technique produced by the protagonist character is "Kick". Initially, only the technique image G600a is displayed.

[0315] When the player operates the up button 42a or the down button 42b while the four-way button image G300 is displayed, the image displayed as the technique image G600 switches. Each time the up button 42a or the down button 42b is operated, the displayed image switches in the order of technique image G600a → technique image G600b → technique image G600c.

[0316] When a predetermined time (for example, 3 seconds) elapses after the four-way button image G300 is displayed, the four-way button image G300 is erased, and the technique image G600 displayed at that time is fixedly displayed. At this time, the movable body LEDs 55LL and 55RL emit light intermittently in red (the on-board movable body 55k blinks in red) to indicate that the technique image G600 is fixedly displayed. The light quantity of these movable body LEDs 55LL and 55RL emits light with the second light quantity regardless of whether the player operates the four-way button 42 or not. FIG. 33(C) shows the case where the technique image G600c is fixedly displayed.

[0317] Then, when a predetermined time (e.g., 1 second) has elapsed since the skill image G600 is fixedly displayed, the skill image G600 is erased and the "roulette preview" ends. After that, in the final stage of "SPSP reach", the protagonist character plays out the skill corresponding to the fixedly displayed skill image G600, and a scene where the protagonist character wins against a powerful enemy character or a scene where the powerful enemy character wins against the protagonist character is displayed on the display unit 50a.

[0318] In the second embodiment, the light quantity of the movable body LEDs 55LL and 55RL that emit light in the "roulette preview" is made to emit light with a second light quantity regardless of the light quantity of the movable body LEDs 55LL and 55RL that emitted light in the "character voice preview" in "N reach". However, when the "character voice preview" is being performed in "N reach", the movable body LEDs 55LL and 55RL may be made to emit light with the same light quantity as the light quantity of the movable body LEDs 55LL and 55RL that emitted light in that "character voice preview" also in the "roulette preview". For example, when the movable body LEDs 55LL and 55RL emit light with a first light quantity in the "character voice preview", the movable body LEDs 55LL and 55RL are made to emit light with the first light quantity also in the "roulette preview", and when the movable body LEDs 55LL and 55RL emit light with a third light quantity in the "character voice preview", the movable body LEDs 55LL and 55RL may be made to emit light with the third light quantity also in the "roulette preview".

[0319] Also, in the second embodiment, the movable body LEDs 55LL and 55RL are made to emit light by operating the four-way button 42 in the "roulette preview", but the movable body LEDs 55LL and 55RL may be made to emit light by operating the normal button 40.

[0320] <Consideration of the Second Embodiment> Hereinafter, the pachinko machine PY1 described in the second embodiment will be considered. First, the display mode of the protagonist character image G两百 will be considered, which is displayed in the "character voice preview".

[0321] In the "Character Voice Preview", the main character character image G200 is displayed on the display unit 50a by operating the four-way button 42. And each time the four-way button 42 is operated while the main character character image G200 is being displayed, the main character character image G200 representing the main character with a headband and the main character character image G200 representing the main character without a headband are alternately switched. Also, each time the normal button 40 is operated while the main character character image G200 is being displayed, any one of the weapon A image G301, the weapon B image G302, and the weapon C image G303 is displayed on the main character character image G200. That is, in the "Character Voice Preview", it can be said that when the four-way button 42 or the normal button 40 is operated while the main character character image G200 is being displayed, the display mode of the main character character image G200 changes.

[0322] Next, consider the display mode of the skill image G600 displayed in the "Roulette Preview".

[0323] In the "Roulette Preview", each time the four-way button 42 is operated while the skill image G600 is being displayed, the skill image G600 switches in the order of the skill image G600a indicating "Punch" → the skill image G600b indicating "Chop" → the skill image G600c indicating "Kick". That is, in the "Roulette Preview", it can be said that when the four-way button 42 is operated while the skill image G600 is being displayed, the display mode of the skill image G600 changes.

[0324] Next, consider the light amounts of the movable body LEDs 55LL and 55RL of the board movable body 55k that emits light in the "Character Voice Preview".

[0325] In the "Character Voice Preview," after the main character image G200 is displayed, the movable LEDs 55LL and 55RL light up. The brightness of the movable LEDs 55LL and 55RL is selected by the gimmick brightness selection table 123a5, and there are three brightness levels: the weakest (level 1), the second strongest (level 2), and the third strongest (level 3). Level 3 is selected with the highest probability when the "bullet" is displayed on the main character image G200 (see Figure 29(B)). In other words, when the movable LEDs 55LL and 55RL light up while the weapon image C G303 representing the "bullet" is displayed on the main character image G200, the probability of the movable LEDs 55LL and 55RL lighting up at the strongest level 3 is higher than when the weapon image C G303 representing the "bullet" is not displayed on the main character image G200.

[0326] <Effects of the second embodiment> The effects of the pachinko game machine PY1 described in the second embodiment will be explained below.

[0327] (1) In the "Character Voice Preview," when the main character image G200 is displayed on the display unit 50a, if the player operates the four-way button 42 or the normal button 40, the display mode of the main character image G200 displayed on the display unit 50a changes, so that the player can arbitrarily change the display mode of the main character image G200, thereby enhancing the enjoyment of the game.

[0328] (2) In the "Character Voice Preview," the main character image G200 is displayed on the display unit 50a, and then the movable LEDs 55LL and 55RL light up. This allows the image displayed on the display unit 50a and the light emitted by the movable LEDs 55LL and 55RL to be associated with each other, thereby enhancing the enjoyment of the game.

[0329] (3) In the "Character Voice Preview," regardless of whether weapon A image G301, weapon B image G302, or weapon C image G303 is displayed on the main character image G200, the movable LEDs 55LL and 55RL that light up afterward will light up in the same pattern, making the content of the presentation easy to understand and enhancing the enjoyment of the game.

[0330] (4) In the "Character Voice Preview," whether or not weapon images (Weapon A image G301, Weapon B image G302, Weapon C image G303) are displayed on the main character image G200, the movable LEDs 55LL and 55RL that light up afterward will light up in the same pattern, making the content of the presentation easy to understand and enhancing the enjoyment of the game.

[0331] (5) When the movable LEDs 55LL and 55RL light up during the "character voice announcement," they light up at one of the first, second, or third light levels, thus increasing the variation in the light levels of the movable LEDs 55LL and 55RL and enhancing the enjoyment of the game.

[0332] (6) In the "Character Voice Preview," the probability of the movable LEDs 55LL and 55RL lighting up at the strongest third light intensity differs depending on whether the weapon image C G303 representing a "bullet" is displayed on the main character image G200 or whether the movable LEDs 55LL and 55RL are lit up when the weapon image C G303 representing a "bullet" is not displayed on the main character image G200. Therefore, the display mode of the main character image G200 and the light intensity of the movable LEDs 55LL and 55RL can be correlated, thereby enhancing the enjoyment of the game.

[0333] <Example of modification of the second embodiment> Next, a modification example of the pachinko gaming machine PY1 described in the second embodiment will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.

[0334] In the second embodiment, the "character voice notice" is performed in the "N reach" of the special figure variation effect. However, it may be performed before the "N reach" or after the "N reach".

[0335] Also, in the second embodiment, the "gimmick notice" is performed in the "SP reach" of the special figure variation effect. However, it may be performed after the "character voice notice", or may be performed outside the "SP reach". For example, in the "N reach", the "gimmick notice" may be performed after the "character voice notice" is executed, or the "gimmick notice" may be performed in the "SPSP reach".

[0336] Also, in the second embodiment, the "roulette notice" is performed in the "SPSP reach" of the special figure variation effect. However, it may be performed after the "character voice notice", or may be performed outside the "SPSP reach". For example, in the "N reach", the "roulette notice" may be performed after the "character voice notice" is executed, or in the "SP reach", the "roulette notice" may be performed before or after the "cut-in notice" is executed.

[0337] Furthermore, in the second embodiment, the "character voice notification," "gimmick notification," and "roulette notification" are performed based on the result of the jackpot determination (variation pattern), but they may also be performed based on the type of symbol that stops on the special symbol. For example, the "character voice notification," "gimmick notification," and "roulette notification" may be performed when the symbol that stops on the special symbol is a "probability change symbol." In this case, the "character voice notification," "gimmick notification," and "roulette notification" can suggest that a high probability state is being entered, thereby increasing the enjoyment of the game.

[0338] Furthermore, in the second embodiment, the "character voice announcement," "gimmick announcement," and "roulette announcement" are performed during the variable display of the first special symbol in a non-time-saving state, but they may also be performed in game states other than the non-time-saving state. For example, the "character voice announcement," "gimmick announcement," and "roulette announcement" may be performed during the variable display of the second special symbol in a time-saving state.

[0339] Furthermore, in the second embodiment, the display mode of the main character image G200 shown in the "character voice preview" is set to change with operation of either the four-way button 42 or the normal button 40. However, it may also be set to change only with operation of the four-way button 42, or only with operation of the normal button 40.

[0340] Furthermore, in the second embodiment, while the main character image G200 displayed in the "character voice preview" is added to the main character image G200 by operating the normal button 40, it is sufficient to change the display mode of the main character image G200 by operating the normal button 40, and it is not limited to adding other images. For example, the main character's facial expression may change each time the normal button 40 is operated.

[0341] Furthermore, in the second embodiment, the LEDs that light up in the "character voice announcement" are the movable LEDs 55LL and 55RL of the movable body 55k on the board, but other LEDs may also be made to light up. For example, the LEDs provided on the frame lamp 53 may be made to light up, or both the movable LEDs 55LL and 55RL of the movable body 55k on the board and the LEDs provided on the frame lamp 53 may be made to light up. In this case, it is preferable that the LEDs provided on the frame lamp 53 light up with the same light intensity as the light intensity selected by the gimmick light intensity selection table 123a5.

[0342] Furthermore, in the second embodiment, the lighting pattern of the movable panel 55k that lights up in the "character voice announcement" is the same regardless of the display mode of the main character image G200. However, it is also possible to have it light up or flash with different lighting patterns depending on the display mode of the main character image G200.

[0343] Furthermore, in the second embodiment, the types of light intensity of the movable LEDs 55LL and 55RL that light up in the "character voice announcement" are set to three types: first light intensity, second light intensity, and third light intensity. However, the movable LEDs 55LL and 55RL may be set to light up with two or more types of light intensity.

[0344] <Invention disclosed in the second embodiment> The preceding paragraphs in this [Mode for Carrying Out the Invention] disclose the following inventions BB. In the description of inventions BB, the names and expressions of the corresponding components in the modes for carrying out the invention 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. Inventions BB is a collective term for the following inventions BB1 to BB4.

[0345] Furthermore, for example, in the gaming machine described in Japanese Patent Publication No. 2015-195889, there are operation buttons that can be operated by the player, and effects may be displayed in response to the operation of these buttons. For example, in the gaming machine described in Patent Document 1 below, when an operation button is pressed, a jackpot announcement is made that suggests the possibility of a jackpot as a result. In such gaming machines, there is room for improvement in terms of effects. Therefore, if gaming machines according to the following inventions BB1 to BB4 are realized, an improvement in the enjoyment of the game can be expected.

[0346] The gaming machine relating to invention BB1 is, A gaming machine that uses symbols (special symbols) for gameplay, The system includes a performance execution means (a microcontroller for performance control 121) that performs performances using performance means that include operating means that can be operated by the player (normal buttons 40, four-way buttons 42), light-emitting means that can emit light (movable LEDs 55LL, 55RL), and display means that can display images (image display device 50), The aforementioned performance execution means is If the operating means is operated while the pattern is being displayed in a variable manner, a specific image (main character image G200) can be displayed on the display means. If the operating means is operated while the specific image is being displayed, it is possible to change the display mode of the specific image. After the display of the aforementioned specific image, the light-emitting means may emit light in a predetermined light-emitting pattern (intermittent white light emission). It is characterized by the following:

[0347] The gaming machine relating to invention BB2 is, A gaming machine relating to invention BB1, The aforementioned specific image display modes include special display modes (Weapon A image G301, Weapon B image G302, Weapon C image G303), The aforementioned performance execution means is Whether the light-emitting means emits light in the predetermined light-emitting pattern after changing the specific image to the special display mode, or whether the light-emitting means emits light in the predetermined light-emitting pattern without changing the specific image to the special display mode, the light-emitting means emits light in the same light-emitting pattern. It is characterized by the following:

[0348] The gaming machine relating to invention BB3 is, A gaming machine relating to invention BB2, The light-emitting means is There are two cases: when the light-emitting means emits light with a first light intensity (second light intensity), and when the light-emitting means emits light with a second light intensity (first light intensity, third light intensity) different from the first light intensity. It is characterized by the following:

[0349] The gaming machine relating to invention BB4 is, A gaming machine relating to invention BB3, When the light-emitting means emits light in the predetermined light emission pattern after the specific image has changed to the special display mode, the probability of the light-emitting means emitting light in the predetermined light emission pattern at the second light intensity is higher than when the light-emitting means emits light in the predetermined light emission pattern without the specific image changing to the special display mode. It is characterized by the following:

[0350] <Third Embodiment> The third embodiment will be described below. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment described above will also apply to the third embodiment.

[0351] First, the front door 23 will be explained in detail using Figure 34. Figure 34 is a perspective view of the lower part of the front door 23. As shown in Figure 34, the front of the front door 23 is provided with an operating section that can be operated by the player, which includes a normal button 40, a handle 72k, and a four-way button 42 consisting of four buttons for up, down, left, and right.

[0352] The handle 72k is a handle used to launch game balls toward the game board 1. It is equipped with a touch sensor (not shown) that detects when a player is holding the handle 72k. When the touch sensor is detected, the game ball is launched when the handle 72k is turned to the right.

[0353] The four-way buttons 42, like the regular buttons 40, are buttons used in operation sequences during special symbol variation sequences, and comprise an upper button 42a corresponding to the upward direction, a lower button 42b corresponding to the downward direction, a left button 42c corresponding to the left direction, and a right button 42d corresponding to the right direction. When the four-way buttons 42 are operated by the player, a predetermined image is displayed on the display unit 50a, the panel lamps 54 light up in a predetermined lighting pattern, or a predetermined sound is output from the speaker 52.

[0354] Next, the movable body 55k on the game board 1 will be described using Figure 35. As shown in Figure 35(A), the movable body 55k comprises a left movable body 55Lk and a right movable body 55Rk. The left movable body 55Lk and the right movable body 55Rk each comprise a drive motor (not shown) and light-emitting movable LEDs 55LL and 55RL, respectively.

[0355] Each drive motor is a stepping motor that rotates at a rotational speed corresponding to the number of steps based on a pulse signal, and is electrically connected to the performance control microcontroller 121. The performance control microcontroller 121 can control the rotation of each drive motor to move the left movable body 55Lk and the right movable body 55Rk.

[0356] The left movable body 55Lk and the right movable body 55Rk are configured to move between the standby position shown in Figure 35(B) and the lowest position shown in Figure 35(C). The performance control microcontroller 121 can move one or both of the left movable body 55Lk and the right movable body 55Rk to any desired position by controlling the rotation of each drive motor.

[0357] The movable LEDs 55LL and 55RL are electrically connected to the performance control microcontroller 121, which can illuminate the movable LEDs 55LL and 55RL to light up or blink the left movable unit 55Lk and the right movable unit 55Rk.

[0358] In front of the movable LEDs 55LL and 55RL, movable lenses 55LLr and 55RLr are provided to diffuse the light emitted from the movable LEDs 55LL and 55RL. The microcontroller 121 for performance control can illuminate or blink the left movable body 55Lk and the right movable body 55Rk in any color via the movable lenses 55LLr and 55RLr by illuminating the movable LEDs 55LL and 55RL.

[0359] Next, using Figures 36 to 41, 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.

[0360] 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.

[0361] 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.

[0362] 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.

[0363] 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.

[0364] 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."

[0365] F. Character Voice Preview "Character Voice Preview" is an effect that may be performed in "N Reach". In response to the operation of the normal button 40, the voice of the protagonist character or the heroine character is output from the speaker 52, and at the same time, the movable body LEDs 55LL and 55RL of the on-board movable body 55k emit light. Since "Character Voice Preview" may develop into "SP Reach" later, it functions as an effect suggesting the possibility of "SP Reach" being performed.

[0366] G. Gimmick Preview "Gimmick Preview" is an effect that may be performed in "SP Reach". In response to the operation of the normal button 40, it is a preview effect in which the on-board movable body 55k operates. Since "Gimmick Preview" may develop into "SPSP Reach" later, it functions as an effect suggesting the possibility of "SPSP Reach" being performed.

[0367] Next, using FIG. 36, 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 can display an effect image on the display unit 50a, and in response to the display of the effect image, execute a light emission effect using the frame lamp 53 and the board lamp 54, and a sound effect using the speaker 52.

[0368] As shown in FIG. 36(A), in the special figure variation effects where the variation pattern is "SPSP Jackpot Variation" or "SPSP Loss Variation", an effect flow composed of "Normal Variation" → "Reach" → "N Reach" → "SP Reach" → "SPSP Reach" is executed. In these special figure variation effects, "Character Voice Preview" may be performed in "N Reach", and "Gimmick Preview" may be performed in "SP Reach".

[0369] Furthermore, as shown in Figure 36(B), in the special symbol variation sequences with the variation patterns "SP Big Win Variation" and "SP Miss Variation," the sequence flow consisting of "Normal Variation" → "Reach" → "N Reach" → "SP Reach" is executed. In addition, in these special symbol variation sequences, a "Character Voice Announcement" may occur during the "N Reach," and a "Gimmick Announcement" may occur during the "SP Reach."

[0370] Furthermore, as shown in Figure 36(C), in the special symbol variation sequence where the variation pattern is "N Miss Variation," the sequence flow consisting of "Normal Variation" → "Reach" → "N Reach" is executed. Note that "Character Voice Announcement" and "Gimmick Announcement" are not performed in this special symbol variation sequence.

[0371] Furthermore, as shown in Figure 36(D), in the special symbol variation sequence where the variation pattern is "normal miss variation," the sequence flow consisting only of "normal variation" is executed. Note that "character voice announcement" and "gimmick announcement" are not performed in this special symbol variation sequence.

[0372] 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.

[0373] First, let me explain the "character voice notification" in detail. The microcontroller 121 for controlling the performance can execute the "character voice notification" in the "N reach" of the special symbol variation performance where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", and "SP miss variation".

[0374] As shown in Figure 37, the performance control microcontroller 121 stores a character voice notification selection table 123a7 and a gimmick light intensity selection table 123a8 in its performance memory unit 121b. The performance control microcontroller 121 can use the character voice notification selection table 123a7 to select whether or not to execute a "character voice notification," and if so, the type of voice to use. If a "character voice notification" is executed, the microcontroller 121 can use the gimmick light intensity selection table 123a8 to select the light intensity of the movable LEDs 55LL and 55RL. There are two types of voices: "Chance" and "Congratulations," and there are three light intensity levels for the movable LEDs 55LL and 55RL (1st to 3rd). As will be described in more detail later, the light intensity of the movable LEDs 55LL and 55RL differs depending on the type of weapon displayed by operating the four-way button 42 during the "character voice notification."

[0375] Figure 38(A) shows the contents of the character voice notification selection table 123a7. The performance control microcontroller 121 selects whether or not to execute the "character voice notification" by referring to the type of variation pattern, and if so, the type of voice to use.

[0376] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), the "Character Voice Announcement" with the voice saying "Chance" is selected 70% of the time, the "Character Voice Announcement" with the voice saying "Congratulations" is selected 20% of the time, and the "Character Voice Announcement" is not selected 10% of the time.

[0377] Additionally, if the variation pattern is "SPSP Miss Variation" (THP011) or "SP Miss Variation" (THP012), there is a 50% chance that the "Character Voice Announcement" with the voice saying "Chance" will be executed, and a 50% chance that the "Character Voice Announcement" will not be executed. The "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.

[0378] Also, when the variation pattern is "N losing variation" (THP013), the non-execution of the "character voice preview" is selected at a rate of 100%, and the execution of the "character voice preview" of the voice "Chance" and the execution of the "character voice preview" of the voice "Congratulations" are not selected.

[0379] That is, the execution of the "character voice preview" of the voice "Congratulations" is set to be selected only when the result of the jackpot determination corresponds to the variation pattern of "jackpot win", and the "character voice preview" of the voice "Congratulations" functions as an effect suggesting that a jackpot game is being played.

[0380] Also, the execution of the "character voice preview" is set to be selected only when the variation pattern includes "SP reach" in the effect flow, and the "character voice preview" functions as an effect suggesting the development into "SP reach".

[0381] In the third embodiment, the execution of the "character voice preview" is set to be selected only when the variation pattern includes "SP reach" in the effect flow, but even for a variation pattern that does not include "SP reach" in the effect flow, the execution of the "character voice preview" may be selected. In this case, it is preferable to make it more difficult for the execution of the "character voice preview" to be selected in the case of a variation pattern that does not include "SP reach" in the effect flow than in the case of a variation pattern that includes "SP reach" in the effect flow. Note that the selection ratio shown by the character voice preview selection table 123a7 shown in FIG. 38(A) can be changed as appropriate.

[0382] Figure 38(B) shows the contents of the gimmick light intensity selection table 123a8. The performance control microcontroller 121 selects the light intensity of the movable LEDs 55LL and 55RL that light up in the "character voice announcement" by referring to the type of variation pattern and the type of character and weapon that were selected and changed by the player operating the normal button 40 in the "character voice announcement". As will be described in more detail later, there are two types of characters: "protagonist character" and "heroine character", and three types of weapons: "club", "dagger", and "bullet".

[0383] Specifically, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002), and the character type is "Protagonist Character", and the weapon type is "Magic Club", then the first light intensity is selected at a rate of 70%, the second light intensity at 30%, and the third light intensity is not selected.

[0384] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002), and the character type is "Protagonist Character", and the weapon type is "Dagger", then the second light intensity will be selected at a rate of 70%, the third light intensity at a rate of 30%, and the first light intensity will not be selected.

[0385] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002), and the character type is "Protagonist Character", and the weapon type is "Bullet", then the third light intensity is selected at a rate of 100%, and the first and second light intensity are not selected.

[0386] Furthermore, if the variation pattern is "SPSP Jackpot Variation" (THP001) or "SP Jackpot Variation" (THP002), and the character type is "Heroine Character", and the weapon type is "Iron Club", then the first light intensity is selected at 100%, and the second and third light intensity levels are not selected.

[0387] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the character type is the 'heroine character', and the weapon type is'short sword', the second light amount is selected at a ratio of 70%, the third light amount is selected at a ratio of 30%, and the first light amount is not selected.

[0388] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the character type is the 'heroine character', and the weapon type is 'bullet', the second light amount is selected at a ratio of 30%, the third light amount is selected at a ratio of 70%, and the first light amount is not selected.

[0389] Also, when the variation pattern is "SPSP loss variation" (THP011) or "SP loss variation" (THP012), regardless of the character type and weapon type, the second light amount is selected at a ratio of 100%, and the first light amount and the third light amount are not selected.

[0390] That is, only in the case of the variation pattern corresponding to the result of the big win determination being "big win win", the first light amount and the third light amount are set to be selected, and the "character voice preview" in which the movable body LEDs 55LL and 55RL emit light with the first light amount or the third light amount functions as an effect suggesting that a big win game is being played.

[0391] Also, in the case of a variation pattern corresponding to a "miss" result in the big win determination, when the character type is the "protagonist character", regardless of the type of weapon, the second light quantity is always set to be selected. On the other hand, in the case of a variation pattern corresponding to a "big win" result in the big win determination, when the character type is the "protagonist character", when the type of weapon is a "club", the first light quantity is more likely to be selected than the second light quantity, and when the type of weapon is a "dagger", the second light quantity is more likely to be selected than the third light quantity. The "character voice preview" when the character type is the "protagonist character" and the type of weapon is a "club" functions as an effect that is more likely to suggest that a big win game is being played than the "character voice preview" when the character type is the "protagonist character" and the type of weapon is a "dagger".

[0392] Also, in the case of a variation pattern corresponding to a "miss" result in the big win determination, when the character type is the "heroine character", regardless of the type of weapon, the second light quantity is always set to be selected. On the other hand, in the case of a variation pattern corresponding to a "big win" result in the big win determination, when the character type is the "heroine character", when the type of weapon is a "club", the third light quantity is always set to be selected, when the type of weapon is a "dagger", the second light quantity is more likely to be selected than the third light quantity, and when the type of weapon is a "bullet", the third light quantity is more likely to be selected than the second light quantity. The "character voice preview" when the character type is the "heroine character" and the type of weapon is a "bullet" functions as an effect that is more likely to suggest that a big win game is being played than the "character voice preview" when the character type is the "heroine character" and the type of weapon is a "dagger".

[0393] Also, when the type of weapon is "golden club", the first light quantity is likely to be selected; when the type of weapon is "dagger", the second light quantity is likely to be selected; and when the type of weapon is "bullet", the third light quantity is likely to be selected. When "golden club" is displayed, the "character voice preview" has a high probability that the movable body LEDs 55LL and 55RL emit light at the first light quantity. When "dagger" is displayed, the "character voice preview" has a high probability that the movable body LEDs 55LL and 55RL emit light at the second light quantity. When "bullet" is displayed, the "character voice preview" has a high probability that the movable body LEDs 55LL and 55RL emit light at the third light quantity. Regarding the selection ratios shown by the gimmick light quantity selection table 123a8 in FIG. 38(B), they can be changed as appropriate.

[0394] In the third embodiment, the selected light quantity varies according to the type of variation pattern. However, regardless of the type of variation pattern, the same light quantity may be selected. For example, when the type of character is the "main character" and the type of weapon is "golden club", the first light quantity is always selected. When the type of character is the "main character" and the type of weapon is "dagger", the second light quantity is always selected. When the type of character is the "main character" and the type of weapon is "bullet", the third light quantity is always selected. On the other hand, when the type of character is the "heroine character", the second light quantity may always be selected regardless of the type of weapon.

[0395] When the production control microcomputer 121 executes the "character voice preview" in the special figure variation production, it executes the "character voice preview" with the type of voice and the light quantity selected by the character voice preview selection table 123a7 and the gimmick light quantity selection table 123a8.

[0396] FIGS. 39(A) to 39(H) and FIGS. 40(A) to (E) are diagrams showing how the "character voice preview" is performed. In the special figure variation production, when "reach" is established and as shown in FIG. 39(A), when "N reach" is performed, the "character voice preview" is performed.

[0397] In the "Character Voice Preview" mode, the operation of the normal button 40 is enabled, and as shown in Figure 39(B), a normal button image G31, which mimics the normal button 40, is displayed at the bottom center of the display unit 50a. A rapid-fire image G305, which prompts rapid-fire operation of the normal button 40, and a long-press image G306, which prompts long-press operation of the normal button 40, are displayed on the normal button image G31.

[0398] When the normal button image G31 is displayed, if the player presses the normal button 40, the main character image G200 representing the main character and the heroine character image G205 representing the heroine character are displayed on the display unit 50a, as shown in Figure 39(C). In the third embodiment, the main character image G200 and the heroine character image G205 are displayed by the operation of the normal button 40, but they may be displayed before the normal button 40 is operated. For example, the main character image G200 and the heroine character image G205 may be displayed at the same time as the normal button image G31 is displayed.

[0399] Subsequently, if the player continues to press down on the normal button 40 without releasing it, it is determined that a long press operation is being performed, and as shown in Figure 39(D), weapon A image G301 is displayed on the heroine character image G205. Weapon A image G301 is an image representing a single "club," suggesting that the heroine character is equipped with a "club."

[0400] Subsequently, if the player continues to press the normal button 40, the weapon A image G301 changes to the weapon B image G302, as shown in Figure 39(E). The weapon B image G302 is an image representing two 'daggers', suggesting that the heroine character has equipped 'daggers'.

[0401] Subsequently, if the player continues to press the normal button 40, the weapon B image G302 changes to the weapon C image G303, as shown in Figure 39(F). The weapon C image G303 is an image representing three "bullets," suggesting that the heroine character has equipped "bullets."

[0402] In the third embodiment, when weapon C image G303 is displayed on the heroine character image G205, the display of weapon C image G303 is maintained even if the player continues to press the normal button 40. However, if the normal button 40 is pressed again, weapon C image G303 may be returned to weapon A image G301.

[0403] Then, after a predetermined time (for example, 3 seconds) has elapsed since the normal button image G31 was displayed, the normal button image G31, the rapid-fire image G305, and the long-press image G306 are erased, and the weapon image currently displayed is fixed and displayed. Note that if the normal button 40 is not operated after the display of the main character image G200 and the heroine character image G205 (i.e., neither rapid-fire nor long-press operations are performed), none of the weapon images will be displayed. Figure 39(G) shows the case where weapon image C G303 is fixed and displayed on the heroine character image G205.

[0404] Then, after a predetermined time (for example, 2 seconds) has elapsed since the normal button image G31, rapid-press image G305, and long-press image G306 were cleared, the voice of the heroine character is output from speaker 52, and the movable LEDs 55LL and 55RL light up intermittently in white (the movable part 55k on the board blinks in white). At this time, if "Chance" is selected by the character voice notification selection table 123a7, the voice of the main character saying "Chance" is output from speaker 52, as shown in Figure 39(G). If "Congratulations" is selected by the character voice notification selection table 123a7, the voice of the heroine character saying "Congratulations" is output from speaker 52, as shown in Figure 39(H).

[0405] Furthermore, the movable LEDs 55LL and 55RL emit light at the light intensity selected by the gimmick light intensity selection table 123a8, and will emit light at one of three light intensities: 1st, 2nd, or 3rd. The 2nd light intensity is the same as the light intensity of the movable LEDs 55LL and 55RL that emit light during various effects before the "character voice announcement" is performed. Normally, if the button 40 is not pressed and no weapon image is displayed, the movable LEDs 55LL and 55RL will emit light at this 2nd light intensity. The 1st light intensity is weaker than the 2nd light intensity, and the 3rd light intensity is stronger than the 2nd light intensity.

[0406] Specifically, when the fixed weapon image displayed is a "club," the movable LEDs 55LL and 55RL illuminate at either the first or second light intensity; when the fixed weapon image displayed is a "dagger," the movable LEDs 55LL and 55RL illuminate at either the second or third light intensity; and when the fixed weapon image displayed is a "bullet," the movable LEDs 55LL and 55RL illuminate at either the second or third light intensity (see Figure 38(B)).

[0407] Then, as the heroine character's voice is output from speaker 52 and the movable LEDs 55LL and 55RL light up, the main character image G200, the heroine character image G205, and the weapon image are erased, and the "character voice preview" ends.

[0408] On the other hand, if the player releases the normal button 40 after the initial press and then immediately presses it again, it is determined that rapid pressing is occurring, and as shown in Figure 40(A), weapon A image G301 is displayed on the main character image G200. Weapon A image G301 is an image representing a single "club," suggesting that the main character has equipped a "club."

[0409] Subsequently, if the player continues to repeatedly press the normal button 40, weapon A image G301 will change to weapon B image G302, as shown in Figure 40(B). Weapon B image G302 is an image representing two 'daggers', suggesting that the main character has equipped 'daggers'.

[0410] Subsequently, if the player continues to repeatedly press the normal button 40, the weapon B image G302 will change to the weapon C image G303, as shown in Figure 40(C). The weapon C image G303 is an image representing three "bullets," suggesting that the main character has equipped "bullets."

[0411] In the third embodiment, when weapon image C G303 is displayed on the main character image G200, the display of weapon image C G303 is maintained even if the player continues to repeatedly press the normal button 40. However, if the player continues to repeatedly press the normal button 40, weapon image C G303 may be returned to weapon image A G301.

[0412] Then, after a predetermined time (for example, 3 seconds) has elapsed since the normal button image G31 was displayed, the normal button image G31, the rapid-fire image G305, and the long-press image G306 are erased, and the weapon image currently displayed is fixed and displayed. Figure 40(D) ​​shows the case where the weapon image C G303 is fixed and displayed on the main character image G200.

[0413] Then, after a predetermined time (for example, 2 seconds) has elapsed since the normal button image G31, rapid-press image G305, and long-press image G306 were cleared, the voice of the main character was output from speaker 52, and the movable LEDs 55LL and 55RL intermittently lit up in white (the movable part 55k on the board blinked in white). At this time, if "Chance" was selected by the character voice notification selection table 123a7, the voice of the main character saying "Chance" was output from speaker 52, as shown in Figure 40(D). If "Congratulations" was selected by the character voice notification selection table 123a7, the voice of the main character saying "Congratulations" was output from speaker 52, as shown in Figure 40(E).

[0414] Furthermore, the movable LEDs 55LL and 55RL of the movable body 55k on the board emit light at the light intensity selected by the gimmick light intensity selection table 123a8, and emit light at one of the first, second, or third light intensity levels. The second light intensity is the same as the light intensity of the movable LEDs 55LL and 55RL that emit light during various effects before the "character voice announcement" is made, and if the button 40 is not pressed repeatedly and no weapon image is displayed, the movable LEDs 55LL and 55RL will emit light at this second light intensity.

[0415] Specifically, when the fixed weapon image displayed is a "club," the movable LEDs 55LL and 55RL illuminate at either the first or second light intensity; when the fixed weapon image displayed is a "dagger," the movable LEDs 55LL and 55RL illuminate at either the second or third light intensity; and when the fixed weapon image displayed is a "bullet," the movable LEDs 55LL and 55RL illuminate at either the second or third light intensity (see Figure 38(B)).

[0416] Then, as the voice of the main character is output from speaker 52 and the movable LEDs 55LL and 55RL light up, the main character image G200 and the weapon image are erased, and the "character voice preview" ends.

[0417] In the third embodiment, when the movable LEDs 55LL and 55RL in the "character voice announcement" emit light at the first or third light intensity, the light intensity of the movable LEDs 55LL and 55RL that emit light in the various effects that follow is set to return to the second light intensity. However, if the movable LEDs 55LL and 55RL emit light at the first light intensity, the first light intensity may be maintained thereafter, and if the movable LEDs 55LL and 55RL emit light at the third light intensity, the third light intensity may be maintained thereafter.

[0418] Furthermore, in the third embodiment, even if no weapon image is displayed, in other words, even if the player does not perform either a long press or rapid press operation of the normal button 40, the voice of the heroine character or the protagonist character is output from the speaker 52 and the movable LEDs 55LL and 55RL light up. However, if the player does not perform either a long press or rapid press operation of the normal button 40, the voice of either the heroine character or the protagonist character may not be output from the speaker 52, and the movable LEDs 55LL and 55RL may not light up.

[0419] Furthermore, in the third embodiment, the light intensity of the movable LEDs 55LL and 55RL is selected at different rates depending on whether the weapon image is displayed on the heroine character image G205 or on the protagonist character image G200. However, the light intensity of the movable LEDs 55LL and 55RL may be selected at the same rate depending on whether the weapon image is displayed on the heroine character image G205 or on the protagonist character image G200.

[0420] Furthermore, in the third embodiment, the example is given in which the movable LEDs 55LL and 55RL do not light up between the time the weapon image is displayed and the voice of the main character or heroine character is output. However, the movable LEDs 55LL and 55RL may be made to light up between the time the weapon image is displayed and the voice of the main character or heroine character is output. In this case, the light intensity of the movable LEDs 55LL and 55RL may be set to be the same as the light intensity selected by the gimmick light intensity selection table 123a8, or they may be set to light up at a predetermined light intensity (for example, a second light intensity) regardless of the light intensity selected by the gimmick light intensity selection table 123a8.

[0421] Next, we will explain the "gimmick notification" in detail. The microcontroller 121 for controlling the performance can execute the "gimmick notification" in the "SP Reach" of the special symbol variation performance where the variation pattern is "SPSP Big Win Variation", "SP Big Win Variation", "SPSP Miss Variation", and "SP Miss Variation".

[0422] As shown in Figure 37, the performance memory unit 121b of the performance control microcontroller 121 stores the gimmick notification selection table 123a9. The performance control microcontroller 121 can use the gimmick notification selection table 123a9 to select whether or not to execute a "gimmick notification," and the type of lighting pattern for the movable body 55k on the board if the "gimmick notification" is executed. There are two types of lighting patterns for the movable body 55k on the board: "blue flashing" and "red flashing."

[0423] Figure 38(C) shows the contents of the gimmick notification selection table 123a9. The performance control microcontroller 121 selects whether or not to execute the "gimmick notification" by referring to the type of variation pattern, and the type of lighting pattern for the movable body 55k on the board if the "gimmick notification" is to be executed.

[0424] Specifically, when the variation pattern is "SPSP Big Win Variation" (THP001) or "SP Big Win Variation" (THP002), the execution of the "Gimmick Notice" with "blue flashing" is selected 20% of the time, the execution of the "Gimmick Notice" with "red flashing" is selected 40% of the time, and the execution of the "Gimmick Notice" without any execution is selected 40% of the time.

[0425] Furthermore, if the variation pattern is "SPSP Miss Variation" (THP011) or "SP Miss Variation" (THP012), the execution of the "Gimmick Notice" with "Blue Flashing" is selected 50% of the time, the execution of the "Gimmick Notice" with "Red Flashing" is selected 10% of the time, and the non-execution of the "Gimmick Notice" is selected 40% of the time.

[0426] In other words, the machine is set up so that the "flashing red" gimmick notification is more likely to be executed when the result of the jackpot judgment corresponds to a "jackpot win" than when the result of the jackpot judgment corresponds to a "miss". The "flashing red" gimmick notification functions as an effect that suggests there is a high possibility of a jackpot being won.

[0427] Furthermore, the system is set so that the execution of the "flashing red" gimmick notification is selected more often when the performance flow includes "SPSP Reach" than when the performance flow does not include "SPSP Reach," and the "flashing red" gimmick notification functions as a performance that suggests there is a high possibility of developing into "SPSP Reach."

[0428] In the third embodiment, the execution of the "Gimmick Preview" is set to be selected only in the case of a variable pattern in which "SP Reach" is included in the production flow. However, even in a variable pattern in which "SP Reach" is not included in the production flow, the execution of the "Gimmick Preview" may be selected. In this case, it is preferable that it is more difficult to select the execution of the "Gimmick Preview" in the case of a variable pattern in which "SP Reach" is not included in the production flow than in the case of a variable pattern in which "SP Reach" is included in the production flow. Note that the selection ratio indicated by the gimmick preview selection table 123a9 shown in FIG. 38(C) can be changed as appropriate.

[0429] When the production control microcomputer 121 executes the "Gimmick Preview" in the special figure variable production, it executes the "Gimmick Preview" with the lighting pattern of the movable body 55k on the board selected by the gimmick preview selection table 123a9.

[0430] FIGS. 41(A) to 41(C) are diagrams showing how the "Gimmick Preview" is performed. When "N Reach" ends in the special figure variable production, it develops into "SP Reach". In "SP Reach", when a weapon image is displayed on the heroine character image G205 in the "Character Voice Preview" in "N Reach" (when the normal button 40 is long-pressed), the heroine character and the enemy character battle, while when a weapon image is displayed on the hero character image G200 (when the normal button 40 is repeatedly pressed), the hero character and the enemy character battle. Here, the case where the hero character and the enemy character battle is exemplified. In "SP Reach", as shown in FIG. 41(A), when the hero character tries to attack the enemy character, the "Gimmick Preview" is performed.

[0431] In the "Gimmick Notification" mode, the operation of the normal button 40 becomes active, and as shown in Figure 41(B), a normal button image G31, which mimics the normal button 40, is displayed at the bottom center of the display unit 50a. When the normal button image G31 is displayed, if the player operates the normal button 40, or if a predetermined operation validity period (e.g., 3 seconds) has elapsed without the player operating the normal button 40, as shown in Figure 41(C), the normal button image G31 is erased and the movable body 55k on the board moves onto the display unit 50a. At this time, if "blue flashing" is selected by the gimmick notification selection table 123a9, the movable body LEDs 55LL and 55RL light up intermittently in blue (the movable body 55k on the board flashes in blue), and if "red flashing" is selected by the gimmick notification selection table 123a9, the movable body LEDs 55LL and 55RL light up intermittently in red (the movable body 55k on the board flashes in red). The light intensity of these movable LEDs 55LL and 55RL will be at the second light intensity regardless of whether the player normally operates button 40 or not.

[0432] Then, after a predetermined time (for example, 2 seconds) has elapsed, the movable LEDs 55LL and 55RL stop illuminating, and the movable part 55k on the board returns to its original position, ending the "gimmick announcement."

[0433] In the third embodiment, in the "Gimmick Preview", the light quantity of the movable body LEDs 55LL and 55RL that emit light is set to emit light with the second light quantity regardless of the light quantity of the movable body LEDs 55LL and 55RL that emitted light in the "Character Voice Preview" even when the "Character Voice Preview" is being performed in "N Reach". However, when the "Character Voice Preview" is being performed in "N Reach", the movable body LEDs 55LL and 55RL may also emit light with the same light quantity as the light quantity of the movable body LEDs 55LL and 55RL that emitted light in that "Character Voice Preview". For example, when the movable body LEDs 55LL and 55RL emit light with the first light quantity in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may also emit light with the first light quantity in the "Gimmick Preview", and when the movable body LEDs 55LL and 55RL emit light with the third light quantity in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may also emit light with the third light quantity in the "Gimmick Preview".

[0434] Also, in the third embodiment, in the "Gimmick Preview", the movable body LEDs 55LL and 55RL are made to emit light by operating the normal button 40, but the movable body LEDs 55LL and 55RL may also be made to emit light by operating the four-way button 42.

[0435] <Consideration of the Third Embodiment> Hereinafter, the pachinko gaming machine PY1 described in the third embodiment will be considered. First, the display mode of the main character character image G200 and the heroine character image G205 displayed in the "Character Voice Preview" will be considered.

[0436] In the "Character Voice Preview" feature, pressing the normal button 40 displays the main character image G200 and the heroine character image G205 on the display unit 50a. If the normal button 40 is pressed repeatedly while the main character image G200 and the heroine character image G205 are displayed, one of weapon A image G301, weapon B image G302, or weapon C image G303 will be displayed on the main character image G200. Conversely, if the normal button 40 is held down while the main character image G200 and the heroine character image G205 are displayed, one of weapon A image G301, weapon B image G302, or weapon C image G303 will be displayed on the heroine character image G205. In other words, in the "Character Voice Preview" feature, pressing the normal button 40 repeatedly while the main character image G200 is displayed changes the display pattern of the main character image G200, and holding down the normal button 40 changes the display pattern of the heroine character image G205.

[0437] Next, we will consider the light output of the movable LEDs 55LL and 55RL of the movable panel 55k that illuminates during the "character voice announcement."

[0438] In the "Character Voice Preview," after the main character image G200 and the heroine character image G205 are displayed, the movable LEDs 55LL and 55RL light up. The brightness of the movable LEDs 55LL and 55RL is selected by the gimmick brightness selection table 123a8, and there are three brightness levels: the weakest (level 1), the second strongest (level 2), and the third strongest (level 3). Level 3 is selected with the highest probability when the "bullet" is displayed on the main character image G200 (see Figure 38(B)). In other words, when the movable LEDs 55LL and 55RL light up while the weapon image C G303 representing the "bullet" is displayed on the main character image G200, the probability of the movable LEDs 55LL and 55RL lighting up at the strongest level 3 is higher than when the weapon image C G303 representing the "bullet" is not displayed on the main character image G200.

[0439] Next, we will examine the relationship between the light intensity of the movable LEDs 55LL and 55RL when weapon image C G303 is displayed on the main character image G200 in the "Character Voice Preview" and when weapon image C G3033 is displayed on the heroine character image G205.

[0440] In the "Character Voice Preview," after the main character image G200 and the heroine character image G205 are displayed, the movable LEDs 55LL and 55RL light up. The light intensity of the movable LEDs 55LL and 55RL is selected by the gimmick light intensity selection table 123a8, and there are three types of light intensity: the weakest (1st light intensity), a 2nd light intensity stronger than the 1st light intensity, and a 3rd light intensity stronger than the 2nd light intensity. The 3rd light intensity is selected with a higher probability when the weapon image C G303 representing a "bullet" is displayed on the main character image G200 than when the weapon image C G303 representing a "bullet" is displayed on the heroine character image G205 (see Figure 38(B)). In other words, when the movable LEDs 55LL and 55RL illuminate while weapon image C G303 representing a "bullet" is displayed on the main character image G200, the probability of the movable LEDs 55LL and 55RL illuminating at the strongest third light intensity is higher than when weapon image C G303 representing a "bullet" is displayed on the heroine character image G205.

[0441] <Effects of the Third Embodiment> The effects of the pachinko game machine PY1 described in the third embodiment will be explained below.

[0442] (1) In the "Character Voice Preview," when the main character image G200 and the heroine character image G205 are displayed on the display unit 50a, if the player repeatedly presses the normal button 40, the display mode of the main character image G200 displayed on the display unit 50a changes. Conversely, when the main character image G200 and the heroine character image G205 are displayed on the display unit 50a, if the player long-presses the normal button 40, the display mode of the heroine character image G205 displayed on the display unit 50a changes. This allows the player to arbitrarily change the display mode of either the main character image G200 or the heroine character image G205, thereby enhancing the enjoyment of the game.

[0443] (2) In the "Character Voice Preview," the protagonist character image G200 or the heroine character image G205 is displayed on the display unit 50a, and then the movable LEDs 55LL and 55RL light up. This allows the image displayed on the display unit 50a and the light emitted by the movable LEDs 55LL and 55RL to be associated with each other, thereby enhancing the enjoyment of the game.

[0444] (3) In the "Character Voice Preview," regardless of whether weapon A image G301, weapon B image G302, or weapon C image G303 is displayed on the main character image G200 or heroine character image G205, the movable LEDs 55LL and 55RL that light up afterward will light up in the same pattern, making the content of the presentation easy to understand and enhancing the enjoyment of the game.

[0445] (4) In the "Character Voice Preview," whether the weapon images (Weapon A image G301, Weapon B image G302, Weapon C image G303) are displayed on the main character image G200, or whether the weapon images (Weapon A image G301, Weapon B image G302, Weapon C image G303) are displayed on the heroine character image G205, the movable LEDs 55LL and 55RL that light up afterward will light up in the same pattern, making the content of the presentation easy to understand and enhancing the enjoyment of the game.

[0446] (5) When the movable LEDs 55LL and 55RL light up during the "character voice announcement," they light up at one of the first, second, or third light levels, thus increasing the variation in the light levels of the movable LEDs 55LL and 55RL and enhancing the enjoyment of the game.

[0447] (6) In the "Character Voice Preview," the probability of the movable LED 55k on the board lighting up at the strongest third brightness level differs depending on whether the movable LED 55LL, 55RL lights up when weapon image C G303 representing a "bullet" is displayed on the main character image G200 or when the movable LED 55LL, 55RL lights up when weapon image C G303 representing a "bullet" is displayed on the heroine character image G205. Therefore, the type of character and the brightness of the movable LED 55LL, 55RL can be correlated, which can enhance the enjoyment of the game.

[0448] <Example of modification of the third embodiment> The following describes examples of modifications to the pachinko game machine PY1 described in the third embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiment and the following modifications may be deleted as appropriate unless they are described as essential in this specification.

[0449] In the third embodiment, the "character voice announcement" is performed during the "N-reach" special symbol variation sequence, but it may also be performed before the "N-reach" or after the "N-reach".

[0450] Furthermore, in the third embodiment, the "gimmick announcement" is performed during the "SP Reach" of the special symbol variation effect, but it is sufficient that it is performed after the "character voice announcement," and it may also be performed outside of the "SP Reach." For example, the "gimmick announcement" may be performed after the "character voice announcement" is performed in the "N Reach," or the "gimmick announcement" may be performed in the "SPSP Reach."

[0451] Furthermore, in the third embodiment, the "character voice notification" and "gimmick notification" are performed based on the result of the jackpot determination (variation pattern), but they may also be performed based on the type of stopping symbol in the special display. For example, the "character voice notification" and "gimmick notification" may be performed when the stopping symbol in the special display is a "probability change symbol". In this case, the "character voice notification" and "gimmick notification" can suggest that a high probability state is being entered, thereby increasing the enjoyment of the game.

[0452] Furthermore, in the third embodiment, the "character voice announcement" and "gimmick announcement" are performed during the variable display of the first special symbol in a non-time-saving state, but they may also be performed in game states other than the non-time-saving state. For example, the "character voice announcement" and "gimmick announcement" may be performed during the variable display of the second special symbol in a time-saving state.

[0453] Furthermore, in the third embodiment, the display mode of the main character image G200 shown in the "character voice preview" is normally changed by operating the button 40, but it may also be changed by operating the four-way button 42.

[0454] Furthermore, in the third embodiment, the display mode of the heroine character image G205 shown in the "character voice preview" is normally changed by operating the button 40, but it may also be changed by operating the four-way button 42.

[0455] Furthermore, in the third embodiment, in the "character voice preview," the display mode changes with the same operation of the normal button 40 whether the protagonist character image G200 or the heroine character image G205 is displayed. However, the display mode may be changed with different operations. For example, when the protagonist character image G200 is displayed, the display mode may not change with repeated pressing of the four-way button 42, but rather with repeated pressing of the normal button 40. On the other hand, when the heroine character image G205 is displayed, the display mode may not change with repeated pressing of the normal button 40, but rather with repeated pressing of the upper button 42a of the four-way button 42.

[0456] Furthermore, in the third embodiment, one of the weapon images G301, G302, and G303 is added to the protagonist character image G200 or heroine character image G205 displayed in the "character voice preview." However, it is sufficient to change the display mode of the protagonist character image G200 or heroine character image G205, and it is not limited to adding other images. For example, the facial expression of the protagonist character or heroine character may be changed.

[0457] Furthermore, in the third embodiment, the LEDs that light up in the "character voice announcement" are the movable LEDs 55LL and 55RL of the movable body 55k on the board, but other LEDs may also be made to light up. For example, the LEDs provided on the frame lamp 53 may be made to light up, or both the movable LEDs 55LL and 55RL of the movable body 55k on the board and the LEDs provided on the frame lamp 53 may be made to light up. In this case, it is preferable that the LEDs provided on the frame lamp 53 light up with the same light intensity as the light intensity selected by the gimmick light intensity selection table 123a8.

[0458] Furthermore, in the third embodiment, the light emission patterns of the movable LEDs 55LL and 55RL that light up in the "character voice preview" are the same regardless of the display mode of the main character image G200 or the heroine character image G205. However, the LEDs may be made to light up with different patterns depending on the display mode of the main character image G200, or different patterns depending on the display mode of the heroine character image G205.

[0459] Furthermore, in the third embodiment, the light emission pattern of the movable LEDs 55LL and 55RL that light up in the "character voice preview" is the same whether the main character image G200 or the heroine character image G205 is displayed. However, the light emission pattern may be set to differ depending on the type of character.

[0460] Furthermore, in the third embodiment, the types of light intensity of the movable LEDs 55LL and 55RL that light up in the "character voice announcement" are set to three types: first light intensity, second light intensity, and third light intensity. However, the movable LEDs 55LL and 55RL may be set to light up with two or more types of light intensity.

[0461] <Invention disclosed in the third embodiment> The following Invention CCs have been disclosed up to the previous paragraph in this [Mode for Carrying Out the Invention]. In the description of Invention CCs, the names and expressions of the corresponding components in the modes for carrying out the invention described above, and 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 CCs are a collective term for Inventions CC1 to CC4 below.

[0462] Furthermore, for example, in the gaming machine described in Japanese Patent Publication No. 2015-195889, there are operation buttons that can be operated by the player, and effects may be displayed in response to the operation of these buttons. For example, in the gaming machine described in Patent Document 1 below, when an operation button is pressed, a jackpot announcement is made that suggests the possibility of a jackpot as a result. In such gaming machines, there is room for improvement in terms of effects. Therefore, if gaming machines according to the following inventions CC1 to CC4 are realized, an improvement in the enjoyment of the game can be expected.

[0463] The gaming machine relating to invention CC1 is, A gaming machine that uses symbols (special symbols) for gameplay, The system includes a performance execution means (a microcontroller for performance control 121) that performs performances using performance means that include an operating means (normal button 40) that can be operated by the player, and a display means (image display device 50) that can display an image. The aforementioned performance execution means is During the variable display of the pattern, specific images (protagonist character image G200, heroine character image G205) can be displayed on the display means. If a predetermined operation is performed on the operating means while the specific image is being displayed, it is possible to change the display mode of the specific image. The aforementioned predetermined operation includes a first operation (rapid tapping) and a second operation (long press operation). The aforementioned specific images include a first image (protagonist character image G200) and a second image (heroine character image G205). The first image changes when the first operation is performed, The second image changes when the second operation is performed. It is characterized by the following:

[0464] The gaming machine relating to invention CC2 is, A gaming machine according to invention CC1, The aforementioned performance means includes a light-emitting means (movable LEDs 55LL, 55RL), The aforementioned performance execution means is After the display of the aforementioned specific image, the light-emitting means may emit light in a predetermined light-emitting pattern. Whether the first image is changed before the light-emitting means emits light in the predetermined light-emitting pattern, or the second image is changed before the light-emitting means emits light in the predetermined light-emitting pattern, the light-emitting means emits light in the same light-emitting pattern. It is characterized by the following:

[0465] The gaming machine relating to invention CC3 is, A gaming machine relating to invention CC2, The light-emitting means is There are two cases: when the light-emitting means emits light with a first light intensity (second light intensity), and when the light-emitting means emits light with a second light intensity (third light intensity) different from the first light intensity. It is characterized by the following:

[0466] The gaming machine relating to invention CC4 is, A gaming machine relating to invention CC3, Both the first and second images have a special display mode (weapon C image G303), When the first image changes to the special display mode and then the light-emitting means emits light in the predetermined light-emitting pattern, the probability of the light-emitting means emitting light in the predetermined light-emitting pattern with the second light intensity is higher than when the second image changes to the special display mode and then the light-emitting means emits light in the predetermined light-emitting pattern. It is characterized by the following:

[0467] <Fourth Embodiment> The following describes the fourth embodiment of the pachinko game machine PZ4 in detail. Unless otherwise specified, the configuration described in the section on the basic embodiment above is assumed to apply to the fourth embodiment of the pachinko game machine PZ4. In other words, the description of the fourth embodiment will describe configurations that differ from those of the basic embodiment, and the same reference numerals will be used for configurations that are the same as those of the basic embodiment, and their description will be omitted.

[0468] First, using Figure 42, we will explain the stop symbols that can be selected by the game control microcomputer 101. The game memory unit 101c of the game control microcomputer 101 stores the special symbol judgment table shown in Figure 42. The game control microcomputer 101 can use the special symbol judgment table to select the stop symbol for special symbol 1 related to the first start opening 11 and the stop symbol for special symbol 2 related to the second start opening 12.

[0469] As shown in Figure 42, the game control microcomputer 101 selects the type of stopping symbol according to the result of the jackpot determination. There are two types of stopping symbols that can be selected when the result of the jackpot determination related to Special Figure 1 is a jackpot win: "jackpot symbol A" and "jackpot symbol B". The game control microcomputer 101 selects "jackpot symbol A" 60% of the time and "jackpot symbol B" 40% of the time.

[0470] Furthermore, if the result of the jackpot determination related to Special Figure 1 is a miss, one of the types of stop symbols selected is "Miss Symbol A," and the game control microcomputer 101 selects "Miss Symbol A" with 100% accuracy.

[0471] Furthermore, when the result of the jackpot determination related to Special Feature 2 is a jackpot win, there are two types of stopping symbols that are selected: "jackpot symbol C" and "jackpot symbol D". The game control microcomputer 101 selects "jackpot symbol C" 60% of the time and "jackpot symbol D" 40% of the time.

[0472] Furthermore, if the result of the jackpot determination related to Special Figure 2 is a miss, one of the types of stopping symbols that can be selected is "Miss Symbol B," and the game control microcomputer 101 selects "Miss Symbol B" with 100% accuracy.

[0473] In the fourth embodiment, the probability of the jackpot result being "jackpot won" is set to approximately 1 / 300 in the low probability state and approximately 1 / 30 in the high probability state, for both the lottery related to Special Feature 1 and the lottery related to Special Feature 2. The probability of "jackpot won" can be changed as appropriate. Also, in the fourth embodiment, the upper limit of the number of reserved balls for Special Feature 1 is set to "4", and the upper limit of the number of reserved balls for Special Feature 2 is set to "4". The upper limit of each reserved ball can be changed as appropriate, within a range that does not interfere with gameplay.

[0474] Next, we will describe the types of jackpot games that the game control microcomputer 101 can execute. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopping symbol selected based on the special symbol judgment table.

[0475] Specifically, if either of the winning symbols A or B is selected, in either case, the game control microcomputer 101 executes a 4-round jackpot game. This jackpot game consists of four rounds in which the first large prize slot 14 is opened, and each round 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.

[0476] Furthermore, if any of the winning symbols C to D are selected, the game control microcomputer 101 executes a 10-round jackpot game. This jackpot game consists of 10 rounds in which the first large prize slot 14 is opened, and each round 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.

[0477] Therefore, a 10-round jackpot game, which has a relatively large number of rounds, can be said to be more advantageous to the player than a 4-round jackpot game, which has a relatively small number of rounds. It should be noted that the type of jackpot opening used in a jackpot game, the number of rounds, the prescribed opening time of the jackpot opening, and the prescribed number of jackpot openings can be changed as appropriate.

[0478] Next, the game states that the game control microcomputer 101 can control will be explained. The types of game states that the game control microcomputer 101 can control include a low probability low base state, a low probability high base state, and a high probability high base state. The game control microcomputer 101 can control the game to one of these multiple game states depending on the type of stopped symbol selected by the special symbol judgment table (see Figure 42). In the initial state (when the power is turned on), the game is controlled to the low probability low base state (normal game state).

[0479] As shown in Figure 42, if "Winning Symbol A" is selected by the special symbol judgment table, the game will be controlled to a high probability, high base state after a 4-round jackpot game. Conversely, if "Winning Symbol B" is selected, the game will be controlled to a low probability, high base state after a 4-round jackpot game.

[0480] Furthermore, if "Big Win Symbol C" is selected by the special symbol judgment table, the game will be controlled to a high probability, high base state after a 10-round big win. Conversely, if "Big Win Symbol D" is selected, the game will be controlled to a low probability, high base state after a 10-round big win.

[0481] In this mode, the high probability / high base state continues until the number of executions of the variable display of special symbols (special symbol variation) reaches the upper limit of 10,000 (number of probability variation and time reduction) and the low probability / high base state continues until the number of executions of the special symbol variation reaches the upper limit of 100 (number of time reduction) However, if the next jackpot game is played before the number of executions of the special symbol variation reaches the upper limit, the high probability / high base state and the low probability / high base state will end even if the number of executions of the special symbol variation has not reached the upper limit. In effect, the high probability state and high base state with an upper limit of 10,000 special symbol variations can be said to continue until the next jackpot game is played.

[0482] Next, Figure 43 will be used to explain the variation patterns of special symbols (an example of identification symbols). In the low probability low base state, the lottery for special symbol 1 is mainly conducted, and in the high base state (high probability high base state, low probability high base state), the lottery for special symbol 2 is mainly conducted. In the low base state, the game control microcomputer 101 selects the special symbol variation pattern related to special symbol 1 according to the special symbol variation pattern determination table shown in Figure 43(A). On the other hand, in the high base state, it selects the special symbol variation pattern related to special symbol 2 according to the special symbol pattern determination table shown in Figure 43(B).

[0483] When the game control microcomputer 101 uses the special symbol variation pattern determination table shown in Figure 43(A), it selects the type of variation pattern related to special symbol 1 (special symbol 1 variation pattern) based on the result of the jackpot determination, the result of the symbol type determination (symbol determination), the result of the reach determination, and the number of special symbol reserved balls.

[0484] Specifically, if the jackpot judgment result is "jackpot won," regardless of whether the symbol type judgment result is jackpot symbol A or B, the special symbol variation pattern "P1" will be selected 90% of the time, and the special symbol variation pattern "P2" will be selected 10% of the time. Also, if the jackpot judgment result is "miss" and the reach judgment result is "reach present," the special symbol variation pattern "P4" will be selected 10% of the time, and the special symbol variation pattern "P5" will be selected 90% of the time. Furthermore, if the jackpot judgment result is "miss" and the reach judgment result is "no reach," if the number of reserved balls in special symbol 1 is 2 or less, the special symbol variation pattern "P6" with a variation time of 13 seconds will be selected, and if the number of reserved balls in special symbol 1 is 3 or 4, the special symbol variation pattern "P7" with a variation time of 8 seconds will be selected.

[0485] "P1" is an SP jackpot variation that develops into an SP reach and ultimately announces a jackpot win, while "P2" is an N jackpot variation that does not develop into an SP reach and announces a jackpot win with a normal reach. Furthermore, "P4" is an SP miss variation that develops into an SP reach and ultimately announces a miss, while "P5" is an N miss variation that does not develop into an SP reach and announces a miss with a normal reach.

[0486] Furthermore, when the game control microcomputer 101 uses the special symbol variation pattern determination table shown in Figure 43(B), it selects the type of variation pattern related to special symbol 2 (special symbol 2 variation pattern) based on the result of the jackpot determination, the result of the symbol type determination, the result of the reach determination, and the number of special symbol reserved balls.

[0487] Specifically, if the jackpot judgment result is "jackpot won," the special symbol variation pattern "P11" is selected with 100% probability. Also, if the jackpot judgment result is "miss" and the reach judgment result is "reach present," the special symbol variation pattern "P14" is selected with 100% probability. Furthermore, if the jackpot judgment result is "miss" and the reach judgment result is "no reach," if the number of reserved balls in special symbol 2 is 1 or less, the special symbol variation pattern "P16" with a variation time of 13 seconds is selected, and if the number of reserved balls in special symbol 2 is 2, 3, or 4, the special symbol variation pattern "P17" with a variation time of 4 seconds is selected.

[0488] "P11" is an SP jackpot variation where an SP reach is performed and a jackpot is ultimately announced, while "P14" is an SP miss variation where an SP reach is performed and a miss is ultimately announced. In addition, in a high base state, the probability of selecting a reach when missing is set lower than in a low base state, and the variation time for a miss without a reach when the number of reserved balls is 2 to 4 is short at 4 seconds. Therefore, in a high base state, the special symbol variations are processed more quickly than in a low base state.

[0489] Next, the presentation configuration in the pachinko game machine PZ4 of this form will be explained. First, the presentation modes will be explained based on Figure 44. A presentation mode is a manner of presentation using the image display device 50 (an example of a predetermined display means), speaker 52, panel lamp 54, and frame lamp 53, etc. Depending on the presentation mode, for example, the characters, items, background images, etc. displayed on the image display device 50 will differ, and the variable presentation using the presentation symbols EZ1, EZ2, and EZ3 will also be executed in a manner corresponding to the presentation mode.

[0490] In this form of the Pachinko game machine PZ4, two normal performance modes can be set as the normal performance mode when in a low probability low base state (normal game state): a daytime performance mode in which the daytime background image G700 (daytime background image G700) shown in Figure 44(A) is displayed, and a night festival performance mode in which the night festival background image G710 (night festival background image G710) shown in Figure 44(B) is displayed.

[0491] The daytime performance mode (Figure 44(A)) is the general performance mode during normal gameplay. In contrast, the night festival performance mode (Figure 44(B)) is a special performance mode during normal gameplay. The pachinko machine PZ4 performs a lottery to change the performance mode at the start of a variation performance during normal gameplay, and if successful, transitions from one of the daytime performance mode or the night festival performance mode to the other. The probability of transitioning from the daytime performance mode to the night festival performance mode is lower than the probability of transitioning from the night festival performance mode to the daytime performance mode. As a result, during normal gameplay, it is relatively easy to stay in the daytime performance mode and difficult to stay in the night festival performance mode. This gives the night festival performance mode a sense of exclusivity. It is also possible to configure the machine to return to the daytime performance mode based on the execution of a predetermined number of special symbol variations in the night festival performance mode.

[0492] In Night Festival mode, the pachinko machine PZ4 uses specially designed symbols EZ1, EZ2, and EZ3 for the Night Festival mode. Additionally, a skewer image KG, representing three oden ingredients (a triangular konjac, a round daikon radish, and a roughly rectangular chikuwa), is displayed slightly to the right of the center at the bottom of the display unit 50a. The skewer image KG is always displayed on the display unit 50a during Night Festival mode. The pachinko machine PZ4 performs a special festival effect, rotating and stopping the skewer image KG around the skewer as its axis of rotation, in sync with the fluctuation and stop displays of the symbols EZ1, EZ2, and EZ3. The special festival effect will be described later. The symbols EZ1, EZ2, and EZ3 in Night Festival mode are examples of the first type of effect image, while the skewer image KG is an example of the second type of effect image. Furthermore, the skewer image KG is also an example of a specific image.

[0493] The EZ1, EZ2, and EZ3 performance symbols used in the Night Festival performance mode will be explained based on Figure 45. Each of the EZ performance symbols in the Night Festival performance mode (left EZ1, middle EZ2, right EZ3) contains a number symbol from 1 to 9. Each number symbol (each EZ performance symbol) includes a main body SD that represents the number and an additional part FD that is attached to the lower right of the main body SD. As shown in Figure 45, the main body SD of each EZ performance symbol is the part that represents one of the numbers from 1 to 9.

[0494] Furthermore, the additional FD (Flash Display) is different for each of the EZ1, EZ2, and EZ3 performance symbols. As shown in Figure 45, each additional FD contains two characters separated by a slash ( / ). The left side of the " / " is called the upper row, and the right side of the " / " is called the lower row. The additional FD for the left performance symbol EZ1 is "a / ha", containing the two characters "a" in the upper row and "ha" in the lower row. The additional FD for the middle performance symbol EZ2 is "ta / zu", containing the two characters "ta" in the upper row and "zu" in the lower row. The additional FD for the right performance symbol EZ3 is "ri / re", containing the two characters "ri" in the upper row and "re" in the lower row. When viewing only the upper part of the additional FD for each of the EZ1, EZ2, and EZ3 symbols in the order of "left symbol EZ1 → middle symbol EZ2 → right symbol EZ3", it forms the string "A-TA-RI", meaning a jackpot win. When viewing only the lower part of the additional FD for each of the EZ1, EZ2, and EZ3 symbols in the order of "left symbol EZ1 → middle symbol EZ2 → right symbol EZ3", it forms the string "HA-ZU-RE", meaning a loss.

[0495] In this way, in the night festival performance mode, each performance symbol EZ1, EZ2, and EZ3 is composed of a main unit SD and an additional unit FD. For example, as shown in Figure 45, the left performance symbol EZ1, which is the number 3 symbol (3 symbol), has an additional unit FD representing "a / ha" attached to the lower right of the main unit SD representing "3". Also, for example, the middle performance symbol EZ2, which is the number 2 symbol (2 symbol), has an additional unit FD representing "ta / zu" attached to the lower right of the main unit SD representing "2". Also, for example, the right performance symbol EZ3, which is the number 1 symbol (1 symbol), has an additional unit FD representing "ri / re" attached to the lower right of the main unit SD representing "1".

[0496] Next, the variation effects in the Night Festival mode will be explained based on Figure 46. As mentioned above, in the Night Festival mode, variation effects are performed using the EZ effect symbols, which include the main unit SD and the additional unit FD. Specifically, as shown in Figure 46(A), the pachinko game machine PZ4 displays the Night Festival background image G710 as the background image on the display unit 50a, and then starts displaying the variation effects of the EZ1, EZ2, and EZ3 effect symbols, which each include the main unit SD and the additional unit FD. Note that the variation display of the EZ1, EZ2, and EZ3 effect symbols starts in conjunction with the variation display of the special symbols.

[0497] In the Night Festival performance mode, when the performance symbols EZ1, EZ2, and EZ3 are displayed, the additional FD of each performance symbol EZ1, EZ2, and EZ3 operates and displays in a manner corresponding to the result of the jackpot judgment. Specifically, in the Night Festival performance mode, when the performance symbols EZ1, EZ2, and EZ3 are displayed, of the two characters contained in the additional FD of each performance symbol EZ1, EZ2, and EZ3, the character corresponding to the result of the jackpot judgment is enlarged and displayed. After that, only the enlarged character is added to the main body SD of the performance symbol EZ, and the character that was not enlarged is hidden.

[0498] More specifically, if the variation animation is based on a losing jackpot result, the variation animation will proceed as shown in Figures 46(A), (B), (C), and (D). In other words, in a variation animation based on a losing jackpot result, after the variation display of the animation symbols EZ1, EZ2, and EZ3 begins, if the animation symbols EZ1, EZ2, and EZ3 are temporarily stopped in a stopping pattern indicating a loss (for example, "symbol 3, symbol 2, symbol 1") (Figure 46(B)), then immediately thereafter, as shown in Figure 46(C), the character "ha" on the added part FD of the left animation symbol EZ1 is enlarged, the character "zu" on the added part FD of the middle animation symbol EZ2 is enlarged, and the character "re" on the added part FD of the right animation symbol EZ3 is enlarged. When each character of the added part FD is enlarged, the main body SD is displayed in a reduced size and added to the lower right of the enlarged added part FD. In other words, the left display symbol EZ1 will have a "3" added to the lower right of "ha", the middle display symbol EZ2 will have a "2" added to the lower right of "zu", and the right display symbol EZ3 will have a "1" added to the lower right of "re". In this form, when displaying the EZ1, EZ2, and EZ3 display symbols based on a losing jackpot result, the added FD is enlarged to form the string "ha-zu-re". This clearly shows the player that the jackpot result is a loss. In other words, in this form, when displaying the EZ1, EZ2, and EZ3 display symbols based on a losing jackpot result, the EZ1, EZ2, and EZ3 display symbols in a manner that stands out according to the loss.

[0499] After the display shown in Figure 46(C), the performance symbols EZ1, EZ2, and EZ3 are displayed in their final form as shown in Figure 46(D), with the main unit SD at its original size and the additional unit FD added in a small size to the lower right of the main unit SD. In the final form for a losing spin, the left performance symbol EZ1 has only the character "ha" added as the additional unit FD, the middle performance symbol EZ2 has only the character "zu" added as the additional unit FD, and the right performance symbol EZ3 has only the character "re" added as the additional unit FD. In the final form, only the characters "ha-zu-re" are displayed as the additional unit FD for each performance symbol EZ1, EZ2, and EZ3, and the characters "a-ta-ri" are not displayed, in order to match the scene in which the performance symbols EZ1, EZ2, and EZ3 indicate a loss based on their stopping pattern (the so-called scattered pattern). Furthermore, when a new variation effect begins, the additional FDs of each effect symbol EZ1, EZ2, and EZ3 will revert to their default state (for example, the state in which characters are displayed in two rows, upper and lower, such as "あ / は").

[0500] On the other hand, if the variation animation is based on the jackpot determination result of a jackpot win, the variation animation (an example of the first display animation) shown in Figures 46(A), 46(E), 46(F), and 46(G) will be performed. In other words, in the variation animation based on the jackpot determination result of a jackpot win, after the variation display of the animation symbols EZ1, EZ2, and EZ3 begins, the animation symbols EZ1, EZ2, and EZ3 will temporarily stop in a stopping pattern indicating a jackpot win (for example, "3 symbol, 3 symbol, 3 symbol") (Figure 46(E)). Immediately thereafter, as shown in Figure 46(F), the character "あ" on the added part FD of the left animation symbol EZ1 will be enlarged, the character "た" on the added part FD of the middle animation symbol EZ2 will be enlarged, and the character "り" on the added part FD of the right animation symbol EZ3 will be enlarged. When each character of the added part FD is enlarged, the main body SD will be displayed in a reduced size and added to the lower right of the enlarged added part FD. In other words, the left display symbol EZ1 will have a "3" added to the lower right of "あ", the middle display symbol EZ2 will have a "3" added to the lower right of "た", and the right display symbol EZ3 will have a "3" added to the lower right of "り". In this way, in this configuration, when displaying the EZ1, EZ2, and EZ3 display symbols based on the jackpot result, the added FD is enlarged to form the string "あ·た·り". This clearly indicates to the player that the result of the jackpot determination is a jackpot win. In other words, in this configuration, when displaying the EZ1, EZ2, and EZ3 display symbols based on the jackpot result, the EZ1, EZ2, and EZ3 display symbols in a manner that highlights them according to the jackpot result (Figure 46(F)).

[0501] After the display shown in FIG. 46(F), as shown in FIG. 46(G), the effect symbols EZ1, EZ2, and EZ3 are displayed in the final state with the main body SD restored to its original size and the additional part FD attached to the lower right of the main body SD in a smaller size. In the final state of the jackpot variation, only the character "あ" is attached as the additional part FD to the left effect symbol EZ1, only the character "た" is attached as the additional part FD to the middle effect symbol EZ2, and only the character "り" is attached as the additional part FD to the right effect symbol EZ3. In the final state, only the characters "あ·た·り" are displayed as the additional part FD of each effect symbol EZ1, EZ2, and EZ3, and the characters "は·ず·れ" are not displayed, in order to match the scene indicating that the effect symbols EZ1, EZ2, and EZ3 are winning the jackpot in their stopped state (the so-called same-symbol state). Note that at the start of a new variation effect, the additional part FD of each effect symbol EZ1, EZ2, and EZ3 is returned to the default state (a state where characters are displayed in two rows, the upper row and the lower row, such as "あ / は").

[0502] Thus, in this embodiment, in the variation effect of the losing variation in the night festival effect mode, the effect symbols EZ1, EZ2, and EZ3 are temporarily stopped as "3 あ / は ·2 た / ず ·1 り / れ " → "は3·ず2·れ1" and then finally stopped as "3 は ·2 ず ·1 れ " (FIGS. 46(B)(C)(D)). Also, in the variation effect of the jackpot variation in the night festival effect mode, the effect symbols EZ1, EZ2, and EZ3 are temporarily stopped as "3 あ / は ·3 た / ず ·3 り / れ " → "あ3·た3·り3" and then finally stopped as "3 あ ·3 た ·3 りThe following is displayed (Figure 46(E)(F)(G)). When the performance symbols EZ1, EZ2, and EZ3 are stopped, the additional part FD included in the performance symbols EZ1, EZ2, and EZ3 is enlarged and the main body part SD is reduced to emphasize the result of the jackpot judgment (the performance shown in Figures 46(B)(C) and Figures 46(E)(F)) is called a special performance that highlights the performance symbols EZ1, EZ2, and EZ3. To distinguish between the special performance shown in Figures 46(B)(C) and the special performance shown in Figures 46(E)(F), the former can be called, for example, a predetermined special performance, and the latter can be called, for example, a special special performance. It can also be said that the special performance highlights the performance symbols EZ1, EZ2, and EZ3, or that it highlights the additional part FD among the performance symbols EZ1, EZ2, and EZ3. Furthermore, a "temporary stop" refers to a state where the EZ symbols are not scrolling, but are not completely stopped either, and are slightly shaking or vibrating while stopped. In contrast, when the EZ symbols are completely stopped, it is called a "final stop," "confirmed stop," or "final stop."

[0503] Next, we will explain the festival-specific effects in the night festival effect mode based on Figure 47. The festival-specific effects are effects in which the skewer image KG is rotated with the skewer as the axis of rotation. As shown in Figure 47, the skewer image KG is an image representing oden with three types of ingredients on a skewer. Each ingredient has letters designed on both the front and back. Specifically, the top triangular ingredient has the character "A" designed on the front and the character "Fa" designed on the back. The second circular ingredient from the top has the character "Ta" designed on the front and the character "I" designed on the back. The bottom rectangular ingredient has the character "Ri" designed on the front and the character "To" designed on the back. In other words, the skewer image KG is an image in which the string of characters "A-TA-RI", meaning a big win, is applied to the front and the string of characters "Fai-I-To", meaning good luck, is applied to the back. The display of the characters "A-TA-RI" (meaning "winner") indicates a jackpot, while the display of the characters "F-A-I-T" (meaning "fight") indicates a loss. The reason for using "F-A-I-T" instead of "HA-Z-RE" (meaning "loser") to indicate a loss is to avoid causing offense to the player.

[0504] While the pachinko machine PZ4 is set to the night festival performance mode, it constantly displays the skewer image KG at a predetermined position on the display unit 50a. In this embodiment, the predetermined position is slightly to the right of the center at the bottom of the display unit 50a. In the night festival performance mode, the pachinko machine PZ4 executes festival-specific performances in accordance with the variation performances. Specifically, in the festival-specific performances, the pachinko machine PZ4 starts rotating the skewer image KG in conjunction with the start of the variation display of the performance symbols EZ1, EZ2, and EZ3. While the variation display of the performance symbols EZ1, EZ2, and EZ3 is in progress, the pachinko machine PZ4 basically continues to rotate the skewer image KG in a predetermined direction (counterclockwise) (Figure 47(A)). Then, when each performance symbol EZ1, EZ2, and EZ3 temporarily stops, the skewer image KG is stopped in a manner corresponding to the result of the jackpot determination.

[0505] Specifically, in the case of the Pachinko game machine PZ4, if it is a festival-only performance accompanying a variation performance based on a losing jackpot result, as shown in Figure 47(B), when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped at scattered numbers (losing numbers) while the night festival background image G710 is displayed, the skewer image KG is stopped with its back side facing forward, that is, with the side with the word "Fight" facing forward (losing mode). On the other hand, in the case of the Pachinko game machine PZ4, if it is a festival-only performance accompanying a variation performance based on a winning jackpot result, as shown in Figure 47(C), when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped at matching numbers while the night festival background image G710 is displayed, the skewer image KG is stopped with its front...

Claims

[Claim 1] A determination means for determining whether to put the player in an advantageous state, A state setting means that sets the advantageous state based on the result of the determination, A means for controlling the effects, A predetermined display means, A predetermined light-emitting part, A predetermined sound output means, A predetermined light intensity adjustment means that can be operated by the player, It includes a predetermined volume adjustment means that can be operated by the player, The aforementioned performance control means is Based on the result of the above determination, a variable display effect can be performed by the predetermined display means to display a predetermined display pattern in a variable manner. In the aforementioned variation performance, a specific performance that suggests the possibility of achieving the advantageous state is performed, and after the specific performance, a specific image can be displayed on the predetermined display means. As a variation effect based on the determination result that the aforementioned advantageous state will not be achieved, a first variation effect that displays the aforementioned specific image and a second variation effect that does not display the aforementioned specific image can be executed. In the first variation effect, the number of light emission patterns of the predetermined light emission unit and the number of songs output from the sound output means are greater than in the second variation effect, and while the specific image is displayed, both the light emission of the predetermined light emission unit and the output of songs from the sound output means are suppressed. Even during a first period in which the specific image is displayed and both the emission of light from the predetermined light-emitting unit and the output of the music are suppressed, and even during a second period in which neither the emission of light from the predetermined light-emitting unit nor the output of the music is suppressed, a change in the light intensity level by operating the predetermined light intensity adjustment means is accepted. However, if accepted during the first period, the predetermined light-emitting unit will emit light at the changed light intensity level after the first period has elapsed, and if accepted during the second period, the predetermined light-emitting unit will emit light at the changed light intensity level at the timing when the light intensity adjustment is performed by operating the predetermined light intensity adjustment means during the second period. Whether during the first period or the second period, a change in the volume level by the predetermined volume adjustment means is accepted, but if accepted during the first period, the song is output at the changed volume level after the first period has elapsed, and if accepted during the second period, the song is output at the changed volume level at the time the volume adjustment by the predetermined volume adjustment means is performed during the second period.