Game machine

The gaming machine enhances player engagement by incorporating operation means and dynamic display modes that change with time and player interactions, ensuring consistent and varied gameplay experiences.

JP2025079790APending Publication Date: 2025-05-22NEWGIN KK

Patent Information

Application Number
JP2024170027
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-30
Publication Date
2025-05-22

AI Technical Summary

Technical Problem

Existing gaming machines lack features to enhance player interest and engagement during gameplay, particularly in modes where players select the development of presentations.

Method used

A gaming machine equipped with specific and special operation means, along with a display means capable of executing multiple performances, where the display mode of images changes with time and in response to player operations, ensuring that the same presentation can be executed at different timings.

Benefits of technology

This design increases player interest and engagement by providing dynamic and varied gameplay experiences, maintaining player attention through changing display modes and responsive operations.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025079790000001_ABST
    Figure 2025079790000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of increasing interest in a game.SOLUTION: A Pachinko game machine includes a first performance button and a second performance button. In a ready-to-win selection performance, a first time image indicating the remaining time of a ready-to-win selection period is displayed. In the ready-to-win selection performance, a center button image simulating a center button of the first performance buttons is displayed. When a selection period shortening operation using the center button is performed, the display mode of the first time image changes. The center button has a first member that can be operated by a player, and a second member provided inside the first member. The second member includes a decorative portion that is decorated with a predetermined ornament. The center button image includes an image simulating the ornament of the decorative portion provided on the second member of the center button. On the other hand, the second performance button does not have a decorative portion, and is composed of multiple operation parts including a second left button and a second right button.SELECTED DRAWING: Figure 5
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] 2. Description of the Related Art Among conventional pachinko gaming machines, which are a type of gaming machine, there are some that allow a player to select the subsequent development of a performance by operating an operating means. For example, in the gaming machine described in Patent Document 1, a mode selection display is performed during the final round of play in a jackpot game, and after the jackpot game ends, the game is played in the display mode selected in the mode selection display. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-5439 A Summary of the Invention [Problem to be solved by the invention]

[0004] In gaming machines in which the player can select the development of the presentation in this way, it is desirable to further increase the interest in the game. [Means for solving the problem]

[0005] A gaming machine that solves the above-mentioned problems includes a specific operation means, a special operation means, and a display means capable of displaying an image, and the display means is capable of executing a first performance and a second performance that is executed after the end of the first performance, and in the first performance, a specific period image related to an effective operation period of the specific operation means is displayed, and the specific period image is displayed in a display mode corresponding to the remaining time of the effective operation period, and the display mode of the specific period image changes with the passage of time and also changes in response to an operation of the specific operation means, and the second performance is displayed when the specific operation means is operated at a first timing during the effective operation period. The gist of the invention is that the same presentation can be executed when the specific operation means is operated at a first timing and when the specific operation means is operated at a second timing later than the first timing, the specific operation means comprises a specific operation unit that can be operated by a player and a decorative unit that is decorated with a predetermined decoration, the decorative unit is provided inside the specific operation unit, and in the first presentation, a specific operation image that imitates the specific operation means is displayed, the specific operation image includes an image that imitates the decoration of the decorative unit, the special operation means does not comprise the decorative unit, and the special operation means is composed of a plurality of operation units. Effect of the Invention

[0006] According to the present invention, interest in games can be increased. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a perspective view showing a pachinko gaming machine. [Diagram 2] FIG. 2(a) is a perspective view showing the operating means, and FIG. 2(b) is a cross-sectional view taken along line AA' in FIG. 2(a). [Diagram 3] FIG. 3 is a front view showing the game board. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Diagram 5]5(a) to 5(d) are schematic diagrams showing an example of the presentation aspect of the reach selection presentation, and FIG. 5(e) and FIG. 5(f) are schematic diagrams showing an example of the presentation aspect of the reach presentation. [Figure 6] 6(a) and 6(b) are schematic diagrams showing an example of a presentation mode of a pre-reach presentation. [Figure 7] 7(a) to 7(f) are schematic diagrams showing examples of presentation aspects of the course selection presentation. [Figure 8] 8(a) to 8(c) are schematic diagrams showing an example of a presentation mode of the fortune-telling presentation. [Figure 9] FIG. 9 is a flowchart showing the reach selection effect execution process. [Figure 10] FIG. 10 is an explanatory diagram showing the types of presentation patterns of the reach selection presentation. [Figure 11] FIG. 11(a) and FIG. 11(b) are timing charts showing a specific example of the flow of the presentation when the reach selection presentation is executed. [Figure 12] FIG. 12 is a flowchart showing the course selection effect execution process. [Figure 13] FIG. 13 is a flowchart showing the fortune-telling performance execution process. 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 as a gaming machine includes a frame 11. The frame 11 includes an installation frame 11a for fixing the pachinko gaming machine 10 to an island facility of an amusement parlor or the like, and a mounting frame 11b for mounting various gaming components. The mounting frame 11b is pivotally supported on one side edge of the opening of the installation frame 11a so as to be openable and closable relative to the installation frame 11a. The pachinko gaming machine 10 includes a locking device 11c for locking the mounting frame 11b so that it cannot be opened. The locking device 11c is configured to be unlocked by inserting a key that fits the locking device 11c and rotating it in a predetermined direction, thereby allowing the mounting frame 11b to be opened.

[0009] The pachinko gaming machine 10 includes a launch handle HD that is operated by a player to launch a gaming ball. The pachinko gaming machine 10 includes a speaker Sp that outputs sound. The speaker Sp can output sound such as music and sound effects to perform various notifications (hereinafter referred to as audio notifications) and various presentations (hereinafter referred to as audio presentations). The pachinko gaming machine 10 includes a decorative lamp La having a light-emitting body (not shown). The decorative lamp La can perform various notifications (hereinafter referred to as light-emitting notifications) and various presentations (hereinafter referred to as light-emitting presentations) by turning on, blinking, and extinguishing the light-emitting body.

[0010] The pachinko game machine 10 includes a game board YB. A game area YBa is formed on the front side of the game board YB, into which game balls can flow. In this embodiment, game balls launched by operating the launch handle HD reach the game area YBa. The game board YB includes an opening window YBb in the approximate center when viewed from the front. A center frame W with various designs is attached to the opening window YBb.

[0011] As shown in FIG. 2(a), the pachinko game machine 10 includes a first effect button 100 and a second effect button 200 as an example of an operation means capable of performing a predetermined operation. In this embodiment, the first effect button 100 and the second effect button 200 are button-type means configured to be capable of a pressing operation. The first effect button 100 and the second effect button 200 are not limited to being button-type, and may be a touch sensor type, or may be configured to function as a predetermined display device as a touch panel type means. The first effect button 100 and the second effect button 200 may be configured to include a plurality of operable operation units. In one example of this embodiment, the first effect button 100 is configured to include a plurality of operable operation units such as the center button 101, the first left button 102, and the first right button 103. In one example of this embodiment, the second effect button 200 is configured to include a plurality of operable operation units such as the second left button 201 and the second right button 202.

[0012] As shown in FIG. 2(b), the central button 101 has a first member 111 and a second member 112. The first member 111 and the second member 112 are both hemispherical members. The second member 112 is provided inside the first member 111. The first member 111 is a transparent or semi-transparent member. In other words, the second member 112 is configured to be visible through the first member 111.

[0013] An outer surface 111a of the first member 111 constitutes the outer edge of the pachinko gaming machine 10. This allows a player to operate the center button 101 by touching the outer surface 111a of the first member 111. That is, in this embodiment, the first member 111 corresponds to a specific operation unit that can be operated by the player.

[0014] In this embodiment, the first member 111 and the second member 112 are integrally configured. In other words, in this embodiment, the first member 111 and the second member 112 are configured to be displaced in conjunction with each other when the first member 111 is pressed down. The inner surface 111b of the first member 111 faces the outer surface 112a of the second member 112 with a predetermined gap therebetween. The outer surface 112a of the second member 112 is provided with a decorative portion 112b with a predetermined decoration. That is, in this embodiment, the decorative portion 112b is provided in a position inside the first member 111 that does not contact the inner surface 111b of the first member 111. As an example, the decorative portion 112b is a sticker that displays the character string "PUSH". In addition, the decorative portion 112b may be expressed by a pattern in which the outer surface 112a of the second member 112 is colored with paint or the like, or may be expressed by providing unevenness on the outer surface 112a of the second member 112. In this specification, when the term "unevenness" is used, it is not limited to the case where both concave and convex portions are provided, but is intended to include the case where only concave portions or only convex portions are provided.

[0015] The performance button 100 has a button light-emitting unit 113 as a light-emitting unit that emits light. The button light-emitting unit 113 is provided inside the second member 112 of the center button 101. The second member 112 is a transparent or semi-transparent member. That is, the button light-emitting unit 113 is configured to be visible through the first member 111 and the second member 112. In other words, in this embodiment, the light emitted by the button light-emitting unit 113 is visible through the first member 111 and the second member 112.

[0016] As shown in FIG. 2(a), the second performance button 200 is not decorated with a predetermined design, but an explanatory display related to the second performance button 200 is provided near the second performance button 200. Specifically, a first explanatory display 201a related to the second left button 201 is provided near the second left button 201. The first explanatory display 201a is, for example, an explanatory display expressed by bumps and grooves imitating the character "left". A second explanatory display 202a related to the second right button 202 is provided near the second right button 202. The second explanatory display 202a is, for example, an explanatory display expressed by bumps and grooves imitating the character "right". Each explanatory display 201a, 202a corresponds to an explanatory display related to a control executed in response to the operation of the second performance button 200.

[0017] In this embodiment, the first effect button 100 corresponds to a specific operation means, and the second effect button 200 corresponds to a special operation means. As shown in FIG. 3, the pachinko game machine 10 is equipped with a performance display device 12 having an image display unit GH capable of displaying an image. The performance display device 12 is attached to the game board YB so that the image display unit GH is visible through an opening window YBb (center frame W) of the game board YB when viewed from the front. For example, the image display unit GH is a liquid crystal panel or an organic EL panel. The performance display device 12 can execute various notifications (hereinafter referred to as display notifications) and various performances (hereinafter referred to as display performances) by displaying various images. In this embodiment, the performance display device 12 corresponds to a display means capable of displaying an image.

[0018] The pachinko gaming machine 10 includes an information display device 13 capable of displaying predetermined information. The information display device 13 is provided at a position on the game board YB that is visible to the player. The information display device 13 includes a first special symbol display unit 13a. The first special symbol display unit 13a is capable of executing a first special symbol change game in which a predetermined symbol is changed and displayed as an example of a change game in which a symbol is changed, and the first special symbol is finally displayed as a fixed stop. The information display device 13 includes a second special symbol display unit 13b. The second special symbol display unit 13b is capable of executing a second special symbol change game in which a predetermined symbol is changed and displayed as an example of a change game in which a symbol is changed, and the second special symbol is finally displayed as a fixed stop. The first special symbol and the second special symbol are symbols for notifying the result of a special winning lottery, which will be described later.

[0019] In the following description, the special winning lottery for the first special symbol is abbreviated to "first special winning lottery," and the special winning lottery for the second special symbol is abbreviated to "second special winning lottery." The first special symbol changing game is abbreviated to "first special game," and the second special symbol changing game is abbreviated to "second special game." The first special game and the second special game are collectively referred to as "special games." In this specification, "changing display" means a state in which the type of the displayed symbol changes over time. In this specification, "determined stop display" means a state in which the symbol is definitively displayed and the type of the displayed symbol does not change. With respect to symbols, "determined stop display" and "derivation" have the same meaning.

[0020] The special symbols that can be derived in the first special symbol display section 13a and the second special symbol display section 13b include a jackpot symbol as a jackpot result and a miss symbol as a miss result. As an example, the special symbols may include a winning symbol different from the jackpot symbol. The winning symbol different from the jackpot symbol may include a small winning symbol as a small winning result. In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, if a jackpot is won in the special winning lottery, a jackpot symbol is derived in the special game, and a jackpot game is generated after the special game ends. The jackpot game will be described in detail later. On the other hand, if a jackpot is not won in the special winning lottery, a miss symbol is derived in the special game. That is, in the first special symbol display section 13a and the second special symbol display section 13b of this embodiment, a special game can be executed in which the special symbols are changed and stopped based on the result of the special winning lottery.

[0021] The information display device 13 includes a first special hold display section 13c. The first special hold display section 13c displays information that can identify the number of first special games whose execution is on hold because the hold condition has been met but the start condition has not yet been met. In the following description, the number of first special games on hold is indicated as the "first special hold number". In this embodiment, the maximum value of the first special hold number is "4". The information display device 13 includes a second special hold display section 13d. The second special hold display section 13d displays information that can identify the number of second special games whose execution is on hold because the hold condition has been met but the start condition has not yet been met. In the following description, the number of second special games on hold is indicated as the "second special hold number". In this embodiment, the maximum value of the second special hold number is "4".

[0022] The information display device 13 includes a normal symbol display unit 13e. The normal symbol display unit 13e can execute a normal symbol variation game in which a predetermined symbol is variably displayed and a normal symbol is finally displayed as a fixed stop. The normal symbol is a symbol for notifying the result of a normal lottery, which will be described later. In the following description, the normal symbol variation game is abbreviated to "normal game." The normal symbols that can be derived to the normal symbol display unit 13e include a normal winning symbol and a normal losing symbol. In this embodiment, when a normal winning symbol is won in the normal lottery, a normal winning symbol is derived in the normal game, and a normal winning game is generated after the normal game ends.

[0023] The information display device 13 includes a regular hold display section 13f. The regular hold display section 13f displays information that can identify the number of regular games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. In the following description, the number of regular games on hold is referred to as the "regular hold number." In this embodiment, the maximum value of the regular hold number is "1." Note that each display section in the information display device 13 does not need to be provided on one display device, and may be provided on different parts. The information display device 13 may also include a round display section that notifies the upper limit number of rounds of play, which will be described later.

[0024] A plurality of winning holes into which game balls can enter are formed on the game board YB. The plurality of winning holes are open to the game area YBa. The plurality of winning holes include a first start winning hole 14, a second start winning hole 15, and a big winning hole 17. The plurality of winning holes may include a winning hole different from these winning holes.

[0025] The first start winning opening 14 is a winning opening through which a game ball enters to establish the conditions for awarding prize balls and the reservation conditions for the first special game. As an example, the first start winning opening 14 is located below the performance display device 12. The first start winning opening 14 is always open so that game balls can enter. The pachinko game machine 10 is equipped with a first start winning sensor SE1 that detects a game ball that has entered the first start winning opening 14 (see FIG. 4). In this embodiment, when a game ball is detected by the first start winning sensor SE1, the reservation conditions for the first special game can be established and the payout conditions for a predetermined number of prize balls are established.

[0026] The second start winning opening 15 is a winning opening through which a game ball enters to establish the conditions for awarding prize balls and the reservation conditions for the second special game. As an example, the second start winning opening 15 is located at the lower right of the performance display device 12. The pachinko game machine 10 is equipped with a second start winning sensor SE2 that detects a game ball that enters the second start winning opening 15 (see FIG. 4). In this embodiment, when a game ball is detected by the second start winning sensor SE2, the reservation conditions for the second special game may be established and the payout conditions for a predetermined number of prize balls are also established.

[0027] The pachinko game machine 10 is provided with a normal movable piece 16 that can be in a first operating state in which the game ball cannot enter the second start winning hole 15, and a second operating state in which the game ball can enter the second start winning hole 15. The normal movable piece 16 is always in the first operating state, and operates to the second operating state when a normal winning game is generated. In other words, when a normal winning game is generated, the second start winning hole 15 becomes capable of receiving the game ball. The game board YB is provided with a first solenoid SL1 as a means for operating the normal movable piece 16 (see FIG. 4).

[0028] The large prize opening 17 is an opening through which game balls enter in order to establish the conditions for awarding prize balls. As an example, the large prize opening 17 is located at the lower right of the performance display device 12 and above the upper right of the second start prize opening 15. The pachinko game machine 10 is equipped with a count sensor SE3 that detects game balls that enter the large prize opening 17 (see FIG. 4). Specifically, in this embodiment, when a game ball is detected by the count sensor SE3, the conditions for paying out a predetermined number of prize balls are established.

[0029] The pachinko game machine 10 is provided with a special opening / closing piece 18 that can be in an open state in which the large prize opening 17 is opened so that the game ball can enter, and in a closed state in which the large prize opening 17 is closed so that the game ball cannot enter. For example, the special opening / closing piece 18 may be a door-like member that opens and closes the large prize opening 17. The special opening / closing piece 18 is always in a closed state, and operates to an open state when a special winning game is generated. That is, when a special winning game is generated, the large prize opening 17 is opened so that the game ball can enter. The game board YB is provided with a second solenoid SL2 as a means for operating the special opening / closing piece 18 (see FIG. 4). In this embodiment, in a big winning game, the large prize opening 17 is opened, and the game ball that entered the large prize opening 17 is detected by the count sensor SE3, and the condition for awarding the prize ball is established. That is, in this embodiment, in a jackpot game, it is possible to obtain game balls as prize balls.

[0030] The game board YB has a gate 25. As an example, the gate 25 is located above the big prize opening 17. The gate 25 is always open so that game balls can enter (pass through). The pachinko game machine 10 has a gate sensor SE4 that detects game balls that have entered the gate 25 (see FIG. 4). The gate 25 is an entry opening through which game balls can enter in order to establish the conditions for starting a normal game. Even if a game ball enters the gate 25, the conditions for awarding prize balls are not established.

[0031] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko game machine 10 of this embodiment includes a non-time-shortening state and a time-shortening state as a plurality of game states with different degrees of advantage for the player. In this embodiment, the non-time-shortening state and the time-shortening state are game states in which the average fluctuation time of the special game is different. Specifically, the time-shortening state of this embodiment is a state in which the average fluctuation time of the special game is shorter than that of the non-time-shortening state. Also, in this embodiment, the non-time-shortening state and the time-shortening state are game states in which the probability of the game ball entering the second start winning hole 15 is different. Specifically, the time-shortening state of this embodiment is a state in which the probability of the game ball entering the second start winning hole 15 is higher than that of the non-time-shortening state. In other words, in this embodiment, the time-shortening state is a ball-entry rate improvement state in which the ball-entry rate of the game ball into the second start winning hole 15 is improved compared to the non-time-shortening state.

[0032] For example, the ball entry rate of the game balls into the second start winning hole 15 can be improved by performing one of the three controls described below, which is arbitrarily selected, or by performing a combination of the controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game. The second control is a normal symbol probability variation control that varies the probability of winning a normal win in a normal lottery (normal win probability) to a high probability. The third control is an operation time extension control that lengthens the total operation time during which the normal movable piece 16 operates in the second operation state in one normal win game. The operation time extension control may be at least one of a control that increases the number of times the normal movable piece 16 operates in the second operation state in one normal win game, and a control that lengthens the operation time of one operation when the normal movable piece 16 operates in the second operation state in a normal win game.

[0033] Next, a big win in the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 of this embodiment 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 the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).

[0034] In the jackpot game, first, a performance is performed for a predetermined time (hereinafter, referred to as the opening time). For example, the performance performed during the opening time 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 17 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 17 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 performance is performed for a predetermined time (hereinafter, referred to as the ending time). For example, the performance performed during the ending time is an ending performance that can specify the end of the jackpot game. The jackpot game ends with the ending time elapse.

[0035] In the pachinko game machine 10 of this embodiment, after the end of a jackpot game, the machine is controlled to a time-saving state until the special game is completed a predetermined number of times (100 times in this embodiment) or until the next jackpot game is awarded.

[0036] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In this embodiment, the performance display device 12 is capable of executing a performance pattern change game in which performance patterns are changed and displayed in multiple rows, as an example of a change game in which the patterns are changed, and a final combination of performance patterns is derived. In the following description, the performance pattern change game is abbreviated to "performance game." Performance patterns are patterns (decorative patterns) decorated with characters, patterns, etc., and are intended to diversify the display performance. In this embodiment, the performance game is executed by changing (scrolling) the first, second, and third pattern rows in a predetermined direction.

[0037] The effect game starts with the start of the special game and ends with the end of the special game. In the effect game, a reach effect may be executed. The reach effect is an effect executed in a state where the same effect symbol is temporarily displayed in a stopped state (hereinafter, referred to as a temporary stop display) in a plurality of specific symbol rows, and the effect symbol is continuously displayed in a variable manner in other symbol rows. In this embodiment, the specific symbol rows are the first and third rows.

[0038] Specifically, in the effect game, the effect symbols are temporarily displayed in each of the first to third symbol rows, and then the effect symbols temporarily displayed in each symbol row are displayed in a fixed state, thereby deriving a combination of effect symbols. In the effect game, a combination of effect symbols according to the special symbols derived in the special game is derived. Specifically, when a big win symbol (big win result) is derived in the special game, a big win symbol combination by the effect symbols is derived in the effect game. Also, when a losing symbol (losing result) is derived in the special game, a losing symbol combination by the effect symbols is derived in the effect game. In this way, in this embodiment, the effect display device 12 can display effect symbols that suggest the result of the variable game. In the following description, the special game and the effect game may be collectively referred to as a "variable game".

[0039] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 4, the pachinko gaming machine 10 includes a main control board 40. The main control board 40 performs various processes and outputs control signals such as control commands, which are an example of control information, depending on the results of the processes. The pachinko gaming machine 10 includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes a predetermined process based on the control signal input from the main control board 40.

[0040] The main control board 40 will now be described in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main control CPU 41a) and a storage unit (memory). The main control CPU 41a executes various processes by executing a program for main control. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main control ROM 41b) from which information can be read but to which information cannot be written, and a RAM area (hereinafter referred to as the main control RAM 41c) from which information can be read and written.

[0041] The main control ROM 41b stores judgment values ​​and tables used for various judgments and lotteries. The main control ROM 41b stores a plurality of types of variation patterns. The variation pattern is variation information capable of identifying the content of the variation game. In particular, in this embodiment, the variation pattern is information capable of identifying the variation time from the start to the end of the special game. The variation pattern may be information capable of identifying the content of the performance performed during the execution of the special game. For example, the variation patterns in this embodiment include a variation pattern for a big win and a variation pattern for a loss. In addition, in this embodiment, the variation pattern for a loss includes a variation pattern for a loss reach that can identify the performance content including the reach performance as the performance content during the execution of the special game, and a variation pattern for a normal loss that can identify the performance content not including the reach performance.

[0042] The main control RAM 41c stores various information that is rewritten depending on the results of processing by the main control CPU 41a. For example, the information stored in the main control RAM 41c includes flags, counters, and timers. The microprocessor 41 includes a random number circuit (not shown) that generates hardware random numbers. The microprocessor 41 may be capable of generating software random numbers through random number generation processing by the main control CPU 41a. The main control CPU 41a, the main control ROM 41b, and the main control RAM 41c are not limited to being configured on a single chip as the microprocessor 41, and may be configured separately from each other.

[0043] The main control CPU 41a is connected to the first start winning sensor SE1, the second start winning sensor SE2, the count sensor SE3, and the gate sensor SE4. The main control CPU 41a is configured to be able to input the detection signal output when each sensor detects a game ball. The main control CPU 41a is connected to the information display device 13. The main control CPU 41a is configured to be able to control the display contents of the information display device 13.

[0044] The main control CPU 41a is connected to the first solenoid SL1 and the second solenoid SL2. The main control CPU 41a is configured to be able to control the operation of the normal movable piece 16 by controlling the first solenoid SL1. The main control CPU 41a is configured to be able to control the operation of the special opening / closing piece 18 by controlling the second solenoid SL2.

[0045] Next, the sub-control board 50 will be described in detail. The sub-control board 50 includes a sub-control CPU 50a, a sub-control ROM 50b, and a sub-control RAM 50c. The sub-control CPU 50a executes a program for sub-control to perform various processes related to the presentation. The sub-control ROM 50b stores the sub-control program and a judgment value used for a predetermined lottery. The sub-control ROM 50b 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.

[0046] The sub-control RAM 50c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RAM 50c is a flag, a counter, a timer, etc. In this embodiment, the sub-control board 50 is also configured to be capable of generating software random numbers by a random number generation process performed by the sub-control CPU 50a. The sub-control board 50 may also be equipped with a random number generation circuit and be capable of generating hardware random numbers.

[0047] The sub-control CPU 50a is connected to the performance display device 12. The sub-control CPU 50a is configured to be able to control the display contents of the performance display device 12. The sub-control CPU 50a is connected to the speaker Sp. The sub-control CPU 50a is configured to be able to control the output mode of the speaker Sp. The sub-control CPU 50a is connected to the decorative lamp La. The sub-control CPU 50a is configured to be able to control the light emission mode of the decorative lamp La. The sub-control CPU 50a is connected to the button light-emitting unit 113 of the first performance button 100. The sub-control CPU 50a is configured to be able to control the light emission mode of the button light-emitting unit 113. In this embodiment, the sub-control CPU 50a is capable of controlling the performance display device 12, the speaker Sp, the decorative lamp La, and the button light-emitting unit 113 to execute various performances. That is, in this embodiment, the sub-control CPU 50a corresponds to a performance control means that performs control regarding the performance.

[0048] The sub-control CPU 50a is connected to the first performance button 100. Specifically, the sub-control CPU 50a is configured to be able to input an operation signal that is output when each of the center button 101, the first left button 102, and the first right button 103 is operated. This allows the sub-control CPU 50a to detect which of the buttons of the first performance button 100 has been operated. The sub-control CPU 50a is connected to the second performance button 200. Specifically, the sub-control CPU 50a is configured to be able to input an operation signal that is output when each of the second left button 201 and the second right button 202 is operated. This allows the sub-control CPU 50a to detect which of the buttons of the second performance button 200 has been operated.

[0049] Next, various types of processing (control) executed in the pachinko gaming machine 10 will be described. First, the special symbol input process will be described. In the special symbol input process, the main control CPU41a judges whether a game ball has entered the first start winning hole 14. At this time, the main control CPU41a judges that a game ball has entered the first start winning hole 14 by inputting a detection signal from the first start winning sensor SE1. When a game ball has entered the first start winning hole 14, the main control CPU41a judges whether the first special reserved number stored in the main control RAM41c 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 main control CPU41a adds 1 to the first special reserved number stored in the main control RAM41c to update it. At this time, the main control CPU41a controls the information display device 13 to display the updated first special reserved number. Thus, in this embodiment, when the first special reserved number is less than the upper limit number, a game ball enters the first start winning port 14, and the entered game ball is detected by the first start winning sensor SE1, thereby establishing the reservation condition for the first special game. At this time, the main control CPU41a generates a first reserved number command capable of identifying the first special reserved number stored in the main control RAM41c, and sets it in the output buffer. In this embodiment, the command set in the output buffer is output to the sub-control CPU50a in a predetermined output process.

[0050] Next, the main control CPU41a acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM41c. For example, the random numbers are winning random numbers, big winning symbol random numbers, and variation pattern random numbers. At this time, the main control CPU41a stores the random number information so that it is possible to identify that it is random number information 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. In this embodiment, by storing the random number information for the first special game in the main control RAM41c, the execution of the first special game can be suspended until the start condition of the first special game is satisfied. That is, in this embodiment, the main control CPU41a stores the random number information for the first special game in the main control RAM41c, and the execution of the first special game can be suspended when the suspension condition of the first special game is satisfied.

[0051] Also, when a game ball has not entered the first start winning hole 14 and when the first special reserved number is not less than the upper limit number, the main control CPU41a judges whether a game ball has entered the second start winning hole 15. At this time, the main control CPU41a judges that a game ball has entered the second start winning hole 15 by inputting a detection signal from the second start winning sensor SE2. When a game ball has not entered the second start winning hole 15, the main control CPU41a ends the special symbol input process. On the other hand, when a game ball has entered the second start winning hole 15, the main control CPU41a judges whether the second special reserved number stored in the main control RAM41c is less than the upper limit number (4 in this embodiment). When the second special reserved number is not less than the upper limit number, the main control CPU41a ends the special symbol input process. On the other hand, if the second special reserved number is less than the upper limit number, the main control CPU41a adds 1 to the second special reserved number stored in the main control RAM41c to update it. At this time, the main control CPU41a controls the information display device 13 to display the updated second special reserved number. Thus, in this embodiment, if the second special reserved number is less than the upper limit number, a game ball enters the second start winning hole 15, and the entered game ball is detected by the second start winning sensor SE2, thereby establishing the reservation condition for the second special game. Also, at this time, the main control CPU41a generates a second reserved number command capable of identifying the second special reserved number stored in the main control RAM41c, and sets it in the output buffer.

[0052] Next, the main control CPU41a acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random number in the main control RAM41c. At this time, the main control CPU41a stores the random number information so that it is possible to identify that it is random number information for the second special game, and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main control RAM41c, the execution of the second special game can be suspended until the start condition of the second special game is satisfied. That is, in this embodiment, the main control CPU41a stores the random number information for the second special game in the main control RAM41c, and the execution of the second special game can be suspended when the suspension condition of the second special game is satisfied. After that, the main control CPU41a ends the special symbol input process.

[0053] Next, the special symbol start process will be described. In the special symbol start process, the main control CPU41a judges whether the start condition of the special game is satisfied. The main control CPU41a judges positively when neither a jackpot game nor a special game is being played, and judges negatively when a jackpot game or a special game is being played. If the start condition of the special game is not satisfied, the main control CPU41a ends the special symbol start process. If the start condition of the special game is satisfied, the main control CPU41a judges whether the second special reserved number is greater than zero. If the second special reserved number is zero, the main control CPU41a judges whether the first special reserved number is greater than zero.

[0054] When the first special reservation number is zero, the main control CPU 41a determines whether an output completed flag is set in a predetermined storage area in the main control RAM 41c. The output completed flag is information that can identify that a standby state command that can identify the standby state has been output. The standby state is a state when no special game is being executed, no jackpot game has occurred, and no special game is reserved. When the output completed flag is not set, the main control CPU 41a generates a standby state command, outputs it to the sub-control CPU 50a, and sets the output completed flag in the main control RAM 41c. After that, the main control CPU 41a ends the special symbol start process. On the other hand, when the output completed flag is set, the main control CPU 41a ends the special symbol start process without newly generating a standby state command. In the following description, the period that is not in the standby state is referred to as the "game period". In other words, in this embodiment, the game period is a period during which a special game is being executed or a jackpot game is being executed.

[0055] When the first special reservation number is greater than zero, the main control CPU 41a performs a process of executing the first special game. Specifically, the main control CPU 41a subtracts 1 from the first special reservation number and updates it. The main control CPU 41a controls the first special reservation display unit 13c to display information that can identify the updated first special reservation number. Also, at this time, the main control CPU 41a generates a first reservation number command that can identify the first special reservation number stored in the main control RAM 41c and sets it in the output buffer. Further, at this time, if the output completed flag is set in the main control RAM 41c, the main control CPU 41a erases the output completed flag.

[0056] Next, the main control CPU41a acquires the first stored random number information from the main control RAM41c among the random number information for the first special game. Next, the main control CPU41a performs a special winning lottery (winning judgment) to determine whether or not a winning prize is awarded using a winning random number specified from the acquired random number information. As described above, all winning prizes in this embodiment are jackpots. Therefore, in this embodiment, the special winning lottery can be understood as a jackpot lottery to determine whether or not a winning prize is awarded.

[0057] When a jackpot is won, the main control CPU41a performs a jackpot variation process. In the jackpot variation process, the main control CPU41a performs a lottery for a jackpot pattern using a jackpot pattern random number that can be specified from the random number information, and determines the jackpot pattern to be derived in the first special game. The main control CPU41a also 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 the jackpot variation pattern. After that, the main control CPU41a ends the special pattern start process.

[0058] If the jackpot is not won, the main control CPU41a performs a loss variation process. In the loss variation process, the main control CPU41a determines a loss symbol to be derived in the first special game. In addition, the main control CPU41a performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines the loss variation pattern. After that, the main control CPU41a ends the special symbol start process.

[0059] If the second special reserved number is greater than zero, the main control CPU41a performs processing to execute the second special game. The processing to execute the second special game is the processing to execute the first special game, with the "first special game" replaced with the "second special game" and the "first special reserved number" replaced with the "second special reserved number", so detailed explanations are omitted. In other words, the main control CPU41a subtracts the second special reserved number, generates a second reserved number command, draws a special winning lottery, and performs any of the variable processing based on the result of the special winning lottery, and then ends the special symbol start processing.

[0060] The main control CPU41a outputs a variation start command and a special symbol command to the sub-control CPU50a in the jackpot variation process and the loss variation process. The variation start command is a control command capable of identifying the variation pattern determined in each variation process and the start of a special game (performance game). The special symbol command is a control command capable of identifying 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.

[0061] When the special symbol start process is completed, the main control CPU 41a executes the first special game or the second special game by a process separate from the special symbol start process. That is, in the pachinko gaming machine 10 of the present embodiment, the main control CPU 41a executes the following process when the start condition of the special game is met, thereby starting the pending special game.

[0062] Specifically, when the main control CPU41a executes the first special game, it controls the first special symbol display unit 13a to start the variable display of a predetermined symbol. The main control CPU41a measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the main control CPU41a controls the first special symbol display unit 13a 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 main control CPU41a outputs a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the special game (presentation game) to the sub-control CPU50a.

[0063] On the other hand, when the main control CPU41a executes the second special game, it controls the second special symbol display section 13b to start the variable display of a predetermined symbol. The main control CPU41a measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the main control CPU41a controls the second special symbol display section 13b 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 main control CPU41a outputs a variable end command to the sub control CPU50a.

[0064] By the above-described process, in the pachinko gaming machine 10 of this embodiment, a pending variable game can be started when a starting condition is met. Next, the big win game processing will be explained.

[0065] The jackpot game process is a process for generating a jackpot game. When the main control CPU41a causes a jackpot symbol to be derived in a special game, the main control CPU41a executes the jackpot game process after the end of the jackpot special game. The main control CPU41a 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 main control CPU41a generates the specified type of jackpot game.

[0066] First, the main control CPU41a outputs a control command (hereinafter, referred to as an opening command) capable of specifying the start of the opening time to the sub-control CPU50a. When the opening time has elapsed, the main control CPU41a performs processing for executing a round game. That is, the main control CPU41a controls the second solenoid SL2 using the specified opening control data for the big win game to open the big win opening 17. 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 main control CPU41a controls the second solenoid SL2 to close the big win opening 17, thereby ending the round game. The main control CPU41a repeats such processing for executing a round game until the upper limit number of round games set for the big win game is ended. The main control CPU41a outputs a control command (hereinafter, referred to as a round command) capable of specifying the start of a round game to the sub-control CPU50a every time a round game is started. When the final round of play ends, the main control CPU41a outputs a control command (hereinafter, referred to as an ending command) capable of identifying the start of the ending time to the sub-control CPU50a. When the ending time has elapsed, the main control CPU41a ends the big win game. The main control CPU41a may be configured to output a control command (hereinafter, referred to as an ending end command) capable of identifying the elapse of the ending time to the sub-control CPU50a.

[0067] In addition, the main control CPU41a controls the count sensor SE3 to start its effective period when the round game is started. Then, the main control CPU41a performs control to pay out game balls as prize balls when the count sensor SE3 detects game balls during the effective period of the count sensor SE3. In addition, the main control CPU41a outputs a prize ball command capable of specifying the number of prize balls to be paid out to the sub-control CPU50a when the count sensor SE3 detects game balls. In this embodiment, the main control CPU41a controls the count sensor SE3 to end its effective period when a predetermined time has elapsed since the end of the round game.

[0068] Next, the process of transitioning the gaming state will be described. The main control CPU41a controls the time-shortening state by setting the operation flag stored in the main control RAM41c to the ON state upon the end of the jackpot game. After that, the main control CPU41a counts the number of times the special game is executed after the end of the jackpot game by updating the value of the execution counter stored in the main control RAM41c every time the special game is executed after the end of the jackpot game. As an example, the main control CPU41a may update the value of the execution counter every time the special game is started, or may update the value of the execution counter every time the special game is ended. Then, when the special game in which the number of times the special game is executed after the end of the jackpot game reaches the number of times of operation is ended, the main control CPU41a ends the time-shortening state by setting the operation flag stored in the main control RAM41c to the OFF state, thereby controlling the time-shortening state to the non-time-shortening state. That is, the main control CPU41a ends the time-shortening state and controls the time-shortening state to the non-time-shortening state when the special game that has been executed the number of times of operation is ended after the end of the jackpot game. In addition, the main control CPU41a sets the operation flag to the OFF state upon the start of the big win game, thereby controlling the game to the non-time-shortening state. That is, the main control CPU41a controls the game to the non-time-shortening state during the big win game.

[0069] When the main control CPU 41a transitions the game state, the main control CPU 41a generates a game state command capable of identifying the current game state and outputs the game state command to the sub-control CPU 50a. In addition to the above-mentioned processes, the main control CPU 41a also performs the following processes. For example, the main control CPU 41a performs processes related to normal symbols. In the processes related to normal symbols, the main control CPU 41a performs processes such as inputting a detection signal from the gate sensor SE4, executing a normal lottery to determine whether or not a normal win has been achieved, and starting a normal symbol variation game.

[0070] Next, a description will be given of various processes executed by the sub-control CPU 50a of the sub-control board 50 based on the sub-control program. When a control signal is input from the main control CPU 41a, the sub-control CPU 50a executes various processes in response to the control signal.

[0071] When the sub-control CPU50a receives a game state command from the main control CPU41a that can identify a time-shortened state, the sub-control CPU50a sets the sub-operation flag in the sub-control RAM50c to the ON state. Also, when the sub-control CPU50a receives a game state command from the main control CPU41a that can identify a normal state, the sub-control CPU50a sets the sub-operation flag in the sub-control RAM50c to the OFF state. This allows the sub-control CPU50a to identify the current game state.

[0072] Next, the effect symbol variation process for executing the effect game will be described. In the effect symbol variation process, when the sub-control CPU 50a inputs a special symbol command, it determines the combination of effect symbols to be derived in the effect game based on the special symbol specified from the special symbol command. When the sub-control CPU 50a specifies a jackpot symbol of the special symbol, it determines the symbol combination of the jackpot by the effect symbol. When the sub-control CPU 50a specifies a losing symbol of the special symbol, it determines the combination of effect symbols to be derived in the effect game based on the variation pattern specified from the variation start command.

[0073] For example, when the sub-control CPU 50a identifies a jackpot symbol, it determines a symbol combination for a jackpot based on the performance symbols. When the sub-control CPU 50a identifies a loss symbol and specifies a variation pattern for a loss reach, it determines a symbol combination for a loss reach based on the performance symbols. On the other hand, when the sub-control CPU 50a identifies a loss symbol and specifies a variation pattern for a normal loss, it determines a symbol combination for a normal loss based on the performance symbols.

[0074] Furthermore, when the sub-control CPU 50a inputs a fluctuation start command, it determines the effects to be executed during the execution of the special game based on the fluctuation pattern specified from the input fluctuation start command. In this embodiment, the determination ratio of the effects to be executed during the execution of the special game varies depending on the fluctuation pattern specified from the fluctuation start command. Then, the sub-control CPU 50a controls the effect display device 12, the speaker Sp, the decorative lamp La, the button light-emitting unit 113, etc. to execute the determined effect. In the following description, the effect display device 12, the speaker Sp, the decorative lamp La, and the button light-emitting unit 113 may be collectively referred to as the "effect device group."

[0075] After that, the sub-control CPU 50a ends the presentation game in response to the input of the variation end command, and controls the presentation display device 12 to derive a combination of presentation symbols. The sub-control CPU 50a may start measuring the variation time in response to the input of the variation start command, and may end the presentation game in response to the passage of the variation time set for the variation pattern identified from the variation start command. In other words, the end of the presentation game may be controlled without outputting the variation end command from the main control board 40.

[0076] Next, the control regarding the big win game will be explained. When the sub-control CPU 50a inputs an opening command, it controls the group of performance devices to execute an opening performance among the performances during a big win game. When the sub-control CPU 50a inputs a round command, it controls the group of performance devices to execute a round performance among the performances during a big win game. When the sub-control CPU 50a inputs an ending command, it controls the group of performance devices to execute an ending performance among the performances during a big win game.

[0077] Next, the effects in the pachinko gaming machine 10 of this embodiment will be described. The pachinko game machine 10 of this embodiment can execute a plurality of kinds of reach effects. The reach effects of this embodiment are effects that suggest the expectation that the variable game being executed will be a jackpot (hereinafter, jackpot expectation). Specifically, the reach effects of this embodiment include normal reach effects and super reach effects. In this embodiment, the super reach effects are effects that suggest a higher expectation of a jackpot than the normal reach effects.

[0078] As shown in FIG. 5(e) and FIG. 5(f), the super reach performance of this embodiment includes a super reach performance A and a super reach performance B. As an example, the super reach performance A is executed with a performance content in which one ally character image G50 indicating an ally character and one enemy character image G51 indicating an enemy character are displayed, and the ally character and the enemy character face off one-to-one (FIG. 5(e)). As an example, the super reach performance B is executed with a performance content in which one ally character image G50 indicating an ally character and multiple enemy character images G51 indicating enemy characters are displayed, and the one ally character and the multiple enemy characters face off (FIG. 5(f)). The super reach performance of this embodiment is executed with either a big win performance content in which a big win pattern combination is ultimately derived, or a loss performance content in which a loss pattern combination is ultimately derived. As an example, a big win presentation is a presentation in which an ally character wins a battle, and a miss presentation is a presentation in which an ally character is defeated.

[0079] The pachinko gaming machine 10 of this embodiment can execute a reach selection effect for selecting a reach effect to be executed. In the reach selection effect of this embodiment, the reach effect to be executed can be selected by operating the first effect button 100 within a predetermined reach selection period. That is, in this embodiment, the reach selection period can be understood as an operation effective period during which the operation of the effect button 100 is effective.

[0080] Specifically, in the reach selection performance, a plurality of types of reach performances are presented as selectable reach performances. As an example, the selectable reach performances in this embodiment include a super reach performance A and a super reach performance B. The reach selection performance is started in a state in which the super reach performance A is selected. In the reach selection performance, a reach selection operation using the first left button 102 and the first right button 103 is possible. For example, when the first right button 103 is operated in a state in which the super reach performance A is selected, the super reach performance B is selected. Also, when the first left button 102 is operated in a state in which the super reach performance B is selected, the super reach performance A is selected. Note that when the first left button 102 is operated in a state in which the super reach performance A is selected, and when the first right button 103 is operated in a state in which the super reach performance B is selected, the selected super reach performance is not changed.

[0081] In the reach selection performance of this embodiment, a predetermined time is set as the reach selection period. As an example, in the reach selection performance of this embodiment, 5 seconds is set as the reach selection period. The remaining time of the reach selection period decreases as time passes. That is, the reach selection period ends at the longest when 5 seconds have elapsed from the start of the reach selection performance. In addition, in the reach selection performance, a selection period shortening operation using the center button 101 is possible. The remaining time of the reach selection period is reduced by a certain amount of time when the center button 101 is operated. In other words, the reach selection period is shortened by a certain amount of time when the center button 101 is operated. As an example, in the reach selection performance of this embodiment, the remaining time of the reach selection period is reduced by 1 second each time the center button 101 is operated. Therefore, for example, when the center button 101 is operated twice, the reach selection period ends when 3 seconds have elapsed from the start of the reach selection performance. In this way, when the center button 101 is operated within the reach selection period, the timing at which the reach selection performance ends is earlier than when the center button 101 is not operated within the reach selection period.

[0082] The reach selection performance ends when the reach selection period ends. After that, in this embodiment, a super reach performance of the type selected at the end of the reach selection period starts. Specifically, in this embodiment, if the center button 101 is not operated within the reach selection period, a super reach performance starts when the reach selection performance ends. On the other hand, if the center button 101 is operated within the reach selection period, a pre-reach performance, which will be described later, starts when the reach selection performance ends, and a super reach performance starts when the pre-reach performance ends.

[0083] As shown in FIG. 5(a) to FIG. 5(d), in the reach selection performance of this embodiment, a reach performance image G10 indicating the type of reach performance and a selected image G11 indicating the selected reach performance are displayed. The reach performance image G10 is displayed for each type of selectable reach performance. As an example, the reach performance image G10 is a panel image indicating the type of reach performance. The selected image G11 is an image that makes it possible to specify the reach performance image G10 corresponding to the selected reach performance. As an example, the selected image G11 is a frame-shaped image that surrounds the reach performance image G10 indicating the selected reach performance.

[0084] In the reach selection performance of this embodiment, a center button image G20 that prompts the operation of the center button 101, a first left button image G21 that prompts the operation of the first left button 102, and a first right button image G22 that prompts the operation of the first right button 103 are displayed. As an example, the center button image G20 is an image that imitates the center button 101. The center button image G20 corresponds to a specific operation image. Specifically, the center button image G20 includes an image that imitates the decoration of the decoration part 112b. That is, the center button image G20 of this embodiment is an image that includes the character string "PUSH", which is the decoration of the decoration part 112b in this embodiment. In addition, the first left button image G21 is an image that imitates the first left button 102, and the first right button image G22 is an image that imitates the first right button 103.

[0085] In this embodiment, there are a plurality of display modes of the center button image G20. In the reach selection performance, the center button image G20 is displayed in any one of the plurality of display modes. In other words, the center button image G20 that can be displayed in the reach selection performance of this embodiment includes a plurality of center button images G20 having different display modes. Specifically, the display modes of the center button image G20 in this embodiment include a white display mode that imitates the state in which the center button 101 emits white light, a red display mode that imitates the state in which the center button 101 emits red light, and a rainbow display mode that imitates the state in which the center button 101 emits rainbow light. The center button image G20 includes an image that imitates the decoration of the decoration part 112b, regardless of which of the plurality of display modes is displayed. As an example, the center button image G20 in the white display mode corresponds to the first specific operation image, and the center button image G20 in the red display mode corresponds to the second specific operation image.

[0086] In this embodiment, the display modes of the first left button image G21 and the first right button image G22 are of multiple types. In the reach selection performance, the first left button image G21 and the first right button image G22 are displayed in any one of the multiple display modes. In other words, the first left button image G21 and the first right button image G22 that can be displayed in the reach selection performance of this embodiment include multiple types of the first left button image G21 and the first right button image G22 with different display modes. Specifically, the display modes of the first left button image G21 and the first right button image G22 in this embodiment include a first display mode and a second display mode. In the reach selection performance of this embodiment, the display modes of the first left button image G21 and the first right button image G22 change depending on the remaining time of the reach selection period. That is, the display modes of the first left button image G21 and the first right button image G22 change with the passage of time. As an example, when the remaining time of the reach selection period is equal to or longer than a predetermined time (e.g., 3 seconds), the first left button image G21 and the first right button image G22 are displayed in the first display mode. On the other hand, when the remaining time of the reach selection period is less than the predetermined time, the first left button image G21 and the first right button image G22 are displayed in the second display mode.

[0087] In the reach selection performance of this embodiment, a first time image G40 indicating the remaining time of the reach selection period is displayed. As an example, the first time image G40 is a meter image that decreases according to the remaining time of the reach selection period. That is, in this embodiment, the first time image G40 is displayed in a display mode according to the remaining time of the reach selection period. For this reason, in this embodiment, the display mode of the first time image G40 changes with the passage of time, and also changes in response to the operation of the center button 101. In this embodiment, the first time image G40 corresponds to a specific period image related to the effective operation period of the first performance button 100.

[0088] In addition, in the reach selection performance of this embodiment, the button light emitting unit 113 of the first performance button 100 emits light. For example, in the reach selection performance of this embodiment, the button light emitting unit 113 emits light during a reach selection period. There are multiple types of light emitting modes of the button light emitting unit 113 in the reach selection performance. Specifically, the light emitting modes of the button light emitting unit 113 in this embodiment include a white light emitting mode that emits white light, a red light emitting mode that emits red light, and a rainbow light emitting mode that emits rainbow light.

[0089] The pachinko game machine 10 of this embodiment can execute a pre-reach performance as a provocative performance before the reach performance is executed. In this embodiment, the performance time of the pre-reach performance is the same as the time of the reach selection period shortened by the operation of the center button 101. For example, if the reach selection period is shortened by 2 seconds by operating the center button 101 twice within the reach selection period in the reach selection performance, the performance time of the pre-reach performance is 2 seconds. Therefore, in this embodiment, the super reach performance is started at the same timing when the reach selection period is shortened by operating the center button 101 within the reach selection period in the reach selection performance and when the center button 101 is not operated within the reach selection period. In this embodiment, the pre-reach performance is executed with different performance contents depending on the type of reach performance executed thereafter.

[0090] As shown in Fig. 6, the pre-reach performance of this embodiment is executed with performance contents related to the performance contents of the reach performance executed thereafter. As an example, when a super reach performance A is executed thereafter, the pre-reach performance is executed with performance contents in which one ally character image G50 indicating an ally character who will face off in the super reach performance A and one enemy character image G51 indicating an enemy character are displayed (Fig. 6(a)). Also, as an example, when a super reach performance B is executed thereafter, the pre-reach performance is executed with performance contents in which one ally character image G50 indicating an ally character who will face off in the super reach performance B and multiple enemy character images G51 indicating enemy characters are displayed (Fig. 6(b)).

[0091] The pachinko gaming machine 10 of this embodiment can execute a course selection effect and a fortune-telling effect as expectation indication effects that indicate the probability of a jackpot in the variable game being executed. First, the course selection presentation will be described.

[0092] As shown in Fig. 7, the course selection presentation of this embodiment is executed in a manner in which the presentation progresses over a plurality of stages. As an example, the course selection presentation of this embodiment is executed in a manner in which the presentation progresses over a total of three stages, from the first stage to the third stage. Each stage of the course selection presentation is composed of a selection part that accepts a course selection operation by the player, and a result part that displays the result of the presentation.

[0093] As shown in FIG. 7(a) to FIG. 7(c), in the selection part of the course selection performance of this embodiment, by operating the second performance button 200 within a predetermined course selection period, a course along which a specific character will proceed can be selected. Specifically, in the selection part, a plurality of courses are presented as courses along which a specific character can proceed. As an example, in this embodiment, the courses along which a specific character can proceed include a center course, a left course, and a right course. The selection part in each stage is started in a state in which the center course is selected. Then, when the second left button 201 is operated in a state in which the center course is selected, the left course is selected, while when the second right button 202 is operated, the right course is selected. When the left course is selected, when the second right button 202 is operated, the center course is selected, while when the second left button 201 is operated, the selected course is not changed. When the right course is selected, when the second left button 201 is operated, the center course is selected, while when the second right button 202 is operated, the selected course is not changed.

[0094] In the selection part, a predetermined time is set as the course selection period. As an example, in the selection part of this embodiment, a predetermined time is set as the course selection period regardless of the current stage. The remaining time of the course selection period decreases as time passes. That is, the course selection period ends when 3 seconds have passed since the start of the selection part. The selection part ends with the end of the course selection period. That is, the selection part ends as time passes. After that, in the course selection performance, the result part starts.

[0095] As shown in FIG. 7(d) to FIG. 7(f), the result part of the course selection performance of this embodiment is executed with any one of a plurality of types of performance contents. The performance contents of the result part include success contents and failure contents. The result part ends with the end of a predetermined performance time. That is, the result part ends with the passage of time. When the result part is executed with success contents and the current stage is not the final stage in the course selection performance, the selection part of the next stage starts after the result part ends. That is, in the course selection performance, the performance stages progress on the condition that the result part is executed with success contents and the current stage is not the final stage in the course selection performance. On the other hand, when the result part is executed with success contents and the current stage is the final stage in the course selection performance, the course selection performance ends with the end of the result part. Also, when the result part is executed with failure contents, the course selection performance ends with the end of the result part regardless of whether the current stage is the final stage in the course selection performance.

[0096] In the course selection performance of this embodiment, the number of stages that have been advanced and the performance content of the result part suggest the likelihood of a jackpot. Specifically, in the course selection performance of this embodiment, the greater the number of stages that have been advanced, the higher the likelihood of a jackpot. In addition, in the course selection performance of this embodiment, when the result part is executed with successful content, the likelihood of a jackpot is higher than when the result part is executed with unsuccessful content. For example, in the course selection performance of this embodiment, when the performance stage progresses to the third stage and the result part of the third stage is executed with successful content, the likelihood of a jackpot is higher than when the performance stage progresses to the third stage and the result part of the third stage is executed with unsuccessful content.

[0097] As shown in Fig. 7(a) to Fig. 7(c), in the selection part, a specific character image G60 showing a specific character and a plurality of course images G61 showing selectable courses are displayed. The specific character image G60 is displayed at a position corresponding to the selected course. Therefore, in the selection part, the selected course can be specified by the position of the specific character image G60.

[0098] In the selection part of the course selection performance, a button image is displayed as a special operation image that prompts the operation of the second performance button 200. Specifically, in the selection part, a second left button image G62 that prompts the operation of the second left button 201 and a second right button image G63 that prompts the operation of the second right button 202 are displayed. The second left button image G62 is an image that imitates the second left button 201, and the second right button image G63 is an image that imitates the second right button 202.

[0099] In this embodiment, the display modes of the course image G61, the second left button image G62, and the second right button image G63 are each of a plurality of types. In the course selection performance, the course image G61, the second left button image G62, and the second right button image G63 are displayed in any one of the plurality of display modes. In other words, the course image G61, the second left button image G62, and the second right button image G63 that can be displayed in the course selection performance of this embodiment include a plurality of types of course images G61, the second left button image G62, and the second right button image G63 having different display modes. Specifically, the display modes of the course image G61, the second left button image G62, and the second right button image G63 in this embodiment include a first display mode, a second display mode, and a third display mode.

[0100] In the course selection performance of this embodiment, the display modes of the course image G61, the second left button image G62, and the second right button image G63 change according to the current stage. That is, the display modes of the course image G61, the second left button image G62, and the second right button image G63 change with the progress of the performance stage. In the course selection performance of this embodiment, since both the selection part and the result part end with the passage of time, it can be said that the performance stage in the course selection performance progresses with the passage of time. Therefore, in this embodiment, it can be said that the display modes of the course image G61, the second left button image G62, and the second right button image G63 change with the passage of time. As an example, when the current stage is the first stage, the course image G61, the second left button image G62, and the second right button image G63 are displayed in the first display mode (FIG. 7(a)). When the current stage is the second stage, the course image G61, the second left button image G62, and the second right button image G63 are displayed in the second display mode (FIG. 7(b)). When the current stage is the third stage, the course image G61, the second left button image G62, and the second right button image G63 are displayed in the third display mode (FIG. 7(c)).

[0101] On the other hand, in this embodiment, the display modes of the second left button image G62 and the second right button image G63 do not change in response to operation of the second left button 201 or the second right button 202. That is, in the selection part of the course selection performance in this embodiment, even if a course selection operation is performed using the second left button 201 or the second right button 202, the second left button image G62 and the second right button image G63 are displayed in the same display mode before and after the course selection operation.

[0102] In addition, in the selection part of the course selection performance, an explanatory image regarding the control executed upon the operation of the second performance button 200 is displayed. Specifically, in the selection part, a second left explanatory image G64 regarding the control executed upon the operation of the second left button 201 and a second right explanatory image G65 regarding the control executed upon the operation of the second right button 202 are displayed. The second left explanatory image G64 is an image indicating that the specific character image G60 moves to the left upon the operation of the second left button 201. In other words, the second left explanatory image G64 is an image indicating that the course on which the specific character proceeds is changed to the left course upon the operation of the second left button 201. The second right explanatory image G65 is an image indicating that the specific character image G60 moves to the right upon the operation of the second right button 202. In other words, the second right explanatory image G65 is an image indicating that the course on which the specific character proceeds is changed to the right course upon the operation of the second right button 202.

[0103] Furthermore, in the selection part, a stage image G66 indicating the current stage and a second time image G67 indicating the remaining time of the course selection period are displayed. The second time image G67 is a meter image that decreases according to the remaining time of the course selection period.

[0104] As shown in Figs. 7(d) to 7(f), in the result part, different images are displayed depending on whether the performance content is successful or unsuccessful. The image displayed when the result part is executed with unsuccessful content is the same regardless of whether the current stage is the final stage or not (Fig. 7(d)). Specifically, when the result part is executed with unsuccessful content, a specific character image G60 is displayed in an appearance in which the course selection has failed. On the other hand, the image displayed when the result part is executed with successful content differs between when the current stage is not the final stage (Fig. 7(e)) and when the current stage is the final stage (Fig. 7(f)). Specifically, when the result part is executed with successful content, a specific character image G60 is displayed in an appearance in which the course selection has succeeded.

[0105] Next, the fortune-telling presentation will be described. The fortune-telling performance of this embodiment can be executed when the center button 101 is operated within a predetermined period during the execution of the variable game. In addition, as will be described later in detail, the fortune-telling performance of this embodiment can be executed even when the center button 101 is not operated within a predetermined period when the auto button function is set to ON. In the fortune-telling performance of this embodiment, the expectation of a big win is suggested depending on whether the fortune-telling performance is executed with any of a plurality of performance contents with different fortune-telling results. In this embodiment, the performance contents of the fortune-telling performance include a first performance content in which the fortune-telling result is the first lottery result, and a second performance content in which the fortune-telling result is the second lottery result. In the fortune-telling performance of this embodiment, when executed with the second performance content, it is suggested that the expectation of a big win is higher than when executed with the first performance content.

[0106] As shown in FIG. 8(a) to FIG. 8(c), the fortune-telling performance of this embodiment is executed in a specific display area HR, which is a part of the display area of ​​the image display unit GH of the performance display device 12. As an example, in the fortune-telling performance of this embodiment, a fortune-telling image G70 is displayed in the specific display area HR (FIG. 8(a)). Then, in the fortune-telling performance of this embodiment, the result of the fortune-telling is displayed in the specific display area HR. Specifically, when the fortune-telling performance is executed with the first performance content, a first lottery result image G71 is displayed as the first lottery result (FIG. 8(b)). As an example, the first lottery result image G71 is an image imitating the character string "CHANCE!!". Also, when the fortune-telling performance is executed with the second performance content, a second lottery result image G72 is displayed as the second lottery result (FIG. 8(c)). As an example, the second lottery result image G72 is an image imitating the character string "Super hot!!".

[0107] In this embodiment, the reach selection effect corresponds to the first effect, and the super reach effect executed after the reach selection effect ends corresponds to the second effect. Also, in this embodiment, the course selection effect corresponds to the third effect that prompts the operation of the second effect button 200 as a special operation means. And, in this embodiment, the fortune-telling effect corresponds to a predetermined effect different from the reach selection effect and the super reach effect.

[0108] Next, there is an auto button function installed in the pachinko gaming machine 10 of this embodiment. The auto button function is a function that assists the player in operating a performance button required for a specific performance. In particular, in this embodiment, the auto button function is a function that considers a performance button to have been operated when the performance button has not been operated. The pachinko game machine 10 of this embodiment is configured to be able to set and cancel the auto button function by performing a setting operation using the first performance button 100 during a standby state. In the following description, the setting of the auto button function may be indicated as "auto button ON", and the not setting (canceled) of the auto button function may be indicated as "auto button OFF". In this embodiment, the control that considers a performance button to have been operated even when the performance button has not been operated corresponds to a specific operation control. Also, in this embodiment, the state when the auto button is ON corresponds to a specific operation control state.

[0109] Specifically, the sub-control CPU 50a can determine whether or not the auto button function is set based on the value of the auto button flag stored in a predetermined storage area in the sub-control RAM 50c. That is, the sub-control CPU 50a sets the auto button function by setting a predetermined value to the auto button flag, and cancels the auto button function by erasing the value of the auto button flag. The sub-control CPU 50a can control various effects depending on whether or not the auto button function is set.

[0110] For example, when the auto button is ON, the sub-control CPU 50a regards the center button 101 as having been operated and executes the fortune presentation even if the center button 101 has not been operated within a predetermined period during the execution of the variable game. On the other hand, when the auto button is OFF, the sub-control CPU 50a executes the fortune presentation in response to the operation of the center button 101 within a predetermined period during the execution of the variable game, but does not execute the fortune presentation if the center button 101 has not been operated.

[0111] Furthermore, even if the auto button is ON during execution of the reach selection performance, the sub-control CPU 50a does not assume that the first performance button 100 has been operated, and the performance progresses in response to the actual operation of the first performance button 100. In other words, even if the auto button is ON during the reach selection performance, specific operation control is not executed. Similarly, even if the auto button is ON during execution of the course selection performance of the sub-control CPU 50a, the sub-control CPU 50a does not assume that the second performance button 200 has been operated, and the performance progresses in response to the actual operation of the second performance button 200. In other words, even if the auto button is ON during the course selection performance, specific operation control is not executed.

[0112] Next, various types of control performed by the sub-control CPU 50a regarding performance will be described. As shown in Fig. 9, when the sub-control CPU 50a determines the reach selection effect as the effect to be executed during the variable game, it can control the execution of the reach selection effect by executing the reach selection effect execution process. In the reach selection effect execution process, the sub-control CPU 50a determines an effect pattern that defines the effect content in the reach selection effect (step S1). At this time, the sub-control CPU 50a determines the effect pattern based on the type of the input special symbol command and the variable start command, thereby making the jackpot expectation level different when various effect patterns are determined.

[0113] As shown in FIG. 10, the presentation pattern in the reach selection presentation in this embodiment includes a presentation pattern that defines the display mode of the center button image G20 and the light emission mode of the button light emitting unit 113. In the reach selection presentation in this embodiment, when the button light emitting unit 113 emits light in a predetermined light emission mode, the center button image G20 is displayed in a display mode corresponding to the light emission mode of the button light emitting unit 113. For example, in the reach selection presentation in this embodiment, when the button light emitting unit 113 emits light in a white light emission mode, the center button image G20 is displayed in a white display mode or a red display mode. Also, when the button light emitting unit 113 emits light in a red light emission mode, the center button image G20 is displayed in a red display mode. Furthermore, when the button light emitting unit 113 emits light in a rainbow light emission mode, the center button image G20 is displayed in a rainbow display mode.

[0114] Specifically, the effect pattern EP1 is an effect pattern in which a white display mode is defined as the display mode of the center button image G20, and a white light emission mode is defined as the light emission mode of the button light emitter 113. The effect pattern EP2 is an effect pattern in which a red display mode is defined as the display mode of the center button image G20, and a white light emission mode is defined as the light emission mode of the button light emitter 113. The effect pattern EP3 is an effect pattern in which a red display mode is defined as the display mode of the center button image G20, and a red light emission mode is defined as the light emission mode of the button light emitter 113. The effect pattern EP4 is an effect pattern in which a rainbow display mode is defined as the display mode of the center button image G20, and a rainbow light emission mode is defined as the light emission mode of the button light emitter 113.

[0115] In this embodiment, the order of effect pattern EP1<effect pattern EP2<effect pattern EP3<effect pattern EP4 indicates that the probability of a big win in the running variation game is high. In particular, effect pattern EP4 is an effect pattern that definitely indicates that the running variation game will be a big win.

[0116] As shown in FIG. 9, when the sub-control CPU 50a determines the performance pattern, it sets the performance restriction period by storing a predetermined value in the performance restriction flag in the sub-control RAM 50c (step S2). The performance restriction period is a period during which the start of a predetermined performance is restricted. Although details will be described later, in this embodiment, when the performance restriction period is set, the start of the fortune-telling performance is restricted. Next, the sub-control CPU 50a controls to start the reach selection performance with the performance content determined in the determined performance pattern (step S3). At this time, when starting the reach selection performance, the sub-control CPU 50a sets a predetermined time as the reach selection period in a predetermined storage area in the sub-control RAM 50c, and controls to subtract the set time at predetermined intervals. Furthermore, when starting the reach selection performance, the sub-control CPU 50a stores a value capable of identifying the super reach performance A in the reach flag stored in the sub-control RAM 50c.

[0117] After that, the sub-control CPU 50a judges whether or not a reach selection operation has been performed using the first left button 102 or the first right button 103 (step S4). If a reach selection operation has been performed (step S4: YES), the sub-control CPU 50a updates the reach flag (step S5). In this embodiment, it is judged that a reach selection operation has been performed when the first right button 103 is operated in a state in which a value capable of identifying a super reach performance A is stored in the reach flag, and when the first left button 102 is operated in a state in which a value capable of identifying a super reach performance B is stored in the reach flag. In this case, when a value capable of identifying a super reach performance A is stored, a value capable of identifying a super reach performance B is stored in the reach flag, and when a value capable of identifying a super reach performance B is stored in the reach flag, a value capable of identifying a super reach performance A is stored in the reach flag. On the other hand, if the first left button 102 is operated when a value capable of identifying a super reach performance A is stored in the reach flag, and if the first right button 103 is operated when a value capable of identifying a super reach performance B is stored in the reach flag, it is not determined that a reach selection operation has been performed.

[0118] If a reach selection operation has not been performed (step S4: NO) and if the reach flag has been updated (step S5), the sub-control CPU 50a judges whether or not a selection period shortening operation has been performed (step S6). If a selection period shortening operation has been performed (step S6: YES), the sub-control CPU 50a shortens the reach selection period by a predetermined time (step S7). Furthermore, the sub-control CPU 50a updates the shortened time of the reach selection period by storing the total shortened time of the reach selection period in the sub-control RAM 50c (step S8).

[0119] If the selection period shortening operation has not been performed (step S6: NO) and if the shortening time of the reach selection period has been updated (step S8), the sub-control CPU 50a judges whether the reach selection period has ended (step S9). If the reach selection period has not ended (step S9: NO), the sub-control CPU 50a returns to the process of step S4, and repeats the processes of steps S4 to S9 until the reach selection period ends.

[0120] If the reach selection period has ended (step S9: YES), the sub-control CPU 50a determines the type of reach performance to be executed based on the current reach flag value (step S10). Next, the sub-control CPU 50a determines whether or not there is a shortened time for the reach selection period in this reach selection performance (step S11). If there is a shortened time (step S11: YES), the sub-control CPU 50a determines to execute the reach pre-performance for the same time as the shortened time (step S12).

[0121] If there is no shortened time (step S11: NO) and if it is decided to execute the reach pre-effect (step S12), the sub-control CPU 50a ends the reach selection effect (step S13). In addition, the sub-control CPU 50a controls the effect limit period to end with the end of the reach selection effect. Then, the sub-control CPU 50a ends the reach selection effect execution process.

[0122] Thereafter, the sub-control CPU 50a controls to execute the reach performance of the type determined in step S10 in a process separate from the reach selection performance execution process. Also, when the sub-control CPU 50a determines to execute a reach pre-performance in step S12, it controls to execute the reach pre-performance before the start of the reach performance. At this time, the sub-control CPU 50a controls to execute the reach pre-performance with the performance content according to the type of reach performance determined in step S10.

[0123] Here, a specific example of the flow of the presentation when the reach selection presentation realized by the above-mentioned control is executed will be described. As shown in FIG. 11(a), at the start of the reach selection performance, a value capable of identifying a super reach performance A (represented as reach A in the figure) is stored in the reach flag (time t0). Then, when a reach selection operation is performed, the value of the reach flag is updated to a value capable of identifying a super reach performance B (represented as reach B in the figure) (time t1). If no operation to shorten the selection period is performed thereafter, the reach selection performance ends when a time predetermined as the reach selection period has elapsed, and the reach performance starts (time t5). At this time, the type of reach performance to be started is determined based on the value of the reach flag at the end of the reach selection period. Therefore, in this example, the super reach performance B will start.

[0124] On the other hand, as shown in FIG. 11(b), when a selection period shortening operation is performed during the execution of the reach selection performance (times t2 and t3), the reach selection period is shortened. As a result, in this example, the reach selection performance ends earlier than the time predetermined as the reach selection period has elapsed (time t4). That is, in this embodiment, when a selection period shortening operation is performed by the center button 101 during the reach selection period, the timing at which the reach selection performance ends is earlier than when a selection period shortening operation is not performed by the center button 101 during the reach selection period. In this case, the reach pre-performance starts with the end of the reach selection performance. Then, after the reach pre-performance ends, the reach performance starts. At this time, the reach pre-performance is executed for the same time as the time when the reach selection period is shortened in the reach selection performance. Therefore, in this example, the reach performance starts at the same time as when a selection period shortening operation is not performed during the execution of the reach selection performance (time t5). At this time, the type of reach performance to be started is determined based on the value of the reach flag at the end of the reach selection period. Therefore, in this example, the super reach performance B will be started.

[0125] Although not shown, in this embodiment, regardless of the timing and number of times a selection period shortening operation is performed during the execution of the reach selection performance, a reach performance of a type determined based on the value of the reach flag at the end of the reach selection period is executed. And, in this embodiment, regardless of the timing and number of times a selection period shortening operation is performed during the execution of the reach selection performance, the reach performance starts at the same timing.

[0126] In this manner, in this embodiment, the reach performance of the type selected in the reach selection performance is executed regardless of whether or not a selection period shortening operation is performed during the execution of the reach selection performance. In other words, in this embodiment, the reach performance can be executed with the same performance content when a selection period shortening operation is performed within the reach selection period and when a selection period shortening operation is not performed. Also, in this embodiment, the reach performance of the type selected in the reach selection performance is executed regardless of the timing and number of times a selection period shortening operation is performed during the execution of the reach selection performance. In other words, in this embodiment, the reach performance can be executed with the same performance content regardless of the timing when a selection period shortening operation is performed during the reach selection period. For example, in this embodiment, the reach performance can be executed with the same performance content when a selection period shortening operation is performed at a first timing and when a selection period shortening operation is performed at a second timing during the reach selection period. Also, in this embodiment, the reach performance can be executed with the same performance content regardless of the number of times a selection period shortening operation is performed during the reach selection period. For example, in this embodiment, the reach effect can be executed with the same effect content when the selection period shortening operation is performed a first number of times and when the selection period shortening operation is performed a second number of times during the reach selection period.

[0127] Next, the course selection effect execution process for executing the course selection effect will be described. When the sub-control CPU 50a determines the course selection effect as the effect to be executed during the variable game, the sub-control CPU 50a can control the execution of the course selection effect by executing the course selection effect execution process.

[0128] As shown in FIG. 12, the sub-control CPU 50a determines the final stage as the stage finally reached in the course selection presentation and the presentation contents of each result part (step S21). At this time, the sub-control CPU 50a determines the final stage in the course selection presentation and the presentation contents of each result part based on the type of the input special symbol command and the variable start command, thereby varying the jackpot expectation degree suggested in the course selection presentation. Next, the sub-control CPU 50a controls to start the course selection presentation (step S22). When starting the course selection presentation, the sub-control CPU 50a controls to start the selection part of the presentation parts of the course selection presentation. At this time, the sub-control CPU 50a sets a predetermined time as the course selection period in a predetermined storage area in the sub-control RAM 50c, and controls to subtract the set time at every predetermined cycle. Furthermore, the sub-control CPU 50a stores a value capable of identifying the center course in the course flag stored in the sub-control RAM 50c. As a result, the sub-control CPU 50a starts the selection part in a state in which the center course is selected.

[0129] After that, the sub-control CPU 50a judges whether or not a course selection operation has been performed using the second left button 201 or the second right button 202 (step S23). If a course selection operation has been performed (step S23: YES), the sub-control CPU 50a updates the course flag (step S24). In this embodiment, it is judged that a course selection operation has been performed when the second right button 202 is operated in a state in which a value capable of identifying a center course or a left course is stored in the course flag, and when the second left button 201 is operated in a state in which a value capable of identifying a center course or a right course is stored in the course flag. At this time, when a value capable of identifying a center course is stored in the course flag, if the second left button 201 is operated, a value capable of identifying a left course is stored in the course flag, and if the second right button 202 is operated, a value capable of identifying a right course is stored in the course flag. Furthermore, when the second left button 201 is operated when a value capable of specifying a right course is stored in the course flag, and when the second right button 202 is operated when a value capable of specifying a left course is stored in the course flag, a value capable of specifying a center course is stored in the course flag. On the other hand, when the second left button 201 is operated when a value capable of specifying a left course is stored in the course flag, and when the second right button 202 is operated when a value capable of specifying a right course is stored in the course flag, it is not determined that a course selection operation has been performed.

[0130] If the course selection operation has not been performed (step S23: NO) and if the course flag has been updated (step S24), the sub-control CPU 50a judges whether the course selection period has ended (step S25). If the course selection period has not ended (step S25: NO), the sub-control CPU 50a returns to the process of step S23, and repeats the processes of steps S23 to S25 until the course selection period ends.

[0131] If the course selection period has ended (step S25: YES), the sub-control CPU 50a shifts the presentation part of the course selection presentation to the result part (step S26). At this time, the sub-control CPU 50a controls to execute the result part with the presentation content determined in step S21. Next, the sub-control CPU 50a judges whether the current stage in the course selection presentation has reached the final arrival stage determined in step S21 (step S27). If the final arrival stage has not been reached (step S27: NO), the sub-control CPU 50a shifts the presentation part of the course selection presentation to the selection part (step S28). At this time, the sub-control CPU 50a starts the selection part in a state in which the central course is selected by storing a value capable of identifying the central course in the course flag stored in the sub-control RAM 50c, in the same manner as when the course selection presentation was started in step S22. Thereafter, the sub-control CPU 50a returns to the process of step S23, and repeats the processes of steps S23 to S28 until the stage in the course selection presentation reaches the final arrival stage.

[0132] If the final arrival stage has been reached (step S27: YES), the sub-control CPU 50a ends the course selection presentation (step S29), and ends the course selection presentation execution process. Next, a fortune-telling effect execution process for executing the fortune-telling effect will be described. The sub-control CPU 50a can control the execution of the fortune-telling effect by executing the fortune-telling effect execution process during the variable game.

[0133] As shown in FIG. 13, the sub-control CPU 50a sets a fortune-telling acceptance period during which a specific operation by the center button 101 for executing a fortune-telling effect is accepted (step S31). For example, the fortune-telling acceptance period is a part of the period during which a variable game is being executed. Next, the sub-control CPU 50a judges whether or not a specific operation by the center button 101 has been performed (step S32). If a specific operation has been performed (step S32: YES), the sub-control CPU 50a judges whether or not it is a performance restriction period (step S33). The performance restriction period is a period that is set when a reach selection performance is being executed.

[0134] If it is not the performance restriction period (step S33: NO), the sub-control CPU 50a determines the performance contents of the fortune-telling performance (step S34). At this time, the sub-control CPU 50a determines the performance contents of the fortune-telling performance based on the type of the input special pattern command and the variable start command, thereby varying the jackpot expectation degree suggested in the fortune-telling performance. Then, the sub-control CPU 50a executes the fortune-telling performance with the determined performance contents (step S35). After that, the sub-control CPU 50a ends the fortune-telling performance execution process.

[0135] Also, if a specific operation has not been performed (step S32: NO), the sub-control CPU 50a judges whether or not the auto button function is set to ON (step S36). If the auto button function is set to ON (step S36: YES), the sub-control CPU 50a executes the processes from step S33 onwards, similar to the case where a specific operation has been performed (step S32: YES). That is, in the fortune-telling performance execution process, when the auto button function is set to ON, even if a specific operation has not been performed, the sub-control CPU 50a controls the fortune-telling performance to be executed, regarding it as having been performed as a specific operation.

[0136] If it is the performance restriction period (step S33: YES) and the auto button function is not set to ON (step S36: NO), the sub-control CPU 50a judges whether the fortune-telling acceptance period has ended (step S37). If the fortune-telling acceptance period has not ended (step S37: NO), the sub-control CPU 50a returns to the processing of step S32. On the other hand, if the fortune-telling acceptance period has ended (step S37: YES), the sub-control CPU 50a ends the fortune-telling performance execution processing without executing the fortune-telling performance.

[0137] By such control, in this embodiment, the sub-control CPU 50a controls so as not to execute the fortune-telling presentation during the execution of the reach selection presentation. That is, in this embodiment, the start of the fortune-telling presentation is restricted during the execution of the reach selection presentation.

[0138] The operation and effects of this embodiment will be described. (1) In the reach selection performance, if a player has no doubt about the selection of the reach performance, the time period until the time predetermined as the reach selection period has elapsed may feel boring. In contrast, in the reach selection performance of this embodiment, the display mode of the first time image G40 indicates the remaining time of the reach selection period, and when an operation to shorten the selection period is performed using the center button 101 in addition to the passage of time, the reach selection period is shortened and the display mode of the first time image G40 is also changed. This makes it possible to prevent a decrease in interest in the game due to the player feeling bored during the time until the end of the reach selection period.

[0139] (2) The timing at which the reach selection effect ends differs depending on whether or not a selection period shortening operation is performed during the execution of the reach selection effect. According to this, if the player finishes selecting the reach selection effect early in the reach selection effect, the reach selection effect can be ended early by the selection period shortening operation, so that the player can be prevented from feeling bored.

[0140] (3) The timing at which the reach performance starts after the reach selection performance ends is the same regardless of whether or not a selection period shortening operation is performed during the execution of the reach selection performance, the timing at which the selection period shortening operation is performed, and the number of times the selection period shortening operation is performed. This makes it possible to prevent the reach performance from being overlooked, compared to a case in which the start timing of the reach performance changes depending on the presence or absence, timing, and number of times of the selection period shortening operation.

[0141] (4) When a selection period shortening operation is performed during the execution of a reach selection performance, a pre-reach performance is executed between the end of the reach selection performance and the start of the reach performance. This makes it possible to prevent the period until the start of the reach performance from being boring, even if the selection of the reach performance is completed early in the reach selection performance.

[0142] (5) When the same reach-selection effect is selected in the reach-selection effect, the reach-selection effect executed after the end of the reach-selection effect is executed with the same effect content regardless of whether or not a selection period shortening operation is performed, the timing of whether or not the selection period shortening operation is performed, and the timing of the selection period shortening operation. Therefore, the reach-selection effect can be enjoyed in the same way.

[0143] (6) Even if the auto button function is ON, in the reach selection presentation, if the center button 101 is not operated, it is not regarded as having been operated. Therefore, even in cases where the player does not find the reach selection period in the reach selection presentation boring and does not wish to shorten the reach selection period, it is possible to prevent the reach selection period from being shortened by regarding the center button 101 as having been operated.

[0144] (7) The start of the lottery presentation is restricted during the execution of the reach selection presentation. This makes it possible to prevent the player's attention from being distracted by the start of another presentation during the execution of the reach selection presentation.

[0145] (8) In the center button 101, the decorative portion 112b is provided inside the first member 111, so that it is possible to prevent the decoration of the decorative portion 112b from being deteriorated by the player's operation of the center button 101. Also, in the reach selection performance, the center button image G20 including an image imitating the decoration of the decorative portion 112b of the center button 101 is displayed, so that it is easy to recognize that the player is being prompted to operate the center button 101.

[0146] (9) The center button image G20 includes an image that imitates the decoration of the decorative portion 112b, regardless of which of the multiple display modes the center button image G20 is displayed in. This makes it easy to recognize that the operation of the center button 101 is being prompted, regardless of which display mode the center button image G20 is displayed in.

[0147] (10) In the reach selection performance, when the button light-emitting portion 113 of the center button 101 emits light in a predetermined light-emitting manner, the center button image G20 is displayed in a display manner corresponding to the light-emitting manner of the button light-emitting portion 113, so that the player can be entertained by associating the light-emitting manner of the button light-emitting portion 113 with the display manner of the center button image G20. Even if the player misses either the light-emitting portion 113 or the display of the center button image G20, the player can be made aware of the other, thereby increasing the player's interest.

[0148] (11) Since the second effect button 200 does not have a decorative part like the decorative part 112b of the center button 101 of the first effect button 100, when a center button image G20 including an image imitating the decorative part 112b is displayed during a reach selection effect, confusion between the center button 101 and the second effect button 200 can be prevented.

[0149] (12) A first explanation display 201a expressing an explanation about the second left button 201 by using projections and recesses is provided near the second left button 201. Also, a second explanation display 202a expressing an explanation about the second right button 202 by using projections and recesses is provided near the second right button 202. This makes it possible to distinguish between the second left button 201 and the second right button 202 and to provide an explanation about each of the buttons 201, 202 by using only the projections and recesses. Therefore, it is possible to easily distinguish between the second left button 201 and the second right button 202 and to provide an explanation about each of the buttons 201, 202.

[0150] (13) In the course selection performance, in addition to the second left button image G62 that prompts the operation of the second left button 201 and the second right button image G63 that prompts the operation of the second right button 202, a second left explanatory image G64 and a second right explanatory image G65 are displayed as explanatory images regarding the control that is executed in response to the operation of each of the buttons 201, 202. According to this, in the course selection performance that prompts the operation of each of the buttons 201, 202, it is possible to provide an explanation regarding the control that is executed in response to the operation of each of the buttons 201, 202, so that the operation of each of the buttons 201, 202 can be suitably prompted.

[0151] (14) In the reach selection performance, the center button image G20 that prompts the player to operate the center button 101 is displayed, but no explanatory image is displayed regarding the control that is executed as a result of operating the center button 101. For this reason, in the reach selection performance, the control that is executed when the center button 101 is operated feels fresh, making the game more enjoyable.

[0152] (15) In the reach selection performance, the display mode of the first time image G40 changes in response to the operation of the center button 101, whereas in the course selection performance, the display mode of the second left button image G62 and the second right button image G63 does not change in response to the operation of the second left button 201 and the second right button 202. This makes it possible to differentiate between the performances and make them more enjoyable.

[0153] (16) In the course selection performance, the display state of the second left button image G62 and the second right button image G63 changes over time, so that it is possible to appropriately prompt the operation of the second left button 201 and the second right button 202 according to the remaining time of the course selection period.

[0154] (17) In the center button 101, the decorative portion 112b is provided on the outer surface 112a of the second member 112 provided inside the first member 111. This prevents the player from touching the decorative portion 112b when operating the center button 101, thereby preventing the discernibility of the decorative portion 112b from decreasing due to wear and tear. This makes it easier to recognize the operating means that the player is being prompted to operate when the center button image G20 including an image that resembles the decorative portion 112b is displayed.

[0155] The above-described embodiment can be modified as follows: The above-described embodiment and the following modified examples can be combined with each other to the extent that there is no technical contradiction.

[0156] The structure of each operation means may be changed as appropriate. For example, the central button 101 of the first performance button 100 may have a decorative portion 112b provided on the inner surface 111b of the first member 111. This prevents the player from touching the decorative portion 112b when operating the central button 101, as in the case where the decorative portion 112b is provided on the second member 112 provided inside the first member 111, and therefore prevents the distinctiveness of the decorative portion 112b from being reduced due to wear or the like.

[0157] Each operation means is not limited to a presentation button that can be pressed, and may be a lever, a touch sensor, or the like. For example, when a touch sensor is adopted as the central button 101 instead of a presentation button that can be pressed, a transparent first member 111 and a detection sensor that detects that the player's finger or the like has come into contact with or approached the first member 111 may be provided. In this case, a second member 112 may be provided inside the first member 111, and a decorative portion 112b may be provided on the outer surface 112a of the second member 112. This allows the player to see the decorative portion 112b provided on the second member 112 through the first member 111, while preventing the player from touching the decorative portion 112b when operating the touch sensor. In this case, the first member 111 may be shared with a glass surface provided on the front side of the presentation display device 12.

[0158] Each operating means may be provided with identification information for distinguishing the operating means. As an example, the identification information may be expressed by projections and recesses provided on each operating means. In particular, for operating means having a plurality of operating parts, each operating part may be provided with projections and recesses as identification information for distinguishing each operating part. This makes it possible to prevent the operating means and the operating parts from being confused with each other.

[0159] The first explanatory display 201a and the second explanatory display 202a do not have to be expressed by projections and recesses, and may be expressed by, for example, a pattern colored with paint, etc. Also, for the center button 101, the first left button 102, and the first right button 103, explanatory displays relating to the buttons may be provided near each button.

[0160] In the above embodiment, the first member 111 of the central button 101 is not provided with a decoration corresponding to the decoration of the decorative part 112b provided on the outer surface 112a of the second member 112, but it may be provided. That is, the outer surface 111a of the first member 111 of the central button 101 may be provided with a decoration corresponding to the decoration of the decorative part 112b provided on the outer surface 112a of the second member 112. Also, the second effect button 200 may be provided with a decorative part with a predetermined decoration. In this case, the decorative part of the second effect button 200 may be a decorative part with a decoration different from that of the decorative part 112b of the central button 101. That is, it is preferable that the second effect button 200 does not have the same decorative part as the decorative part 112b of the central button 101.

[0161] Some or all of the operating means may be operating means operated to adjust the volume or light intensity. In this case, the performance display device 12 may be capable of executing a display performance indicating that the volume or light intensity can be adjusted as one aspect of the performance.

[0162] For some or all of the operation means, a long press operation may be prompted to be performed continuously for a predetermined period of time or more in an arbitrary presentation. Here, when there are operation means for which a long press operation is prompted and operation means for which a long press operation is not prompted, the operation means for which a long press operation is prompted may not have unevenness, and the operation means for which a long press operation is not prompted may have unevenness. This can prevent the player's hand from coming into contact with the unevenness when performing a long press operation, which can cause a burden on the player when playing the game.

[0163] For some or all of the operation means, the operation may be prompted by voice in an arbitrary presentation. Here, when there are operation means for which operation is prompted by voice and operation means for which operation is not prompted by voice, the operation means for which operation is not prompted by voice may not have unevenness, and the operation means for which operation is prompted by voice may have unevenness. In this case, when the operation of a specific operation means is prompted by voice, the player can operate the operation means for which operation is prompted by voice by distinguishing the operation means from the unevenness provided on the operation means. In this way, for example, even if the player is not gazing at the presentation display device 12, the specific operation means can be operated appropriately.

[0164] The execution mode of various effects may be changed as appropriate. For example, the lottery effect may be executable even during the reach selection effect, or may not be executable during the course selection effect. Also, the course selection effect may be executable even during the reach selection effect. In this case, in the effect display device 12, the display area of ​​the image display unit GH may be divided into multiple display areas, and the reach selection effect and the course selection effect may be executed simultaneously in different display areas. In this case, the reach selection effect displays the center button image G20, the first left button image G21, and the first right button image G22, while the course selection effect displays images such as the second left button image G62, the second right button image G63, the second left explanation image G64, and the second right explanation image G65. Therefore, while entertaining the player by executing multiple effects that prompt the player to operate different operation means at the same time, it is possible to prevent the effect from progressing in a manner unintended by the player due to confusion of the operation means that are prompted to be operated in each effect.

[0165] · Even if a selection period shortening operation is performed during the reach selection effect, the reach effect may be executed when the reach selection effect ends. That is, when a selection period shortening operation is performed during the reach selection effect, the pre-reach effect may not be executed between the end of the reach selection effect and the start of the reach effect. In this case, depending on whether a selection period shortening operation has been performed during the reach selection effect, the timing at which the selection period shortening operation was performed, and the number of times the selection period shortening operation was performed, the timing at which the reach effect ends may be varied, or the timing at which the reach effect ends may be made the same by varying the performance time of the reach effect.

[0166] · In the reach selection effect, the display mode of the central button image G20 and the light emission mode of the button light emitting unit 113 may be appropriately changed. For example, in the reach selection effect, the display mode of the central button image G20 and the light emission mode of the button light emitting unit 113 may be independently determined by different lotteries. Also, the display mode of the central button image G20 in the reach selection effect may be of one type, or the light emission mode of the button light emitting unit 113 in the reach selection effect may be of one type. Further, in the reach selection effect, the light emission mode of the button light emitting unit 113 may be configured to change according to the remaining time of the reach selection period.

[0167] · The display mode of the central button image G20 in the reach selection effect may include a display mode that does not include an image imitating the decoration of the decoration unit 112b. · In the reach selection effect, the display modes of the first left button image G21 and the first right button image G22 may be made not to change with the passage of time.

[0168] The time by which the reach selection period is shortened when a selection period shortening operation is performed in the reach selection performance may be changed as appropriate. For example, the time by which the reach selection period is shortened when a selection period shortening operation is performed in the reach selection performance may be the entire remaining time of the reach selection period. In other words, when a selection period shortening operation is performed in the reach selection performance, the reach selection period may end at that point.

[0169] The timing at which the reach selection effect ends may be changed as appropriate. For example, the reach selection effect may end at the same timing regardless of whether or not a selection period shortening operation has been performed, the timing at which the selection period shortening operation was performed, and the number of times the selection period shortening operation has been performed. In this case, the reach selection effect may end after a predetermined presentation mode is executed after the reach selection period ends.

[0170] The display mode of the first time image G40 in the reach selection performance may be changed as appropriate. For example, the first time image G40 may be an image showing the remaining time of the reach selection period by numbers.

[0171] The manner in which the display state of the first time image G40 changes when a selection period shortening operation is performed in the reach selection performance may be changed as appropriate. Also, when a selection period shortening operation is performed in the reach selection performance, the first time image G40 may be made invisible when the remaining time of the reach selection period becomes "0".

[0172] In the reach selection performance, the objects whose appearance changes according to the remaining time of the reach selection period are not limited to the first left button image G21, the first right button image G22, and the first time image G40. For example, in the reach selection performance, the size of the display area in which images such as the reach performance image G10, the selected image G11, the center button image G20, the first left button image G21, the first right button image G22, and the first time image G40 are displayed may be changed in the image display unit GH of the performance display device 12 according to the remaining time of the reach selection period. As an example, in the reach selection performance, it is preferable that the display area in which various images are displayed becomes smaller as time passes. Also, in the reach selection performance, it is preferable that the display area in which various images are displayed becomes smaller in response to the selection period shortening operation by the center button 101. Specifically, in the reach selection performance, a door image resembling a door may be displayed on both the left and right ends of the image display unit GH of the performance display device 12, and the display area of ​​the door image may expand toward the center as the remaining time of the reach selection period decreases, thereby making the display area of ​​other images smaller. Also, a movable body operable closer to the player than the performance display device 12 may be provided, and in the reach selection performance, the overlapping area between the movable body and the image display unit GH of the performance display device 12 as seen by the player may expand as the remaining time of the reach selection period decreases, thereby making the display area of ​​other images smaller.

[0173] In the reach selection performance, the center button image G20 and the first time image G40 may be used together. In this case, for example, the display mode of a part or all of the center button image G20 may be configured to change according to the remaining time of the reach selection period.

[0174] The type of effect restricted during the effect restriction period during the execution of the reach selection effect and the manner of restriction may be changed as appropriate. For example, the execution of another effect may be restricted instead of or in addition to the fortune-telling effect. Also, during the effect restriction period, a predetermined effect may be allowed to be executed, while a part of the predetermined effect may be restricted. As an example, the predetermined effect may be restricted by lowering the volume of the sound output during the predetermined effect, or the sound output during the predetermined effect may be muted. In this case, the reach selection effect can be emphasized and enjoyed by suppressing the player's attention from being directed to the sound output during the predetermined effect.

[0175] The first effect may be configured to be different from the reach selection effect. In this case, the second effect may be different from the reach effect. In the course selection performance, the display modes of the course image G61, the second left button image G62, and the second right button image G63 may be displayed in the same display mode regardless of the current stage. In other words, the display modes of the course image G61, the second left button image G62, and the second right button image G63 may not change with the passage of time.

[0176] In the course selection performance, when the second left button 201 is operated, the display manner of the second left button image G62 may be changed. Also, in the course selection performance, when the second right button 202 is operated, the display manner of the second right button image G63 may be changed.

[0177] The display mode of the second left explanatory image G64 and the second right explanatory image G65 in the course selection performance may be changed as appropriate. Also, in the course selection performance, the second left explanatory image G64 and the second right explanatory image G65 may not be displayed.

[0178] As the third effect, it may be possible to execute an effect different from the course selection effect. The timing at which the button light-emitting unit 113 emits light may be changed as appropriate. For example, the button light-emitting unit 113 may be controlled not to emit light during a part or all of the reach selection period in the reach selection performance, or may be controlled to emit light during a part or all of the fortune-telling acceptance period in the fortune-telling performance. Also, the present invention may be embodied in a gaming machine that does not include the button light-emitting unit 113.

[0179] The timing for executing the fortune-telling performance may be changed as appropriate. For example, the fortune-telling performance may be executed at a predetermined timing regardless of whether the center button 101 is operated or not. In this case, the performance may be progressed when the center button 101 is operated after the start of the fortune-telling performance. Specifically, the result of the fortune-telling may be displayed when the center button 101 is operated after the start of the fortune-telling performance. In this case, if the center button 101 is not operated after the start of the fortune-telling performance, the fortune-telling performance may end without displaying the result of the fortune-telling, or the result of the fortune-telling may be displayed when a predetermined time has elapsed since the start of the fortune-telling performance.

[0180] The period during which the auto button function can be set and released may be changed as appropriate. For example, the auto button function may be set and released while the variable game is being played. In particular, the auto button function may be set and released even while each of the reach selection performance, the reach pre-reach performance, the reach performance, the course selection performance, and the fortune-telling performance is being played. In this case, the auto button function may be set and released during the period excluding the period during which the operation using the first performance button 100 is valid for each performance.

[0181] The operation means operated when setting and canceling the auto button function may be changed as appropriate. In this case, the operation means operated when setting and canceling the auto button function may be different depending on the game situation. For example, the operation means operated when setting and canceling the auto button function may be different during a standby state and during execution of a variable game. Also, the operation means operated when setting and canceling the auto button function may be different depending on the performance being executed.

[0182] The timing at which the setting and deactivation of the auto button function is reflected when the setting operation of the auto button function is performed may be changed as appropriate. As an example, when the setting operation of the auto button function is performed during the execution of an effect in which the operation of the operating means is valid, the setting and deactivation of the auto button function may be reflected during the execution of the effect, or the setting and deactivation of the auto button function may be reflected after the end of the effect. Also, when the setting operation of the auto button function is performed during the execution of a variable game, the setting and deactivation of the auto button function may be reflected after the end of the variable game.

[0183] The presentation mode of the presentation in which the operation of the operating means is valid may be changed depending on whether the auto button function is ON or not. For example, when the auto button function is OFF, an image that prompts the user to operate the operating means may be displayed in the presentation in which the operation of the operating means is valid, whereas when the auto button function is ON, an image that prompts the user to operate the operating means may not be displayed in the presentation in which the operation of the operating means is valid.

[0184] Whether or not the operation of the operating means is prompted in a predetermined presentation may differ between when the auto button function is in the ON state and when it is in the OFF state, or the operation of the operating means may be prompted in the same way whether the auto button function is in the ON state or the OFF state. Here, if whether or not the operation of the operating means is prompted in a predetermined presentation is different between when the auto button function is in the ON state and when it is in the OFF state, it is preferable that the operation of the operating means is not prompted when the auto button function is in the OFF state, while the operation of the operating means is prompted when the auto button function is in the ON state.

[0185] When the auto button function is ON, the effects that are the subject of control that considers the effect button to be operated even when the effect button is not operated may be changed as appropriate. For example, for reach selection effects, when the auto button function is ON, the reach selection period may be shortened by considering the center button 101 to be operated at a predetermined timing even when the center button 101 is not operated. Also, this may be embodied in a gaming machine that does not have the auto button function.

[0186] The present invention may be embodied in a pachinko gaming machine 10 having two or more types of probability states as probability states that determine the probability of winning the jackpot lottery. In other words, the present invention may be embodied in a pachinko gaming machine 10 having a probability fluctuation function.

[0187] The present invention may be embodied in a pachinko gaming machine 10 that has two or more types of time-saving states as the time-saving state. Also, the present invention may be embodied in a pachinko gaming machine 10 that does not have a time-saving state as the game state of the pachinko gaming machine 10. In other words, the present invention may be embodied in a pachinko gaming machine 10 that does not have a ball entry rate improvement state in which the ball entry rate of the game balls into the second start winning port 15 is improved.

[0188] The present invention may be embodied in a gaming machine having a function (so-called complete function) of restricting the execution of a game when the number of specific balls calculated based on the number of game balls acquired by the player and the number of game balls used by the player in the game reaches a predetermined number. In this case, the sub-control CPU 50a may be capable of controlling the execution of a complete function operation notification, which notifies the player that the execution of a game will be restricted, when the number of specific balls reaches a predetermined number. The sub-control CPU 50a may also be capable of controlling the execution of a complete function operation notice, which notifies the player in advance that the execution of a game will be restricted after the end of a winning game, when the number of specific balls reaches a predetermined number during a winning game. In this case, the sub-control CPU 50a may control the execution of a complete function operation notice not to be executed when the number of specific balls reaches a predetermined number, but to be executed when the winning game that occurred when the number of specific balls reaches a predetermined number is ended. In addition, the sub-control CPU 50a may be capable of controlling the execution of a complete function activation warning, which is triggered by the reaching of a specific number that occurs before the specific number of balls reaches the predetermined number, to notify in advance that the execution of the game will be restricted when the specific number of balls reaches the predetermined number.

[0189] The sub-control board 50 may be a sub-integrated control board, and a display control board that specializes in controlling the performance display device 12, an audio control board that specializes in controlling the speaker Sp, and a lamp control board that specializes in controlling the decorative lamp La may be provided separately from the sub-control board 50. Also, some or all of the display control board, audio control board, and lamp control board may be the same board. Also, the sub-control CPU 50a may be composed of multiple CPUs mounted on a single board.

[0190] The pachinko gaming machine 10 may be equipped with a single control board that integrates the functions of the main control board 40 and the sub-control board 50. The functions of the main control board 40 may be divided and realized on multiple boards. The main control CPU 41a may be composed of multiple CPUs mounted on a single board.

[0191] The first special game and the second special game may be played according to the order in which the game balls enter the start winning holes 14, 15, or may be played simultaneously in parallel. The second special game may be omitted.

[0192] The present invention may be embodied in a pachinko gaming machine 10 that does not execute a special effect game. In this case, it is preferable to display a special symbol on the effect display device 12. The present invention may be embodied in a gaming machine other than a pachinko gaming machine. For example, the above embodiment may be configured as a slot machine.

[0193] The technical ideas that can be understood from this embodiment and its modifications will be described. (Note 1) A game device is provided with a specific operation means, a special operation means, and a display means capable of displaying an image, the display means being capable of executing a first performance and a second performance executed after the end of the first performance, the first performance displays a specific period image relating to an effective operation period of the specific operation means, the specific period image is displayed in a display mode corresponding to the remaining time of the effective operation period, the display mode of the specific period image changes with the passage of time and also changes in response to an operation of the specific operation means, the second performance is displayed when the specific operation means is operated at a first timing during the effective operation period and when the specific operation means is operated at a second timing during the effective operation period. A gaming machine characterized in that the same presentation can be executed when the specific operation means is operated at a second timing later than a first timing, the specific operation means comprises a specific operation unit that can be operated by a player and a decorative unit with a predetermined decoration, the decorative unit is provided inside the specific operation unit, the first presentation displays a specific operation image that imitates the specific operation means, the specific operation image includes an image that imitates the decoration of the decorative unit, the special operation means does not comprise the decorative unit, and the special operation means is composed of a plurality of operation units.

[0194] (Appendix 2) A gaming machine as described in Appendix 1, in which an explanatory display regarding control that is executed in response to operation of the special operation means is provided near the special operation means, and the explanatory display does not have any projections or recesses.

[0195] (Appendix 3) A gaming machine as described in Appendix 1, in which an explanatory display regarding control that is executed in response to operation of the special operation means is provided near the special operation means, and the explanatory display has projections and recesses.

[0196] (Appendix 4) A gaming machine as described in any one of Appendices 1 to 3, wherein the display means is capable of executing a third presentation that prompts the player to operate the special operation means, and in the third presentation, an explanatory image regarding control that is executed in response to the operation of the special operation means is displayed.

[0197] (Appendix 5) A gaming machine as described in any one of Appendices 1 to 4, wherein the display means is capable of executing a third presentation that prompts the player to operate the special operation means, and in the third presentation, a special operation image that prompts the player to operate the special operation means is displayed, and the display mode of the special operation image does not change in response to the operation of the special operation means. [Explanation of symbols]

[0198] EP1~EP4...Performance pattern G10...Reach performance image G11...Selection image G20...Centre button image (specific operation image) G21...1st left button image G22...1st right button image G40...1st time image (specific period image) G50...Allied character image G51...Enemy character image G60...Specific character image G61...Course image G62...2nd left button image (special operation image) G63...2nd right button image (special operation image) G64...2nd left explanation image (explanation image) G65...2nd right explanation image (explanation image) G66...Stage image G67...2nd time image G70...Fortune image G71...1st lottery result image G72...2nd lottery result image GH...Image display section HD...Launch handle La...Decorative lamp SE1...1st start winning sensor SE2...2nd start winning sensor SE3...Count sensor SE4...Gate sensor SL1...1st solenoid SL2...Second solenoid Sp...Speaker W...Center frame YB...Game board YBa...Game area YBb...Opening window 10...Pachinko game machine 11...Frame body 11a...Installation frame 11b...Mounting frame 11c...Locking device 12...Performance display device (display means) 13...Information display device 13a...First special pattern display section 13b...Second special pattern display section 13c...First special hold display section 13d...Second special hold display section 13e...Normal pattern display section 13f...Normal hold display section 14...First start winning hole 15...Second start winning hole 16...Normal movable piece 17...Large prize winning hole 18...Special opening and closing piece 25...Gate 40...Main control board 41...Microprocessor 41a...Main control CPU 41b...Main control ROM 41c...Main control RAM 50...Sub-control board 50a...Sub-control CPU (performance control means) 50b...Sub-control ROM 50c...Sub-control RAM 100...First performance button (specific operation means) 101...Center button 102...First left button 103...First right button 111...First member (specific operation section) 111a...Outer surface 111b...Inner surface 112...Second member 112a...Outer surface 112b...Decorative section (decorative section) 113...Button light-emitting section (light-emitting section) 200...Second performance button (special operation means) 201...Second left button 201a...First explanation display 202...Second right button 202a...Second explanation display

Claims

[Claim 1] A specific operation means; A special operating means; A display means capable of displaying an image, The display means is capable of executing a first performance and a second performance that is executed after the first performance is completed, In the first performance, a specific period image relating to an operation effective period of the specific operation means is displayed, the specific period image is displayed in a display manner corresponding to the remaining time of the operation valid period, the display mode of the specific period image changes over time and is triggered by an operation of the specific operation means; The second performance can be executed with the same performance content when the specific operation means is operated at a first timing during the operation effective period and when the specific operation means is operated at a second timing after the first timing, the specific operation means comprises a specific operation unit operable by a player and a decorative unit having a predetermined decoration applied thereto; The decorative portion is provided inside the specific operation portion, In the first performance, a specific operation image imitating the specific operation means is displayed, The specific operation image includes an image imitating the decoration of the decorative portion, The special operation means does not include the decorative portion, The special operation means is composed of a plurality of operation sections.

Citation Information

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Cited By

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