Game machine
Patent Information
- Application Number
- JP2023141072
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-31
- Publication Date
- 2025-03-13
- Estimated Expiration
- 2043-08-31
AI Technical Summary
【0006】 本発明によれば、遊技の興趣を向上させ得ることができる。
Smart Images

Figure 2025034591000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In a pachinko game machine, which is a type of game machine, a variable game is executed based on the winning lottery result, and various images related to the variable game are displayed. For example, the pachinko game machine of Patent Document 1 is capable of executing an effect that makes the player expect a winning by displaying the image of a decorative pattern displayed during the execution of the variable game again in the variable game executed thereafter. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-24298 A Summary of the Invention [Problem to be solved by the invention]
[0004] The effects using images executed in pachinko gaming machines are often seen by players while playing. The effects using images give players hope for the development of the variable game. Therefore, putting effort into this type of effect can lead to increased interest in the game. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine in which a variation game is stored as a reserved memory when a reservation condition for suspending the execution of the variation game is established by a ball entering a starting means, and the gaming machine is equipped with a presentation display means for displaying a presentation, and a control means for controlling the display content of the presentation display means, and the gaming machine is capable of reserving and storing one variation game for one ball entering, and is also capable of reserving the execution of multiple variation games, and when the execution of the multiple variation games is reserved, and the earliest variation game of the multiple variation games is started, a predetermined presentation may be executed by the presentation display means, and the predetermined presentation is a presentation that can be continued up to a specific variation game of the multiple variation games that is started after the earliest variation game, and when the specific variation game is started, a high expectation presentation with a higher expectation than a variation game started before the specific variation game is executed, or the high expectation presentation is more likely to be executed. Effect of the Invention
[0006] According to the present invention, it is possible to improve the enjoyment of games. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Diagram 2] FIG. 2 is a schematic diagram showing an example of a reserve read-ahead presentation. [Diagram 3] FIG. 3 is a schematic diagram showing an example of a zone presentation. [Figure 4] 4(a) to 4(c) are explanatory diagrams showing an example of the customization function. [Diagram 5] FIG. 5 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 6] FIG. 6 is an explanatory diagram of the fluctuation pattern. [Figure 7] FIG. 7 is a diagram showing the display areas of the execution image and the pending image. [Figure 8] FIG. 8 is an explanatory diagram of a special display mode of the execution image and the reserved image. [Figure 9] 9(a) to 9(d) are schematic diagrams showing the presentation mode of the hold branching presentation. [Figure 10] FIG. 10 is an explanatory diagram of a presentation pattern of the hold branch presentation. [Figure 11] FIG. 11 is a timing chart showing an example of a hold branching effect and a hold effect. [Figure 12] FIG. 12 is a timing chart showing an example of a hold branching effect. [Figure 13] FIG. 13 is a timing chart showing an example of the hold branching effect and the hold effect. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various game components. A frame window 11c is formed in the mounting frame 11b. A game board YB having a game area YBa is attached to the mounting frame 11b. The mounting frame 11b includes a protective glass (not shown) that seals the frame window 11c. The game area YBa of the game board YB is covered by the protective glass.
[0009] The pachinko gaming machine 10 includes a launch handle HD. For example, the launch handle HD is provided in the lower right portion of the mounting frame 11b. In the pachinko gaming machine 10, the game ball is launched toward the game area YBa with a strength according to the operation amount (rotation amount) of the launch handle HD.
[0010] The pachinko gaming machine 10 includes a speaker SP. For example, the speaker SP is provided on the front surface of the mounting frame 11b. The speaker SP can execute a performance that outputs a predetermined sound (hereinafter, referred to as a sound performance). The predetermined sound is a piece of music, a sound effect, or the like.
[0011] The pachinko game machine 10 is equipped with a decorative lamp LA. For example, the decorative lamp LA is provided on the front surface of the mounting frame 11b. The decorative lamp LA can perform effects (hereinafter, referred to as light-emitting effects) by turning on, blinking, and turning off a built-in light-emitting body (not shown).
[0012] A play area YBa having a substantially circular shape in a front view is defined on the front surface of the play board YB. The play board YB is mounted on the mounting frame 11b so that the play area YBa can be seen through the frame window 11c. A display window YBb is formed in the approximate center of the play area YBa.
[0013] The pachinko game machine 10 includes a first special symbol display device 19a and a second special symbol display device 19b as display devices capable of displaying a special symbol changing game (hereinafter, referred to as a special game). The special symbol changing game includes a first special symbol changing game (hereinafter, referred to as a first special game) and a second special symbol changing game (hereinafter, referred to as a second special game). In the special game, a predetermined symbol is displayed variably, and finally, a special symbol is displayed stationary. The special symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning special symbol). The first special symbol display device 19a displays the first special game. The second special symbol display device 19b displays the second special game. In this specification, the term "variable display" refers to a state in which the type of the displayed symbol changes over time. In this specification, the term "stationary display" refers to a state in which the type of the displayed symbol does not change. With respect to symbols, "stationary display" and "derive" have the same meaning. In the pachinko gaming machine 10, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously in parallel. The special symbols include at least a jackpot symbol, which is an example of a jackpot display result, and a miss symbol, which is an example of a miss display result. The special symbols may include a small win symbol, which is an example of a small win display result. In the pachinko gaming machine 10, when a jackpot is won in a special symbol winning lottery (hereinafter referred to as a special winning lottery), a jackpot symbol is derived in a special game, and a jackpot game is awarded after the special game of the jackpot is completed. The special winning lottery is an example of a winning lottery.
[0014] The pachinko game machine 10 includes a first special reservation display device 19c and a second special reservation display device 19d as display devices that display information that can identify the reserved number of special games. The first special reservation display device 19c displays information that can identify the number of first special games whose execution has been reserved because the reserved condition has been met but the start condition has not yet been met (hereinafter referred to as the first special reservation number). The second special reservation display device 19d displays information that can identify the number of second special games whose execution has been reserved because the reserved condition has been met but the start condition has not yet been met (hereinafter referred to as the second special reservation number). As an example, the upper limit values of the first special reservation number and the second special reservation number are each 4.
[0015] The game board YB is equipped with a normal symbol display device 19e. The normal symbol display device 19e displays a normal game. In the normal game, a predetermined symbol is displayed variably, and finally a normal symbol is derived. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. In this embodiment, when a winning lottery for a winning normal symbol (hereinafter referred to as a normal winning lottery) is won, a normal winning symbol is derived in the normal game, and a normal winning game is awarded after the normal game ends. The pachinko game machine 10 is equipped with a normal reservation display device 19f. The normal reservation display device 19f displays information that can specify the number of normal games (normal reservation number) whose execution is reserved because the reservation condition is satisfied but the start condition is not yet satisfied.
[0016] The pachinko gaming machine 10 is equipped with an effect display device EH as an example of a display means for displaying images. The effect display device EH has an image display area R capable of displaying images. Examples of the image display area R include a liquid crystal panel and an organic EL panel. The effect display device EH is attached to the game board YB so that the image display area R can be seen through the display window YBb when viewed from the front. The effect display device EH can execute an effect (hereinafter referred to as a display effect) that displays an image that resembles a specified character or letter.
[0017] In the performance display device EH, a performance symbol variation game (hereinafter referred to as a performance game) is displayed as one of the display performances. In the performance game, multiple rows of performance symbols EZ are displayed in a variable manner, and finally a combination of performance symbols EZ (hereinafter referred to as a symbol combination) is derived. The performance symbols EZ (decorative symbols) are symbols decorated with characters, patterns, etc., and are symbols for diversifying the display performance. As an example, the performance game of this embodiment is performed by varying (scrolling) the performance symbols EZ of the left pattern row, the center pattern row, and the right pattern row in a predetermined direction.
[0018] The presentation game is started together with the special game and is ended together with the special game. In the presentation game, a symbol combination according to the special symbol derived in the special game is derived. When a big win symbol is derived in the special game, the big win symbol combination is derived in the presentation game. The big win symbol combination is a symbol combination in which the presentation symbols EZ of all columns are the same, such as "777". When a losing symbol is derived in the special game, the losing symbol combination is derived in the presentation game. The losing symbol combination is a symbol combination in which the presentation symbols EZ of at least some columns are different from the presentation symbols EZ of other columns, such as "778" or "787", for example. In this way, the pachinko game machine 10 has a special game and a presentation game that is executed in response to the special game. The special game and the presentation game constitute a variable game.
[0019] In the presentation game, a reach presentation may be executed. The reach presentation is a presentation that forms a reach in the presentation game and ultimately derives a predetermined symbol combination. The reach is a state in which the same presentation pattern EZ is stopped and displayed in a plurality of specific symbol rows (for example, the left symbol row and the right symbol row), and the presentation pattern EZ continues to be displayed in a variable manner in other symbol rows (for example, the middle symbol row). The reach presentation includes a normal reach presentation (hereinafter, referred to as NR presentation) and a super reach presentation (hereinafter, referred to as SR presentation), which is a presentation that develops after the NR presentation is executed and has a higher expectation (hereinafter, referred to as hit expectation) of a jackpot game being awarded after the end of the variable game compared to the NR presentation. The NR presentation is an example of a normal reach presentation. The SR presentation is an example of a special reach presentation. The jackpot game is a state in which it is easy to obtain a prize ball, which is an example of a predetermined profit. Therefore, the hit expectation corresponds to the expectation of obtaining a predetermined profit.
[0020] The pachinko gaming machine 10 has a first start hole 12 which is an example of a start means. The first start hole 12 is always open so that a gaming ball can enter the hole. The pachinko gaming machine 10 has a first start sensor SE1 which detects a gaming ball that has entered the first start hole 12 (see FIG. 5). In the pachinko gaming machine 10, when a gaming ball is detected by the first start sensor SE1, a reservation condition for a first special game may be established, and a payout condition for a predetermined number of prize balls is also established.
[0021] The pachinko game machine 10 has a second start port 13 that opens to the game area YBa. The pachinko game machine 10 has a second start sensor SE2 that detects a game ball that has entered the second start port 13 (see FIG. 5). In the pachinko game machine 10, when a game ball is detected by the second start sensor SE2, a reservation condition for the second special game may be established, and a payout condition for a predetermined number of prize balls is established. The pachinko game machine 10 has a normal variable member 13a that can be operated in an open state in which the game ball can enter the second start port 13, and a closed state in which the game ball cannot enter the second start port 13. The closed state may be a state in which the game ball can enter the second start port 13, but is more difficult to enter than the open state. The pachinko game machine 10 has a normal solenoid SL1 as an example of a means for operating the normal variable member 13a (see FIG. 5). The normal variable member 13a is operated to the open state during normal winning play.
[0022] The pachinko game machine 10 has a big prize opening 14 that opens to the game area YBa. The pachinko game machine 10 has a special variable member 14a, which is an example of a means operable between an open state in which a game ball can enter the big prize opening 14 and a closed state in which a game ball cannot enter the big prize opening 14. The closed state may be a state in which a game ball can enter the big prize opening 14, but in which it is more difficult to enter the big prize opening 14 than in the open state. The pachinko game machine 10 has a special solenoid SL2, which is an example of a means for operating the special variable member 14a (see FIG. 5). The special variable member 14a is operated to the open state in a game in which a special symbol is won. The pachinko game machine 10 has a count sensor SE3 that detects a game ball that has entered the big prize opening 14 (see FIG. 5). In the pachinko gaming machine 10, when a gaming ball is detected by the count sensor SE3, a condition for paying out a predetermined number of prize balls is met.
[0023] The pachinko gaming machine 10 is provided with a gate 17 through which gaming balls flowing down the gaming area YBa can pass (enter). The pachinko gaming machine 10 is provided with a gate sensor SE4 that detects gaming balls passing through the gate 17 (see FIG. 5). The pachinko gaming machine 10 is configured such that, when a gaming ball is detected by the gate sensor SE4, a reserve condition for a normal game can be established, but a payout condition for prize balls is not established.
[0024] In this embodiment, the performance display device EH, speaker SP, and decorative lamps LA are each performance devices that execute a performance, and constitute a performance device group DE (see FIG. 5). The performance device group DE is not limited to including all of the performance display device EH, speaker SP, and decorative lamps LA, and may be composed of one or more performance devices that can be arbitrarily selected from among these performance devices. The performance display device EH is an example of a performance display means that displays a performance.
[0025] The pachinko gaming machine 10 includes an effect button D1 as an operation means operable by the player. The effect button D1 is a button type that can be pressed. Not limited to this, the effect button D1 may be a lever type. The pachinko gaming machine 10 includes a cross key D2 as an operation means operable by the player. The cross key D2 is a button type that can be pressed. Not limited to this, the cross key D2 may be a touch panel type. The cross key D2 is configured to include a plurality of parts that can be operated by the player. Specifically, the cross key D2 is configured to include a left key D3l, a right key D3r, an up key D3u, and a down key D3d.
[0026] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is equipped with a probability variation function that varies the jackpot probability to a high probability, a ball entry assistance function that assists the entry of a game ball into the second starting hole 13, and a time reduction function that shortens the variation time of the special game. The game state of the pachinko gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.
[0027] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The pachinko gaming machine 10 has a plurality of probability states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. When the probability change function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot. For this reason, the high probability state is an advantageous state for the player. The high probability state is what is known as a "probability change state (probability change state)."
[0028] The goal-scoring assistance function will now be explained. The ball entry assistance function is a function that supports winning into the second starting hole 13, and is a so-called "electric support function." The pachinko game machine 10 has a plurality of ball entry rate states, which are states in which the ball entry rate of game balls into the second starting hole 13 is different. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to establish the start conditions for the second special game. For this reason, the high ball entry rate state is an advantageous state for the player.
[0029] For example, the high ball entry rate state can be realized by executing one of the three controls described below, which can be selected arbitrarily, or by executing a combination of multiple controls. The first control is a control that shortens the fluctuation time of the normal game compared to the low ball entry rate state. The second control is a control that changes the normal winning probability in the normal winning lottery to a higher probability than in the low ball entry rate state. The second control may be a control that does not perform the normal winning lottery itself in the low ball entry rate state, but performs the normal winning lottery with a predetermined probability in the high ball entry rate state. The third control is a control that makes the total opening time of the normal variable member 13a in one normal winning game longer than in the low ball entry rate state. Note that, as the third control, at least one of the control that makes the number of openings of the normal variable member 13a in one normal winning game longer than in the low ball entry rate state and the control that makes the opening time of one normal winning game longer than in the low ball entry rate state may be performed.
[0030] Next, the time-saving function (hereinafter, referred to as the time-saving function) will be described. The pachinko game machine 10 has a plurality of time-varying states in which the variation time (average variation time) of the special game is different. The plurality of time-varying states include a long variation time state and a short variation time state in which the average variation time of at least the second special game is shorter than that of the long variation time state. When the time-saving function is activated, the time-varying state transitions from the long variation time state to the short variation time state, and the number of special games that can be substantially executed per unit time increases. In other words, the efficiency of consuming reserved special games is improved. In this embodiment, the time-varying function is activated in conjunction with the ball-striking assist function. In other words, the time-varying function is activated together with the ball-striking assist function, and is deactivated together with the ball-striking assist function.
[0031] In this embodiment, there are three game states: a normal state, a first advantageous state, and a second advantageous state. The normal state is a game state in which the probability variable function, the ball entry assist function, and the time-saving function are all not activated. The first advantageous state is a game state in which the probability variable function, the ball entry assist function, and the time-saving function are all activated. The second advantageous state is a game state in which the probability variable function is not activated, while the ball entry assist function and the time-saving function are activated. The pachinko game machine 10 is not limited to having three game states, and some or all of them may be different game states in which the function to be activated among the probability variable function, the ball entry assist function, and the time-saving function is changed. In addition, the game state may be one or two, or may be four or more.
[0032] Next, we will explain about the jackpot. The pachinko gaming machine 10 has a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or more types. In this embodiment, they are classified into two types: specific symbols and normal symbols. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).
[0033] In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). For example, the predetermined performance is an opening performance that can specify the start of the jackpot game. In the jackpot game, after the opening time has elapsed, a round game in which the jackpot winning hole 14 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the hole or when a predetermined upper limit time has elapsed. In the round game, the jackpot winning hole 14 is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). For example, the predetermined performance is an ending performance that can specify the end of the jackpot game. The jackpot game ends with the ending time elapse.
[0034] In the pachinko game machine 10, the game state after the end of the jackpot game is controlled according to the type of the jackpot pattern (type of jackpot). As an example, it is determined that the specific pattern is controlled to the first advantageous state after the end of the jackpot game until the next jackpot game is awarded. It is determined that the normal pattern is controlled to the second advantageous state after the end of the jackpot game until the end of a special game with a predetermined number of operations or until the next jackpot game is awarded. Not limited to this, the game state after the end of the jackpot game may be controlled to the first advantageous state on the condition that the game ball that entered the big prize winning hole 14 has passed through a specific area (so-called V zone), and the game state after the end of the jackpot game may be controlled to the second advantageous state on the condition that the game ball has not passed through the specific area.
[0035] In the performance game of the pachinko game machine 10, other performances may be executed in addition to the reach performance described above. One example of the other performances is a preview performance that suggests or notifies the probability of a win. The preview performance may be executed, for example, in a manner in which a specific image imitating a character or letter is displayed, or in a manner in which the display color of the background image of the performance display device EH or the background itself is changed and displayed. The preview performance may also include a look-ahead performance that suggests the possibility of a jackpot across multiple fluctuations, that is, fluctuation games. The look-ahead performance is a performance that suggests or notifies the probability of a win for a special game on hold.
[0036] Below, the reserved pre-reading effect and the zone effect, which are representative pre-reading effects, will be described in detail with reference to Figures 2 and 3. Note that the pre-reading effect may be performed in a manner that induces a predetermined symbol combination (so-called chance combination) by multiple consecutive variations.
[0037] First, the hold-ahead read-ahead effect will be explained. As shown in FIG. 2, the performance display device EH displays a hold image corresponding to a special game whose execution is put on hold (a hold-on special game). The performance display device EH displays a hold image corresponding to either a first hold-on special game or a second hold-on special game, depending on the current ball-scoring state. When the performance display device EH is in a low ball-scoring state, it displays a hold image corresponding to the first hold-on special game. When the performance display device EH is in a high ball-scoring state, it displays a hold image corresponding to the second hold-on special game. The hold images include hold images H1 to H4.
[0038] In the performance display device EH, when the first special reserved number is "1" in the low ball entry rate state, the reserved image H1 is displayed among the reserved images H1 to H4. In the performance display device EH, when the first special reserved number is "2" in the low ball entry rate state, the reserved images H1 and H2 are displayed among the reserved images H1 to H4. In the performance display device EH, when the first special reserved number is "3" in the low ball entry rate state, the reserved images H1 to H3 are displayed among the reserved images H1 to H4. In the performance display device EH, when the first special reserved number is "4" in the non-time-saving state, the reserved images H1 to H4 are displayed. Note that, when the first special reserved number is "0" in the low ball entry rate state, the reserved images H1 to H4 are not displayed on the performance display device EH. In addition to the reserved images H1 to H4, the performance display device EH displays the execution image H0 corresponding to the first special game being executed. Regarding the display of the performance display device EH in the high ball entry rate state, the "low ball entry rate state" is interpreted as the "high ball entry rate state," the "first special reserved number" as the "second special reserved number," and the "first special game" as the "second special game," so a detailed explanation will be omitted.
[0039] FIG. 2 shows an example when the first special reserved number is "4" in a low ball entry rate state and the reserved read-ahead performance is executed. In the performance display device EH, when the reserved read-ahead performance is executed, the reserved image corresponding to the special game that is the target of the reserved read-ahead performance is displayed in a notice mode different from the normal mode. FIG. 2 shows a situation when the reserved image H4 corresponding to the special game that is the target of the reserved read-ahead performance changes from the normal mode to the notice mode. Note that the reserved images H1 to H3 corresponding to the special games that are not the target of the reserved read-ahead performance are displayed in the normal mode. There are multiple types of notice modes, and the winning expectation of the special game that is the target of the reserved read-ahead performance is determined for each notice mode. In this way, the reserved read-ahead performance suggests or notifies the winning expectation of the special game that is on hold depending on the state of the reserved image. Also, the special game in which the reserved read-ahead performance is executed has a higher winning expectation than the special game in which the reserved read-ahead performance is not executed. Therefore, it can be said that the reserved read-ahead performance suggests or notifies the winning expectation depending on whether the reserved read-ahead performance is executed or not. In addition, in the effect display device EH, the reserved image is moved and displayed as the special game starts. For example, in Fig. 2, after the reserved pre-reading effect ends, the reserved image H4 that has changed from the normal state to the notice state is moved and displayed as the reserved image H3 → reserved image H2 → reserved image H1 → execution image H0 every time the special game starts.
[0040] Next, the zone presentation will be described. As shown in FIG. 3, when the zone effect starts, the effect display device EH displays a text image ZZ of "Chance Zone" and a background image hg dedicated to the zone effect. In this embodiment, there are multiple types of background images hg dedicated to the zone effect, and the probability of winning the special game that is the target of the zone effect is determined for each background image. In this way, the zone effect suggests or notifies the probability of winning the special game that is on hold depending on the state of the background image hg. Also, the probability of winning is higher in a special game in which a zone effect is executed than in a special game in which a zone effect is not executed. Therefore, it can be said that the zone effect suggests or notifies the probability of winning depending on whether or not the zone effect is executed.
[0041] In the effect display device EH, after the zone effect is started, the character image ZZ and the background image hg dedicated to the zone effect are continuously displayed at least until the special game that is the target of the zone effect is started. In other words, the zone effect can be executed across the execution of multiple special games (effect games).
[0042] Moreover, the pachinko gaming machine 10 is equipped with a customization function. The pachinko gaming machine 10 can perform settings related to, for example, the execution of effects by operating an operation means that can be operated by a player. The pachinko gaming machine 10 can perform settings related to, for example, the execution of effects by using the operation means during a standby state. In the following description, performing settings related to the execution of effects may be referred to as customization. The standby state is a state that does not correspond to either a state during which a special game (effect game) is being executed or a state during which a jackpot game is being played. The pachinko gaming machine 10 may be configured so that settings related to the execution of effects can always be performed regardless of whether or not the machine is in a standby state.
[0043] The customization function will be described below with examples using FIGS. 4(a) to 4(c). As shown in FIG. 4(a), when the effect button D1 is operated during standby in the pachinko gaming machine 10, a menu of the customization function is displayed on the effect display device EH. The effect display device EH displays items MN1 and MN2 as items that can be customized. In this example, an item for setting the execution of a look-ahead effect is listed as one of the items that can be customized. Item MN1 is written as look-ahead adjustment so that the item can be identified. Item MN2 is an item that can be customized that is different from the look-ahead adjustment of item MN1. What items can be customized is determined according to the specifications of the pachinko gaming machine 10. For this reason, for the sake of convenience, item MN2 is written as "△△△△△△" to indicate that it may be any item, and the specific example in this description will be described by only looking-ahead adjustment.
[0044] Also, the performance display device EH displays an item SK as an item for initializing the customized contents. Also, the performance display device EH displays an item SR as an item for ending customization. Also, the performance display device EH displays an image BG1 imitating the performance button D1 and an image BG2 imitating the cross key D2 as information indicating the operation means used for customization.
[0045] In the pachinko gaming machine 10, any one of items MN1, MN2, SK, and SR can be selected by operating the cross key D2 (D3u, D3d). In the pachinko gaming machine 10, the selected item can be determined by operating the performance button D1. In the pachinko gaming machine 10, when any one of items MN1, MN2, SK, and SR is determined, a process corresponding to the determined item is executed.
[0046] A specific example of the contents that can be adjusted when the read-ahead adjustment of the item MN1 is determined is, for example, adjusting the execution frequency of the read-ahead performance as illustrated in FIG. 4(b). In the pachinko gaming machine 10, the setting DSa of the read-ahead adjustment function DS can be selected from "ON" and "OFF" by operating the cross key D2 (D3l, D3r). In the pachinko gaming machine 10, when the setting DSa is "ON", the execution frequency of the read-ahead performance is lower than when it is "OFF". In the pachinko gaming machine 10, when the setting DSa is "ON", the expectation of the winning of the read-ahead performance is higher than when it is "OFF". The read-ahead adjustment function DS can be said to be a function that adjusts (changes) the expectation of the winning of the read-ahead performance by adjusting (changing) the execution frequency of the read-ahead performance. In other words, the read-ahead adjustment function DS causes the expectation of the winning to be different even if the read-ahead performance is executed in the same manner.
[0047] Another specific example is adjusting whether or not a look-ahead performance such as that illustrated in Fig. 4(c) can be executed. In the pachinko gaming machine 10, the setting TSa of the look-ahead adjustment function TS can be selected to either "ON" or "OFF" by operating the cross key D2 (D3l, D3r). In the pachinko gaming machine 10, when the setting TSa is "OFF", the look-ahead performance cannot be executed. In the pachinko gaming machine 10, when the setting TSa is "ON", the look-ahead performance can be executed.
[0048] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 5, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back side (rear) of the game board YB. The main board 40 and the sub-board 50 are connected so that a control signal can be output in one direction from the main board 40 to the sub-board 50. The main board 40 executes a predetermined process and outputs a control signal to the sub-board 50. The sub-board 50 executes a predetermined process based on the control signal input from the main board 40.
[0049] The main board 40 will now be described in detail. The main board 40 includes a CPU 41, a ROM 42, an RWM 43, and a random number generation circuit 44. The CPU 41 executes a main control program to execute processes related to the progress of the game. The ROM 42 stores the main control program, judgment values used for various judgments and lotteries, tables, and the like. The ROM 42 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that can specify a fluctuation time from the start to the end of a special game. The CPU 41, the ROM 42, the RWM 43, and the random number generation circuit 44 may be configured on one chip as a microprocessor.
[0050] As shown in FIG. 6, the variation patterns include a jackpot variation pattern, a miss-reach variation pattern, and a miss variation pattern. The jackpot variation pattern includes a variation pattern HP2 in which an NR performance is performed in a performance game, and a jackpot symbol combination is ultimately derived, and a variation pattern HP4 in which an NR performance is performed, and then an SR performance is performed, and a jackpot symbol combination is ultimately derived. The miss-reach variation pattern includes a variation pattern HP3 in which an NR performance is performed in a performance game, and a miss symbol combination is ultimately derived, and a variation pattern HP5 in which an NR performance is performed, and then an SR performance is performed, and a miss symbol combination is ultimately derived. The miss variation pattern includes a variation pattern HP1 in which a reach performance is not performed in a performance game, and a miss symbol combination is ultimately derived. The variation game is a variation of these variation patterns. The RWM 43 stores various information that is rewritten according to the processing result of the CP 41. As an example, the information stored by the RWM is a flag, a counter, a timer, and the like. The random number generation circuit 44 generates hardware random numbers.
[0051] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The CPU 41 can input the detection signal output by each sensor SE1 to SE4 when it detects the game ball. The main board 40 is connected to the multiple display units 19a to 19f. The CPU 41 can control the display contents of the multiple display units 19a to 19f. The main board 40 is connected to solenoids SL1 and SL2. The CPU 41 can control the opening state of the second start hole 13 and the big winning hole 14. The CPU 41 is connected to the performance button D1 and the cross key D2. The CPU 41 can input the operation signal when the performance button D1 is operated, and can input the operation signal when the cross key D2 (each key D3u, D3d, D3l, D3r) is operated.
[0052] Next, the sub-substrate 50 will be described. The sub-board 50 includes a CPU 51, a ROM 52, and a RWM 53. The CPU 51 executes a sub-control program to perform processing related to the presentation. The ROM 52 stores the sub-control program and a judgment value used in a predetermined lottery. The ROM 52 stores display presentation data used for display presentation, light-emitting presentation data used for light-emitting presentation, and audio presentation data used for audio presentation. The RWM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. As an example, the information stored in the RWM 53 includes a flag, a counter, and a timer. The sub-board 50 is configured to be able to generate software random numbers by the random number generation process by the CPU 51.
[0053] The sub-board 50 is connected to the performance display device EH. The CPU 51 is capable of controlling the display content of the performance display device EH. The CPU 51 is a control means that controls the display content of the performance display means. The sub-board 50 is connected to a speaker SP. The CPU 51 is capable of controlling the output content of the speaker SP. The sub-board 50 is connected to a decorative lamp LA. The CPU 51 is capable of controlling the light emission mode of the decorative lamp LA.
[0054] Next, various processes performed by the CPU 41 will be described. The CPU 41 executes a special symbol input process, a special symbol start process, and the like as timer interrupt processes which are performed at predetermined control cycles (for example, 4 ms).
[0055] The special symbol input process will be described. The CPU 41 judges whether the game ball has entered the first start hole 12 based on whether a detection signal has been input from the first start sensor SE1. When the game ball has entered the first start hole 12, the CPU 41 judges whether the first special reserved number stored in the RWM 43 is less than the upper limit number (4 in this embodiment). When the first special reserved number is less than the upper limit number, the CPU 41 adds 1 to the first special reserved number and updates it. With this update, the variable game is stored as reserved memory in the pachinko game machine 10. In addition, the CPU 41 controls the first special reserved display device 19c to display information that can identify the updated first special reserved number. In this way, the reservation condition of the first special game is established when the first special reserved number is less than the upper limit number and the game ball is detected by the first start sensor SE1.
[0056] Next, the CPU 41 acquires the random numbers generated by the random number generating circuit 44, and stores random number information based on the acquired random numbers in the RWM 43. For example, the random numbers are winning random numbers used in a special winning lottery, winning symbol random numbers used to determine a big winning symbol, and variation pattern random numbers used to determine a variation pattern. The CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. By storing the random number information used for the first special game in the RWM 43, the pachinko game machine 10 can suspend the execution of the first special game until the start condition of the first special game is satisfied.
[0057] When the random number information for the first special game is stored in the RWM43, if the game ball has not entered the first start hole 12 and if the first special reserved number is not less than the upper limit number, the CPU41 judges whether the game ball has entered the second start hole 13 based on whether a detection signal has been input from the second start sensor SE2. If the game ball has entered the second start hole 13, the CP41 judges whether the second special reserved number stored in the RWM43 is less than the upper limit number (4 in this embodiment). If the second special reserved number is less than the upper limit number, the CPU41 adds 1 to the second special reserved number and updates it. With this update, the variable game is stored as reserved memory in the pachinko game machine 10. In addition, the CPU41 controls the second special reserved display device 19d to display information that can identify the updated second special reserved number. In this way, the reservation condition for the second special game is established when the game ball is detected by the second start sensor SE2 when the second special reserved number is less than the upper limit number.
[0058] Next, the CPU 41 acquires random numbers generated in the main board 40, and stores random number information based on the acquired random numbers in the RWM 43. The CPU 41 stores the random number information so that it is possible to identify that the random number information is used for the second special game and the order in which the random number information is stored. By storing the random number information used for the second special game in the RWM 43, the pachinko game machine 10 can suspend the execution of the second special game until the start condition of the second special game is satisfied. When the random number information for the second special game is stored in the RWM 43, if a game ball has not entered the second start hole 13 and if the number of second special reserved balls is not less than the upper limit number, the CPU 41 ends the special symbol input process. Also, in the special symbol input process, if the CPU 41 stores the random number information for the first special game in the RWM 43, it performs a command setting process.
[0059] In the command setting process, the CPU 41 determines whether the value corresponding to the acquired winning random number is a winning value that will win the special winning lottery described later, or a losing value that will not win the special winning lottery. Next, in the case of a winning value, the CPU 41 specifies a winning fluctuation pattern to be selected from the winning fluctuation patterns based on the value corresponding to the acquired fluctuation pattern random number. Then, the CPU 41 stores a winning prediction command as a control command in the output buffer based on the specified content. The winning prediction command can specify information indicating the first special reserved number when the random number was acquired, information indicating that the value corresponding to the acquired winning random number is a winning value, and information indicating the winning fluctuation pattern selected by the value corresponding to the acquired fluctuation pattern random number.
[0060] On the other hand, in the case of a losing value, the CPU 41 specifies a fluctuation pattern to be selected from a group of fluctuation patterns consisting of losing fluctuation patterns and losing reach fluctuation patterns based on a numerical value corresponding to the acquired fluctuation pattern random number. Then, the CPU 41 stores a losing read-ahead command as a control command in an output buffer based on the specified content. The losing read-ahead command can specify information indicating the first special reserved number when the random number is acquired, information indicating that the numerical value corresponding to the acquired winning random number is a losing value, and information indicating the fluctuation pattern selected by the numerical value corresponding to the acquired fluctuation pattern random number.
[0061] The big win pre-read command or the loss pre-read command stored in the output buffer is output to the CPU 51 of the sub-substrate 50 in the output process from the next cycle onwards. The command setting process of this embodiment is performed for the first special game, not for the second special game. The CPU 41 that has set the big win pre-read command or the loss pre-read command performs processing related to the second special game in the special symbol input process described above. In the following description, when the big win pre-read command and the loss pre-read command are not distinguished from each other, they are referred to as "pre-read commands". In the command setting process of this embodiment, a variation pattern indicating the variation content (including the variation time) of the variation game (first special game) whose execution is suspended is specified every time the CPU 41 and the first start sensor SE1 detect a game ball.
[0062] Next, the special symbol start process will be described. The CPU 41 judges whether the start condition of the special game is established. The CPU 41 judges positively when the game is not a jackpot game and the special game is not being executed. The CPU 41 judges negatively when the game is a jackpot game or a special game is being executed. When the start condition of the special game is not established, the CPU 41 ends the special symbol start process. When the start condition of the special game is established, the CPU 41 judges whether the second special reserved number is greater than zero. When the second special reserved number is zero, the CPU 41 judges whether the first special reserved number is greater than zero. When the first special reserved number is zero, the CPU 41 ends the special symbol start process. When the first special reserved number and the second special reserved number are both zero as a result of the above judgment, the pachinko game machine 10 enters a standby state. The standby state is also called a customer waiting state, and for example, a demonstration performance is performed.
[0063] If the first special reserved number is greater than zero, the CPU 41 performs a process to execute the first special game. Specifically, the CPU 41 updates the first special reserved number by subtracting 1. The CPU 41 controls the first special reserved display device 19c to display information that can identify the updated first special reserved number. The CPU 41 acquires the first stored random number information from the RWM 43 among the random number information for the first special game. The CPU 41 performs a special winning lottery (jackpot determination) to determine whether or not a jackpot is won, using a winning random number identified from the acquired random number information. The CPU 41 performs a special winning lottery with a jackpot probability according to the current probability state (whether or not the probability variable function is activated). The CPU 41 that performs the special winning lottery is an example of a winning lottery means.
[0064] When a jackpot is won, the CPU 41 performs a jackpot variation process. In the jackpot variation process, the CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines a jackpot pattern to be derived in the first special game. The CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a jackpot variation pattern. After that, the CPU 41 ends the special pattern start process.
[0065] If the jackpot is not won, the CPU 41 performs a miss variation process. In the miss variation process, the CPU 41 determines a miss symbol to be derived in the first special game. The CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a miss reach variation pattern with a reach or a miss variation pattern without a reach. After that, the CPU 41 ends the special symbol start process. In this embodiment, whether to execute a reach performance in the performance game is determined by determining a miss variation pattern or a miss reach variation pattern, but it is also possible to determine whether to execute a reach performance and determine either a miss reach variation pattern or a miss variation game depending on the result of the determination.
[0066] If the second special reserved number is greater than zero, the CPU 41 performs a process for executing a second special game. The process for executing a second special game is the process for executing a first special game, except that the "first special game" is replaced with the "second special game" and the "first special reserved number" is replaced with the "second special reserved number," so a detailed description thereof will be omitted. In other words, the CPU 41 performs subtraction of the second special reserved number, a special winning lottery, and any of the variable processes based on the result of the special winning lottery, and then ends the special symbol start process.
[0067] The CPU 41 outputs a variation start command and a special symbol command to the sub-board 50 in the jackpot variation process and the loss variation process. The variation start command is a control command capable of specifying the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command capable of specifying the special symbol (jackpot symbol or loss symbol) determined in each variation process. The variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed.
[0068] When the special symbol start process is completed, the CPU 41 executes the first special game or the second special game by a process separate from the special symbol start process. Specifically, when the CPU 41 executes the first special game, it controls the first special symbol display device 19a to start the variable display of a predetermined symbol. The CPU 41 measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the CPU 41 controls the first special symbol display device 19a to derive the special symbol determined in the special symbol start process. In addition, when the variable time determined in the variable pattern has elapsed, the CPU 41 outputs a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the variable game to the sub-board 50.
[0069] When the second special game is executed, the CPU 41 controls the second special symbol display device 19b to start a variable display of a predetermined symbol. The CPU 41 measures a variable time determined in a variable pattern. When the variable time determined in a variable pattern has elapsed, the CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. In addition, when the variable time determined in a variable pattern has elapsed, the CPU 41 outputs a variable end command to the sub-board 50.
[0070] Next, the big win game processing will be explained. The jackpot game process is a process for awarding a jackpot game. When the CPU 41 derives a jackpot symbol in a special game, the CPU 41 executes the jackpot game process after the end of the jackpot special game. The CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The CPU 41 awards the specified type of jackpot game.
[0071] First, the CPU 41 outputs a control command (hereinafter, referred to as an opening command) capable of specifying the start of the opening time to the sub-substrate 50. When the opening time has elapsed, the CPU 41 performs a process for executing a round game. That is, the CPU 41 controls the special solenoid SL2 using the specified opening control data for the big win game to open the big win opening 14. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the CPU 41 controls the special solenoid SL2 to close the big win opening 14, thereby ending the round game. The CPU 41 repeats such a process for executing a round game until the upper limit number of round games set for the big win game is ended. The CPU 41 outputs a control command (hereinafter, referred to as a round command) capable of specifying the start of the round game to the sub-substrate 50 every time a round game is started. When the final round of play ends, the CPU 41 outputs a control command capable of identifying the start of the ending time (hereinafter, referred to as an ending start command) to the sub-substrate 50. When the ending time has elapsed, the CPU 41 ends the big win game. The CPU 41 may be configured to output a control command capable of identifying the elapse of the ending time (hereinafter, referred to as an ending end command) to the sub-substrate 50.
[0072] The probability transition process for transitioning the probability state will now be described. When the CPU 41 ends a jackpot game based on a specific symbol, the CPU 41 stores a high probability flag in the RWM 43. That is, the CPU 41 controls the state to a high probability state. On the other hand, when the CPU 41 ends a jackpot game based on a normal symbol, the CPU 41 does not store a high probability flag in the RWM 43. That is, the CPU 41 controls the state to a low probability state. When the CPU 41 starts a jackpot game and a high probability flag is stored, the CPU 41 erases the high probability flag. That is, the CPU 41 controls the state to a low probability state during a jackpot game.
[0073] The following describes the goal scoring rate transition process for transitioning the goal scoring rate state and the variable time state. When the jackpot game based on the specific symbol and the jackpot game based on the normal symbol are finished, the CPU 41 stores an operation flag in the RWM 43. That is, the CPU 41 controls the state to a high ball entry rate state and a short fluctuation time state. When the special game in which the number of times the special game is executed after the jackpot game based on the normal symbol reaches the number of times of operation is finished, the CPU 41 erases the operation flag stored in the RWM 43. That is, when the special game of the operation number is finished after the jackpot game based on the normal symbol is finished, the CPU 41 controls the state to a low ball entry rate state and a long fluctuation time state. When the jackpot game is started and the operation flag is stored, the CPU 41 erases the operation flag. That is, the CPU 41 controls the state to a low ball entry rate state and a long fluctuation time state during the jackpot game. When the CPU 41 transitions between game states (probability state, winning rate state, and variable time state), the CPU 41 outputs to the sub-substrate 50 a control command capable of identifying the game state after the transition.
[0074] Next, various processes executed by the CPU 51 of the sub-board 50 will be described. First, the big win effect processing will be described. The jackpot performance process is a process for executing a performance during a jackpot game (hereinafter referred to as a jackpot performance). When an opening command is input, the CPU 51 controls the performance device group DE to execute an opening performance. When a round command is input, the CPU 51 controls the performance device group DE to execute a round performance. When an ending start command is input, the CPU 51 controls the performance device group DE to execute an ending performance. When an ending end command is input, the CPU 51 controls the performance device group DE to end the ending performance.
[0075] The effect game process will now be described. The presentation game process is a process for executing a presentation game as one of the display presentations related to a special game during the execution of the special game. When the CPU 51 inputs a variation start command and a special symbol command, the CPU 51 controls the presentation device group DE including the presentation display device EH so as to execute a presentation game corresponding to the special game. As an example, when the CPU 51 inputs a variation start command, the CPU 51 selects a presentation pattern (presentation content) of the presentation game based on a variation pattern that can be specified from the control command. When the CPU 51 inputs a special symbol command, the CPU 51 determines a symbol combination to be derived in the presentation game based on a special symbol that can be specified from the command. When a jackpot symbol can be specified from the special symbol command, the CPU 51 determines a jackpot symbol combination. When a lose symbol can be specified from the special symbol command, the CPU 51 determines a lose symbol combination.
[0076] Further, the CPU 51 judges whether or not the condition for executing the reach effect (hereinafter, referred to as the reach condition) is satisfied. As an example, the reach condition is satisfied by determining a big win variation pattern or a miss reach variation pattern. When the reach condition is satisfied and a big win pattern can be specified from the special pattern command, the CPU 51 determines the performance pattern EZ constituting the big win pattern combination as the reach performance pattern EZ. When the reach condition is satisfied and a miss pattern can be specified from the special pattern command, the CPU 51 determines a miss pattern combination including the reach. When the reach condition is not satisfied and a miss pattern can be specified from the special pattern command, the CPU 51 determines a miss pattern combination not including the reach.
[0077] The CPU51 controls the performance display device EH to start the performance game by starting the display of each performance symbol EZ in response to the input of the variation start command. The CPU51 controls the performance display device EH so that the performance game is performed based on the selected performance pattern during the variation time set in the variation pattern. The CPU51 can control the performance device group DE to perform various performances during the performance game. When the CPU51 identifies a variation pattern in which an NR performance is performed from the input variation start command, the CPU51 controls the performance device group DE to perform an NR performance at a predetermined timing after the performance game is started. When the CPU51 identifies a variation pattern in which an SR performance is performed from the input variation start command, the CPU51 controls the performance device group DE to perform an SR performance at a predetermined timing after the performance game is started.
[0078] Then, after starting the performance game, the CPU 51 derives a symbol combination in response to the input of a change end command. The CPU 51 may derive a symbol combination in response to the lapse of a change time set in a change pattern, regardless of the change end command. In this case, the change end command may be omitted.
[0079] Next, a screen layout when the execution image H0 and the reserved images H1 to H4 are displayed in the image display area R of the performance display device EH will be described. As shown in FIG. 7, in the image display area R, an effect game that variably displays the effect symbol EZ is displayed as shown by the white arrow in the figure. Below the image display area R, the reserved display areas HR1 to HR4 are set to be arranged from left to right in this order as areas for displaying reserved images H1 to H4 related to the number of reserved special games. In the reserved display area HR1, a reserved image H1 indicating the first (first) reserved special game (reserved number = 1) is displayed. In the reserved display area HR2, a reserved image H2 indicating the second reserved special game (reserved number = 2) is displayed. In the reserved display area HR3, a reserved image H3 indicating the third reserved special game (reserved number = 3) is displayed. In the reserved display area HR4, a reserved image H4 indicating the fourth (last) reserved special game (reserved number = 4) is displayed. In other words, the reserved display areas HR1 to HR4 correspond to the special games with reserved numbers = 1 to 4, respectively. The reserved images H1 to H4 are displayed corresponding to the reserved number of the first special game in the normal state. On the other hand, the reserved images H1 to H4 are displayed corresponding to the reserved number of the second special game in the first advantageous state and the second advantageous state. The reserved images H1 to H4 are circular in shape, for example. The reserved display areas HR1 to HR4 are first display areas that display the reserved images H1 to H4 as first images corresponding to the variable games that have not yet started and are stored as reserved memories. The reserved images H1 to H4 are images that are not displayed when the pachinko gaming machine 10 is in the standby state.
[0080] To the left of the reserved display areas HR1 to HR4, an execution display area HR0 is set as an area for displaying an execution image H0 related to a currently executed performance game. For example, in the pachinko game machine 10, when a special game is newly reserved and the reserved number becomes 4, and a reserved image H4 is displayed in the reserved display area HR4, the reserved image H4 is displayed to move in the order of the reserved display area HR4 → HR3 → HR2 → HR1 every time a previously reserved special game is started. Then, when a special game is started (consumed) by the establishment of a start condition of the special game, the reserved image H1 displayed in the reserved display area HR1 is displayed as the execution image H0 by moving from the reserved display area HR1 to the execution display area HR0. That is, the shape of the execution image H0 is also circular, like the reserved images H1 to H4. Note that when the reserved image H1 moves from the reserved display area HR1 to the execution display area HR0, the area of the reserved image H1 expands, and the area of the execution image H0 becomes larger than the area of the reserved image H1. In this way, the execution image H0 is an image different from the performance symbol EZ, and is displayed in the execution display area HR0 during the execution of the variable game. The execution display area HR0 is a second display area that displays the execution image H0 as a second image or a specific image corresponding to the variable game being executed. The execution image H0 is an image that is not displayed when the pachinko game machine 10 is in a standby state.
[0081] In the pachinko gaming machine 10, even when a special game is on hold, the reserved images H1 to H4 are not displayed during the execution of an SR effect. Similarly, even when a special game is being executed, the execution image H0 is not displayed during the execution of an SR effect. That is, during the execution of a special game in which an SR effect is executed, the execution image H0 and the reserved images H1 to H4 are displayed during the period from the start of the special game to before the start of the SR effect. On the other hand, during the execution of a special game in which an SR effect is not executed, the execution image H0 and the reserved images H1 to H4 are displayed during the execution of a special game in which the SR effect is not executed, from the start of the special game to the end of the special game.
[0082] The display modes of the reserved images H1 to H4 include a white display mode and a special display mode that is a display mode other than white. The reserved images H1 to H4 are displayed in various display modes from the timing when the special game corresponding to the reserved images H1 to H4 is reserved, regardless of whether they are displayed in the white display mode or the special display mode. In the pachinko game machine 10, by displaying any one of the reserved images H1 to H4 displayed on the performance display device EH in a special display mode, it is possible to execute a reserved read-ahead performance that suggests the winning expectation of the special game corresponding to the reserved images H1 to H4 and the performance content of the performance game executed during the execution of the special game. In this embodiment, the reserved read-ahead performance is executed for the first special game in the normal state.
[0083] The special display modes of the reserved images H1 to H4 will be described. As shown in FIG. 8, the special display mode of the reserved images H1 to H4 includes four types of display modes in which the reserved images H1 to H4 are displayed in different colors. The winning expectation and the performance content suggested by the type of display mode of the reserved images H1 to H4 are different. The blue display mode is a display mode that suggests a higher winning expectation than the white display mode, and is a display mode that suggests that an NR performance or an SR performance will be executed in the performance game. The green display mode is a display mode that suggests a higher winning expectation than the white and blue display modes, and is a display mode that suggests that an NR performance or an SR performance will be executed in the performance game, similar to the blue display mode. The red display mode is a display mode that suggests a higher winning expectation than the white, blue, and green display modes, and is a display mode that suggests that an SR performance will be executed in the performance game. The rainbow display mode is a display mode that suggests a higher winning expectation than the white, blue, green, and red display modes, and is a display mode that suggests that a symbol combination that will be a big win will be derived in the performance game.
[0084] As described above, in this embodiment, when the special game is started (consumed) by the establishment of the start condition of the special game, the reserved image H1 is moved to the execution display area HR0 and is displayed as the execution image H0. Therefore, in this embodiment, the execution image H0 is displayed in the same display mode as the display mode of the reserved image H1 immediately before the start condition of the special game is established. That is, the display mode of the execution image H0 also has display modes of white, blue, green, red, and rainbow, similar to the display modes of the reserved images H1 to H4. Then, the display mode of the execution image H0 suggests the winning expectation degree of the special game corresponding to the execution image H0 and the performance content of the performance game executed during the execution of the special game. There are a plurality of display modes of the execution image H0, and the display modes can be distinguished according to the high and low winning expectation degree. Note that, in this embodiment, the display mode of the reserved images H1 to H4 does not change during the process from when the reserved images H1 to H4 are displayed to when the reserved images H1 to H4 are displayed as the execution image H0. Among the display modes of the execution image H0, the white display mode is an example of a first mode, the blue display mode and the green display mode are an example of a second mode, and the red display mode and the rainbow display mode are an example of a third mode.
[0085] When the reserved image H1 is displayed in a special display mode due to the reserved pre-reading effect being executed and the start condition of the special game is established, the execution image H0 is also displayed in the same special display mode as the reserved image H1 immediately before the start condition of the special game is established. In this embodiment, the display mode of the execution image H0 suggests the winning expectation of the special game corresponding to the execution image H0 and the presentation content of the presentation game to be executed during the execution of the special game.
[0086] The hold display process will be described. The reserved display process is a process performed by the CPU 51 in response to input of a look-ahead command in a normal state, and is a process for displaying reserved images H1 to H4. When the CPU 51 inputs a look-ahead command, the CPU 51 stores the value of the look-ahead command in a storage area of the RWM 53 corresponding to a first special reserved number that can be specified from the look-ahead command. In the RWM 53, a storage area corresponding to the first special reserved number=1, a storage area corresponding to the first special reserved number=2, a storage area corresponding to the first special reserved number=3, and a storage area corresponding to the first special reserved number=4 are set. In the RWM 53, a storage area corresponding to the first special reserved game being executed is set. In the following description, the storage area corresponding to the special game being executed is shown as a storage area corresponding to the first special reserved number=0. For example, when the CPU 51 inputs a look-ahead command that can specify the first special reserved number=3, the CPU 51 stores the command value in a storage area corresponding to the first special reserved number that can be specified=3.
[0087] When the CPU 51 inputs a look-ahead command, it determines whether a special display flag is stored in the RWM 53. The special display flag is a flag that is stored in the RWM 53 when any image among the execution image H0 and the reserved images H1 to H4 is displayed in a special display mode. When the special display flag is stored in the RWM 53, the CPU 51 determines a white display mode as the display mode of the reserved image to be displayed, regardless of the type of variation pattern that can be specified from the input look-ahead command.
[0088] If the special display flag is not stored in the RWM 53, the CPU 51 identifies the variation pattern of the first special game from the input look-ahead command. The CPU 51 determines the display mode of the reserved image to be displayed in the reserved display area corresponding to the first special reserved number identified from the input look-ahead command based on the identified variation pattern, and displays the reserved image in the determined display mode. At this time, the CPU 51 determines the display mode of the reserved image from different tables depending on the type of the identified variation pattern.
[0089] When the CPU 51 identifies the variation pattern HP1 that is usually a miss, it determines the display mode of the reserved image from the first variation table. The first variation table is a table in which the display mode of the reserved image is determined to be white. In other words, when the CPU 51 identifies the variation pattern HP1 from the input look-ahead command, it determines not to execute the reserved look-ahead performance.
[0090] When the CPU 51 specifies one of the variation patterns HP2 and HP3 in which the NR performance is executed, it determines the display mode of the reserved image from the second variation table by lottery using a predetermined random number. The second variation table is a table in which one of the display modes of white, blue, green, and rainbow is determined as the display mode of the reserved image. In the second variation table, the random number distribution value corresponding to each display mode differs depending on whether the specified variation pattern is variation pattern HP2 (jackpot) or variation pattern HP3 (miss), and the random numbers are distributed in the order of white < blue < green < rainbow so that the probability of winning increases. In addition, in the second variation table, when the specified variation pattern is variation pattern HP3, the random numbers are distributed so that the distribution value corresponding to the rainbow display mode is 0.
[0091] Similarly, when the CPU 51 specifies one of the variation patterns HP4 and HP5 in which the SR performance is executed, it determines the display mode of the reserved image from the third variation table by lottery using a predetermined random number. The third variation table is a table in which one of the display modes of white, blue, green, red, and rainbow is determined as the display mode of the reserved image. In the third variation table, the random number distribution value corresponding to each display mode is different depending on whether the specified variation pattern is the variation pattern HP4 (jackpot) or the variation pattern HP5 (miss), and the random numbers are distributed so that the expectation of winning increases in the order of white < blue < green < red < rainbow. In addition, in the third variation table, when the specified variation pattern is the variation pattern HP5, the random numbers are distributed so that the distribution value corresponding to the rainbow display mode is 0.
[0092] Next, the CPU 51 stores a value capable of specifying the display mode of the reserved image determined in a storage area of the RWM 53 corresponding to the first special reserved number that can be specified from the look-ahead command. In the following description, the value capable of specifying the display mode of the reserved image stored in the storage area corresponding to the first special reserved number is referred to as a "reserved specific value". The CPU 51 grasps the display mode of the reserved images H1 to H4 to be displayed in the reserved display area HR1 to HR4 by referring to the reserved specific value stored corresponding to the first special reserved number. Then, the CPU 51 controls the performance display device EH so that the reserved images are displayed in the display mode determined as described above in the reserved display area corresponding to the first special reserved number that can be specified from the look-ahead command among the reserved display areas HR1 to HR4. By performing such processing by the CPU 51, it is possible to make the player recognize that the probability of winning is higher when the reserved read-ahead performance is executed than when the reserved read-ahead performance is not executed. In addition, when the CPU 51 displays the reserved image in a special display mode, the CPU 51 stores a special display flag in the RWM 53.
[0093] When the CPU 51 inputs a first special game variation start command, the CPU 51 stores the value of the read-ahead command stored in the memory area corresponding to the first special reservation number = 1 and the reserved specific value in the memory area corresponding to the first special reservation number = 0 in the RWM 53. The CPU 51 stores the value of the read-ahead command stored in the memory area corresponding to the first special reservation number = 2 and the reserved specific value in the memory area corresponding to the first special reservation number = 1. The CPU 51 stores the value of the read-ahead command stored in the memory area corresponding to the first special reservation number = 3 and the reserved specific value in the memory area corresponding to the second special reservation number = 2. The CPU 51 stores the value of the read-ahead command stored in the memory area corresponding to the first special reservation number = 4 and the reserved specific value in the memory area corresponding to the first special reservation number = 3. At this time, the CPU 51 erases the value of the read-ahead command and the reserved specific value stored in the memory area corresponding to the first special reservation number = 4.
[0094] Next, the hold effect in the pachinko gaming machine 10 will be described. In the pachinko game machine 10, when the execution image H0 is displayed in a blue or green display mode and the variation game started when the execution image H0 is displayed is a variation game based on the variation pattern HP3 (NR presentation (miss)), a hold presentation can be executed in which the execution image H0 displayed in a special display mode is held even after the variation game ends. In this specification, when the expression "the image is held" is used, it means that the image is continuously displayed in the same display mode over the period during which a plurality of consecutive variation games are executed. In the following description, the variation game based on the variation pattern HP3 that is started when the execution image H0 is displayed in a blue or green display mode and the execution image H0 is displayed is referred to as a "specific variation game". The variation pattern HP3 of the specific variation game corresponds to the specific variation pattern.
[0095] The hold effect is an effect that can be executed by lottery using a predetermined random number when a predetermined condition is satisfied when a specific variation game is started. The predetermined condition is a condition that is satisfied when one or more variation games held when a specific variation game is started include a variation game based on the variation pattern HP4 or the variation pattern HP5 in which an SR effect is executed. In the following description, when one or more variation games held when a specific variation game is started include one variation game based on the variation pattern HP4 or the variation pattern HP5, the variation game is indicated as a "special variation game". The variation pattern HP4 or the variation pattern HP5 of the special variation game corresponds to the special variation pattern. The variation patterns HP4 and HP5 have the same content of the reach effect. Therefore, there are multiple patterns in the special variation pattern that have the same content of the reach variation. In addition, the expectation of winning is higher than that of the variation pattern HP3.
[0096] In addition, when a specific variation game is started, if multiple variation games based on the variation pattern HP4 or the variation pattern HP5 are reserved, the variation game that is executed first among the multiple reserved variation games is indicated as a "special variation game." That is, the special variation game is a variation game that is reserved when the specific variation game is started, and is executed one to four times after the specific variation game.
[0097] When the hold effect is executed, the execution image H0 displayed in a blue or green display mode is held from when the execution image H0 is displayed until a predetermined timing during the execution of the special variation game executed after the specific variation game is finished. The predetermined timing is a predetermined timing before the timing at which the reach effect (NR effect) can be started during the execution of the special variation game. In the pachinko game machine 10, the execution of the hold effect suggests that the NR effect or the SR effect will be executed during the execution of the variation game that starts in the period until the predetermined timing during the execution of the special variation game, in addition to during the execution of the specific variation game, even after the specific variation game is finished. When the hold effect is executed, the execution image H0 suggests the winning expectation of the special game based on the variation pattern HP4 or the variation pattern HP5 executed after the special game that starts when the execution image H0 is displayed, and the presentation content of the presentation game executed during the execution of the special game. On the other hand, when the hold effect is not executed, the execution image H0 suggests the winning expectation of the special game that starts when the execution image H0 is displayed, and the presentation content of the presentation game executed during the execution of the special game.
[0098] Furthermore, in the pachinko gaming machine 10, when the execution image H0 is held until a predetermined timing during the execution of the special variation game, the display mode of the execution image H0 may change at the predetermined timing to a display mode with a higher probability of winning than the display mode of the currently displayed execution image H0. For example, when the specific variation game is started, if the execution image H0 is displayed in a blue or green display mode and is held until a predetermined timing during the execution of the special variation game, the display mode of the execution image H0 may change from the blue or green display mode to the red display mode at the predetermined timing.
[0099] Next, the hold branching effect executed during the execution of the specific variable game will be described. The hold branch performance is a performance executed during the execution of the NR performance during the execution of the specific variation game. That is, the hold branch performance is a performance executed during the execution of the NR performance when the variation game started when the execution image H0 is displayed in a blue or green display mode is a variation game based on the variation pattern HP3. The hold branch performance has a successful performance result and a failed performance result. When the hold branch performance is a successful performance result, it is possible to specify that the hold performance will be executed. When the hold branch performance is a failed performance result, it is possible to specify that the hold performance will not be executed. That is, the hold branch performance is a performance that allows the player to understand whether or not the hold performance will be executed. Thereby, the hold performance may be executed by executing the hold branch performance, or may not be executed by executing the hold branch performance.
[0100] The hold branch effect is an effect executed in a variation game based on the variation pattern HP3, and since the variation game may result in a loss, it can be said to be a loss suggestion effect that suggests a loss. The hold effect is an example of a specific effect that is executed when the hold branch effect is successful.
[0101] As shown in Fig. 9(a) to (d), the hold branching effect is a performance that results in a successful or unsuccessful performance depending on whether or not a hold image HG, which is composed of the character string "HOLD", is displayed overlapping with the execution image H0. Fig. 9(a) to (d) show an example of the hold branching effect. Fig. 9(a) shows a state in which an NR performance is being executed during execution of a specific variable game. At this time, the execution image H0 is displayed in a blue display mode. After that, as shown in Fig. 9(b), at the timing when a predetermined time has elapsed since the start of the NR performance, a performance is executed in which the hold image HG is displayed in the image display area R and the hold image HG moves toward the execution display area HR0.
[0102] As shown in FIG. 9(c), when the hold branch effect is a successful effect result, the hold image HG that has moved toward the execution display area HR0 is displayed in a state where it overlaps with the execution image H0. At this time, the hold image HG is displayed in a layer before the execution image H0, so that a part of the execution image H0 cannot be seen, but the display mode of the execution image H0 can still be specified. In the following description, the image displayed in a state where the hold image HG and the execution image H0 overlap is referred to as a hold continuation image. The hold continuation image is an example of a predetermined image. By displaying the hold continuation image, it is possible to specify that the hold branch effect is a successful effect result. The hold continuation image is displayed continuously until the variation game one before the special variation game ends. As described above, the special variation game is a variation game that is executed one to four times after the specific variation game. Therefore, the hold continuation image is displayed continuously until any of the variation games, among the specific variation game, the variation game one time after the specific variation game, the variation game two times after the specific variation game, and the variation game three times after the specific variation game, ends. In this way, the hold continuation image may be continuously displayed until the specific variation game ends, or may be continuously displayed even after the specific variation game ends.
[0103] As shown in FIG. 9(d), if the hold branch performance results in a failure, the hold image HG that has moved toward the execution display area HR0 is erased before it overlaps with the execution image H0. That is, the hold continuation image is not displayed. In this way, in the hold branch performance, the hold image HG moves toward the execution display area HR0, and if the hold branch performance results in a success, the hold image HG and the execution image H0 are displayed in an overlapping state. For this reason, the hold branch performance is a performance that suggests that the result of the hold branch performance may be a success performance result. By executing the hold branch performance during the execution of the NR performance during the execution of the specific variation game, it is possible to specify whether or not the hold performance will be executed before the specific variation game ends.
[0104] The hold effect processing for causing the CPU 51 to execute a hold effect and a hold branch effect will be described. When the CPU 51 inputs a fluctuation start command for the first special game, it identifies a fluctuation pattern that can be identified from the input fluctuation start command, and identifies the display mode of the execution image H0 by referring to the reservation identification value stored in the memory area corresponding to the first special reservation number = 0 of the RWM 53.
[0105] When the CPU 51 identifies the variation pattern HP3 from the input variation start command and identifies that the display mode of the execution image H0 is a blue display mode or a green display mode, the CPU 51 decides to execute a hold branching performance. When the CPU 51 does not identify the variation pattern HP3 from the input variation start command and does not identify that the display mode of the execution image H0 is a blue or green display mode, the CPU 51 decides not to execute a hold branching performance. When the display mode of the execution image H0 becomes a blue display mode or a green display mode, a predetermined performance is executed.
[0106] When it is determined to execute the hold branching effect, the CPU 51 refers to the value of the look-ahead command stored in the storage area corresponding to each of the first special reserved numbers = 1 to 4 of the RWM 53 (hereinafter, these storage areas are collectively referred to as the reserved storage area). Then, the CPU 51 judges whether the value of the look-ahead command capable of identifying the variation pattern HP4 or the variation pattern HP5 is stored in the reserved storage area. When the value of the look-ahead command capable of identifying the variation pattern HP4 or the variation pattern HP5 is stored in the reserved storage area, the CPU 51 stores a value capable of identifying the first special reserved number corresponding to the storage area in which the value of the look-ahead command is stored in the variation counter of the RWM 53. Furthermore, the value capable of identifying the variation pattern (either the variation pattern HP4 or the variation pattern HP5) identified from the value of the look-ahead command capable of identifying the variation pattern HP4 or the variation pattern HP5 is stored in the RWM 53 as the variation pattern information of the special variation game. As an example, when the value of a look-ahead command capable of identifying variation pattern HP4 is stored in a memory area corresponding to the first special reserved number = 1, the CPU 51 stores "1" in the variation counter and also stores a value capable of identifying variation pattern HP4 as variation pattern information of the special variation game.
[0107] In addition, when a plurality of values of the look-ahead command capable of identifying the variation pattern HP4 or the variation pattern HP5 are stored in the reserved memory area, the CPU 51 stores in the variation counter a value capable of identifying the first special reserved number corresponding to the memory area in which the variation game is executed first among the plurality of memory areas in which the values of the look-ahead command capable of identifying the variation pattern HP4 or the variation pattern HP5 are stored. Furthermore, the CPU 51 stores in the RWM 53 a value capable of identifying a variation pattern identified from the value of the look-ahead command stored in the memory area in which the variation game is executed first among the plurality of memory areas in which the values of the look-ahead command capable of identifying the variation pattern HP4 or the variation pattern HP5 are stored as variation pattern information of the special variation game. As an example, it is assumed that a value of the look-ahead command capable of identifying the variation pattern HP5 is stored in the memory area corresponding to the first special reserved number=2, and a value of the look-ahead command capable of identifying the variation pattern HP4 is stored in the memory area corresponding to the first special reserved number=4. At this time, the CPU 51 stores "2" in the variation counter and stores a value capable of identifying the variation pattern HP5 as the variation pattern information of the special variation game.
[0108] Furthermore, when the reserved memory area stores a value of a look-ahead command that can identify the variation pattern HP4 or the variation pattern HP5, the CPU 51 stores the holdable information in the RWM 53 as information that can identify that a hold performance is executable. On the other hand, when the reserved memory area does not store a value of a look-ahead command that can identify the variation pattern HP4 or the variation pattern HP5, the CPU 51 does not store the holdable information in the RWM 53.
[0109] By the CPU 51 executing such processing, the pachinko game machine 10 can determine whether or not one or more variation games that are on hold when a specific variation game is started include a variation game based on variation pattern HP4 or variation pattern HP5 in which an SR presentation is executed (whether or not a specified condition is met).
[0110] Next, the CPU 51 determines whether or not to execute a hold effect based on the hold possible information, the variation pattern information of the special variation game, and the value of the variation counter stored in the RWM 53. If the hold possible information is not stored in the RWM 53, the CPU 51 determines not to execute the hold effect. On the other hand, if the hold possible information is stored in the RWM 53, the CPU 51 determines whether or not to execute a hold effect by lottery using a predetermined random number based on a variation pattern (hereinafter, referred to as a special variation pattern) that can be specified from the variation pattern information of the special variation game and the value of the variation counter.
[0111] Specifically, the CPU 51 determines whether to execute the hold effect so that the execution ratio of the special variation pattern when it is a big win variation pattern is higher in the case where the value of the variation counter is any one of 2 to 4 than when it is 1. By executing such a process by the CPU 51, in the pachinko game machine 10, the winning expectation degree when the hold effect is executed is relatively higher when the special variation game is the variation game 2 to 4 times after the specific variation game than when the special variation game is the variation game 1 time after the specific variation game. In other words, the winning expectation degree is relatively higher when the execution image H0 held after the specific variation game is executed is held until a predetermined timing during the execution of the special variation game executed 2 to 4 times after the specific variation game than when the execution image H0 is held until a predetermined timing during the execution of the special variation game executed 1 time after the specific variation game. When the execution of the hold effect is not determined, the CPU 51 sets the value of the variation counter to 0. When determining whether or not to execute the hold effect, the CPU 51 determines the effect pattern of the hold branching effect based on the determination result of whether or not to execute the hold effect.
[0112] As shown in Fig. 10, a plurality of types of presentation patterns, EP1 to EP8, are defined for the presentation pattern of the hold branch presentation. Presentation pattern EP1 is a presentation pattern that results in a failed presentation in the hold branch presentation. On the other hand, presentation patterns EP2 to EP8 are presentation patterns that result in a successful presentation in the hold branch presentation.
[0113] The presentation patterns EP2 to EP5 are presentation patterns that can be determined when the display mode of the stored execution image H0 is a blue display mode, and are defined so that the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game differs depending on the type of presentation pattern. Similarly, the presentation patterns EP6 to EP8 are presentation patterns that can be determined when the display mode of the stored execution image H0 is a green display mode, and are defined so that the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game differs depending on the type of presentation pattern.
[0114] As an example, the presentation pattern EP2 is a presentation pattern that can be determined when the display mode of the stored execution image H0 is a blue display mode, and the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game is also a blue display mode. As an example, the presentation pattern EP7 is a presentation pattern that can be determined when the display mode of the stored execution image H0 is a green display mode, and the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game is a red display mode.
[0115] The CPU 51 determines the presentation pattern of the hold branching presentation by using different tables when it is determined that the hold presentation is not to be performed and when it is determined that the hold presentation is to be performed. When it is determined that the hold presentation is to be performed, the CPU 51 determines the presentation pattern of the hold branching presentation by using different tables depending on whether the display mode specified from the reserved specific value stored in the storage area corresponding to the first special reserved number=0 of the RWM 53 is a blue display mode or a green display mode.
[0116] When the CPU 51 determines that the hold effect is not to be executed, the CPU 51 determines the effect pattern of the hold branch effect from the first effect table. The first effect table is a table in which the effect pattern EP1 is determined. In other words, when the CPU 51 determines that the hold effect is not to be executed, the CPU 51 determines the effect pattern that results in a failure effect.
[0117] On the other hand, when the CPU 51 determines that a hold effect is to be executed and the display mode specified from the reserved specific value stored in the storage area corresponding to the first special reserved number=0 of the RWM 53 is a blue display mode, the CPU 51 determines the display pattern of the hold branch effect from the second effect table by lottery using a predetermined random number based on the special variation pattern. The second effect table is a table in which one of the effect patterns EP2 to EP5 is determined as the display pattern of the hold branch effect. In the second effect table, the random number distribution value corresponding to each effect pattern is different depending on whether the special variation pattern is a big hit variation pattern or a loss variation pattern, and the random numbers are distributed so that the final display mode of the execution image H0 has a higher expectation of winning the special variation game in the order of blue<green<red<rainbow. In addition, in the second effect table, when the special variation pattern is a loss variation pattern, the random numbers are distributed so that the distribution value corresponding to the rainbow display mode is 0.
[0118] Furthermore, when the CPU 51 determines that a hold effect is to be executed and the display mode specified from the reserved specific value stored in the storage area corresponding to the first special reserved number=0 of the RWM 53 is a green display mode, the CPU 51 determines the display pattern of the hold branch effect from the third effect table by lottery using a predetermined random number based on the special variation pattern. The third effect table is a table in which one of the performance patterns EP6 to EP8 is determined as the performance pattern of the hold branch effect. In the third effect table, the allocation value of the random number corresponding to each performance pattern is different depending on whether the special variation pattern is a big hit variation pattern or a loss variation pattern, and the random numbers are allocated so that the final display mode of the execution image H0 has a higher expectation of winning the special variation game in the order of green < red < rainbow. In addition, in the third effect table, when the special variation pattern is a loss variation pattern, the allocation value corresponding to the rainbow display mode is 0.
[0119] When it is determined that a hold branching effect is to be executed and a performance pattern of the hold branching effect is determined, the CPU 51 controls the performance display device EH so that the hold branching effect is executed based on the performance pattern determined at a timing when a predetermined time has elapsed since the start of the NR performance. In particular, when the CPU 51 determines a performance pattern of the hold branching effect resulting in a successful performance, the CPU 51 controls the performance display device EH so that the hold image HG is displayed in a state where it overlaps with the execution image H0 at a predetermined timing during the execution of the hold branching effect.
[0120] Furthermore, when it is decided to execute the hold effect, the CPU 51 subtracts 1 from the value of the fluctuation counter stored in the RWM 53 each time a fluctuation start command is input after the specific fluctuation game ends. When the subtracted fluctuation counter value becomes 0, the CPU 51 can determine that the special fluctuation game will start, and can count the elapsed time from the start of the special fluctuation game to determine that a predetermined timing has occurred during the execution of the special fluctuation game when a predetermined time has elapsed.
[0121] When the CPU 51 determines to execute the hold effect, the CPU 51 controls the effect display device EH to display the execution image H0 in the display mode when the specific variation game is started until a predetermined timing during the execution of the special variation game. Furthermore, the CPU 51 determines the timing at which the SR effect is to start by counting the elapsed time from the start of the special variation game. Then, the CPU 51 controls the effect display device EH to display the execution image H0 in the final display mode defined by the determined effect pattern of the hold branch effect during the period from the predetermined timing during the execution of the special variation game until before the SR effect starts. Note that, when the CPU 51 does not determine to execute the hold effect, the CPU 51 erases the execution image H0 when the specific variation game ends, and controls the effect display device EH to display a new execution image H0 when a variation start command for the variation game next to the specific variation game is input.
[0122] Furthermore, when the CPU 51 determines to execute a hold effect, even if a change start command is input until a predetermined timing during the execution of the special variation game, the CPU 51 updates the value of the look-ahead command without updating the reserved specific value stored in the storage area corresponding to the first special reserved number=0. Then, at a predetermined timing during the execution of the special variation game, the CPU 51 stores a reserved specific value capable of specifying the final display mode defined by the performance pattern of the hold branching effect in the storage area corresponding to the first special reserved number=0 of the RWM 53. By the CPU 51 executing such a process, even if a hold effect is executed, a reserved specific value capable of specifying the display mode of the displayed execution image H0 is stored in the storage area corresponding to the first special reserved number=0 of the RWM 53 during the period from the start of the specific variation game to before the start of the SR performance during the execution of the special variation game.
[0123] When the CPU 51 determines the presentation pattern of the hold branch presentation resulting in a successful presentation, the CPU 51 controls the presentation display device EH to continuously display the hold continuation image until the timing when the special variation game is started. Furthermore, when the special variation game ends, the CPU 51 erases the variation pattern information and the hold possible information of the special variation game stored in the RWM 53.
[0124] By the above process, the hold effect is executed for multiple variations from the specific variation game to the special variation game, so it can be said to be a continuous effect. And, the CPU 51 can be a determining means for determining the final variation game of the continuous effect by specifying the special variation game.
[0125] Next, the special display flag clearing process executed by the CPU 51 will be described. When the variation end command is input, the CPU 51 judges whether a special display flag is stored in the RWM 53. When the special display flag is stored, the CPU 51 judges whether the value of the variation counter is greater than 0. In the case where a hold effect is executed, a value greater than 0 is stored in the variation counter from when it is determined to execute a hold branch effect to when the special variation game is started. Therefore, when the CPU 51 specifies that the value of the variation counter is greater than 0 when the variation end command is input, it is possible to specify that in the case where a hold effect is executed, the period is from when it is determined to execute the hold branch effect to when the special variation game is ended. Then, when the value of the variation counter is not greater than 0 when the variation end command is input, the CPU 51 erases the special display flag. On the other hand, when the value of the variation counter is greater than 0 when the variation end command is input, the CPU 51 does not erase the special display flag. When the CPU 51 executes such processing, in the case where a hold effect is executed, during the period from when it is decided to execute the hold branch effect to when the special variable game ends, the hold read-ahead effect will not be executed even if the CPU 51 inputs a read-ahead command.
[0126] Next, with reference to Figs. 11 to 13, an example of a presentation mode when a hold branching presentation and a hold presentation are executed will be described. First, referring to Fig. 11, an example will be described in which the execution of the hold effect is determined so that the execution image H0 is held from during the execution of the specific variation game until a predetermined timing during the execution of the special variation game one time after the specific variation game, and the display mode of the execution image H0 does not change at the predetermined timing. Note that the special variation game is assumed to be reserved and stored before the start of the specific variation game.
[0127] As shown in FIG. 11, a variation game (specific variation game) based on the variation pattern HP3 (NR performance (miss)) is started at time T01. During the execution of the variation game, the execution image H0 is displayed in a blue display mode in the execution display area HR0. After that, the NR performance is started at time T02, and then the hold branch performance is started at time T03, a predetermined time after the NR performance is started. The hold branch performance is executed based on the performance pattern EP2, resulting in a successful performance result at time T04. At this time, the hold image HG is displayed in a state where it overlaps with the execution image H0. That is, the hold continuation image is displayed, making it possible to specify that the hold performance is executed. The hold branch performance ends at time T04 before the specific variation game ends. Even after the hold branch performance ends, the hold continuation image is displayed until time T05, when the specific variation game ends.
[0128] At time T05, when a variation game (special variation game) based on the variation pattern HP5 is started, the hold image HG is not displayed, while the execution image H0 is held. That is, the hold continuation image is no longer displayed. At this time, the reserved image H1 displayed in the reserved display area HR1 during the execution of the specific variation game does not move to the execution display area HR0, and the execution image H0 displayed during the execution of the specific variation game continues to be displayed. Then, even at a predetermined timing (time T06) when a predetermined time has elapsed since the start of the variation game, the execution image H0 maintains the blue display mode. After that, the execution image H0 displayed in the blue display mode is displayed until time T07 before the SR performance starts, and then becomes non-displayed during the period when the SR performance is executed from time T07 to T08. Then, when the next variation game is started, a new execution image H0 is displayed.
[0129] As described above, the hold effect of this embodiment is executed when the execution image H0 displayed in the execution display area HR0 becomes a blue display mode when the specific variation game is started, and then the hold branch effect becomes a successful effect result. That is, the hold effect corresponding to the specific effect can be executed by the ball entering the first starting hole 12 until the execution image H0 becomes a blue display mode when the specific variation game is started. More specifically, the hold effect can be executed when a reserved memory that can become a special variation game occurs due to the ball entering the first starting hole 12. Also, since the execution image H0 becomes a blue display mode when the specific variation game is started, the specific variation game becomes the earliest variation game when multiple variation games are reserved and stored. And, the state in which the execution image H0 is in a blue display mode can be continued until the specific variation game that is started after the specific variation game, specifically the special variation game. Since the special variation game is a variation game based on the variation patterns HP4 and HP5, a variation game that is started before the special variation game, for example, a high expectation effect with a higher expectation than the specific variation game, is executed.
[0130] Next, an example of a case where the execution of the hold effect is not determined and the hold branching effect is executed will be described with reference to Fig. 12. Hereinafter, the description of the parts that overlap with the above description will be omitted.
[0131] As shown in FIG. 12, even if the execution of a hold effect is not determined, when the execution image H0 is displayed in a blue (or green) display mode at the start of the variation, the hold branch effect starts at time T13 when a predetermined time has elapsed since the start of the NR effect during the execution of the specific variation game. The hold branch effect is executed based on the effect pattern EP1, resulting in a failed effect. In this case, at time T14 when the hold branch effect ends, the hold continuation image is not displayed. The execution image H0 displayed in a blue display mode becomes non-display at time T15 when the specific variation game ends. Then, when the next variation game starts, a new execution image H0 is displayed.
[0132] Next, referring to Figure 13, an example will be described in which the execution of a hold effect is decided, so that the execution image H0 is held from the time a specific variation game is being played until a predetermined timing during the time a special variation game is being played two times after the specific variation game, and the display mode of the execution image H0 changes at the predetermined timing.
[0133] As shown in FIG. 13, when the specific variable game starts at time T21, the execution image H0 is displayed in a green display mode. After that, at time T23, the hold branching effect starts. The hold branching effect is executed based on the effect pattern EP7, resulting in a successful effect. At time T24, the display of the hold continuation image starts.
[0134] At time T25, the specific variation game ends, and the variation game based on the variation pattern HP1 (normal miss) starts as the variation game after the specific variation game. At this time, the hold continuation image (execution image H0 and hold image HG) is held.
[0135] After that, at time T26, when a variation game (special variation game) based on the variation pattern HP5 is started, the hold image HG is not displayed, while the execution image H0 is held. That is, the hold continuation image is not displayed. Then, at a predetermined timing (time T27) when a predetermined time has elapsed since the variation game started, the display mode of the execution image H0 changes from a green display mode to a red display mode. In this way, the display mode of the held execution image H0 may change from a green (or blue) display mode to a red (or rainbow) display mode at a predetermined timing during the execution of the special variation game. After that, the execution image H0 displayed in the red display mode is displayed until time T28 before the SR performance starts, and then is not displayed during the period from time T28 to T29 when the SR performance is executed. Then, when the next variation game starts, a new execution image H0 is displayed.
[0136] In this way, in the performance display device EH, when the execution image H0 is displayed in a blue or green display mode in the execution display area HR0, the execution image H0 displayed in a blue or green display mode may be held until a predetermined timing during the execution of the special variation game that is executed after the specific variation game ends. Since a reach effect (NR effect) is executed during the execution of the specific variation game, the execution image H0 will be held after the reach effect is executed. Also, at a predetermined timing during the execution of the special variation game, the display mode of the execution image H0 may or may not change. Then, after the predetermined timing during the execution of the special variation game, an SR effect is executed.
[0137] In addition, in the effect display device EH, if the result of the hold branch effect is a successful effect, the hold effect is executed, and the execution image H0 is held until a predetermined timing during the execution of the special variation game. On the other hand, if the result of the hold branch effect is a failed effect, the hold effect is not executed, and the execution image H0 is hidden after the specific variation game ends.
[0138] Therefore, according to this embodiment, the following effects can be obtained. (1) A hold effect can be executed when the execution image H0, which indicates the probability of winning, is displayed in a blue or green display mode, which has a higher probability of winning than a white display mode, when a variation game is started. In general, if the hold effect is not executed, even if the execution image H0 is displayed in a blue or green display mode when a variation game is started, the execution image H0 is hidden when the variation game is started and the player's sense of expectation is lost. In contrast, by executing the hold effect, the execution image H0 displayed in a blue or green display mode may be held until a predetermined timing during the execution of a special variation game that is executed after the start of the variation game (specific variation game) is finished. Therefore, when the hold effect is executed, the sense of expectation that may be felt from the display mode of the execution image H0 can be continued not only during the execution of the started variation game, but also until a predetermined timing during the execution of a special variation game that is executed after the variation game is finished. And, for example, compared to the case where an image that does not indicate the probability of winning by itself, such as a performance pattern, is targeted, the performance effect of displaying the same image in multiple consecutive variation games can be enhanced. Therefore, the interest in the game can be improved.
[0139] (2) The execution image H0 is an image different from the performance pattern EZ, and is an image that is displayed in the execution display area HR0 while the variable game is being played. Therefore, while the variable game is being played, the player can focus on the variably displayed performance pattern EZ, while also being able to infer the expected probability of winning and the content of the performance from the display mode of the execution image H0, which is different from the performance pattern EZ.
[0140] (3) The execution image H0 may be held after a reach effect (NR effect) is executed during the execution of a specific variation game. Therefore, if the execution image H0 is held after a reach effect is unsuccessful, the player who was disappointed because the reach effect was unsuccessful can be lifted up again, and the player can continue to expect a big win until the special variation game ends.
[0141] (4) Reach effects include NR effects and SR effects, which have a higher winning expectation than NR effects. After the execution image H0 is held, the SR effect is executed during the execution of the special variable game. Therefore, by holding the execution image H0, the player can understand that the SR effect will be executed during the execution of the special variable game, and can expect that a winning symbol combination will be derived in the SR effect.
[0142] (5) The special variation game is a variation game that is reserved when the specific variation game is started, and is executed one to four times after the specific variation game. For this reason, for example, when a plurality of variation games are reserved when the specific variation game is started, and an execution image H0 displayed in a blue or green display mode is held after the specific variation game ends, it is possible to expect that one of the plurality of variation games reserved when the specific variation game starts will be a big win. And, when the execution image H0 is held after the specific variation game ends, it is possible to provide the fun of imagining which of the plurality of variation games reserved when the specific variation game starts is likely to be a big win.
[0143] (6) When the execution image H0 is held until a predetermined timing during the execution of the special variation game executed two to four times after the specific variation game, the expectation of a win is relatively higher than when the execution image H0 is held until a predetermined timing during the execution of the special variation game executed one time after the specific variation game. Therefore, when the execution image H0 is held until a predetermined timing during the execution of the special variation game executed two to four times after the specific variation game, the expectation of a big win can be further increased compared to when the execution image H0 is held until a predetermined timing during the execution of the special variation game executed one time after the specific variation game. Furthermore, when the execution image H0 is held, it is possible to draw particular attention to whether the execution image H0 is held until a predetermined timing in the variation game executed two times after the specific variation game, thereby increasing the interest in the game.
[0144] (7) When the execution image H0 is held until a predetermined timing during the execution of the special variable game, the display mode of the execution image H0 may change from blue or green to red or rainbow, which has a higher probability of winning, at the predetermined timing. Therefore, it is possible to draw attention to whether the display mode of the execution image H0 changes at the predetermined timing, and to expect that it will change to a display mode with a higher probability of winning.
[0145] (8) The predetermined timing during the execution of the special variation game is a timing before the timing at which the reach effect can be started during the execution of the special variation game. Therefore, when the execution image H0 is held, during the execution of the special variation game, the player can infer the probability of winning from the display state of the execution image H0 at the predetermined timing before the reach effect is executed, and can enjoy the reach effect executed after the predetermined timing.
[0146] (9) At a predetermined timing during the execution of the special variable game, whether or not the display mode of the execution image H0 changes from a blue or green display mode to a red or rainbow display mode, the execution image H0 continues to be displayed during the period from the predetermined timing to the execution of the SR performance. Therefore, regardless of the display mode of the execution image H0 at the predetermined timing, the expected probability of winning can be predicted from the display mode of the execution image H0 during the period from the predetermined timing to the execution of the SR performance. After the SR performance starts, the player can enjoy the SR reach performance without being distracted by the execution image H0, regardless of the special display mode of the display mode of the execution image H0 before the SR performance starts.
[0147] (10) The hold branch effect is an effect that suggests that the result of the hold branch effect may be a successful effect. Therefore, when the hold branch effect is executed, the player can understand that a situation may occur in which the execution image H0 is held until a predetermined timing during the execution of the special variation game executed after the specific variation game. Therefore, the player can pay attention to whether or not the hold branch effect is executed during the execution of the variation game. If the hold branch effect is a successful effect, the execution image H0 is held until a predetermined timing during the execution of the special game, whereas if the effect is a failure, the execution image H0 is hidden after the specific variation game ends. Therefore, the player can expect a successful effect in the hold branch effect, and can definitely understand that the execution image H0 is held until a predetermined timing during the execution of the special variation game when the effect is a successful effect, thereby raising the player's expectations.
[0148] (11) The hold branch effect ends before the specific variation game ends. If the hold branch effect results in a successful performance, a hold continuation image that can identify the successful performance is displayed from the end of the hold branch effect until the end of the variation game one before the special variation game. For this reason, even if the player misses the result of the hold branch effect, if the hold branch effect results in a successful performance, the player can understand that the performance has been successful by checking the display of the hold continuation image from the end of the hold branch effect until the end of the variation game one before the special variation game. The hold continuation image is displayed until the end of the specific variation game. Therefore, compared to the case where the hold continuation image is not displayed, it is possible to make the player understand that the execution image H0 is held even after the specific variation game ends before the specific variation game ends. As a result, the player can expect that the special variation game executed after the specific variation game will be a jackpot before the specific variation game ends, and therefore it is possible to prevent the player from being disappointed when the specific variation game ends without being a jackpot.
[0149] (12) The hold continuation image is displayed continuously until the variation game immediately preceding the special variation game ends. In other words, the hold continuation image is hidden, so that the player can identify that the special variation game has started. This allows the player to know the timing at which the special variation game starts, and thus draws particular attention to the special variation game.
[0150] (13) When the execution image H0 is held, the reserved images H1 to H4 are not displayed in a special display mode. Therefore, compared to when the reserved images H1 to H4 are displayed in a special display mode when the execution image H0 is held, it is possible to easily draw attention to the held execution image H0.
[0151] (14) At a predetermined timing during the execution of the special variable game, the display mode of the execution image H0 may change from a blue or green display mode to a red or rainbow display mode. Therefore, even if the reserved image is displayed in a blue or green display mode when the reserved image pre-reading effect is executed, the reserved image is displayed as the execution image H0 and then the hold effect is executed, so that the display mode of the execution image H0 can be expected to change to a red or rainbow display mode at a predetermined timing during the execution of the special variable game.
[0152] The above-described embodiment can be modified as follows. The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
[0153] The timing when the display mode of the execution image H0 displayed in the execution display area HR0 changes to a blue or green display mode may be when the variation of the variation pattern HP3 starts, or during the variation of the variation pattern HP3. Also, the timing of the change may be before the variation of the variation pattern HP3 starts, that is, when it is displayed in the hold display area HR1 to HR4. That is, when the execution image H0 becomes a blue or green display mode, there is a possibility that a hold branch effect and a hold effect will be executed after that. The execution image H0 being a blue or green display mode or a variation of an NR effect usually means that the expectation of a win is low. However, by executing a hold effect in such a case, it is possible to create a sense of expectation for a win even when a performance with a low expectation of a win is being executed. Also, by effectively using such a performance with a low expectation of a win to create a sense of expectation for a win, the variation of the performance can be expanded. Note that the hold branch effect and the hold effect may be executable when the display mode of the execution image H0 is a blue display mode.
[0154] The hold effect can be executed when the fluctuation patterns are HP4 and HP5, but when the hold effect is executed, it may be in a situation where a high expectation effect such as fluctuation patterns HP4 and HP5 is likely to be executed.
[0155] The hold effect may be an effect that increases the probability of winning when it is executed compared to when it is not executed. In this case, even if the same effect is used, that is, the display mode of the execution image H0 is blue or green, the probability of winning can be made different between when the hold effect is executed and when it is not executed.
[0156] The degree of expectation that can be held by the hold effect may be other expectation degrees in addition to or instead of the expectation degree of winning. For example, the expectation degree may be the type of big win game (the number of rounds) or the advantage of the game state after the big win game. The advantage of the game state may be any of or any combination of whether or not a probability variable state is given, the number of times that the probability variable state continues, whether or not a high ball entry rate state is given, the number of times that the high ball entry rate state continues, etc.
[0157] The presentation mode of the hold presentation includes continuously displaying the display mode of the execution image H0 in a blue or green display mode. The presentation mode of the hold presentation also includes further changing the display mode of the execution image H0 to a red or rainbow display mode that is different from both the white display mode and the blue or green display mode. As described in the above embodiment, the display mode includes a white display mode that is a predetermined mode, and a special display mode that is a display mode other than white. The special display mode includes a specific mode that is a blue or green display mode, and a special mode that is a red or rainbow display mode. Note that such a change in the display mode is also performed in the hold pre-reading presentation.
[0158] The hold effect only needs to be executed until the special variation game starts, and the end timing may be changed. For example, the end timing may be until a predetermined time has elapsed since the start of the special variation game, or when the game develops into an SR effect.
[0159] In the above embodiment, the expectation level suggested by the execution image H0 and the reserved images H1 to H4 was the expectation level of a big hit, but it may also be the combined expectation level of a big hit and the expectation level of a small hit, or it may be the expectation level of a small hit.
[0160] In the above embodiment, the SR performance was a reach performance with a higher expectation of a jackpot than the NR performance, but the SR performance may be a reach performance with a higher expectation of a jackpot and a small jackpot combined than the NR performance, or may be a reach performance with a higher expectation of a small jackpot.
[0161] When the execution image H0 is held, the probability of a big win is higher when the execution image H0 is held until a predetermined timing during the execution of the special variation game executed after 2 to 4 specific variation games than when the execution image H0 is held until a predetermined timing during the execution of the special variation game executed after 1 specific variation game, but this is not limited to the above. The total probability of a big win and a small win may be higher when the execution image H0 is held until a predetermined timing during the execution of the special variation game executed after 2 to 4 specific variation games than when the execution image H0 is held until a predetermined timing during the execution of the special variation game executed after 1 specific variation game. Also, the probability of a small win may be higher when the execution image H0 is held until a predetermined timing during the execution of the special variation game executed after 2 to 4 specific variation games than when the execution image H0 is held until a predetermined timing during the execution of the special variation game executed after 1 specific variation game.
[0162] After the execution image H0 is held, there may be cases where the SR effect is not executed during the execution of the special variation game. In this case, for example, the predetermined condition may be a condition that is established by including a variation game based on any one of the variation patterns HP2, HP3 in which the NR effect is executed and the variation patterns HP4, HP5 in which the SR effect is executed in one or more variation games that are held when the specific variation game is started. Then, for example, if the SR effect is not executed during the execution of the special variation game, the display mode of the execution image H0 held in the blue or green display mode may not change at a predetermined timing. Furthermore, even if the SR effect is not executed during the execution of the special variation game, the NR effect may be executed. According to this, by holding the execution image H0, it is possible to understand that the NR effect will be executed during the execution of the special variation game, while not being able to understand that the SR effect will be executed, but being able to understand that there is a possibility that the SR effect will be executed. Then, since it is possible to understand that the SR effect will be executed when the display mode of the execution image H0 changes at a predetermined timing, it is possible to further focus on whether or not the display mode of the execution image H0 changes at a predetermined timing.
[0163] The special display modes of the execution image H0 and the reserved images H1 to H4 are defined as four types shown in FIG. 8, but are not limited thereto. For example, in addition to the four types of special display modes shown in FIG. 8, there may be a blinking display mode. In this case, the blinking display mode may be a display mode with a higher winning expectation than the white display mode and a lower winning expectation than the blue display mode. The blinking display mode may be a display mode included in the second mode. Also, for example, the special display mode may not include one or more of the four types of special display modes shown in FIG. 8. For example, the special display mode may not include the blue display mode, and may not include the green display mode. Also, for example, the special display mode may not include the blue display mode and the rainbow display mode.
[0164] When the execution image H0 is displayed in a blue or green display mode, the NR or SR effect may not be executed during the execution of the variation game started when the execution image H0 is displayed. In other words, the second mode of the execution image H0 and the reserved images H1 to H4 may be a display mode with a higher expectation of a jackpot than the first mode, and may be a display mode that suggests that the reach effect may be executed or not executed during the execution of the variation game started when the execution image H0 is displayed. In this case, the execution image H0 may be displayed in the second mode during the execution of the variation game based on the variation patterns HP1 to HP5. Even if the execution image H0 is displayed in the second mode when the variation game based on the variation patterns HP1 and HP3 is started, the execution image H0 may be held after the end of the variation game, so that the hold effect is executed as in the above embodiment. In other words, the execution image H0 may be held in either the case where the reach effect is executed or the case where the reach effect is not executed in the specific variation game started when the execution image H0 is displayed in the second mode. According to this, it is possible to expect that the execution image H0 will be held regardless of whether or not the reach effect is executed during the execution of the specific variation game. In this case, it is preferable to make it possible to execute the hold branch effect for a predetermined period even during the execution of the variation game based on the variation pattern HP1. Also, as in this modified example, it is possible to make it possible to hold the execution image H0 after the end of the variation game based on the variation pattern HP1, and then not to hold the execution image H0 after the end of the variation game based on the variation pattern HP3. In other words, it is possible to make it possible to not hold the execution image H0 after the reach effect is executed.
[0165] When the execution image H0 is held until a predetermined timing during the execution of the special variation game, the reach effect may be executed during the execution of the special variation game, or the reach effect may not be executed. In this case, whether or not the hold effect is executed may be determined when the specific variation game is started, regardless of whether or not the predetermined condition is satisfied. Furthermore, similar to the above modification example, the second state of the execution image H0 and the reserved images H1 to H4 may be a display state having a higher expectation of a jackpot than the first state, and may be a display state suggesting that the reach effect may be executed or not executed during the execution of the variation game that is started when the execution image H0 is displayed.
[0166] If the execution image H0 is held until a predetermined timing during the execution of the special variation game, an NR or SR effect may be executed during the execution of the special variation game. In this case, the predetermined condition may be a condition that is established when one or more variation games that are on hold when the specific variation game is started include a variation game based on the variation patterns HP2 to HP5.
[0167] As in the above embodiment, during the execution of the variable game, on the premise that the "variable display" and "stop display" of the performance symbol EZ are executed, in the variable game that is started when the start condition of the special game is established, the performance symbol may be stopped and displayed after the variable display of the performance symbol EZ is executed multiple times. In this case, the reach effect may be executed in the final variable display among the multiple variable displays of the performance symbol EZ. In addition to or instead of the final variable display, the reach effect may be executed in the variable display executed before the final variable display, such as the first variable display and the variable display executed between the first variable display and the final variable display.
[0168] The presentation mode of the hold branching performance is not limited to the presentation mode as in the above embodiment. For example, the presentation mode of the hold branching performance may be a performance that suggests that the hold image HG is displayed at a specific position in the image display area R different from the execution display area HR0. In addition, when the performance result is successful, the hold image HG may be displayed at a specific position, while when the performance result is unsuccessful, the hold image HG may not be displayed in the image display area R. In this case, the hold image HG displayed at a specific position when the performance result is successful may be displayed as a hold continuation image. In this case, when the performance result is successful in the hold branching performance, the hold image HG is not displayed in a state where it overlaps with the execution image H0. In other words, the entire execution image H0 is visible even while the hold continuation image is displayed.
[0169] The timing at which the hold continuation image is hidden may be any timing after the specific variation game ends. For example, it may be displayed until a predetermined time has elapsed after the specific variation game ends. In this way, the hold continuation image may be displayed from the end of the hold branching performance until at least the specific variation game ends. In this modified example, as in the above embodiment, it is easier to understand that the execution image H0 will be held even after the specific variation game ends before the specific variation game ends, compared to the case where the hold continuation image is not displayed. As a result, it is possible to make the player expect that the special variation game executed after the specific variation game will be a jackpot before the specific variation game ends, so that it is possible to prevent the player from being disappointed when the specific variation game ends without being a jackpot.
[0170] When the execution image H0 is held until a predetermined timing during the execution of the special variation game, and the special variation game is the variation game two times after the specific variation game, the hold branch effect may be executed at a predetermined timing during the execution of the variation game executed one time after the specific variation game. In this case, the hold branch effect executed in the variation game one time after the specific variation game may be set to a successful effect result, similar to the hold branch effect executed during the execution of the specific variation game. In addition, in any of the hold branch effects executed multiple times, the hold continuation image may be set to be hidden at the timing when the variation game in which the hold branch effect is executed ends.
[0171] The pachinko gaming machine 10 may have a plurality of types of presentation modes. In this case, one or both of the background image displayed on the presentation display device EH and the sound output from the speaker SP during the execution of the variable game may be configured to be different depending on the type of presentation mode. The shapes of the execution image H0 and the reserved images H1 to H4 may be different depending on the type of presentation mode. Also, depending on the type of presentation mode, there may be a presentation mode in which a hold branch presentation and a hold presentation are executed, and a presentation mode in which a hold branch presentation and a hold presentation are not executed.
[0172] In the above embodiment, when the hold effect is executed, the hold branch effect may not be executed. In this case, after the execution image H0 is displayed in blue or green, it is possible to specify whether the execution image H0 is held even after the start of the variation game after the specific variation game, depending on whether the execution image H0 is hidden when the specific variation game ends.
[0173] In the above embodiment, the execution image H0 may be held until a predetermined timing during the execution of the variation game executed one to four times after the specific variation game, but is not limited to this. The execution image H0 may be held until a predetermined timing during the execution of the variation game executed one to three times after the specific variation game, or may be held until a predetermined timing during the execution of the variation game executed one or two times after the specific variation game.
[0174] In a situation where the execution image H0 is held, when the power supply to the pachinko gaming machine 10 is cut off and then resumed, the execution image H0 may not be displayed. In other words, when the power supply to the pachinko gaming machine 10 is cut off and then resumed, the execution image H0 may not be held. Then, when the power supply is resumed, the execution image H0 may be newly displayed when the variation game is started for the first time. In this case, when the CPU 51 inputs a variation start command, the effect display device EH may be controlled so as to newly display the execution image H0. Alternatively, when the power supply is resumed and the variation game following the special variation game is started, the execution image H0 may be newly displayed. In this case, the pachinko gaming machine 10 may have a backup power source, and may be configured so that the value of the variation counter stored in the RWM 53 is backed up when the power supply is interrupted. Then, after the power supply is resumed, the CPU 51 subtracts 1 from the backed up fluctuation counter value each time it inputs a fluctuation start command, and when the fluctuation counter value reaches 0, it controls the performance display device EH to display a new execution image H0 when it inputs a fluctuation start command for the next fluctuation game.
[0175] · If the power supply to the pachinko gaming machine 10 is cut off (power supply is cut off) before the hold effect is executed and the execution is restricted by satisfying the end condition of the hold effect, and then the power supply is restored, the execution of the hold effect after the restoration may be restricted. In other words, the hold effect is not executed after the power supply is restored. In this case, the display mode of the execution image H0 after the restoration may be the same display mode as before the power supply was cut off, or may be a white display mode, that is, a state in which the special display mode is not set. Regardless of which display mode the execution image H0 can take, the effect display device EH restricts the execution of the hold effect, so that the expectation level that can be specified from the display content may change. This allows a different sensation to be felt before and after the power supply is cut off.
[0176] After the execution image H0 becomes blue or green, if the power is cut off before the hold branch effect is executed and then restored, the hold branch effect may be executed. Also, after restoration, when the hold branch effect is executed, the execution image H0 may return to the blue or green display state. By executing the miss indication effect, the player can recognize that the state before the power was cut off has been restored.
[0177] The execution image H0 may not be displayed during the execution of an SR effect, not only when the execution image H0 is held. On the other hand, the execution image H0 may be displayed during the execution of an SR effect, whether the execution image H0 is held or not. Note that, when the execution image H0 is displayed during the execution of an SR effect, the display mode of the execution image H0 may be configured to be changeable to a display mode with a higher expectation of a jackpot than the display mode of the currently displayed execution image H0 at a predetermined timing during the execution of the SR effect.
[0178] During the execution of the SR performance, the reserved images H1 to H4 may be displayed or may not be displayed. The execution image H0 may be made invisible when the SR performance starts, and may be made to re-display after the SR performance ends and before the variable game in which the SR performance is executed ends.Then, the re-displayed execution image H0 may be made invisible at the timing when the variable game in which the SR performance is executed ends.
[0179] Each time a special game is started, when the reserved image moves in the reserved display area HR4 → HR3 → HR2 → HR1 → HR0 in that order, at the time the reserved image moves, the display mode of the reserved image may change to a display mode with a higher expectation of a jackpot than the display mode of the reserved image before the move.
[0180] In addition to or instead of the above embodiment, when the execution image H0 is displayed in a red or rainbow display mode, the execution image H0 may be held until a predetermined timing during the execution of a special variation game that is executed after the specific variation game is finished, with the variation game that is started when the execution image H0 is displayed being a specific variation game. In this case, when the execution image H0 is held, the SR effect may not be executed during the execution of the specific variation game, and the hold branching effect may be executed during the execution of the NR effect, as in the above embodiment. Also, when the execution image H0 displayed in a red display mode is held, the display mode of the execution image H0 may or may not change from the red display mode to the rainbow display mode at a predetermined timing during the execution of the special variation game.
[0181] The multiple types of display modes of the execution image H0 and the reserved images H1 to H4 have different colors of images displayed depending on the type of display mode, but this is not limited to the above, and the shape of the image displayed may also be different depending on the type of display mode.
[0182] When the execution image H0 is held until a predetermined timing during the execution of the special variation game two times after the specific variation game, a reach effect with a lower expectation of a jackpot than the reach effect executed during the execution of the special variation game executed two times after the specific variation game may be executed during the execution of the variation game one time after the specific variation game. For example, when the execution image H0 is held until a predetermined timing during the execution of the special variation game two times after the specific variation game, an NR effect may be executed during the execution of the variation game one time after the specific variation game.
[0183] After the execution image H0 is displayed in a white display mode when a variation game based on the variation pattern HP3 (NR effect (miss)) is started, the display mode of the execution image H0 may change from the white display mode to a special display mode at a specific timing before the NR effect is started during the execution of the variation game. In this case, when the variation game based on the variation pattern HP3 is started, it is preferable to determine which special display mode the display mode of the execution image H0 will change to at the specific timing. Then, the variation game based on the variation pattern HP3 in which the display mode of the execution image H0 changes to a blue or green display mode at a specific timing may be set as a specific variation game, and a hold branching effect and a hold effect may be executed as in the above embodiment.
[0184] When multiple variation games are executed in succession, a predetermined interval may be provided between the end of one variation game and the start of the next variation game. In this case, the execution image H0 displayed when one variation game is started is retained after the start of the next variation game, and is thereby retained during the predetermined interval.
[0185] For example, assume that a plurality of variation games are on hold when a specific variation game is started, the variation game executed after one specific variation game is a variation game in which a reach effect is not executed (a variation game based on the variation pattern HP1), and the variation game executed after two specific variation games is a variation game in which an SR effect is executed. On the premise of such a situation, the variation game executed after one specific variation game may be a special variation game, and the execution image H0 displayed in a blue or green display mode may be held until a predetermined timing during the execution of the special variation game. Then, at the predetermined timing, the display mode of the execution image H0 may be changed to a red or rainbow display mode. Then, regardless of whether the display mode of the execution image H0 has changed at the predetermined timing, the execution image H0 may be held again from a predetermined timing during the execution of the special variation game to a predetermined timing during the execution of the variation game executed after one special variation game (after two specific variation games).
[0186] The relative probability of winning may be the same whether the special variation game is a variation game one time after the specific variation game or whether the special variation game is a variation game two to four times after the specific variation game.
[0187] In addition to or instead of the above embodiment, a hold look-ahead effect may be executed for the second special game in either or both of the first and second advantageous states. Also, a hold effect and a hold branch effect may be executed in the first and second advantageous states.
[0188] The pachinko game machine 10 may adopt a specification that provides a high probability state until the next big win game, a specification that provides a high probability state until a fall lottery is won (so-called fall machine), or a specification that provides a high probability state until a specified number of variable games are completed (so-called ST machine). The pachinko game machine 10 may adopt a specification that provides a high probability state on the condition that the game ball passes through a specific area (so-called "V zone") (so-called V-variable machine). The pachinko game machine 10 may be a specification that combines the fall machine specification and the V-variable machine specification.
[0189] If a small win is won in the special win lottery, a small win game (win game) may be awarded after the special game ends. In this embodiment, the number of times (frequency) a small win is won per unit time, or the number of times (frequency) a small win game is awarded per unit time may be increased (so-called small win RUSH) compared to the normal game state (for example, normal state).
[0190] The pachinko gaming machine 10 may be a circulating type pachinko gaming machine that circulates game balls, which are an example of a game medium, inside the machine. In this case, the balls held by the player may be electronically managed in the pachinko gaming machine 10.
[0191] The pachinko game machine 10 may adopt a specification classified as the second type, also called the "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize hole, generating a big win game.
[0192] The pachinko game machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may have a display control substrate that specializes in controlling the performance display device EH, a sound control substrate that specializes in controlling the speaker SP, and a lamp control substrate that specializes in controlling the decorative lamps LA, separately provided in addition to the sub-substrate 50. Also, some or all of the display control substrate, sound control substrate, and lamp control substrate may be the same substrate. Also, the CPU 51 may be composed of multiple CPUs mounted on a single substrate.
[0193] The pachinko gaming machine 10 may be equipped with a single control board that integrates the functions of the main board 40 and the sub-board 50. The functions of the main board 40 may be divided and realized on multiple boards. The CPU 41 may be composed of multiple CPUs mounted on a single board.
[0194] Next, the technical ideas that can be understood from the above embodiment and modified examples will be described below. (i) A gaming machine comprising a performance display means for displaying a performance, and a control means for controlling the display content of the performance display means, wherein the performance display means is capable of executing a predetermined performance while a specific variation pattern is varying, and a miss indication performance is capable of being executed after the predetermined performance, and the performance display means is capable of executing a specific performance in response to a ball entering a starting means before the predetermined performance is executed, and the specific performance may be executed after the miss indication performance is executed, or may be executed after the miss indication performance is executed.
[0195] (b) The gaming machine described in the technical idea (a) has a first display area and a second display area, the first display area being an area for displaying a first image corresponding to a variable game that has not yet started and is stored as pending memory, the second display area being an area for displaying a second image corresponding to a variable game that is being executed, and neither the first image nor the second image being images that are displayed during standby when the variable games stored as pending memory are at zero, and the predetermined effect is executed in the second display area.
[0196] (C) A gaming machine as described in the technical idea (A) or (B) in which a high expectation effect is not executed or is difficult to execute during the fluctuation of the specific fluctuation pattern in which the miss indication effect is executed.
[0197] (ii) A gaming machine in which a variation game is stored as a reserved memory when a reservation condition for suspending the execution of the variation game is established by a ball entering a starting means, the gaming machine is provided with a presentation display means for displaying a presentation, and a control means for controlling the display content of the presentation display means, the gaming machine being capable of suspending and storing one variation game for one ball entering the starting means, and being capable of suspending the execution of multiple variation games, the presentation display means may execute a predetermined presentation when the earliest variation game of the multiple variation games is started while the execution of the multiple variation games is suspended, the predetermined presentation being a presentation that can be continued up to a specific variation game of the multiple variation games that is started after the earliest variation game, and when the specific variation game is started, a high expectation presentation with a higher expectation than a variation game started before the specific variation game is executed, or the high expectation presentation is likely to be executed.
[0198] (e) A gaming machine comprising an effect display means for displaying effects, and a control means for controlling the display contents of the effect display means, wherein the effect display means is capable of executing a predetermined effect while a specific variation pattern is changing, and a miss indication effect is capable of being executed after the predetermined effect, and the effect display means is capable of executing a specific effect in response to a ball entering a starting means before the predetermined effect is executed, and the specific effect may be executed after the miss indication effect is executed, or may be executed after the miss indication effect is executed, and even if the presentation form of the predetermined effect is the same, the expected degree of obtaining a predetermined profit may differ.
[0199] (F) The gaming machine described in the technical idea (E) stores the variable game as a reserved memory when a hold condition for suspending the execution of the variable game is established by a ball entering the starting means, and the specific performance is not executed if there is no ball entering the starting means before the predetermined performance is executed.
[0200] (g) A gaming machine in which a variation game is stored as a reserved memory when a reservation condition for suspending the execution of the variation game is established by a ball entering a starting means, the gaming machine is provided with a presentation display means for displaying a presentation, and a control means for controlling the display content of the presentation display means, the gaming machine being capable of suspending and storing one variation game for one ball entering the starting means, and being capable of suspending the execution of multiple variation games, the presentation display means may execute a predetermined presentation when the earliest variation game of the multiple variation games is started while the execution of the multiple variation games is suspended, the predetermined presentation being a presentation that can be continued up to a specific variation game that is started after the earliest variation game of the multiple variation games, and when the specific variation game is started, a high expectation presentation with a higher expectation than a variation game started before the specific variation game is executed, or the high expectation presentation is more likely to be executed, and even if the presentation form of the predetermined presentation is the same, the expectation of obtaining a predetermined profit may differ.
[0201] (h) A gaming machine comprising a performance display means for displaying a performance, and a control means for controlling the display contents of the performance display means, wherein the performance display means is capable of executing a predetermined performance while a specific variation pattern is changing, and a miss indication performance is capable of executing a specific performance in response to a ball entering a starting means before the predetermined performance is executed, and the specific performance may be executed by executing the miss indication performance, and if the power is cut off after the specific performance is executed and then restored before the end condition of the specific performance is met and the execution is restricted, the execution of the specific performance after restoration is restricted, and the restriction on the execution of the specific performance may change the expectation of obtaining a predetermined profit that can be specified from the display contents of the performance display means before and after the power is cut off.
[0202] (i) A gaming machine according to the technical idea (h) in which, after the predetermined presentation is executed, if the power is cut off and then restored, at least the slippage suggestion presentation is executed. (J) A gaming machine capable of executing a continuous performance for a variable game that has not yet started and is stored as a reserved memory, the gaming machine is provided with a performance display means for displaying the continuous performance, a control means for controlling the display content of the performance display means, and a determination means for determining a final variable game that is the target of the continuous performance when an execution condition for the continuous performance is established, the execution condition for the continuous performance may be established during a change in a specific variable pattern, the change in the specific variable pattern is a change that causes a losing symbol to be derived at the end of the change, and the execution of the continuous performance during the change in the specific variable pattern is determined. In a situation where a run condition is established, the determination means can determine a variation game that can become a variation of a special variation pattern among the variation games stored as pending memory at that time as the final variation game, the special variation patterns include a plurality of patterns with the same reach variation content and have a higher expectation of winning than the specific variation patterns, the special variation patterns are a plurality of patterns with the same reach variation content and have a higher expectation of winning than the specific variation patterns, and the performance display means can execute a specific performance at least until the final variation game is started.
[0203] (k) A gaming machine in which a variable game is stored as a reserved memory when a reservation condition for suspending the execution of the variable game is established by a ball entering a starting means, the gaming machine comprising: a presentation display means for displaying a presentation; and a control means for controlling the display content of the presentation display means, the gaming machine having a display area for displaying a specific image corresponding to the variable game, the specific image being an image that is not displayed during standby when the variable game stored as a reserved memory is at zero, the specific image having a plurality of display modes which can be distinguished according to the degree of expectation of a win, a specific presentation being possible for the variable game that is reserved and stored after the display mode of the specific image has changed from a predetermined mode to a specific mode during the fluctuation of a specific variation pattern, and the presentation mode of the specific presentation includes continuing to display the specific image in the specific mode and further changing the display mode of the specific image to a special mode different from both the predetermined mode and the specific mode. [Explanation of symbols]
[0204] 10... Pachinko game machine 40... Main board 41... CPU 42... ROM 43... RWM 44... Random number generation circuit 50... Sub-board 51... CPU 52... ROM 53... RWM DE... Performance device group EH... Performance display device EP1 to EP8... Performance pattern EZ... Performance design H0... Execution image H1 to H4... Reserved image HG... Hold image HR0... Execution display area HR1 to HR4... Reserved display area HP1 to HP5... Variable pattern LA... Decorative lamp R... Image display area SP... Speaker
Claims
1. In a gaming machine in which a holding condition for holding the execution of a variable game is established by a ball entering a starting means, the variable game is stored as a holding memory, A performance display means for displaying a performance; A control means for controlling the display content of the performance display means, In the gaming machine, one variation game can be reserved and stored for one ball entry, and the execution of multiple variation games can be reserved; The execution of the plurality of variation games is held, and when the earliest variation game among the plurality of variation games is started, the effect display means may execute a predetermined effect. The predetermined effect is an effect that can be continued until a specific variation game that is started after the earliest variation game among the plurality of variation games, This gaming machine is characterized in that, when the specific variable game is started, a high expectation performance with a higher expectation level is executed or the high expectation performance is likely to be executed, compared with a variable game started before the specific variable game.
2. The effect display means has a first display area and a second display area, The first display area is an area for displaying a first image corresponding to a variation game that has not yet been started and is stored as a reserved memory, the second display area is an area for displaying a second image corresponding to a running variation game, The first image and the second image are images that are not displayed during a standby period in which the number of variable games stored as reserved memories is zero, The gaming machine according to claim 1 , wherein the predetermined effect is executed in the second display area.
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