Game machine

The gaming machine addresses the lack of player engagement by dynamically displaying and changing the color of media quantity indicators based on game conditions, thereby increasing excitement and enjoyment.

JP2025140459APending Publication Date: 2025-09-29SANSEI R&D KK
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Patent Information

Application Number
JP2024039877
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-14
Publication Date
2025-09-29

AI Technical Summary

Technical Problem

Conventional gaming machines fail to sufficiently enhance player interest and excitement in games.

Method used

A gaming machine that displays a media quantity suggestion number indicating the quantity of gaming media, which changes color based on addition or subtraction conditions, and includes varying conditions for color changes to increase game excitement.

Benefits of technology

The implementation enhances game enjoyment through dynamic media quantity indication and color changes, creating a more engaging gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of executing a performance for further enhancing game amusement.SOLUTION: A game machine can display a "number-of-acquisitions image" suggesting the number of acquisitions (the number of game balls acquired by a player). Such a "number of the number-of-acquisitions image" is added when a prescribed addition condition is satisfied (when game balls are lent or put out) and is subtracted when a prescribed subtraction condition is satisfied (when a game ball is shot), and sometimes the color thereof may be changed. This configuration causes a player to pay attention to increase / decrease in the "number of the number-of-acquisitions image" as well as the change in color of the "number of the number-of-acquisitions image", thereby enhancing the game amusement.SELECTED DRAWING: Figure 21
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine (pachinko machine) in which a game is played by shooting a gaming ball toward a gaming area formed on a gaming board. [Background technology]

[0002] Gaming machines are known in which a game is played by shooting a gaming ball toward a gaming area formed on a gaming board. In such gaming machines, a bonus is awarded to a player when a predetermined awarding condition is met. For example, there are gaming machines that perform a specific game (e.g., a jackpot game) in which, when a gaming ball enters a starting hole provided in the gaming area, identification information (e.g., a special symbol) is displayed in a variable manner (e.g., a jackpot symbol) and the identification information is displayed in a fixed manner (e.g., a jackpot symbol), the variable ball entrance becomes ready for ball entry.

[0003] In such gaming machines, it is common to perform various effects. For example, in gaming machines that perform the above-mentioned specific games, an effect is performed in which a character is displayed during the variably displayed identification information to suggest the possibility that the identification information will be displayed in a specific manner (Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-178756 Summary of the Invention [Problem to be solved by the invention]

[0005] However, the above-mentioned conventional techniques are well known to general players, and have the problem of not being able to sufficiently enhance the interest of players in the game.

[0006] The present invention has been made to solve the above-mentioned problems, and aims to provide a gaming machine that can execute effects that further increase the excitement of playing games. [Means for solving the problem]

[0007] In order to solve at least part of the above-mentioned problems, the gaming machine of the present invention employs the following configuration: A gaming machine in which a game using a gaming medium is played, A media quantity suggestion number that indicates the quantity of gaming media can be displayed; The medium amount indication number is increased when a predetermined addition condition is met, and is decreased when a predetermined subtraction condition is met, The color of the media amount indication number can be changed. It is characterized by:

[0008] In addition, the gaming machine of the present invention is The color of the media amount indication number does not change when the media amount indication number is subtracted, but changes when the media amount indication number is added. This may also be the case.

[0009] In addition, the gaming machine of the present invention is The color of the media amount indication number changes to a first color when the media amount indication number is subtracted, and changes to a second color when the media amount indication number is added. This may also be the case.

[0010] In addition, the gaming machine of the present invention is The predetermined subtraction conditions include a first subtraction condition and a second subtraction condition, The color of the medium amount suggestion number does not change when the first subtraction condition is met and the medium amount suggestion number is subtracted, but changes when the second subtraction condition is met and the medium amount suggestion number is subtracted. This may also be the case.

[0011] In addition, the gaming machine of the present invention is The predetermined subtraction conditions include a first subtraction condition and a second subtraction condition, The color of the medium amount suggestion number changes to a first color when the first subtraction condition is met and the medium amount suggestion number is subtracted, and changes to a second color when the second subtraction condition is met and the medium amount suggestion number is subtracted. This may also be the case.

[0012] In addition, the gaming machine of the present invention is The color of the media amount suggesting number changes based on the amount of gaming media suggested by the media amount suggesting number being equal to or greater than a specific amount. This may also be the case.

[0013] In addition, the gaming machine of the present invention is The color of the media amount indication number may change based on the progress of the game. This may also be the case. [Effects of the Invention]

[0014] According to the present invention, it is possible to create a presentation that further enhances the enjoyment of the game. [Brief explanation of the drawings]

[0015] [Figure 1] 1 is a front view of a pachinko machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is an explanatory diagram showing the surface configuration of the game board of this embodiment. [Figure 3] 2 is a block diagram showing the configuration of a control circuit in the pachinko machine of the present embodiment. FIG. [Figure 4] FIG. 2 is an explanatory diagram showing the configuration of a segment display unit of the present embodiment. [Figure 5] An explanatory diagram showing the number of rounds of play in a jackpot game in this embodiment. [Figure 6] An explanatory diagram illustrating the display contents of the performance display device 41 of this embodiment. [Figure 7] 10 is a flowchart showing the game control processing executed by the CPU of the main control board in this embodiment. [Figure 8] An explanatory diagram conceptually showing the variation pattern selection table of this embodiment. [Figure 9] An explanatory diagram showing the types of variation pattern selection tables in this embodiment. [Figure 10] 10 is a flowchart showing the performance control process executed by the CPU of the sub-control board of this embodiment. [Figure 11] 10 is an explanatory diagram showing the processing corresponding to a received command by the CPU of the sub-control board of this embodiment. FIG. [Figure 12] This is a flowchart showing the "remaining dispensing time display process" executed by the CPU of the sub-control board in this embodiment. [Figure 13] FIG. 10 is an explanatory diagram showing how the "remaining payout time image" of this embodiment is displayed. [Figure 14] 10 is an explanatory diagram showing another manner in which the "remaining payout time image" of this embodiment is displayed. FIG. [Figure 15] FIG. 10 is an explanatory diagram showing how the "remaining payout number image" of this embodiment is displayed. [Figure 16] 10 is a flowchart showing the "remaining payout time display process" executed by the CPU of the sub-control board of the first modified example. [Figure 17] 10 is a flowchart showing the "remaining payout time display process" executed by the CPU of the sub-control board of the second modified example. [Figure 18] FIG. 10 is an explanatory diagram showing a display mode of the “remaining payout time image” in Modification 2. [Figure 19] FIG. 10 is an explanatory diagram showing another display mode of the “remaining payout time image” in Modification 2. [Figure 20] FIG. 10 is an explanatory diagram for explaining an acquisition number image of the present embodiment. [Figure 21] 10A and 10B are explanatory diagrams for explaining color changes (part 1) and (part 2) of the acquired number image of the present embodiment. [Figure 22] FIG. 10 is an explanatory diagram for explaining a color change (part 3) of the acquired number image in this embodiment. [Figure 23] 10A and 10B are explanatory diagrams for explaining color changes (part 4) and (part 5) of the acquired number image of the present embodiment. [Figure 24]10A and 10B are explanatory diagrams for explaining color changes (part 6) and (part 7) of the acquired number image of the present embodiment. [Figure 25] 10A to 10C are explanatory diagrams for explaining color changes of the acquired number image (part 8), (part 9), and (part 10) of the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0016] In order to clarify the content of the present invention described above, an embodiment in which the present invention is applied to a pachinko machine (gaming machine) of the type known as a "Seven Machine" or "Digipachi" will be described. In the embodiment, unless otherwise specified, the right side of the pachinko machine as viewed from the front will be referred to as the "right" and the left side will be referred to as the "left."

[0017] The following examples will be described in the following order. A. Pachinko machine configuration: A-1. Front side configuration: A-2. Game board configuration: A-3. Control circuit configuration: B. Game Contents: C. Game Control Processing: D. Performance control processing: E. Remaining payment time display: F. Variations: F-1. Variation 1: F-2. Variation 2: G. Displaying the number of images acquired: G-1. Color change of acquired images (part 1): G-2. Color change of acquired images (part 2): G-3. Color change of acquired images (part 3): G-4. Color change of acquired images (part 4): G-5. Color change of acquired images (part 5): G-6. Color change of acquired images (part 6): G-7. Color change of acquired images (part 7): G-8. Color change of acquired images (part 8): G-9. Color change of acquired images (part 9): G-10. Color change of acquired images (part 10):

[0018] A. Pachinko machine configuration: A-1. Front side configuration: FIG. 1 is a front view of a pachinko machine 1 of this embodiment. As shown in FIG. 1, a front frame 4 is provided on the front portion of the pachinko machine 1. One end (the left side in FIG. 1) of the front frame 4 is rotatably supported relative to the middle frame 3. A game board 20 (see FIG. 2) is detachably attached to the front side of the middle frame 3, and when the front frame 4 is rotated (opened) toward the front of the pachinko machine 1 relative to the middle frame 3, the game board 20 becomes exposed. One end (the left side in FIG. 1) of the middle frame 3 is rotatably supported relative to the main frame 2. The main frame 2 is a substantially rectangular frame formed by assembling wooden plate-like members, and forms the outer frame of the pachinko machine 1.

[0019] A window 4a is formed in the approximate center of the front frame 4, and a transparent plate 4b, such as a glass plate, is fitted into this window 4a. A player can view the game area of ​​the game board 20 located at the back through the window 4a (transparent plate 4b). In addition, a small window 4c is formed to the lower right of the window 4a in the front frame 4, and a transparent plate 4d, such as a synthetic resin plate, is fitted into this small window 4c. A player can view the segment display unit of the game board 20 located at the back through the small window 4c (transparent plate 4d). As will be described in more detail below, the segment display unit is a display unit that displays game-related information using a combination of multiple LEDs.

[0020] An upper lamp 5a is provided above the window 4a in the front frame 4, a right side lamp 5b is provided on the right side of the periphery of the window 4a, and a left side lamp 5c is provided on the left side of the periphery of the window 4a. In addition, upper speakers 6a are provided on the left and right above the window 4a in the front frame 4, and a lower speaker 6b is provided on the front surface of the lower part of the main body frame 2. The upper lamp 5a, right side lamp 5b, left side lamp 5c, upper speaker 6a, and lower speaker 6b are driven to enhance the presentation effects during the game.

[0021] An upper tray section 7 is provided below the window section 4a in the front frame 4. The upper tray section 7 stores game balls that are loaned out via the card unit 242 (see FIG. 3) and game balls that are paid out from the pachinko machine 1. In addition, a lower tray section 8 is provided below the upper tray section 7, and stores game balls that are loaned out in excess of the capacity of the upper tray section 7 and game balls that are paid out in excess of the capacity of the upper tray section 7.

[0022] A launch handle 9 is provided to the right of the lower tray 8 on the front frame 4. The rotation axis of the launch handle 9 is connected to a launcher unit 261 (see Figure 3) mounted on the rear side of the launch handle 9. Gaming balls stored in the upper tray 7 are supplied to this launcher unit 261. When a player rotates the launch handle 9, the rotation is transmitted to the launcher unit 261, which rotates a launch motor built into the launcher unit 261, and the gaming balls are launched with a strength according to the angle of rotation.

[0023] Additionally, an effect button 10a that can be pressed by the player is provided on the edge of the upper tray 7, and a jog shuttle 10b that can be pressed or rotated (turned) by the player is provided on the left side of the lower tray 8. These effect buttons 10a and jog shuttle 10b are both effect operation units (operation units) that are operated by the player, and when operated by the player when a predetermined condition is met, a predetermined game effect is performed.

[0024] A-2. Game board configuration: FIG. 2 is an explanatory diagram showing the surface configuration of the gaming board 20. As mentioned above, the gaming board 20 is detachably attached to the front side of the middle frame 3. As shown in FIG. 2, a substantially circular gaming area 21 is formed in the center of the gaming board 20. Gaming balls launched from the launcher unit 261 (see FIG. 3) are released into the gaming area 21 through the gap between the outer rail 22 and the inner rail 23, and flow downward from the top to the bottom of the gaming area 21. The gaming area 21 can be seen by a player through the window 4a of the front frame 4, and so naturally, the appearance of the gaming balls flowing downward in the gaming area 21 can also be seen by the player through the window 4a.

[0025] Approximately in the center of the play area 21 is provided an effect opening 40, which is an opening with a decorated periphery, and an effect display device 41, which is made up of a liquid crystal display, is provided behind this effect opening 40. Various images for effect purposes can be displayed on the display screen of the effect display device 41, and the player can view the display screen of the effect display device 41 through the effect opening 40.

[0026] Below the performance opening 40 (performance display device 41) in the game area 21, there is provided a first start opening 24, which is a start opening whose size is invariable (constant) and through which game balls can always enter. Game balls that enter the first start opening 24 are guided to the back side of the game board 20 through a passage provided inside. A first start opening sensor 24s (see Figure 3) is provided in the passage inside the first start opening 24, and it is possible to detect game balls that enter the first start opening 24.

[0027] In addition, below the first starting opening 24 in the game area 21, there is provided a second starting opening 25, which is an entry opening (starting opening) in which the possibility of game balls entering the game changes. Specifically, the second starting opening 25 has an opening / closing door 26 that can rotate in the front-to-back direction of the pachinko machine 1, and can be changed between a closed state in which the opening / closing door 26 stands substantially upright and game balls cannot (or are difficult to enter), and an open state in which the opening / closing door 26 rotates toward the front of the pachinko machine 1 and game balls can (or are easy to enter). Figure 2 shows the second starting opening 25 in the open state. Game balls that enter the second starting opening 25 are guided to the back side of the game board 20 through a passage provided inside. A second starting opening sensor 25s (see Figure 3) is provided in the passage inside the second starting opening 25, and is capable of detecting game balls that enter the second starting opening 25.

[0028] In addition, in the game area 21, a normal pattern activation gate 27 is provided to the right of the performance opening 40 (performance display device 41), and inside the normal pattern activation gate 27 is provided a gate sensor 27s (see Figure 3) that detects the passage of a game ball.

[0029] Further, to the right of the first starting opening 24 in the gaming area 21, there is provided a large, substantially rectangular-shaped opening called a large prize opening 28 (variable ball opening). The large prize opening 28 is provided with an opening / closing door 29 that can rotate in the front-to-rear direction of the pachinko machine 1, and can be changed between a closed state in which the opening / closing door 29 stands substantially upright and prevents game balls from entering, and an open state (ball-entry state) in which the opening / closing door 29 rotates toward the front of the pachinko machine 1 and allows game balls to enter. FIG. 2 shows the large prize opening 28 in the open state. Game balls that enter the large prize opening 28 are guided to the back side of the gaming board 20 through a passage provided inside. A large prize opening sensor 28s (see FIG. 3) is provided in the passage inside the large prize opening 28, and is capable of detecting game balls that enter the large prize opening 28.

[0030] In addition, around each of the above-mentioned gaming devices, there are provided a general ball entry port 30 through which gaming balls can enter, a windmill-shaped wheel 31 that affects the flow path of the gaming balls, and numerous obstacle nails (not shown). In addition, two outlets 33 are provided at the bottom of the gaming area 21, below the left and below the right of the second starting port 25, and gaming balls that do not enter any of the above-mentioned first starting port 24, second starting port 25, big prize port 28, or general ball entry port 30 are discharged from the outlets 33 to the back side of the gaming board 20.

[0031] The first starting gate 24 mentioned above can be entered by a gaming ball flowing down the area to the left of the performance opening 40 (performance display device 41). In contrast, the second starting gate 25, the normal symbol activation gate 27, and the big prize opening 28 can be entered by (or can pass through) a gaming ball flowing down the area to the right of the performance opening 40 (performance display device 41). Hereinafter, firing a gaming ball so that it flows down the area to the left of the performance opening 40 (performance display device 41) will also be referred to as a "left hit," and firing a gaming ball so that it flows down the area to the right of the performance opening 40 (performance display device 41) will also be referred to as a "right hit." In the pachinko machine 1 of this embodiment, when a game ball enters either the first start port 24, the second start port 25, or the general entry port 30, three game balls are paid out to the player, and when a game ball enters the big prize port 28, ten game balls are paid out to the player.

[0032] A segment display unit 50 that displays information related to the game using a combination of LEDs is provided to the lower right of the game area 21 on the game board 20. The segment display unit 50 can be seen by the player through a small window 4c (see FIG. 1) provided in the front frame 4. The display contents of the segment display unit 50 will be explained in detail in the section "B. Game Contents" below.

[0033] A-3. Control circuit configuration: Next, the configuration of the control circuit in the pachinko machine 1 of this embodiment will be described. Figure 3 is a block diagram showing the configuration of the control circuit in the pachinko machine 1 of this embodiment. As shown in the figure, the control circuit of the pachinko machine 1 is composed of many control boards, various boards, relay terminal boards, etc. In detail, it is composed of a main control board 200 that controls the basic progress of the game, a sub-control board 220 that controls the presentation of the game, an image / audio control board 230 that controls the display of images and the output of sounds under the control of the sub-control board 220, a lamp control board 226 that controls the illumination of lamps under the control of the sub-control board 220, a payout control board 240 that controls the lending and payout of game balls, and a launch control board 260 that controls the launch of game balls. These control boards are configured with various peripheral LSIs interconnected by buses, such as CPUs (CPUs 201, 221, 231, etc. in Figure 3) that perform various logical operations and calculation operations, ROMs (ROMs 202, 222, 232, etc. in Figure 3) that store various programs and data executed by the CPU, RAMs (RAMs 203, 223, 233, etc. in Figure 3) that store temporary data when the CPU executes a program, and input / output circuits.

[0034] The main control board 200 is connected to a first start gate sensor 24s that detects game balls that have entered the first start gate 24, a second start gate sensor 25s that detects game balls that have entered the second start gate 25, a special prize gate sensor 28s that detects game balls that have entered the special prize gate 28, and a gate sensor 27s that detects game balls that pass through the normal symbol activation gate. When a game ball detection signal is input from the first start gate sensor 24s, the second start gate sensor 25s, the special prize gate sensor 28s, the gate sensor 27s, or the like, the CPU 201 of the main control board 200 transmits a command corresponding to the sensor that has received the detection signal to the sub-control board 220, the payout control board 240, the launch control board 260, or the like.

[0035] Also connected to the main control board 200 are a start port solenoid 26m for causing the opening and closing door 26 provided in the second start port 25 to open and close (to put the second start port 25 in an open state and a closed state), a special prize port solenoid 29m for causing the opening and closing door 29 provided in the special prize port 28 to open and close (to put the special prize port 28 in an open state and a closed state), a segment display unit 50, and the like. The CPU 201 of the main control board 200 controls the operations of the start port solenoid 26m, the special prize port solenoid 29m, and the segment display unit 50 by transmitting drive signals thereto.

[0036] The sub-control board 220 is connected to an image / sound control board 230, a lamp control board 226, and a performance operation board 228. When the CPU 221 of the sub-control board 220 receives various commands from the main control board 200, it analyzes the contents of the commands and performs game performances according to the contents. That is, it performs game performances by sending commands specifying output images and output sounds to the image / sound control board 230 and sending commands specifying light emission patterns of the upper lamp 5a, right side lamp 5b, and left side lamp 5c (hereinafter also referred to as "various lamps 5a to 5c") to the lamp control board 226. Furthermore, when the CPU 221 of the sub-control board 220 detects a player's operation of the performance button 10a or jog shuttle 10b (performance operation units 10a, 10b) via the performance operation board 228, it performs game performances corresponding to the operation.

[0037] The image and sound control board 230 includes a CPU 231, a ROM 232, a RAM 233, a VDP 234, an image ROM 236, and an audio ROM 237. The image and sound control board 230 is also connected to a performance display device 41, an amplifier board 224 that amplifies audio, and the like.

[0038] When the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it instructs the VDP 234 to display an image corresponding to the command. The VDP 234 reads image data (for example, sprite data or video data) used to display the instructed image from the image ROM 236, generates the image, and outputs it to the display screen of the performance display device 41. Furthermore, when the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it reads audio data corresponding to the command from the audio ROM 237, and outputs audio based on the audio data from the upper speaker 6a and lower speaker 6b (hereinafter also referred to as "various speakers 6a, 6b") via the amplifier board 224.

[0039] The payout control board 240 is connected to a ball lending button 241 (not shown in FIG. 1) provided on the upper tray 7, a card unit 242 provided in parallel with the pachinko machine 1, a payout motor 243, and the like. When the ball lending button 241 is operated, this signal is transmitted to the card unit 242 via the payout control board 240. The card unit 242 drives the payout motor 243 to lend game balls while communicating data with the payout control board 240. Also, when a payout command instructing the payout of game balls is received from the main control board 200, the payout motor 243 is driven to pay out game balls.

[0040] In addition, a launch control board 260 is connected to the payout control board 240, and a launch device unit 261 is connected to the launch control board 260, which has a launch motor 262 for launching game balls and a touch switch 263 for detecting that a player is touching the launch handle 9. When the launch control board 260 detects via the touch switch 263 that a player is touching the launch handle 9, it drives the launch motor 262 to launch game balls with a strength that corresponds to the rotation angle of the launch handle 9.

[0041] B. Game Contents: In the pachinko machine 1 of this embodiment, the game progresses as follows. When the launch handle 9 is rotated while game balls are stored in the upper tray 7, the game balls stored in the upper tray 7 are supplied one by one to the launcher unit 261 and launched into the game area 21 described above with reference to FIG. 2. The strength with which the game balls are launched corresponds to the rotation angle of the launch handle 9, so the player can make the game balls flow down the desired area by changing the rotation angle of the launch handle 9. For example, the game balls can be launched so that they flow down the area to the left of the performance opening 40 (performance display device 41) (a left-handed shot) or so that they flow down the area to the right of the performance opening 40 (performance display device 41) (a right-handed shot).

[0042] <Special pattern change display> As described above with reference to FIG. 2, a gaming ball hit from the left can enter the first starting hole 24. When a gaming ball hit from the left enters the first starting hole 24 and is detected by the first starting hole sensor 24s, a predetermined judgment random number (such as a jackpot judgment random number described below) is obtained, and a jackpot judgment is made based on the judgment random number to determine whether the game has been a jackpot or a miss. Then, based on the result of this jackpot judgment, a first special symbol (hereinafter also referred to as the "first special symbol") is displayed in a variable manner and then statically displayed. Also, as described above with reference to FIG. 2, a gaming ball hit from the right can enter the second starting hole 25. When a gaming ball hit from the right enters the second starting hole 25 and the entered gaming ball is detected by the second starting hole sensor 25s, a predetermined judgment random number (such as a jackpot judgment random number described below) is obtained, and a jackpot judgment is made based on the judgment random number to determine whether the game has been a jackpot or a miss. Then, based on the result of this jackpot determination, the second special symbol (hereinafter also referred to as "second special symbol") is displayed variably and then stopped. Here, the first special symbol and the second special symbol will be explained.

[0043] FIG. 4 is an explanatory diagram showing an enlarged view of the segment display unit 50. As described above, the segment display unit 50 is provided in the lower right of the play area 21 on the game board 20 (see FIG. 2), and the player can view the segment display unit 50 through the small window 4c (see FIG. 1) in the front frame 4. As shown in FIG. 4, the segment display unit 50 is provided with a first special symbol display unit 51 that displays the first special symbol and a second special symbol display unit 52 that displays the second special symbol, and eight LEDs are arranged in each of these display units. The first special symbol and the second special symbol (hereinafter, when there is no particular distinction between them, they are collectively referred to as "special symbols") are displayed variably by switching which of the eight LEDs is lit in each display unit, and are displayed stationary by turning on a predetermined LED among the eight LEDs. In the pachinko machine 1 of this embodiment, 101 types of symbols, namely, jackpot symbols 1 to 100 and loss symbol 101, can be stopped and displayed as the first special symbol, and 101 types of symbols, namely, jackpot symbols 201 to 300 and loss symbol 301, can be stopped and displayed as the second special symbol. In addition, the types of symbols can be identified by the difference in the combination of lit LEDs.

[0044] If the result of the jackpot determination based on the game ball entering the first starting hole 24 (hereinafter also referred to as "jackpot determination for the first special symbol") is a jackpot, the first special symbol is stopped and displayed with one of the jackpot symbols 1 to 100, and if the result of the jackpot determination for the first special symbol is a miss, the first special symbol is stopped and displayed with the miss symbol 101. Also, if the result of the jackpot determination based on the game ball entering the second starting hole 25 (hereinafter also referred to as "jackpot determination for the second special symbol") is a jackpot, the second special symbol is stopped and displayed with one of the jackpot symbols 201 to 300, and if the result of the jackpot determination for the second special symbol is a miss, the second special symbol is stopped and displayed with the miss symbol 301. Once the special symbol (first or second special symbol) is displayed as a jackpot symbol or a loss symbol in this way, the symbol is displayed in a static state until a predetermined time has passed to confirm the displayed symbol (hereinafter also referred to as "confirmed display"). When either the first or second special symbol is displayed as a jackpot symbol (confirmed display), the jackpot game described below begins. Hereinafter, the game from when the special symbol starts to change and the changing display ends after the predetermined change time has passed and the special symbol is displayed as a jackpot symbol or a loss symbol, that is, the game until the result of one change display is obtained, is also referred to as "symbol change game."

[0045] <Special design reserved> When the gaming ball enters the first starting hole 24, a jackpot determination and a variable display for the first special symbol are performed as described above, but these jackpot determinations and variable displays are not performed immediately after the gaming ball enters the first starting hole 24; instead, the acquired determination random number is temporarily stored as a first special symbol reserve. Then, when a predetermined condition is met, a jackpot determination and a variable display for the first special symbol are performed based on the stored first special symbol reserve. A maximum of four such first special symbol reserves are stored. The number of stored first special symbol reserves (number of first special symbol reserves) is displayed in the first special symbol reserve display section 53 of the segment display section 50. That is, as shown in Figure 4, two LEDs are arranged in the first special chart reserved display unit 53, and in this first special chart reserved display unit 53, lighting one of the two LEDs indicates that the number of first special charts reserved is one, lighting two LEDs indicates that the number of first special charts reserved is two, flashing one LED indicates that the number of first special charts reserved is three, and flashing two LEDs indicates that the number of first special charts reserved is four.

[0046] Furthermore, when the gaming ball enters the second starting hole 25, as described above, a jackpot determination and variable display for the second special symbol are performed, but these jackpot determinations and variable displays are not performed immediately after the gaming ball enters the second starting hole 25; instead, the acquired determination random number is temporarily stored as a second special symbol reserve. Then, when a predetermined condition is met, a jackpot determination and variable display of the second special symbol are performed based on the stored second special symbol reserve. Such second special symbol reserves are also stored up to a maximum of four. The number of stored second special symbol reserves (number of second special symbol reserves) is displayed in the second special symbol reserve display section 54 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are also arranged in the second special chart reserved display unit 54, and in this second special chart reserved display unit 54, lighting one of the two LEDs indicates that the number of second special charts reserved is one, lighting two LEDs indicates that the number of second special charts reserved is two, flashing one LED indicates that the number of second special charts reserved is three, and flashing two LEDs indicates that the number of second special charts reserved is four.

[0047] In the pachinko machine 1 of this embodiment, even if the first or second special symbol reserve is stored, no jackpot determination or variable display is performed for these reserves during the variable display of any special symbol, the fixed display of any special symbol, or the jackpot game described below. Furthermore, if only the first special symbol reserve is stored among the first and second special symbol reserves, a jackpot determination and variable display for the first special symbol reserve are performed for the first special symbol reserve stored first, but if the second special symbol reserve is stored, a jackpot determination and variable display for the second special symbol reserve are performed for the first special symbol reserve stored first, regardless of whether the first special symbol reserve is stored or not. In other words, the second special symbol is displayed as a variable display with priority over the first special symbol (having a so-called second special symbol priority variable function). Furthermore, in this specification, when no distinction is made between the first special symbol reserve and the second special symbol reserve, they are collectively referred to as "special symbol reserve."

[0048] <Normal symbol fluctuation display, normal symbol winning game> As described above with reference to FIG. 2, the normal symbol activation gate 27 allows a gaming ball hit to the right to pass through. When a gaming ball hit to the right passes through the normal symbol activation gate 27 and is detected by the gate sensor 27s, a predetermined judgment random number (a normal symbol hit judgment random number, described later) is obtained, and a normal symbol hit judgment is made based on the judgment random number to determine whether the normal symbol is a hit or a miss. Then, based on the result of this normal symbol hit judgment, the normal symbol is displayed in a variable manner and then displayed as a stationary symbol. As shown in FIG. 4, the segment display unit 50 is provided with a normal symbol display unit 56 that displays normal symbols, and two LEDs are arranged in the normal symbol display unit 56. The normal symbol is displayed in a variable manner by switching which of the two LEDs is lit in the normal symbol display unit 56, and is displayed as a stationary symbol by turning on a predetermined LED of the two LEDs. In the pachinko machine 1 of this embodiment, two types of normal symbols can be displayed as normal winning symbols by lighting the left LED of the two LEDs, and normal losing symbols by lighting the right LED. If the result of the normal winning judgment is a normal winning symbol, the normal symbol is displayed as a normal winning symbol, and if the result of the normal winning judgment is a normal losing symbol, the normal symbol is displayed as a normal losing symbol. Once the normal symbol is displayed as a winning symbol or a losing symbol, a display (confirmation display) is performed to maintain the displayed symbol state until a predetermined time has elapsed in order to confirm the displayed symbol. Then, if the normal symbol is displayed as a normal winning symbol, the second starting hole 25 opens and then closes, and a normal winning game is played.

[0049] <Reserved normal design> When the game ball passes through the normal symbol activation gate 27, a normal symbol winning determination is made and a normal symbol variation display is performed. However, this normal symbol winning determination and variation display are not performed immediately after the game ball passes through the normal symbol activation gate 27. Instead, the acquired random number is temporarily stored as a normal symbol reserve. Then, when a predetermined condition is met, a normal symbol winning determination and a normal symbol variation display are performed based on the stored normal symbol reserve. Such normal symbol reserves are also stored up to a maximum of four. The number of stored normal symbol reserves (normal symbol reserve number) is displayed on the normal symbol reserve display unit 57 of the segment display unit 50. That is, as shown in FIG. 4, the normal symbol reserve display unit 57 has two LEDs. In this normal symbol reserve display unit 57, lighting one of the two LEDs indicates that the number of normal symbols reserved is one, lighting both LEDs indicates that the number of normal symbols reserved is two, flashing one LED indicates that the number of normal symbols reserved is three, and flashing both LEDs indicates that the number of normal symbols reserved is four. In addition, in the pachinko machine 1 of this embodiment, when a normal symbol reserve is stored, unless the normal symbol variation display is in progress, the normal symbol confirmation display is in progress, or normal symbol winning play is in progress, a normal symbol winning judgment and normal symbol variation display will be performed for the normal symbol reserve that was stored first.

[0050] <Game Status> Here, in the pachinko machine 1 of this embodiment, a "game state related to the probability of being determined to be a jackpot in the jackpot determination" and a "game state related to the frequency of game balls entering the second starting hole 25" are set appropriately. Of these, the "game state related to the probability of being determined to be a jackpot in the jackpot determination" is set to a "low probability state in which the probability of being determined to be a jackpot in the jackpot determination is low (probability of 1 in 300)" or a "high probability state in which the probability of being determined to be a jackpot in the jackpot determination is high (probability of 1 in 150)". In addition, the "game state related to the frequency of game balls entering the second starting hole 25" is set to a "non-electric support state in which the frequency of game balls entering the second starting hole 25 is low" or an "electric support state in which the frequency of game balls entering the second starting hole 25 is high". The above-mentioned "game state related to the probability of a jackpot being determined in a jackpot determination" and "game state related to the frequency of game balls entering the second starting port 25" are set simultaneously, and the game state of the pachinko machine 1 in this embodiment can be set to a low probability state and a non-electric support state (hereinafter also referred to as the "normal state"), or a high probability state and an electric support state (hereinafter also referred to as the "ST state").

[0051] <Jackpot game> When the first or second special symbol is stopped and displayed with either of the jackpot symbols, a jackpot game is started in which the jackpot opening 28 is opened and multiple rounds (2, 8, 16) of round play are played. As described above with reference to Figure 2, a game ball shot from the right can enter the jackpot opening 28, so a right shot is played during the jackpot game.

[0052] In the pachinko machine 1 of this embodiment, different types of jackpot games can be played depending on the type of jackpot symbol that is stopped and displayed. That is, as shown in Fig. 5(a), when the game state is "normal state", if the first special symbol is stopped and displayed with jackpot symbols 1 to 50 or the second special symbol is stopped and displayed with jackpot symbols 201 to 250 (with a probability of 50% when the jackpot symbols are stopped and displayed), eight rounds of play are played, and a jackpot game (hereinafter also referred to as "8R normal win") in which the game state after the jackpot game ends is set to "normal state" is played.

[0053] In contrast, when the game state is "normal state" and the first special chart stops and displays the jackpot pattern 51 to 100 or the second special chart stops and displays the jackpot pattern 251 to 300 (with a 50% probability when the jackpot pattern is stopped and displayed), eight rounds of play are played, and a jackpot game (hereinafter also referred to as "8R high probability hit") is played in which the game state after the jackpot game ends is set to "ST state."

[0054] On the other hand, as shown in Figure 5(b), when the game state is "ST state", if the first special chart stops and displays the jackpot pattern 1 to 60 or the second special chart stops and displays the jackpot pattern 201 to 260 (with a 60% probability when the jackpot pattern is stopped and displayed), 16 rounds of play are played, and a jackpot game (hereinafter also referred to as "16R high probability hit") is played in which the game state after the jackpot game ends is set to "ST state".

[0055] On the other hand, when the game state is "ST state" and the first special chart stops and displays the jackpot pattern 61-100 or the second special chart stops and displays the jackpot pattern 261-300 (with a 40% probability when the jackpot pattern is stopped and displayed), 16 rounds of play are played, and a jackpot game (hereinafter also referred to as "16R normal win") is played in which the game state after the jackpot game ends is set to "normal state".

[0056] The "ST state" has a higher probability of being determined as a jackpot in the jackpot determination and a higher frequency of game balls entering the second starting slot 25 than the "normal state." Naturally, this allows the player to anticipate a jackpot game in which the "ST state" is set. Furthermore, a single round of play ends when 10 game balls enter the slot (10 counts) or when 30 seconds have elapsed. Therefore, in most cases, 100 game balls (10 counts x 10 payouts) are paid out in a single round of play. Naturally, therefore, a jackpot game with a larger number of rounds of play will pay out more game balls to the player than a jackpot game with a smaller number of rounds of play. This allows the player to anticipate a jackpot game with a larger number of rounds of play. This can be interpreted as the possibility of playing multiple jackpot games (specific games) with different degrees of advantage to the player.

[0057] If the "normal state" is set after the end of a jackpot game (when an 8R normal hit or a 16R normal hit occurs), the "normal state" will continue to be set until the next jackpot game starts. In contrast, if the "ST state" is set after the end of a jackpot game (when an 8R highly likely hit or a 16R highly likely hit occurs), the "ST state" will continue to be set until the next jackpot game is played, or until 200 symbol-changing games (variable display of special symbols) have been played without a jackpot game being played. In this specification, the number of symbol-changing games (here, 200 times) in which the "ST state" continues to be set when no jackpot game is played is also referred to as the "ST count," and the setting of an "ST state" with 200 "ST counts" is also referred to as "200 ST counts being set."

[0058] During the execution of the jackpot game described above, the type of jackpot game being executed (number of rounds played) is displayed on the round display section 55 of the segment display section 50. That is, as shown in Fig. 4, three LEDs are arranged on the round display section 55, and of the three LEDs, lighting the left LED on the round display section 55 indicates that an "8R normal win" or an "8R highly probable win" is being executed, and lighting the right LED indicates that a "16R normal win" or a "16R highly probable win" is being executed.

[0059] The segment display unit 50 also has an electric support indicator 58 that indicates that the above-mentioned "electric support state (ST state)" is set. That is, as shown in FIG. 4, the electric support indicator 58 has three LEDs arranged therein, and while the "electric support state (ST state)" is set, the three LEDs are lit to indicate that the "electric support state (ST state)" is set. Also, as shown in FIG. 4, the segment display unit 50 has a right-hit indicator 59 that indicates that a right-hit is to be performed. Because the frequency of game balls entering the second starting hole 25 is high during the "electric support state (ST state)," and because the second starting hole 25 can accept game balls hit from the right, it is beneficial for the player to perform a right-hit while the "electric support state (ST state)" is set. Furthermore, because game balls hit from the right can also enter the jackpot winning hole 28, it is beneficial for the player to perform a right-hit even during a jackpot game. Therefore, while the "electric support state (ST state)" is set and during a jackpot game, two LEDs arranged in the right-hit display section 59 are turned on to indicate that a right hit is being performed.

[0060] <Display contents of the performance display device 41> The progress of the game as described above is mainly carried out by the CPU 201 of the main control board 200. In the pachinko machine 1 of this embodiment, in accordance with the progress of the game as described above, various images are displayed on the effect display device 41. Such effects are mainly carried out by the CPU 221 of the sub-control board 220.

[0061] For example, the effect display device 41 performs an effect (hereinafter also referred to as "pattern change effect") that matches the variable display of the first or second special symbol (pattern change game). That is, in synchronization with the start timing of the variable display (pattern change game) of the special symbol (first or second special symbol), the effect display device 41 starts to display the variable display of three identification symbols 41a, 41b, 41c. Thereafter, the variable display of the identification symbols 41a, 41b, 41c is performed in various modes until the variable display time of the special symbol has elapsed. Then, in synchronization with the end timing of the variable display of the special symbol (stop display of the special symbol), the variable display of the identification symbols 41a, 41b, 41c ends. In the pachinko machine 1 of this embodiment, it is possible to display, as identification symbols, symbols that are designed with the nine numbers from "1" to "9."

[0062] FIG. 6(a) conceptually illustrates three identification symbols 41a, 41b, and 41c being displayed simultaneously in a variable manner. After a predetermined time has elapsed since the variable display began, for example, the left identification symbol 41a is first displayed as a static symbol, followed by the right identification symbol 41c, and finally the center identification symbol 41b. The combination of the three identification symbols 41a, 41b, and 41c displayed as static symbols on the effect display device 41 corresponds to the special symbol (first special symbol or second special symbol) displayed as a static symbol on the first special symbol display unit 51 or the second special symbol display unit 52. For example, when the first special symbol or the second special symbol is displayed as a jackpot symbol, the three identification symbols 41a, 41b, and 41c on the effect display device 41 are displayed as a symbol combination of the same symbol (hereinafter also referred to as "double numbers"). In addition, when the first or second special symbol is stopped and displayed as a missing symbol, the three identification symbols 41a, 41b, 41c are stopped and displayed as a combination of symbols that are not the same (hereinafter also referred to as "variable symbols"). The identification symbols 41a, 41b, 41c that are stopped and displayed remain stopped and displayed (determined display) until the fixed display time of the special symbol has elapsed.

[0063] In this way, the display contents of the special symbol displayed on the first special symbol display unit 51 or the second special symbol display unit 52 and the three identification symbols 41a, 41b, 41c displayed on the effect display device 41 correspond to each other, and when the special symbol being displayed changes, the three identification symbols 41a, 41b, 41c are also displayed. Moreover, as shown in Figure 2, the effect display device 41 is provided in a more conspicuous position than the first special symbol display unit 51 or the second special symbol display unit 52 (segment display unit 50), and the display screen is large and the display contents are easy to understand, so that the player usually plays while looking at the screen of the effect display device 41. 6(b), if the left identification symbol 41a that is first displayed stopped on the display screen of the effect display device 41 and the right identification symbol 41c that is subsequently displayed stopped are the same symbol, the middle identification symbol 41b that is last displayed stopped will also stop with the same symbol, and the player will focus on the changing display of the identification symbols (pattern changing effect), wondering if a jackpot game will start. In this way, an effect that is performed when two identification symbols (identification symbols excluding one of the multiple identification symbols) stop with the same symbol (a pattern that can result in a doublet) and the last identification symbol (the one identification symbol) is displayed changing is called a "reach effect," and generating this reach effect can increase the excitement of the game.

[0064] Also, at the bottom of the display screen of the effect display device 41, a first reserved display area 41d for indicating the number of reserved first special symbols and a second reserved display area 41e for indicating the number of reserved second special symbols are set. In the pachinko machine 1 of this embodiment, the first reserved number (maximum number is 4) is indicated by displaying "reserved symbols (small circular symbols in the figure)" in the first reserved display area 41d in the same number as the number of reserved first special symbols, and the second reserved number is indicated by displaying "reserved symbols" in the second reserved display area 41e in the same number as the number of reserved second special symbols (maximum number is 4). Therefore, in the example shown in FIG. 6, it is indicated that the number of reserved first special symbols is 4 and the number of reserved second special symbols is 4. Naturally, the reserved number indicated by the reserved symbols displayed on the display screen of the effect display device 41 and the reserved number indicated in the first special symbol reserved display area 53 and the second special symbol reserved display area 54 of the segment display unit 50 match.

[0065] C. Game control processing: 7 is a flowchart showing the general flow of the game control process performed by the CPU 201 of the main control board 200 as control related to the progress of the game. The game control process is performed by the CPU 201 of the main control board 200 based on a timer interrupt that occurs at predetermined intervals (for example, every 4 ms). The game progress control process performed by the CPU 201 of the main control board 200 will be explained below according to the flowchart. Note that in the following explanation, well-known processes such as the initialization process of the CPU 201, the interrupt prohibition process, and the interrupt permission process will not be explained.

[0066] <Output processing> As shown in Fig. 7, when the CPU 201 of the main control board 200 starts the game control process, it first performs the output process (S100). In the pachinko machine 1 of this embodiment, in the various processes described below, various commands to be sent to the various control boards including the sub-control board 220 are stored in an output buffer secured in the RAM 203. In the output process (S100), the various commands stored in the output buffer in this manner are sent to the various control boards. By doing so, for example, the sub-control board 220 controls the presentation in accordance with the progress of the game, and the payout control board 240 drives the payout motor 243 to pay out game balls.

[0067] <Input processing> The CPU 201 of the main control board 200 then performs input processing (S200). As described above, in the pachinko machine 1 of this embodiment, when a gaming ball enters either the first start opening 24, the second start opening 25, or the general entry opening 30, three gaming balls are paid out, and when a gaming ball enters the special entry opening 28, ten gaming balls are paid out. Therefore, in the input processing (S200), the sensors that detect these ball entries (the first start opening sensor 24s, the second start opening sensor 25s, the special entry opening sensor 28s, etc.) determine whether or not a gaming ball has been detected. As a result, if a gaming ball has been detected, a payout command indicating the number of gaming balls to be paid out is stored in the output buffer described above. The payout command stored in the output buffer in this way is sent to the payout control board 240 in the next output processing (S100).

[0068] <Random number update process> The CPU 201 of the main control board 200 then performs a random number update process (S300). As described above, in the pachinko machine 1 of this embodiment, jackpot determination and normal win determination are performed based on predetermined determination random numbers. Specifically, jackpot determination is performed based on a "jackpot determination random number," and normal win determination is performed based on a "normal win determination random number." In addition, the variable display of special symbols in the pachinko machine 1 of this embodiment is performed based on a variable pattern described below, and this variable pattern is selected based on a "variation pattern selection random number." In addition, in the pachinko machine 1 of this embodiment, if the jackpot determination result is a jackpot, one of 100 types of jackpot symbols (jackpot symbols 1 to 100 or jackpot symbols 201 to 300) is stopped and displayed, and the type of this jackpot symbol is selected based on a "pattern selection random number." In the random number update process (S300), these random numbers are updated. These random numbers may be updated not only during the random number update process (S300) but also during the period from the end of the game control process to the start of the next game control process (the next timer interrupt). Also, a dedicated circuit for updating random numbers may be provided, and the random numbers may be updated by this dedicated circuit.

[0069] <Start port etc. sensor detection processing> The CPU 201 of the main control board 200 then performs a start gate sensor detection process (S400). This start gate sensor detection process (S400) involves storing the normal symbol reserve, first special symbol reserve, and second special symbol reserve. Specifically, the CPU 201 of the main control board 200 first determines whether the gaming ball has passed through the normal symbol activation gate 27 based on the detection results of the gate sensor 27s. If the gaming ball has passed through the normal symbol activation gate 27, it determines whether the number of normal symbols reserved has reached the upper limit of four. If the number of normal symbols reserved has not reached four, a normal symbol hit determination random number is acquired and stored as a normal symbol reserve. The normal symbol reserves are stored in a normal symbol reserve storage area secured in the RAM 203 so that the storage order can be identified. If the gaming ball has not passed through the normal symbol activation gate 27 or if the number of normal symbols reserved has already reached four, no new normal symbol reserves are stored.

[0070] After performing the process for storing the reserved normal symbols, it is next determined whether or not the gaming ball has entered the first starting hole 24 based on the detection result of the first starting hole sensor 24s. If the result shows that the gaming ball has entered the first starting hole 24, it is determined whether or not the number of reserved first special symbols has reached the upper limit of four. If the number of reserved first special symbols has not reached four, it obtains a jackpot determination random number, a variable pattern selection random number, and a pattern selection random number, and stores these random numbers as the reserved first special symbols. The reserved first special symbols are stored in a reserved first special symbol storage area secured in RAM 203 so that the order of storage can be identified.

[0071] Here, the variable display of the first special symbol (symbol variable game) is performed based on the jackpot determination random number, variable pattern selection random number, and symbol selection random number acquired as the first special symbol reservation. Furthermore, the effect (symbol variable game) performed in conjunction with the variable display of the first special symbol is also performed based on the jackpot determination random number, variable pattern selection random number, and symbol selection random number acquired as the first special symbol reservation. Therefore, when the first special symbol reservation is stored, even if the variable display based on the first special symbol reservation has not yet started (even if the variable start condition has not yet been met), it is possible to determine the mode of the variable display and effect (symbol variable game and symbol variable game based on the first special symbol reservation) based on the first special symbol reservation. For example, even before the variable display based on the first special symbol reservation is performed, it is possible to determine whether the jackpot symbol will be displayed statically (whether the jackpot game will start) and whether a reach effect will be performed when the variable display based on the first special symbol reservation is performed. This type of determination is called a preliminary determination. In the pachinko machine 1 of this embodiment, when a first special symbol reservation is stored, a preliminary determination is made for the first special symbol reservation, and the preliminary determination result is stored in association with the first special symbol reservation. After the first special symbol reservation is stored and the preliminary determination result for the first special symbol reservation is stored, a preliminary determination result command indicating the preliminary determination result is stored in the output buffer of the RAM 203. The preliminary determination result command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100). This enables the sub-control board 220 to execute various effects based on the preliminary determination result for the first special symbol reservation. Note that if a game ball has not entered the first starting hole 24 or if the number of first special symbol reservations has already reached four, no new first special symbol reservation is stored, and no preliminary determination is performed.

[0072] After the process for storing the first special symbol reserve is completed, the controller 201 determines whether the gaming ball has entered the second start hole 25 based on the detection result of the second start hole sensor 25s. If the gaming ball has entered the second start hole 25, the controller 201 determines whether the number of second special symbol reserves has reached the upper limit of four. If the number of second special symbol reserves has not reached four, the controller 201 obtains a jackpot determination random number, a variable pattern selection random number, and a symbol selection random number, and stores these random numbers as the second special symbol reserve. The second special symbol reserve is stored in a second special symbol reserve storage area secured in RAM 203 so that the storage order can be identified. After storing the second special symbol reserve in this way, the controller 201 performs a pre-determination on the second special symbol reserve in the same manner as described above, and stores the pre-determination result in association with the second special symbol reserve. After storing the second special symbol reserve and the pre-determination result for the second special symbol reserve in this way, a pre-determination result command indicating the pre-determination result is stored in the output buffer of RAM 203. The pre-determination result command stored in the output buffer in this way is also sent to the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the pre-determination result of the second special symbol reservation. Note that if the game ball has not entered the second start hole 25 or if the number of second special symbol reservations has already reached four, no new second special symbol reservations are stored and no pre-determination is performed.

[0073] <Normal operation processing> The CPU 201 of the main control board 200 then performs normal operation processing (S500). This normal operation processing (S500) involves processing such as displaying variable normal symbols and executing normal winning games. That is, the CPU 201 of the main control board 200 first determines whether a normal winning game is in progress, a variable normal symbol display is in progress, or a fixed normal symbol display is in progress. If the normal winning game is not in progress, a variable normal symbol display is in progress, or a fixed normal symbol display is in progress, the CPU 201 determines whether a normal symbol reserve is stored in the normal symbol reserve memory area. If a normal symbol reserve is stored in the normal symbol reserve memory area, the CPU 201 reads out the first-stored normal symbol reserve from the stored normal symbol reserves. Then, a normal symbol winning determination is performed based on the read normal symbol reserve, i.e., the normal symbol winning determination random number.

[0074] After the normal winning judgment is made, it is determined whether the result of the normal winning judgment is a normal winning or not. If the result of the normal winning judgment is a normal winning, the normal winning pattern is stored as the pattern (stopping pattern) to be displayed in the normal pattern variable display this time. In other words, it is stored that the left LED (see Figure 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display this time. On the other hand, if the result of the normal winning judgment is a normal missing, the normal missing pattern is stored as the pattern (stopping pattern) to be displayed in the normal pattern variable display this time. In other words, it is stored that the right LED (see Figure 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display this time.

[0075] In this way, when it is memorized that the left LED of the normal symbol display unit 56 is turned on as a result of the normal symbol variable display this time, or the right LED of the normal symbol display unit 56 is turned on, the normal symbol variable time is set and the normal symbol variable display is started. Then, the normal symbol reserve that was the subject of this normal symbol winning judgment is erased from the normal symbol reserve memory area.

[0076] The above has explained the processing when the normal symbol is not being played, when the normal symbol is being displayed, or when the fixed normal symbol is being displayed. In contrast, when the normal symbol is being displayed, it is determined whether the variable time of the normal symbol being displayed has elapsed. If it is determined that the variable time has elapsed, the normal symbol being displayed is displayed in a static state in a pre-stored format. That is, if the result of the normal symbol hit determination is a normal symbol hit, the left LED of the normal symbol display unit 56 is turned on (the normal symbol hit symbol is displayed statically), and if the result of the normal symbol hit determination is a miss, the right LED of the normal symbol display unit 56 is turned on (the miss symbol is displayed statically). Once the normal symbol is displayed statically, the fixed normal symbol display begins, and the fixed normal symbol display time is set.

[0077] The above has explained the processing when a normal symbol is being displayed in a variable manner. On the other hand, when a normal symbol is being displayed in a fixed manner, it is determined whether the fixed display time has elapsed. If the fixed display time has elapsed, it is determined whether the normal symbol that has been stopped (fixed display) this time is a normal winning symbol (the LED on the left of the normal symbol display unit 56 is lit). If the normal symbol that has been stopped is a normal winning symbol, the opening pattern (number of times to open, opening time, closing time, etc.) of the second start port 25 for the normal winning game is set, and then the normal winning game begins.

[0078] The above explains the process when the normal symbol is being confirmed. On the other hand, when a normal symbol is being played, the start port solenoid 26m is controlled to operate the opening / closing door 26 so that the second start port 25 is in the open / closed state according to the opening pattern described above. Then, when the control according to this opening pattern is completed, the normal symbol game ends.

[0079] 6, in the pachinko machine 1 of this embodiment, the game state relating to the frequency of game balls entering the second starting hole 25 is set to "a non-electric support state (normal state) in which the frequency of game balls entering the second starting hole 25 is low" or "an electric support state (ST state) in which the frequency of game balls entering the second starting hole 25 is high." The setting of such a non-electric support state (normal state) and an electric support state (ST state) is realized as follows.

[0080] That is, in the electric support state (ST state), compared to the non-electric support state (normal state), the probability that the result of the normal symbol hit judgment will be a normal symbol hit (normal symbol hit probability) is higher, the normal symbol fluctuation time (normal symbol fluctuation time) is shorter, and the opening time of the second start hole 25 in a normal symbol hit game is set longer. Therefore, in the electric support state (ST state), compared to the non-electric support state (normal state), the second start hole 25 opens more frequently and the period in which it is in the open state is longer, so the frequency of game balls entering the second start hole 25 is higher (high frequency state). For example, when the non-electric support state (normal state) is set, the normal winning probability is set to 1 in 100 (a 1 in 100 random number among the normal winning judgment random numbers that can be obtained as normal winning reserves is set to a normal winning), the normal winning time is set to 20 seconds, and the opening time of the second starting port 25 in a normal winning game is set to 0.3 seconds (0.1 seconds x 3 openings). In contrast, when the electric support state (ST state) is set, the normal winning probability is set to 99 in 100 (a 99 in 100 random number among the normal winning judgment random numbers that can be obtained as normal winning reserves is set to a normal winning), the normal winning time is set to 1 second, and the opening time of the second starting port 25 in a normal winning game is set to 4.5 seconds (1.5 seconds x 3 openings).

[0081] <Special Action Processing> The CPU 201 of the main control board 200 then performs special operation processing (S600). This processing (S600) involves varying the display of the special symbol (first or second special symbol) and executing a jackpot game. That is, the CPU 201 of the main control board 200 first determines whether the current state is a jackpot game, a varying display of the special symbol (first or second special symbol), or a final display of the special symbol (first or second special symbol). If the current state is not a jackpot game, a varying display of the special symbol, or a final display of the special symbol, the CPU 201 determines whether a second special symbol reserve is stored in the second special symbol reserve memory area. If a second special symbol reserve is stored in the second special symbol reserve memory area, the CPU 201 reads out the first-stored second special symbol reserve (jackpot determination random number, variable pattern selection random number, and symbol selection random number) from among the stored second special symbol reserves. Then, a jackpot determination is made based on the jackpot determination random number contained in the read second special chart reserve.

[0082] On the other hand, if the second special symbol reservation is not stored in the second special symbol reservation memory area, it is then determined whether the first special symbol reservation is stored in the first special symbol reservation memory area. As a result, if the first special symbol reservation is stored in the first special symbol reservation memory area, the first special symbol reservation (jackpot determination random number, symbol selection random number, variation pattern selection random number) stored first among the stored first special symbol reservations is read out. Then, a jackpot determination is made based on the jackpot determination random number contained in the read first special symbol reservation.

[0083] As described above with reference to FIG. 6, in the pachinko machine 1 of this embodiment, the game state related to the probability of determining a jackpot in the jackpot determination is set to a "low probability state (normal state) in which the probability of determining a jackpot in the jackpot determination is low (probability of 1 in 300)" or a "high probability state (ST state) in which the probability of determining a jackpot in the jackpot determination is high (probability of 1 in 150)." The setting of such a low probability state (normal state) or high probability state (ST state) is realized as follows. That is, when the low probability state (normal state) is set, a 1 in 300 random number among the jackpot determination random numbers that can be acquired as the first special chart reserve or the second special chart reserve is set to a jackpot, and when the high probability state (ST state) is set, a 1 in 150 random number among the jackpot determination random numbers that can be acquired as the first special chart reserve or the second special chart reserve is set to a jackpot.

[0084] Once a jackpot determination is made for the first or second special symbol reserved in this way, it is determined whether the result of the jackpot determination is a jackpot. If the result of the jackpot determination is a jackpot, the type of jackpot symbol to be displayed in the variable display of the current special symbol (variable symbol game) is selected based on the symbol selection random number contained in the currently read first or second special symbol reserved. That is, as described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, jackpot symbols 1 to 100 can be displayed as the first special symbol, and jackpot symbols 201 to 300 can be displayed as the second special symbol. Therefore, when the first special symbol reserved is read, the symbol selection table (not shown) in which symbol selection random numbers are assigned to jackpot symbols 1 to 100 is referenced, and the jackpot symbol corresponding to the symbol selection random number read as the first special symbol reserved is selected as the symbol to be displayed in the variable display. In addition, when the second special symbol reservation is read, the symbol selection table in which the symbol selection random numbers are assigned to the jackpot symbols 201 to 300 is referenced, and the jackpot symbol corresponding to the symbol selection random number read as the second special symbol reservation is selected as the symbol to be stopped and displayed. The symbol selection table is pre-stored in the ROM 202 of the main control board 200.

[0085] On the other hand, if the result of the jackpot determination is a miss, when the first special symbol reserve is read out, the miss symbol 101 is selected as the symbol to be stopped and displayed, and when the second special symbol reserve is read out, the miss symbol 301 is selected as the symbol to be stopped and displayed. The jackpot symbol and the miss symbol selected as the symbol to be stopped and displayed are stored in a stop symbol storage area secured in the RAM 203.

[0086] Once the symbol to be displayed is selected, the variation pattern for the special symbol variation display (symbol variation game) is selected. A variation pattern is the time (variation time) from when the special symbol (first or second special symbol) begins to vary until it stops and is displayed. Each variation pattern is assigned information (variation pattern ID) to distinguish it from other variation patterns. The variation pattern selection table is referenced in the process of selecting a variation pattern. As shown in Figure 8, the variation pattern selection table is a table in which variation pattern selection random numbers are assigned to multiple variation patterns (variation pattern ID, variation time). In the process of selecting a variation pattern, the variation pattern corresponding to the variation pattern selection random number read out as the first or second special symbol reserved this time is determined as the current variation pattern in this variation pattern selection table. Therefore, the probability of each variation pattern being selected is determined by the proportion of random numbers assigned to each variation pattern among the available variation pattern selection random numbers.

[0087] The variation pattern selected in this way is transmitted as a variation pattern designation command, which will be described later, to the sub-control board 220. When the CPU 221 of the sub-control board 220 receives the variation pattern designation command, it recognizes the variation pattern of the current symbol variation game based on the variation pattern designation command, and executes a symbol variation presentation with a presentation pattern based on the variation pattern.

[0088] In the process of selecting the variation pattern described above, rather than always referencing the same variation pattern selection table, as shown in FIG. 9, the CPU 221 references variation pattern selection tables corresponding to various game progress situations, such as the type of special symbol (first special symbol or second special symbol), the currently set game state, the result of the jackpot determination, and the number of stored first and second special symbol reserves. This allows for the selection of variation patterns corresponding to various game progress situations, and ultimately enables the CPU 221 of the sub-control board 220 to execute a pattern variation effect with an effect pattern corresponding to various game progress situations. For example, if the result of the jackpot determination is a jackpot, the CPU 221 of the sub-control board 220 executes a pattern variation effect in which the identification symbols 41a, 41b, and 41c are stopped with a double number after the reach effect. If the result of the jackpot determination is a miss, the CPU 221 executes a pattern variation effect in which the identification symbols 41a, 41b, and 41c are stopped with a random number. Furthermore, if the result of the jackpot determination is a miss and a predetermined variation pattern is selected, a reach effect is executed. Each variation pattern selection table is stored in advance in the ROM 202 of the main control board 200.

[0089] In this way, the symbol to be stopped and displayed in the current special symbol variable display is selected, and once the variable pattern for the current special symbol variable display is selected, the variable display of the special symbol begins. Then, a variable pattern designation command indicating the variable pattern selected this time is stored in the output buffer of RAM 203. The variable pattern designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). In addition, the first special symbol reserve or second special symbol reserve that was the subject of this jackpot determination is erased from the first special symbol reserve memory area or second special symbol reserve memory area.

[0090] The above describes the processing when a jackpot game is being played, when a special symbol (either the first or second special symbol) is being displayed, or when a fixed special symbol is being displayed. In contrast, when a special symbol is being displayed, a determination is made as to whether the variable time for the currently displayed special symbol has elapsed. If it is determined that the variable time has elapsed, the currently displayed special symbol is displayed as a fixed symbol stored in the fixed symbol storage area (fixed display is initiated). Once the special symbol is displayed as a fixed symbol, the fixed special symbol display time is set. A variable stop command indicating that the special symbol has been displayed as a fixed special symbol is then stored in the output buffer of RAM 203. The variable stop command stored in the output buffer is then transmitted to the sub-control board 220 during the next output process (S100).

[0091] If a special symbol is currently being displayed as a fixed symbol, the controller 201 determines whether the fixed display time has elapsed. If the fixed display time has elapsed, the controller 201 determines whether the currently displayed (fixed) special symbol is a jackpot symbol. If the currently displayed special symbol is a losing symbol, the controller 201 determines whether the "ST state" is set. If the "ST state" is set, the controller 201 subtracts one from the "remaining ST count." The "remaining ST count" refers to the number of symbol-changing games (special symbol variable display) that can be played until the "ST state" ends (provided the jackpot game is not played during the game). If the "remaining ST count" becomes zero after subtracting one from the "remaining ST count," the controller 201 sets the "normal state" instead of the "ST state." If the game state is set in this way, the controller 201 stores a game state designation command indicating the set game state in the output buffer of the RAM 203. The game state designation command stored in the output buffer is sent to the sub-control board 220 in the next output process (S100).

[0092] On the other hand, if the special symbol displayed as stopped is a jackpot symbol, the opening pattern (number of times to open, opening time, closing time, etc.) of the jackpot opening 28 for the jackpot game is set. As described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, the number of rounds during the jackpot game varies depending on the type of jackpot symbol displayed as stopped. Therefore, the opening pattern of the jackpot opening 28 is set according to the type of jackpot symbol displayed as stopped. Once the opening pattern of the jackpot opening 28 is set in this way, the jackpot game is started. Then, a jackpot game start command indicating the start of the jackpot game is stored in the output buffer of the RAM 203. This jackpot game start command also includes information indicating the number of rounds to play in the jackpot game that is currently being started. The jackpot game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).

[0093] On the other hand, if a jackpot game is being played, the special prize opening solenoid 29m is controlled to operate the opening / closing door 29 so that the special prize opening 28 is in the open state or closed state according to the opening pattern described above. At the start of a round game, a round game start command indicating the start of the round game is stored in the output buffer of the RAM 203, and at the end of the round game, a round game end command indicating the end of the round game is stored in the output buffer of the RAM 203. Also, if a game ball enters the special prize opening 28 during a jackpot game, a special prize opening ball entry command indicating that the game ball has entered the special prize opening 28 is stored in the output buffer of the RAM 203. The round game start command, round game end command, and special prize opening ball entry command stored in the output buffer in this way are transmitted to the sub-control board 220 in the next output process (S100).

[0094] Furthermore, when the control of the jackpot opening solenoid 29m (operation of the opening / closing door 29) according to the above-described opening pattern is completed, the jackpot game ends. Then, a jackpot game end command indicating the end of the jackpot game is stored in the output buffer of the RAM 203. The jackpot game end command stored in the output buffer in this manner is transmitted to the sub-control board 220 in the next output process (S100). When the jackpot game ends, if the jackpot game is either an "8R normal win" or a "16R normal win," the game state is set to "normal state." On the other hand, if the jackpot game is either an "8R high probability win" or a "16R high probability win," the game state is set to "ST state." At this time, the "remaining ST number of times" is set to 200. When the game state is set in this manner, a game state designation command indicating the set game state (including the remaining ST number of times) is stored in the output buffer of the RAM 203. The game state designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).

[0095] The first special symbol reserve and the second special symbol reserve can also be regarded as "acquired information," and the RAM 203 that stores the first special symbol reserve and the second special symbol reserve can also be regarded as "acquired information storage means." Also, the CPU 201 of the main control board 200 that performs a preliminary determination of whether the first special symbol reserve or the second special symbol reserve is predetermined information can also be regarded as "preliminary determination means." Also, the special symbol can also be regarded as "identification information," the variable display of the special symbol can also be regarded as "identification information variation," the CPU 201 of the main control board 200 that performs the variable display of the special symbol can also be regarded as "identification information variation means," and the jackpot symbol can also be regarded as a "specific mode." Furthermore, the jackpot opening 28 can also be regarded as a "variable ball opening," and the jackpot game can also be regarded as a "specific game," and the CPU 201 of the main control board 200, which executes the jackpot game (grant a bonus to the player) when the special symbol (identification information) stops and displays as a jackpot symbol (specific pattern) (when a predetermined awarding condition is met), can also be regarded as a "specific game execution means" and a "bonus awarding means." Furthermore, the CPU 201 of the main control board 200 and the payout control board 240, which pay out game balls (gaming media), can also be regarded as a "payout means." Furthermore, a period when a jackpot game is not being executed can also be regarded as a "first period," and a period when a jackpot game is being executed can also be regarded as a "second period." Furthermore, the period during which the normal state (non-electric support state) is set can be regarded as a "first period," and the period from when a jackpot game is started during the normal state (non-electric support state) until the next normal state (non-electric support state) is set can be regarded as a "second period." Furthermore, the periods during which the "non-electric support state," "low probability state," and "normal state" are set can be regarded as a "first period," and the periods during which the "electric support state," "high probability state," and "ST state" are set can be regarded as a "second period." Furthermore, the "non-electric support state," "low probability state," and "normal state" can be regarded as "unfavorable states," and the "electric support state," "high probability state," and "ST state" can be regarded as "advantageous states," and the CPU 201 of the main control board 200, which can set these game states, can be regarded as a "game state setting means."

[0096] <Pending number processing> The CPU 201 of the main control board 200 then performs reserved number processing (S700). In this reserved number processing (S700), the number of reserved first special symbols stored in the first special symbol reservation storage area and the number of reserved second special symbols stored in the second special symbol reservation storage area are read out, and a reserved number transmission command indicating these numbers is stored in the output buffer of the RAM 203. The reserved number transmission command thus stored in the output buffer is also transmitted to the sub-control board 220 in the next output processing (S100). In this way, the sub-control board 220 can execute various effects based on these numbers, such as displaying reserved symbols corresponding to the number of reserved first special symbols or the number of reserved second special symbols on the effect display device 41.

[0097] D. Performance control processing: 10 is a flowchart showing the general flow of the performance control process performed by the CPU 221 of the sub-control board 220 as control related to performance. The performance control process is performed by the CPU 221 of the sub-control board 220 based on a timer interrupt that occurs at predetermined intervals (for example, every 10 ms). The performance control process performed by the CPU 221 of the sub-control board 220 will be explained below in accordance with the flowchart. Note that in the following explanation, explanations of well-known processes such as the initialization process of the CPU 221, the interrupt prohibition process, and the interrupt permission process will be omitted.

[0098] When the performance control process starts, the CPU 221 of the sub-control board 220 first performs a command analysis process (S800). Here, every time the CPU 221 of the sub-control board 220 receives a command from the main control board 200, the CPU 221 stores the command in a received command storage area of ​​the RAM 223 as an external interrupt process. In the command analysis process (S800), the CPU 221 determines a performance corresponding to the command stored in this received command storage area, i.e., the command received from the main control board 200, and stores commands to be sent to the image / audio control board 230, lamp control board 226, etc. to perform this performance in an output buffer secured in the RAM 223.

[0099] The CPU 221 of the sub-control board 220 then performs output processing (S900). In this processing, the command stored in the output buffer of the RAM 223 is transmitted to the image / audio control board 230, lamp control board 226, etc. Upon receiving a command from the sub-control board 220, the image / audio control board 230 displays an image corresponding to the received command on the performance display device 41, and outputs audio corresponding to the received command from the various speakers 6a, 6b, etc. Furthermore, the lamp control board 226 causes the various lamps 5a to 5c, etc., to emit light in a light emission pattern corresponding to the received command.

[0100] As described above, the sub-control board 220 executes various effects in cooperation with the image / audio control board 230, the lamp control board 226, etc., but for the sake of convenience in this specification, the execution of various effects by the sub-control board 220 in cooperation with the image / audio control board 230, the lamp control board 226, etc. will also be expressed simply as "the CPU 221 of the sub-control board 220 executes various effects."

[0101] 11 shows the processing performed by the CPU 221 of the sub-control board 220 in response to a command received from the main control board 200. As shown in FIG. 11, when the CPU 221 of the sub-control board 220 receives a preliminary determination result command, it performs a preliminary performance, which is a performance based on the preliminary determination result. For example, it may display an image of a character or the like corresponding to the preliminary determination result on the performance display device 41, or it may change the appearance of the reserved symbols displayed in the first reserved display area 41d and the second reserved display area 41e of the performance display device 41 to a appearance corresponding to the preliminary determination result. Note that the preliminary determination performance does not need to be performed all the time when a preliminary determination result command is received, and may be performed when a predetermined condition is met (for example, when a predetermined execution lottery is won).

[0102] Furthermore, when the CPU 221 of the sub-control board 220 receives the reserved number transmission command, it displays the same number of reserved symbols as the first special symbol reserved number and the second special symbol reserved number indicated by this command in the first reserved display area 41d and the second reserved display area 41e of the effect display device 41. It is not necessary to display both the first special symbol reserved number and the second special symbol reserved number at all times, and for example, in a "normal state" where left-hand hitting is performed, that is, in a state where a game mainly based on the first special symbol is played, the first special symbol reserved number may be displayed, and in an "ST state" where right-hand hitting is performed, that is, in a state where a game mainly based on the second special symbol is played, the second special symbol reserved number may be displayed.

[0103] Furthermore, when the CPU 221 of the sub-control board 220 receives the variation pattern designation command, it starts a pattern variation effect (including the variation display of the identification symbols 41a, 41b, and 41c) corresponding to the variation pattern indicated by the variation pattern designation command in accordance with the variation display of the special symbol (first special symbol or second special symbol). Since the pattern variation effect is performed in accordance with the variation pattern, the reach effect (see FIG. 6(b)) performed as part of the pattern variation effect is also performed when the corresponding variation pattern is selected. In detail, when the result of the jackpot determination is a jackpot, if a variation pattern corresponding to the reach effect is selected, a reach effect is performed, and then a pattern variation effect is performed in which the identification symbols 41a, 41b, and 41c stop and display with a double number. Furthermore, when the result of the jackpot determination is a miss, if a variation pattern corresponding to the reach effect is selected, a pattern variation effect is performed in which the identification symbols 41a, 41b, and 41c stop and display with a random number. When a variation stop command is received during the execution of the symbol variation effect, the CPU 221 of the sub-control board 220 stops and displays the identification symbols 41a, 41b, 41c as a double or a random number.

[0104] 11, when the CPU 221 of the sub-control board 220 receives a jackpot game start command, it starts a jackpot game presentation indicating that a jackpot game is in progress. For example, at the timing when a jackpot game starts, it executes a fanfare presentation indicating the start of the jackpot game and starts displaying a moving image (so-called movie) indicating that a jackpot game is in progress.

[0105] Furthermore, when the CPU 221 of the sub-control board 220 receives a round game start command during a jackpot game, it starts a round game presentation indicating that a round game is in progress (for example, superimposed on the jackpot game presentation). For example, it starts a presentation indicating the number of round games in the jackpot game currently being played (for example, a presentation displaying 1R, 2R, 3R, etc.). Then, when it receives a round game end command, it ends the round game presentation, and when it receives a jackpot game end command, it ends the jackpot game presentation.

[0106] Furthermore, when the CPU 221 of the sub-control board 220 receives a game state designation command, it starts an effect corresponding to the set game state. For example, it executes an effect in which the identification symbols 41a, 41b, 41c and their background images are changed to a form (color, shape, etc.) corresponding to the game state, or starts an effect that displays the "remaining number of STs" when the "ST state" is set. In the effect that displays the "remaining number of STs," naturally, when one symbol-variable game (variable display of special symbols) is performed while the "ST state" is set, the displayed "remaining number of STs" is also decremented by one.

[0107] E. Display of remaining dispensing time: Here, the pachinko machine 1 of this embodiment may display "remaining payout time." "Remaining payout time" is the time required to pay out "game balls that have been confirmed to be paid out but have not yet been paid out." In other words, when "remaining payout time" is displayed, the payout of "game balls that have been confirmed to be paid out" will end when the "remaining payout time" has elapsed.

[0108] In the pachinko machine 1 of this embodiment, such a "remaining payout time" is displayed when a "consecutive win" ends with the end of a jackpot game. A "consecutive win" is a series of jackpot games played without going through a "normal state" (without the normal state being set). This "consecutive win" ends when the normal state is set at the end of a "16R normal win."

[0109] 12 shows a flowchart of the "remaining payout time display process" for displaying the "remaining payout time." The "remaining payout time display process" is performed by the CPU 221 of the sub-control board 220 as part of the performance control process (see FIG. 10).

[0110] 12, when the CPU 221 of the sub-control board 220 starts the "remaining payout time display process", it first determines whether the timing of the "consecutive wins" ending with the end of the "16R normal win" (the timing of the normal state being set) (S1000). As a result, if the timing of the "consecutive wins" ending with the end of the "16R normal win" (the timing of the normal state being set) (S1000: yes), it detects the "remaining payout number" (S1002).

[0111] The "remaining payout number" is the number of "game balls that have been confirmed to be paid out but have not yet been paid out." This "remaining payout number" is calculated (detected) by subtracting the "number of game balls that have actually been paid out" from the "number of game balls that have been confirmed to be paid out."

[0112] Specifically, in the pachinko machine 1 of this embodiment, when a gaming ball enters either the first start opening 24, the second start opening 25, or the regular entry opening 30, three gaming balls are paid out, and when a gaming ball enters the special entry opening 28, ten gaming balls are paid out. Therefore, when the sensors that detect these ball entries (the first start opening sensor 24s, the second start opening sensor 25s, the special entry opening sensor 28s, etc.) detect a gaming ball, the CPU 201 of the main control board 200 transmits a "payout command" indicating the number of gaming balls to be paid out to the payout control board 240. The CPU 201 of the main control board 200 also transmits this "payout command" to the sub-control board 220. The CPU 201 of the sub-control board 220 calculates the "number of gaming balls confirmed to be paid out" based on this "payout command."

[0113] In contrast, a sensor (not shown) that detects the game balls is provided in the passage through which the game balls are dispensed, and the CPU 201 of the sub-control board 220 calculates the "number of game balls actually dispensed" based on the detection results of this sensor.

[0114] In this way, the CPU 201 of the sub-control board 220 is capable of calculating the "number of game balls confirmed to be paid out" and the "number of game balls confirmed to be paid out", and in the processing of S1002, the number of "game balls confirmed to be paid out but not yet paid out" (remaining number to be paid out) is calculated (detected) by subtracting the "number of game balls actually paid out" from the "number of game balls confirmed to be paid out".

[0115] Once the "remaining payout number" is detected in this way (S1002), the "remaining payout time" is calculated based on the "remaining payout number" (S1004). The "remaining payout time" is the time required to pay out "game balls that have been confirmed to be paid out but have not yet been paid out." Here, the time until the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is calculated (computed) when the "successive wins" ends with the end of the "16R normal win."

[0116] The ROM 232 of the sub-control board 220 pre-stores a "unit payout time," which is the time required to pay out one game ball. The "remaining payout time" is calculated by dividing the "remaining payout number" by the "unit payout time."

[0117] Once the "remaining payout time" has been calculated in this way (S1004), an image indicating the "remaining payout time" (also referred to herein as a "remaining payout time image") is displayed (S1006). Then, the display mode of the "remaining payout time image" is changed in accordance with the passage of time since the "remaining payout time image" was displayed (S1008).

[0118] FIG. 13 shows how the "remaining payout time" is displayed. As shown in FIG. 13(a), when the "consecutive wins" ends with the end of a "16R normal win," an image suggesting the end of the "consecutive wins" (also referred to herein as a "consecutive win end image") is displayed on the display screen of the effect display device 41. For example, a text image saying "consecutive wins end" is displayed. In addition to this, an image suggesting the "remaining payout time" at the timing when the "consecutive wins" ends with the end of a "16R normal win" (a remaining payout time image) is displayed. For example, as the "remaining payout time image," a numeric image indicating the "remaining payout time" (15 seconds in FIG. 13(a)) is displayed alongside the text image saying "remaining payout time." When the "remaining payout time image" is displayed in this manner, the display mode of the "remaining payout time image" is changed in accordance with the subsequent passage of time. For example, the "remaining payout time" suggested by the "remaining payout time image" is subtracted in accordance with the passage of time. In other words, when the "successive wins" ends with the end of the "16R normal win", the time remaining until the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is displayed (a so-called countdown display) is displayed.

[0119] Here, before the "remaining payout time" displayed when the "consecutive wins" ends with the end of the "16R normal win" reaches 0 seconds, in other words, even before the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is completed when the "consecutive wins" ends with the end of the "16R normal win", the variable display of decorative symbols 41a, 41b, 41c (special symbols) may begin. In such cases, the "remaining payout time image" remains displayed along with the variable display of decorative symbols 41a, 41b, 41c.

[0120] For example, as shown in Fig. 13(b), when the variable display of decorative symbols 41a, 41b, and 41c begins, the display of the "game winning streak end image" is terminated, and the "remaining payout time image" is displayed in a smaller size (compared to decorative symbols 41a, 41b, and 41c). Then, when the "remaining payout time" reaches 0 seconds (when the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is completed), the display of the "remaining payout time image" is terminated.

[0121] Alternatively, if the variable display of decorative symbols 41a, 41b, and 41c starts after the "remaining payout time" reaches 0 seconds (after the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" has finished), decorative symbols 41a, 41b, and 41c are displayed in a first size (so-called normal size, see FIG. 13(b)). On the other hand, if the variable display of decorative symbols 41a, 41b, and 41c starts before the "remaining payout time" reaches 0 seconds (before the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" has finished), decorative symbols 41a, 41b, and 41c are displayed in a second size smaller than the first size, while the "consecutive win end image" and "remaining payout time image" remain displayed, as shown in FIG. Then, when the "remaining payout time" reaches 0 seconds (when the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is completed), the display of the "game winning streak end image" and the "remaining payout time image" is terminated, and the decorative patterns 41a, 41b, and 41c are enlarged to a first size (returned to normal size) and displayed.

[0122] In the above-described embodiment, an image suggesting the "remaining payout number" (also referred to as a "remaining payout number image" in this specification) may be displayed instead of the "remaining payout time image" as shown in Fig. 15. When the "remaining payout number image" is displayed in this manner, the "remaining payout number" suggested by the "remaining payout number image" may be decreased (the display mode of the remaining payout number image may be changed) in response to the actual payout of game balls (the "remaining payout number" decreasing).

[0123] Even in this case, when the "successive wins" ends with the end of the "16R normal win", before the payout of the "game balls that have been confirmed to be paid out but have not yet been paid out" is completed, the display of the decorative symbols 41a, 41b, 41c (special symbols) may start to change. In such a case, the "remaining payout number image" will remain displayed along with the display of the decorative symbols 41a, 41b, 41c.

[0124] For example, as shown in Figure 15(b), when the variable display of decorative symbols 41a, 41b, and 41c begins, the display of the "game winning streak end image" is terminated, and the "remaining payout number image" is displayed in a smaller size (compared to decorative symbols 41a, 41b, and 41c). Then, when the "remaining payout number" becomes 0 (when the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is completed), the display of the "remaining payout number image" is terminated.

[0125] Alternatively, if the variable display of decorative symbols 41a, 41b, and 41c begins after the "remaining payout number" reaches 0 (after the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" has been completed), decorative symbols 41a, 41b, and 41c are displayed in a first size (so-called normal size, see FIG. 15(b)). On the other hand, if the variable display of decorative symbols 41a, 41b, and 41c begins before the "remaining payout number" reaches 0 (before the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" has been completed), decorative symbols 41a, 41b, and 41c are displayed in a reduced second size smaller than the first size, while the "series end image" and "remaining payout number image" remain displayed. Then, when the "remaining payout number" reaches 0 (when the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is completed), the display of the "series end image" and "remaining payout number image" is terminated, and the decorative patterns 41a, 41b, 41c are enlarged to a first size (returned to normal size) and displayed.

[0126] In addition, in the above-mentioned embodiment, the "remaining payout time image" or the "remaining payout number image" may be displayed at the timing when the jackpot game ends, regardless of whether the "consecutive wins" have ended or not.

[0127] Furthermore, in the above-described embodiment, the "remaining payout time (remaining payout number)" (image suggesting this) may not be displayed at the time when an "8R normal hit" or "8R highly probable hit" (first jackpot game) ends, but the "remaining payout time image" or "remaining payout number image" may be displayed at the time when a "16R normal hit" or "16R highly probable hit" (second jackpot game) ends.

[0128] In the above-described embodiment, the "remaining payout time image" or "remaining payout number image" may be an image that changes as the "remaining payout time (remaining payout number)" decreases. For example, a bar-shaped image extending vertically or horizontally may be displayed, and the color of the bar-shaped image may change to a degree corresponding to the decrease in the "remaining payout time (remaining payout number)".

[0129] As described above, the pachinko machine 1 of this embodiment can display a "remaining payout time image" or a "remaining payout number image" when there are "game balls that have been confirmed for payout but have not yet been paid out." Here, if there are a large number of game balls to be paid out, the payout of game balls may continue for a long time. In such a case, even if the game progress has changed from the situation in which the payout of game balls was confirmed (e.g., during a jackpot game) (e.g., even if the jackpot game has ended and the variable display of special symbols has begun), the payout of game balls continues, causing the player to feel uneasy about the payout of game balls. In this regard, the present gaming machine can display a "remaining payout time image" or a "remaining payout number image." This allows the player to recognize the "remaining payout time" or "remaining payout number" even if the game progress has changed from the situation in which the payout of game balls was confirmed and the payout of game balls continues. This makes it possible to reduce the discomfort felt by the player.

[0130] Furthermore, in the pachinko machine 1 of this embodiment, a jackpot game can be executed, and during the execution of the jackpot game, a large number of game balls may be paid out, and as a result, the payout of game balls may continue even after the jackpot game has ended. In such cases, the player may feel uneasy about the payout of game balls. In this regard, the pachinko machine 1 of this embodiment displays a "remaining payout time image" or a "remaining payout number image" when the jackpot game has ended, thereby making it possible to alleviate the player's sense of discomfort.

[0131] Furthermore, in the pachinko machine 1 of this embodiment, a "remaining payout time image" or a "remaining payout number image" is displayed when a "consecutive win" ends with the end of a "16R normal win." Here, a large number of game balls are paid out during a jackpot game, and particularly when a "consecutive win" occurs, the payout of game balls tends to continue even after the "consecutive win" ends. In such cases, the player may feel uneasy about the payout of game balls. In this regard, in the pachinko machine 1 of this embodiment, a "remaining payout time image" or a "remaining payout number image" is displayed when a "consecutive win" ends with the end of a "16R normal win," thereby making it possible to alleviate the player's sense of incongruity.

[0132] Furthermore, in the pachinko machine 1 of this embodiment, when the "remaining payout time image" is displayed, the display mode of the "remaining payout time image" is changed in accordance with the decrease in the "remaining payout time," and when the "remaining payout number image" is displayed, the display mode of the "remaining payout number image" is changed in accordance with the decrease in the "remaining payout number." Therefore, after the display of the "remaining payout time image" or the "remaining payout number image" has begun, it is possible to make the player aware of the decrease status of the "remaining payout time" or the "remaining payout number."

[0133] F. Variations: Next, a modified example will be described. F-1. Variation 1: In the above-described embodiment, when the "consecutive wins" ends with the end of the "16R normal win", if the "remaining payout number" is equal to or greater than a specified number, the "remaining payout time image" may be displayed, but if the "remaining payout number" is less than the specified number, the "remaining payout time image" may not be displayed.

[0134] 16 shows a flowchart of the "remaining payout time display process" in Modification 1. The "remaining payout time display process" in Modification 1 is also performed by the CPU 221 of the sub-control board 220 as part of the performance control process (see FIG. 10).

[0135] 16, when the CPU 221 of the sub-control board 220 starts the "remaining payout time display process" of Modification 1, it first determines whether or not the timing for the "consecutive wins" to end (the timing for the normal state to be set) is reached with the end of the "16R normal win" (S1100). If the timing for the "consecutive wins" to end (the timing for the normal state to be set) is reached with the end of the "16R normal win" (S1100: yes), it detects the "remaining payout number" (S1102).

[0136] When the "remaining payout number" is detected, it is determined whether or not this "remaining payout number" is 100 (prescribed number) or more (S1104). As a result, if the "remaining payout number" is not 100 or more, in other words, if the "remaining payout number" is less than 100 (prescribed number) (S1104: no), the "remaining payout time image" is not displayed and the "remaining payout time display process" is terminated. In other words, in this case, the "remaining payout time image" is not displayed and only the "consecutive win end image" is displayed.

[0137] On the other hand, if the "remaining payout number" is 100 (prescribed number) or more (S1104: yes), the "remaining payout time" is calculated based on the "remaining payout number" (S1106), and a "remaining payout time image" indicating this "remaining payout time" is displayed (together with the consecutive win end image) (S1108). Then, the display mode of the "remaining payout time image" is changed in accordance with the passage of time since the "remaining payout time image" was displayed (S1110).

[0138] In addition, in variant example 1, when the "consecutive wins" ends with the end of the "16R normal win", if the "remaining payout time" is equal to or greater than a specified time (for example, 5 seconds), the "remaining payout time image" may be displayed, and if the "remaining payout time" is less than the specified time (for example, 5 seconds), the "remaining payout time image" may not be displayed.

[0139] Also, in the first modification, a "remaining payout number image" may be displayed instead of the "remaining payout time image." When the "remaining payout number image" is displayed in this way, the "remaining payout number" suggested by the "remaining payout number image" may be decreased (the display mode of the remaining payout number image may be changed) in response to the actual payout of game balls (the "remaining payout number" decreasing).

[0140] Furthermore, in variant 1, when the "consecutive wins" ends with the end of a "16R normal win", if the "remaining payout number (remaining payout time)" is less than the specified number (expected time), the "remaining payout time image (remaining payout number image)" is displayed, but the display mode of the "remaining payout time image (remaining payout number image)" may not change in response to the passage of time thereafter (the "remaining payout number" decreasing).

[0141] As described above, in Modification 1, when the "remaining payout number" is large, payout of game balls continues for a long time even after the game progress status has changed from the situation where payout of game balls was confirmed. Therefore, it is better to display a "remaining payout time image" or a "remaining payout number image" to alleviate the player's discomfort. On the other hand, when the "remaining payout number" is small, payout of game balls ends in a short time after the game progress status has changed from the situation where payout of game balls was confirmed. Therefore, even if the "remaining payout time image" or the "remaining payout number image" is displayed, the player may not understand the meaning of the "remaining payout time image" or the "remaining payout number image." In this regard, in Modification 1, when the "remaining payout number" is less than 100 balls (the specified number), the "remaining payout time image" or the "remaining payout number image" is not suggested, but when the "remaining payout number" is 100 balls (the specified number) or more, the "remaining payout time image" or the "remaining payout number image" is displayed. This makes it possible to reduce the discomfort felt by the player as described above, while preventing the player from being unable to understand the meaning of the "remaining payout time image" or the "remaining payout number image."

[0142] F-2. Variation 2: In the above-described embodiment or variant 1, the "remaining dispensing time image" may be displayed based on the "pre-reading information", or the "remaining dispensing time image" may be changed based on the "pre-reading information".

[0143] The "pre-reading information" is "information related to the variable display of special symbols whose start is pending." The CPU 201 of the sub-control board 220 detects the "pre-reading information" based on the "pre-determination result command" sent from the CPU 201 of the main control board 200.

[0144] 17 shows a flowchart of the "remaining payout time display process" in Modification 2. The "remaining payout time display process" in Modification 2 is also performed by the CPU 221 of the sub-control board 220 as part of the performance control process (see FIG. 10).

[0145] As shown in Fig. 17, when the CPU 221 of the sub-control board 220 starts the "remaining payout time display process" of Modification 2, it first determines whether the timing of the "consecutive wins" ending with the end of the "16R normal win" (the timing of the normal state being set) (S1200). As a result, if the timing of the "consecutive wins" ending with the end of the "16R normal win" (the timing of the normal state being set) (S1200: yes), it detects the "remaining payout number" (S1202). Then, it calculates the "remaining payout time" based on this "remaining payout number" (S1204).

[0146] Also, when the "consecutive wins" ends with the end of the "16R normal win" (when the normal state is set), "prediction information" is detected based on the "pre-determination result command" (S1206).

[0147] In this way, the "remaining payout time" is calculated (S1204), and if "pre-read information" is detected (S1206), a "remaining payout time image" indicating this "remaining payout time" is displayed based on the "pre-read information" (S1208). Then, the display mode of the "remaining payout time image" is changed based on the "pre-read information" (S1210).

[0148] For example, the CPU 201 of the sub-control board 220 first determines whether the start of a "specific variation" is on hold based on the "pre-read information" (whether a specific variation will be performed based on the currently stored special symbol reservation). A "specific variation" is, for example, a variation display of a special symbol in which a jackpot symbol is displayed stationary, or a variation display of a special symbol in which a specific effect (for example, a specific reach effect) is performed.

[0149] 18(a), if the start of the "specific variation" is not on hold, the "remaining payout time image" is displayed, and the display mode of the "remaining payout time image" is changed in accordance with the passage of time since the "remaining payout time image" was displayed. On the other hand, if the start of the "specific variation" is not on hold, the "remaining payout time image" is not displayed.

[0150] Alternatively, as shown in Figure 18(b), if the start of a "specific variation" is not on hold, a "remaining payout time image" is displayed, and the display mode of the "remaining payout time image" is changed in accordance with the passage of time since the display of the "remaining payout time image." In contrast, if the start of a "specific variation" is not on hold, the "remaining payout time image" is displayed, but the display mode of the "remaining payout time image" is not changed in accordance with the passage of time since the display of the "remaining payout time image."

[0151] Alternatively, as shown in Figure 19(a), if the "remaining number of payouts" is less than 100 (prescribed number) and the start of a "specific variation" is not on hold, the "remaining payout time image" is not displayed. On the other hand, if the "remaining number of payouts" is less than 100 (prescribed number) and the start of a "specific variation" is on hold, the "remaining payout time image" is displayed, and the display mode of the "remaining payout time image" is changed in accordance with the elapsed time since the "remaining payout time image" was displayed.

[0152] On the other hand, as shown in Figure 19(b), if the "remaining number of payouts" is 100 or more (prescribed number) and the start of the "specific variation" is not on hold, the "remaining payout time image" is displayed, and the display mode of the "remaining payout time image" is changed in accordance with the elapsed time since the "remaining payout time image" was displayed. In contrast, if the "remaining number of payouts" is 100 or more (prescribed number) and the start of the "specific variation" is on hold, the "remaining payout time image" is not displayed.

[0153] In addition, in the second modification, a "remaining payout number image" may be displayed instead of the "remaining payout time image." When the "remaining payout number image" is displayed in this way, the "remaining payout number" suggested by the "remaining payout number image" may be decreased (the display mode of the remaining payout number image may be changed) in response to the actual payout of game balls (the "remaining payout number" decreasing).

[0154] As described above, in Modification 2, the "remaining payout time image" or "remaining payout number image" is displayed in a manner based on the "pre-read information." Therefore, a novel gameplay feature can be realized in which a player who is paying attention to the content of the "variable display of special symbols whose start is on hold" is drawn to the display manner of the "remaining payout time image" or "remaining payout number image," thereby increasing the player's interest in the game.

[0155] 18(a), in Modification 2, if the "preview information" is not specific information, in other words, if the start of the "specific variation" is not on hold, the "remaining payout time image" or "remaining payout number image" is displayed, but if the "preview information" is specific information, in other words, if the start of the "specific variation" is on hold, the "remaining payout time image" or "remaining payout number image" is not displayed. In this way, a novel gameplay feature can be realized in which a player who expects the "preview information" to be specific information (the start of the specific variation is on hold) is drawn to whether or not the "remaining payout time image" or "remaining payout number image" is displayed, thereby increasing the player's interest in the game.

[0156] Also, as described above with reference to Figure 18(b), in Modification 2, if the "pre-read information" is not specific information (the start of a specific variation is not on hold), after the "remaining payout time image" or "remaining payout number image" is displayed, the display mode of the "remaining payout time image" or the "remaining payout number image" is changed in response to a decrease in the "remaining payout time" or "remaining payout number". In contrast, if the "pre-read information" is specific information (the start of a specific variation is on hold), after the "remaining payout time image" or the "remaining payout number image" is displayed, the display mode of the "remaining payout time image" or the "remaining payout number image" is not changed in response to a decrease in the "remaining payout time" or "remaining payout number". In this way, a novel gameplay can be realized in which a player who is expecting that the "prediction information" is specific information (that the start of a specific variation is on hold) is made to pay attention to whether the display mode of the "remaining payout time image" or "remaining payout number image" changes in response to a decrease in the "remaining payout time" or "remaining payout number," thereby increasing the player's interest in the game.

[0157] Furthermore, if the "pre-read information" is not specific information (if the start of a specific variation is not on hold), the display mode of the "remaining payout time image" or "remaining payout number image" may not be changed in response to a decrease in the "remaining payout time" or "remaining payout number," and if the "pre-read information" is specific information (if the start of a specific variation is on hold), the display mode of the "remaining payout time image" or "remaining payout number image" may be changed in response to a decrease in the "remaining payout time" or "remaining payout number."

[0158] 19(a), in Modification 2, if the "preview information" is not specific information (the start of a specific variation is not on hold), the "remaining payout time image" or "remaining payout number image" is not displayed if the "remaining payout number" is less than 100 (the specified number), but if the "preview information" is specific information (the start of a specific variation is on hold), the "remaining payout time image" or "remaining payout number image" is displayed even if the "remaining payout number" is less than 100 (the specified number). Therefore, if the "remaining payout time image" or "remaining payout number image" is displayed even though the "remaining payout number" is less than 100 (the specified number), it can give the player a sense of surprise and make them realize that the "preview information" is specific information (the start of a specific variation is on hold), which can increase their interest in the game. Furthermore, for players who expect that the "prediction information" is specific information (that the start of a specific variation is on hold), it is possible to realize a novel gameplay feature in which the player is made to expect that the "remaining payout time image" or "remaining payout number image" will be displayed even though the "remaining payout number" is less than 100 (the specified number), thereby increasing the player's interest in the game.

[0159] 19(b), in Modification 2, if the "preview information" is not specific information (the start of a specific variation is not on hold), the "remaining payout time image" or "remaining payout number image" is displayed if the "remaining payout number" is 100 (prescribed number) or more, but if the "preview information" is specific information (the start of a specific variation is on hold), the "remaining payout time image" or "remaining payout number image" is not displayed even if the "remaining payout number" is 100 (prescribed number) or more. Therefore, if the "remaining payout time image" or "remaining payout number image" is not displayed even though the "remaining payout number" is 100 (prescribed number) or more, it can give the player a sense of surprise and make them realize that the "preview information" is specific information (the start of a specific variation is on hold), which can increase their interest in the game. Furthermore, for players who expect that the "preview information" is specific information (that the start of a specific variation is on hold), it is possible to realize a novel gameplay feature in which players are made to expect that the "remaining payout time image" or "remaining payout number image" will not be displayed even though the "remaining payout number" is 100 or more (the specified number), thereby increasing the interest in the game.

[0160] In the above-described embodiment and modified example, the period from the start to the end of the "consecutive games" can be regarded as the "predetermined period." Also, the "game balls" can be regarded as the "game medium," and the "remaining number of payouts" and "remaining time for payout" can be regarded as "remaining number information."

[0161] G. Display of acquired images: Here, the pachinko machine 1 of this embodiment may suggest (display) to the player the "number of acquired balls." This "number of acquired balls" is the number of game balls (game media) acquired by the game ball. In other words, this "number of acquired balls" can be said to be the number of game balls that can be used (launched) for play without receiving a new game ball for loan, or it can be said to be a number that increases every time a game ball is loaned or paid out, and is subtracted every time a game ball is used for play (every time a game ball is fired).

[0162] This "acquisition number" is suggested (displayed) by displaying an "acquisition number image" as shown in Figure 20(a). This "acquisition number image" is an image in which numbers suggesting (indicating) the "acquisition number" are superimposed (appended) on a roughly rectangular image. Also, as shown in Figure 20(a), the "acquisition number image" is displayed in the lower left corner of the display screen of the performance display device 41.

[0163] Such "numbers on the acquired number image" (numbers displayed as an acquired number image superimposed (appended) on a substantially rectangular image) indicate the "number of acquired balls," and so naturally, they are added or subtracted. For example, when the ball lending button 241 is operated and game balls are actually lent out (or when it is confirmed that game balls will be lent out), the "numbers on the acquired number image" are incremented by the number of game balls lent out. In the example shown in the upper part of FIG. 20(b), the "number on the acquired number image" is "0" (balls) because the "number of acquired balls" is 0, but 125 game balls are lent out, so "125" is added to the "number on the acquired number image" to become "125" (balls).

[0164] In addition, when a game ball is shot, the number of shot game balls is subtracted from the "number of acquired number image." In the example shown in the middle of Figure 20(b), since the "number of acquired number" is 125 balls, the "number of acquired number image" is "125" (balls), but when one game ball is shot from there, "1" is subtracted from the "number of acquired number image" and it becomes "124" (balls).

[0165] Furthermore, when a gaming ball enters any of the first starting opening 24, the second starting opening 25, the general entry opening 30, and the big prize opening 28, the number of gaming balls paid out based on that entry is added to the "number of acquired number image." Specifically, when a gaming ball enters any of the first starting opening 24, the second starting opening 25, and the general entry opening 30, "3" (balls) is added, and when a gaming ball enters the big prize opening 28, "10" (balls) is added. In the example shown in the lower part of FIG. 20(b), the "number of acquired number image" is "42" (balls) because the "number of acquired number" is 42, but when a gaming ball enters the big prize opening 28 from there, "10" (balls) is added to the "number of acquired number image" to become "52" (balls).

[0166] As described above, the pachinko machine 1 of this embodiment displays an acquisition number image (a number indicating the acquisition number), making it easier for the player to recognize the "acquisition number."

[0167] G-1. Color change of acquired images (part 1): The color of the "number of acquisition number image" may change. That is, while the "number of acquisition number image" is normally displayed in white, when a predetermined change condition is met, the "number of acquisition number image" may be displayed in a color other than white.

[0168] In more detail, when the "number on the acquired number image" is subtracted, the color of the "number on the acquired number image" does not change, but when the "number on the acquired number image" is added, the color of the "number on the acquired number image" may change.

[0169] For example, as shown in the upper part of Figure 21(a), when the "number of the acquired number image" is incremented by dispensing a gaming ball, or as shown in the lower part of Figure 21(a), when the "number of the acquired number image" is incremented by paying out a gaming ball, the color of the "number of the acquired number image" changes from white to red. In this case, the color of the "number of the acquired number image" may be changed to red until a predetermined time has elapsed since the increment of the "number of the acquired number image" began (for example, until the increment of the number of the acquired number image is completed), and then may return to white again, or the color of the "number of the acquired number image" may be kept red (remaining changed) until the next predetermined condition is met (for example, until the number of the acquired number image is decremented by a predetermined number).

[0170] On the other hand, as shown in the middle of Figure 21(a), when the "number of the acquired number image" is subtracted by the launch of a game ball, the color of the "number of the acquired number image" remains white (is not changed).

[0171] This allows the player to focus not only on the increase or decrease in the "number of the acquired number image," but also on the change in color of the "number of the acquired number image," thereby increasing the player's interest in the game.

[0172] Furthermore, the "number of the acquired number image" is subtracted or added, and its color remains unchanged when subtracted, but changes when added, making it possible for the player to clearly recognize that the "number of the acquired number image" has been added.

[0173] G-2. Color change of acquired images (part 2): Furthermore, when the "number of the acquired number image" is added, the color of the "number of the acquired number image" does not change, but when the "number of the acquired number image" is subtracted, the color of the "number of the acquired number image" may change.

[0174] For example, as shown in the upper part of Figure 21(b), when the "number of the acquired number image" is incremented by dispensing a game ball, or as shown in the lower part of Figure 21(b), when the "number of the acquired number image" is incremented by paying out a game ball, the color of the "number of the acquired number image" remains white (does not change).

[0175] On the other hand, as shown in the middle of Figure 21(b), when the "number of the acquired number image" is subtracted by the launch of a gaming ball, the color of the "number of the acquired number image" changes from white to red. In this case, the color of the "number of the acquired number image" may be changed to red until a predetermined time has elapsed since the subtraction of the "number of the acquired number image" began (for example, until the subtraction of the number of the acquired number image is completed), and then may return to white again, or the color of the "number of the acquired number image" may be kept red (remaining changed) until the next predetermined condition is met (for example, until the number of the acquired number image is incremented by a predetermined number).

[0176] This allows the player to focus not only on the increase or decrease in the "number of the acquired number image," but also on the change in color of the "number of the acquired number image," thereby increasing the player's interest in the game.

[0177] Furthermore, the "number of the acquired number image" is subtracted or added, and its color remains unchanged when added, but changes when subtracted. This makes it possible for the player to clearly recognize that the "number of the acquired number image" has been subtracted.

[0178] G-3. Color change of acquired images (part 3): In addition, when the "number of the acquired number image" is subtracted, the color of the "number of the acquired number image" may change to a first color (e.g., blue), and when the "number of the acquired number image" is added, the color of the "number of the acquired number image" may change to a second color (e.g., red).

[0179] For example, as shown in the upper part of Fig. 22, when the "number of the acquired number image" is incremented by dispensing a gaming ball, or as shown in the lower part of Fig. 22, when the "number of the acquired number image" is incremented by paying out a gaming ball, the color of the "number of the acquired number image" changes from white to red (second color). In this case, the color of the "number of the acquired number image" may be changed to red until a predetermined time has elapsed since the increment of the "number of the acquired number image" began (for example, until the increment of the number of the acquired number image is completed), and then may return to white again, or the color of the "number of the acquired number image" may be kept red (remaining changed) until the next predetermined condition is met (for example, until the number of the acquired number image is decremented by a predetermined number).

[0180] On the other hand, as shown in the middle of Figure 22, when the "number of the acquired number image" is subtracted by the launch of a gaming ball, the color of the "number of the acquired number image" changes from white to blue (first color). In this case, the color of the "number of the acquired number image" may be (changed to) blue until a predetermined time has elapsed since the subtraction of the "number of the acquired number image" began (for example, until the subtraction of the number of the acquired number image is completed), and then may return to white again, or the color of the "number of the acquired number image" may be (remain) blue until the next predetermined condition is met (for example, until the number of the acquired number image is incremented by a predetermined number).

[0181] This allows the player to focus not only on the increase or decrease in the "number of the acquired number image," but also on the change in color of the "number of the acquired number image," thereby increasing the player's interest in the game.

[0182] Furthermore, the "number of the acquired number image" is subtracted or added, and its color changes to a first color (e.g., blue) when subtracted, and to a second color (e.g., red) when added. This allows the player to intuitively recognize whether the "number of the acquired number image" has been subtracted or added.

[0183] G-4. Color change of acquired images (part 4): Furthermore, when the "number of the acquired number image" is added because the first addition condition is met, the color of the "number of the acquired number image" does not change, but when the "number of the acquired number image" is added because the second addition condition is met, the color of the "number of the acquired number image" may change.

[0184] For example, as shown in the upper part of FIG. 23(a), when the "number of the acquired number image" is incremented by dispensing a game ball (the first addition condition is met), the color of the "number of the acquired number image" remains white (does not change). In contrast, as shown in the lower part of FIG. 23(a), when the "number of the acquired number image" is incremented by paying out a game ball (the second addition condition is met), the color of the "number of the acquired number image" changes from white to red. In this case, the color of the "number of the acquired number image" may be changed to red (changed) until a predetermined time has elapsed since the increment of the "number of the acquired number image" began (for example, until the increment of the number of the acquired number image is completed), and then may return to white again, or the color of the "number of the acquired number image" may be kept red (remaining changed) until the next predetermined condition is met (for example, until the number of the acquired number image is decremented by a predetermined number).

[0185] Furthermore, as shown in the middle of Figure 23(a), when the "number of the acquired number image" is subtracted by the launch of a game ball, the color of the "number of the acquired number image" remains white (does not change).

[0186] This allows the player to focus not only on the increase or decrease in the "number of the acquired number image," but also on the change in color of the "number of the acquired number image," thereby increasing the player's interest in the game.

[0187] Furthermore, the "number of the acquired number image" is added whether the first or second addition condition is met, and its color does not change when the first addition condition is met, but changes when the second addition condition is met. This makes it possible for the player to clearly recognize that the "number of the acquired number image" has been added when the second addition condition is met.

[0188] G-5. Color change of acquired images (part 5): Furthermore, when the "number of the acquired number image" is added when a first addition condition is met, the color of the "number of the acquired number image" may change to a first color (e.g., blue), and when the "number of the acquired number image" is added when a second addition condition is met, the color of the "number of the acquired number image" may change to a second color (e.g., red).

[0189] For example, as shown in the upper part of Figure 23(b), when the "number of the acquired number image" is incremented by dispensing a game ball (the first increment condition is met), the color of the "number of the acquired number image" changes from white to blue. In this case, the color of the "number of the acquired number image" may be (changed to) blue until a predetermined time has elapsed since the increment of the "number of the acquired number image" began (for example, until the increment of the number of the acquired number image is completed), and then may return to white again, or the color of the "number of the acquired number image" may be (remain) blue until the next predetermined condition is met (for example, until the number of the acquired number image is decremented by a predetermined number).

[0190] In contrast, as shown in the lower part of Figure 23(b), when the "number of the acquired number image" is added by paying out a game ball (the second addition condition is met), the color of the "number of the acquired number image" changes from white to red. In this case, the color of the "number of the acquired number image" may be changed to red until a predetermined time has elapsed since the start of the addition of the "number of the acquired number image" (for example, until the addition of the number of the acquired number image is completed), and then may return to white again, or the color of the "number of the acquired number image" may be kept red (remaining changed) until the next predetermined condition is met (for example, until the number of the acquired number image is subtracted by a predetermined number).

[0191] Furthermore, as shown in the middle of Figure 23(b), when the "number of the acquired number image" is subtracted by the launch of a game ball, the color of the "number of the acquired number image" remains white (does not change).

[0192] This allows the player to focus not only on the increase or decrease in the "number of the acquired number image," but also on the change in color of the "number of the acquired number image," thereby increasing the player's interest in the game.

[0193] Furthermore, the "number of the acquired number image" is added whether the first addition condition or the second addition condition is met, and its color changes to a first color (e.g., blue) when the first addition condition is met and to a second color when the second addition condition is met. This allows the player to intuitively recognize whether the "number of the acquired number image" was added when the first addition condition or the second addition condition was met.

[0194] In addition to the above-mentioned conditions, various other conditions can be used as the first and second addition conditions. For example, the first and second addition conditions can be that game balls are paid out when a game ball enters the first start port 24, the second start port 25, or the general ball entry port 30 (three game balls are paid out to the player), that game balls are paid out when a game ball enters the big prize port 28 (ten game balls are paid out to the player), that game balls are paid out during a period other than a jackpot game, that game balls are paid out during a jackpot game, that game balls are paid out during a non-electric support state, that game balls are paid out during an electric support state, etc.

[0195] G-6. Color change of acquired images (part 6): Furthermore, when the "number on the image of the number of acquired numbers" is subtracted because the first subtraction condition is met, the color of the "number on the image of the number of acquired numbers" does not change, but when the "number on the image of the number of acquired numbers" is subtracted because the second subtraction condition is met, the color of the "number on the image of the number of acquired numbers" may change.

[0196] For example, as shown in the middle of FIG. 24(a), when the "number of the acquired number image" is subtracted by hitting from the left (the first subtraction condition is met), the color of the "number of the acquired number image" remains white (does not change). In contrast, as shown in the bottom of FIG. 24(a), when the "number of the acquired number image" is subtracted by hitting from the right (the second subtraction condition is met), the color of the "number of the acquired number image" changes from white to red. In this case, the color of the "number of the acquired number image" may be changed to red (or changed) until a predetermined time has elapsed since the subtraction of the "number of the acquired number image" began (for example, until the subtraction of the number of the acquired number image is completed), and then may return to white again. Alternatively, the color of the "number of the acquired number image" may be kept red (remaining changed) until the next predetermined condition is met (for example, until the number of the acquired number image is incremented by a predetermined number).

[0197] Furthermore, as shown in the upper part of Figure 24(a), when the "number of the acquired number image" is increased by lending out a game ball, the color of the "number of the acquired number image" remains white (does not change).

[0198] This allows the player to focus not only on the increase or decrease in the "number of the acquired number image," but also on the change in color of the "number of the acquired number image," thereby increasing the player's interest in the game.

[0199] Furthermore, the "number of the acquired number image" is subtracted whether the first subtraction condition or the second subtraction condition is met, and its color does not change when the first subtraction condition is met and an addition occurs, but changes when the second subtraction condition is met and a subtraction occurs. This makes it possible for the player to clearly recognize that the "number of the acquired number image" has been subtracted when the second subtraction condition is met.

[0200] G-7. Color change of acquired images (part 7): Furthermore, when the "number of the acquired number image" is subtracted because a first subtraction condition is met, the color of the "number of the acquired number image" may change to a first color (e.g., blue), and when the "number of the acquired number image" is subtracted because a second subtraction condition is met, the color of the "number of the acquired number image" may change to a second color (e.g., red).

[0201] For example, as shown in the middle of Figure 24(b), when the "number of the acquired number image" is subtracted by hitting left (the first subtraction condition is met), the color of the "number of the acquired number image" changes from white to blue (first color). In this case, the color of the "number of the acquired number image" may be changed to blue until a predetermined time has elapsed since the subtraction of the "number of the acquired number image" began (for example, until the subtraction of the number of the acquired number image is completed), and then may be changed back to white again, or the color of the "number of the acquired number image" may be kept blue (remaining changed) until the next predetermined condition is met (for example, until the number of the acquired number image is added by a predetermined number).

[0202] On the other hand, as shown in the lower part of Figure 24(b), when the "number of the acquired number image" is subtracted by hitting the right button (the second subtraction condition is met), the color of the "number of the acquired number image" changes from white to red (second color). In this case, the color of the "number of the acquired number image" may be changed to red until a predetermined time has elapsed since the subtraction of the "number of the acquired number image" began (for example, until the subtraction of the number of the acquired number image is completed), and then may return to white again, or the color of the "number of the acquired number image" may be kept red (remaining changed) until the next predetermined condition is met (for example, until the number of the acquired number image is added by a predetermined number).

[0203] Furthermore, as shown in the upper part of Figure 24(b), when the "number of the acquired number image" is increased by lending out a game ball, the color of the "number of the acquired number image" remains white (does not change).

[0204] This allows the player to focus not only on the increase or decrease in the "number of the acquired number image," but also on the change in color of the "number of the acquired number image," thereby increasing the player's interest in the game.

[0205] Furthermore, the "number of the acquisition number image" is subtracted whether the first subtraction condition or the second subtraction condition is met, and its color changes to a first color (e.g., blue) when subtraction occurs due to the first subtraction condition being met, and changes to a second color when subtraction occurs due to the second subtraction condition being met. This allows the player to intuitively recognize whether the "number of the acquisition number image" has been subtracted due to the first subtraction condition being met or the second subtraction condition being met.

[0206] Note that various conditions other than those described above can be used as the first subtraction condition and the second subtraction condition. For example, the first subtraction condition and the second subtraction condition can be that game balls are discharged outside the pachinko machine 1, that a first number of game balls are shot (that a first number of game media are used in a game), that a second number of game balls greater than the first number are shot (that a second number of game media are used in a game), etc.

[0207] G-8. Color change of acquired images (part 8): Furthermore, the color of the "number on the acquisition number image" may be changed based on the "number on the acquisition number image" (the number of acquisitions suggested by the number on the acquisition number image) reaching a specific amount.

[0208] For example, as shown in Figure 25(a), when the "number on the acquired number image" (the number of acquisitions suggested by the number on the acquired number image) is between 0 and 2000, the color of the "number on the acquired number image" is white. Then, when the "number on the acquired number image" (the number of acquisitions suggested by the number on the acquired number image) reaches 2001 (a specific amount), the color of the "number on the acquired number image" changes from white to blue.

[0209] After that, if the "number on the acquired number image" (the number of acquisitions suggested by the number on the acquired number image) is between 2001 and 5000, the color of the "number on the acquired number image" will be blue. Then, when the "number on the acquired number image" (the number of acquisitions suggested by the number on the acquired number image) reaches 5001 (a specific amount), the color of the "number on the acquired number image" will change from blue to green.

[0210] After that, if the "number on the acquired number image" (the number of acquisitions suggested by the number on the acquired number image) is between 5001 and 10000, the color of the "number on the acquired number image" will be green. Then, when the "number on the acquired number image" (the number of acquisitions suggested by the number on the acquired number image) reaches 10001 (a specific amount), the color of the "number on the acquired number image" will change from green to red.

[0211] After that, if the "number on the acquired number image" (the number of acquisitions suggested by the number on the acquired number image) is between 10,001 and 20,000, the color of the "number on the acquired number image" will be red. Then, when the "number on the acquired number image" (the number of acquisitions suggested by the number on the acquired number image) reaches 20,001 (a specific amount), the color of the "number on the acquired number image" will change from red to gold.

[0212] This allows the player to intuitively recognize that the "number on the acquisition number image" (the number of acquisitions suggested by the number on the acquisition number image) has reached a specific amount.

[0213] G-9. Color change of acquired images (part 9): Furthermore, the color of the "number of the acquisition number image" may be changed based on the progress of the game.

[0214] For example, as shown in Figure 25(b), in the "normal state," the color of the "number of the acquired number image" is white, and in the "ST state," the color of the "number of the acquired number image" is blue. Also, during the execution of an "8R normal hit" or a "16R normal hit," the color of the "number of the acquired number image" is green, and during the execution of an "8R highly likely hit" or a "16R highly likely hit," the color of the "number of the acquired number image" is red.

[0215] In this way, the player can recognize the progress of the game by checking the color of the "number of acquisitions image."

[0216] G-10. Color change of acquired images (part 10): In addition, the color of the "numbers in the winning number image" may be used to indicate the possibility that the decorative patterns 41a, 41b, 41c will stop and be displayed as a double number (the possibility that the special pattern will stop and be displayed as a jackpot pattern) (also referred to as the "jackpot expectation" in this specification).

[0217] For example, the color of the "number of the acquired number image" may change (from white to any other color) when the reach effect starts. If the color of the "number of the acquired number image" changes when the reach effect starts, as shown in Figure 25(c), if the color after the change is blue, the "expected probability of a jackpot" may be 10%, if the color is green, the "expected probability of a jackpot" may be 30%, if the color is red, the "expected probability of a jackpot" may be 50%, and if the color is gold, the "expected probability of a jackpot" may be 70%.

[0218] Naturally, such a configuration is realized by appropriately allocating and determining the probability that the color of the "number of the winning number image" will change to a predetermined color when a reach effect is performed, depending on whether a double number is displayed or a random number is displayed.

[0219] This makes it possible to realize a novel gameplay in which a player who expects the decorative patterns 41a, 41b, and 41c to stop and be displayed with the same number is drawn to the color of the "number of the winning number image," which at first glance seems unrelated to the "probability of winning."

[0220] Naturally, the process of displaying the "acquired number image" and the process of changing the color of the "acquired number image" are executed by the CPU 221 of the sub-control unit 220.

[0221] Furthermore, in the above-described embodiment, the "acquired number image" is displayed on the display screen of the performance display device 41, but a display unit (such as an LCD display or a 7-segment display) for displaying the "acquired number image" may also be provided in other locations, such as the top surface of the upper tray portion 7.

[0222] Furthermore, in the above-described embodiment, the color of the "numbers of the acquisition number image" is changed, but it is also possible to change the color of a part of the "acquisition number image" (for example, a substantially rectangular image on which numbers suggesting the number of acquisitions are superimposed). In other words, the "color of the 'numbers of the acquisition number image'" in the description of the above-described embodiment may be read as "a part of the 'acquisition number image'."

[0223] In addition, the "acquired number image" and "number of acquired number image" can also be considered as "number suggesting the amount of media."

[0224] The above describes the embodiments of the present invention, but the present invention is not limited to these, and is not limited to the wording of each claim as long as it does not deviate from the scope of each claim, and extends to a range that can be easily substituted by a person skilled in the art, and improvements based on the knowledge that a person skilled in the art would normally have can be added as appropriate.

[0225] For example, in the above-described embodiment or modified example, when the "ST state (or electric support state)" ends, the "remaining payout number" or "remaining payout time" may be calculated, and a "remaining payout time image" or a "remaining payout number image" may be displayed. That is, during the "ST state (or electric support state)," more game balls may be paid out than during the "normal state (or non-electric support state)," and the payout of game balls may continue even after the "ST state (or electric support state)" ends. In such cases, the player may feel uncomfortable with the payout of game balls. Therefore, by displaying a "remaining payout time image" or a "remaining payout number image" when the "ST state (or electric support state)" ends, the player's discomfort described above may be alleviated.

[0226] For example, in the above-mentioned variant example 2, if the "preview information" is not specific information (the start of a specific variation is not on hold), the "remaining payout time image" or "remaining payout number image" may be displayed with a first probability (e.g., 90%), and if the "preview information" is specific information (the start of a specific variation is on hold), the "remaining payout time image" or "remaining payout number image" may be displayed with a second probability (e.g., 10%).

[0227] Furthermore, in the above-mentioned variant example 2, if the "preview information" is not specific information (the start of a specific variation is not on hold), the "remaining payout time image" or "remaining payout number image" may be displayed in a first color (e.g., blue), and if the "preview information" is specific information (the start of a specific variation is on hold), the "remaining payout time image" or "remaining payout number image" may be displayed in a second color (e.g., red).

[0228] Furthermore, in the above-mentioned variant 2, the "remaining payout time image" or "remaining payout number image" may be more likely to be displayed in a specific manner when the "pre-reading information" is specific information (when the start of a specific fluctuation is on hold) than when the "pre-reading information" is not specific information (when the start of a specific fluctuation is not on hold). For example, when the "pre-reading information" is not specific information (when the start of a specific fluctuation is not on hold), the "remaining payout time image" or "remaining payout number image" may be displayed in blue with a 90% probability and in red with a 10% probability, and when the "pre-reading information" is specific information (when the start of a specific fluctuation is on hold), the "remaining payout time image" or "remaining payout number image" may be displayed in blue with a 10% probability and in red with a 90% probability.

[0229] Furthermore, in the above-described embodiment and modified example, the present invention is applied to a pachinko machine 1 in which a game is played by firing a game ball (game medium) toward a game area 21 formed on a game board 20, but the present invention may also be applied to a slot machine (reel-type game machine) in which a game is played by inserting a game medal (game medium), rotating a reel having multiple types of patterns on its outer surface (displaying the patterns in a changing manner), and stopping the reel.

[0230] <Gaming machines A1 to A9 that can be extracted from the above-described embodiments> The pachinko machines of the above-described embodiments can be understood as the following gaming machines A1 to A9.

[0231] <Amusement machine A1> <Summary> It is possible to detect the remaining number of payouts (the number of gaming media that have been confirmed to be paid out but have not yet been paid out). It is possible to suggest "remaining quantity information", which is information regarding the remaining number of dispensed tickets. <Claim format> A gaming machine in which a game using a gaming medium is played, a payout means for paying out game media to a player when a predetermined payout condition is met; If there are gaming media that have been confirmed to be paid out but have not yet been paid out at a predetermined timing, it is possible to detect the remaining number of gaming media to be paid out, which is the number of gaming media in question; It is possible to suggest remaining number information, which is information relating to the remaining number of dispensed items. A gaming machine characterized by:

[0232] In such a gaming machine, if there are gaming media that have been confirmed to be paid out but have not yet been paid out, it is possible to suggest information regarding the remaining number of gaming media (remaining number information), which is the number of gaming media. Here, if the number of gaming media to be paid out is large, the payout of gaming media may continue for a long period of time. In such a case, even if the game progress has changed from the situation when the payout of gaming media was confirmed, the payout of gaming media will continue, causing the player to feel uncomfortable about the payout of gaming media. In this regard, since this gaming machine is capable of suggesting "remaining number information," it is possible to alleviate the player's discomfort described above.

[0233] <Amusement machine A2> <Summary> Subordinate to gaming machine A1. "Remaining quantity information" is the time required to pay out the remaining amount. <Claim format> In gaming machine A1, The remaining amount information is the time required to dispense the remaining amount. A gaming machine characterized by:

[0234] In such a gaming machine, if there are gaming media that have been confirmed to be paid out but have not yet been paid out, it is possible to indicate the time required to pay out those gaming media (remaining payout number). In this way, even if the game progress situation has changed from the situation where the payout of gaming media was confirmed and gaming media continues to be paid out, the player can be made aware of the time until the payout of those gaming media is completed. This reduces the player's sense of discomfort mentioned above.

[0235] <Amusement machine A3> <Summary> Subordinate to gaming machine A1 and gaming machine A2. The "remaining number information" is indicated when the second period ends. <Claim format> In gaming machine A1 or gaming machine A2, A first period and a second period in which gaming media are more likely to be paid out than the first period can be set, The remaining amount information is indicated when the second period ends. A gaming machine characterized by:

[0236] In such a gaming machine, a first period and a second period can be set. During the second period, gaming media are more likely to be paid out than during the first period, so a large number of gaming media may be paid out, and as a result, the payout of gaming media may continue even after the end of the second period. In such cases, the player may feel uneasy about the payout of gaming media. In this regard, the gaming machine suggests "remaining number information" when the second period ends, thereby alleviating the player's discomfort.

[0237] <Amusement machine A4> <Summary> Subordinate to gaming machine A1 and gaming machine A2. Based on the look-ahead information, it is determined whether or not to suggest "remaining number information." <Claim format> In gaming machine A1 or gaming machine A2, an identification information changing means capable of changing the identification information, which is a change display of the identification information; a specific game execution means for executing a specific game in which the variable ball entrance is in a ball entrance enabled state when the identification information is displayed in a specific manner during the variation of the identification information; Equipped with It is possible to detect pre-read information which is information related to the identification information change whose start is suspended, The remaining number information is suggested in a manner based on the look-ahead information. A gaming machine characterized by:

[0238] In such a gaming machine, it is possible to detect "information relating to the change in the identifier whose start is on hold (pre-read information)." Then, the "remaining number information" is suggested in a manner based on this pre-read information. Therefore, it is possible to realize a novel gaming feature in which a player who is paying attention to the content of the "identifier whose start is on hold" is drawn to the suggestive manner of the "remaining number information," thereby increasing the enjoyment of the game.

[0239] <Amusement machine A5> <Summary> Subordinate to gaming machine A4. If the prefetch information is specific, do not suggest "remaining number information" <Claim format> In gaming machine A4, If the pre-read information is specific information, the remaining number information is not suggested. A gaming machine characterized by:

[0240] In such gaming machines, if the pre-read information is specific information, the "remaining number information" is not suggested. This allows a player who expects the pre-read information to be specific information to focus on whether or not the "remaining number information" is suggested, which provides a novel gaming experience and increases the player's interest in the game.

[0241] <Amusement machine A6> <Summary> Subordinate to gaming machine A1 and gaming machine A2. If the remaining payout quantity is less than the specified number, the "remaining quantity information" is not indicated. If the remaining payout amount is greater than the specified amount, the "remaining amount information" can be displayed. <Claim format> In gaming machine A1 or gaming machine A2, an identification information changing means capable of changing the identification information, which is a change display of the identification information; a specific game execution means for executing a specific game in which the variable ball entrance is in a ball entrance enabled state when the identification information is displayed in a specific manner during the variation of the identification information; Equipped with If the remaining payout number is less than the specified number, the remaining number information is not indicated, When the remaining payout number is equal to or greater than the specified number, the remaining number information can be suggested. A gaming machine characterized by:

[0242] In such gaming machines, when the remaining payout number is large, the payout of gaming media continues for a long time even after the game progress status has changed from the state where the payout of gaming media was confirmed. Therefore, it is better to suggest "remaining number information" to alleviate the player's discomfort. On the other hand, when the remaining payout number is small, the payout of gaming media ends in a short time after the game progress status has changed from the state where the payout of gaming media was confirmed. Therefore, even if "remaining number information" is suggested, the player may not understand the meaning of the "remaining number information." In this regard, the gaming machine does not suggest "remaining number information" when the remaining payout number is less than a specified number, but can suggest "remaining number information" when the remaining payout number is equal to or greater than the specified number. This makes it possible to alleviate the player's discomfort and prevent a situation where the player cannot understand the meaning of the "remaining number information."

[0243] <Amusement machine A7> <Summary> Subordinate to gaming machine A6. When the look-ahead information is specific information, it is possible to suggest "remaining number information" even if the remaining number of dispensed coins is less than the specified number. <Claim format> In gaming machine A6, It is possible to detect pre-read information which is information related to the identification information change whose start is suspended, When the pre-read information is specific information, it is possible to suggest the remaining number information even if the remaining payout number is less than the specified number. A gaming machine characterized by:

[0244] Such a gaming machine can detect "information related to the change in the identification information whose start is on hold (pre-read information)." As described above, this gaming machine normally does not suggest "remaining number information" when the remaining payout number is less than the specified number. However, if the pre-read information is specific information, the gaming machine may suggest "remaining number information" even when the remaining payout number is less than the specified number. Therefore, when "remaining number information" is suggested even when the remaining payout number is less than the specified number, it can surprise the player and make them realize that the pre-read information is specific information, thereby increasing their interest in the game. Furthermore, for players who expect the pre-read information to be specific information, it is possible to realize a novel gameplay experience by making them expect "remaining number information" to be suggested even when the remaining payout number is less than the specified number, thereby increasing their interest in the game.

[0245] <Amusement machine A8> <Summary> Subordinate to gaming machine A6. When the look-ahead information is specific information, it is possible not to suggest "remaining number information" even if the remaining payout number is equal to or greater than a specified number. <Claim format> In gaming machine A6, It is possible to detect pre-read information which is information related to the identification information change whose start is suspended, When the pre-read information is specific information, it is possible not to suggest the remaining number information even if the remaining payout number is equal to or greater than the specified number. A gaming machine characterized by:

[0246] Such a gaming machine can detect "information related to the change in the identification information whose start is on hold (pre-read information)." As described above, this gaming machine normally suggests "remaining number information" when the remaining payout number is equal to or greater than a specified number. However, if the pre-read information is specific information, the machine may not suggest "remaining number information" even when the remaining payout number is equal to or greater than the specified number. Therefore, if "remaining number information" is not suggested even when the remaining payout number is equal to or greater than the specified number, it can provide a sense of surprise to the player and make them realize that the pre-read information is specific information, thereby increasing their interest in the game. Furthermore, for players who expect the pre-read information to be specific information, it can be made to expect that "remaining number information" is not suggested even when the remaining payout number is equal to or greater than the specified number, thereby achieving a novel gameplay experience and increasing their interest in the game.

[0247] <Amusement machine A9> <Summary> Subordinate to gaming machine A1 and gaming machine A2. The "remaining number information" is indicated when a specific game ends. <Claim format> In gaming machine A1 or gaming machine A2, an identification information changing means capable of changing the identification information, which is a change display of the identification information; a specific game execution means for executing a specific game in which the variable ball entrance is in a ball entrance enabled state when the identification information is displayed in a specific manner during the variation of the identification information; Equipped with The remaining number information is indicated when the specific game ends. A gaming machine characterized by:

[0248] Such a gaming machine allows a special game to be played. During the execution of the special game, the variable ball entrance is in a state where balls can be entered, which may result in the dispensing of a large number of game media, and ultimately, the dispensing of game media may continue even after the special game has ended. In such cases, the player may feel uneasy about the dispensing of game media. In this regard, the present gaming machine suggests "remaining number information" when the special game has ended, thereby alleviating the player's sense of discomfort.

[0249] <Amusement machine A10> <Summary> Subordinate to gaming machine A9. The "remaining number information" is indicated when the "number of times a specific game has been played in a predetermined period" is equal to or greater than a specified number. <Claim format> In gaming machine A9, The remaining number information is indicated when the number of times the specific game has been played in a predetermined period is equal to or greater than a specified number. A gaming machine characterized by:

[0250] In such gaming machines, the "remaining number information" is suggested when the "number of times a specific game has been executed in a predetermined period" is equal to or greater than a predetermined number. Here, during the execution of a specific game, the variable ball entrance is in a state where balls can be inserted, and a large number of game media are paid out. In particular, when multiple specific games are executed consecutively, the payout of game media is likely to continue even after the completion of the multiple specific games. In such cases, the player may feel uneasy about the payout of game media. In this regard, the gaming machine suggests the "remaining number information" when the "number of times a specific game has been executed in a predetermined period" is equal to or greater than a predetermined number, thereby alleviating the player's sense of discomfort.

[0251] <Amusement machine A11> <Summary> Subordinate to gaming machine A1 and gaming machine A2. "Remaining number information" is indicated when the advantageous state ends. <Claim format> In gaming machine A1 or gaming machine A2, a game state setting means for setting an unfavorable state and an advantageous state in which game media are more likely to be paid out than in the unfavorable state; Equipped with The remaining number information is indicated when the advantageous state ends. A gaming machine characterized by:

[0252] In such a gaming machine, an advantageous state can be set. Since advantageous states tend to pay out gaming media more easily than disadvantageous states, a large number of gaming media may be paid out, and ultimately, the payout of gaming media may continue even after the advantageous state ends. In such cases, the player may feel uneasy about the payout of gaming media. In this regard, the present gaming machine suggests "remaining number information" when the advantageous state ends, thereby alleviating the player's discomfort.

[0253] <Gaming machines B1 to B7 that can be extracted from the above-described embodiments> The pachinko machines of the above-described embodiments can be understood as the following gaming machines B1 to B7.

[0254] <Gaming machine B1> <Summary> It is possible to display "a media quantity suggestion number, which is a number that indicates the quantity of gaming media" The media amount suggestion number is incremented when a predetermined addition condition is met, and is decremented when a predetermined subtraction condition is met. <Claim format> A gaming machine in which a game using a gaming medium is played, A media quantity suggestion number that indicates the quantity of gaming media can be displayed; The medium amount indication number is increased when a predetermined addition condition is met, and is decreased when a predetermined subtraction condition is met, The color of the media amount indication number can be changed. A gaming machine characterized by:

[0255] Such gaming machines can display "medium amount suggestive numbers, which are numbers that suggest the amount of gaming media. Such medium amount suggestive numbers are added when a predetermined addition condition is met and subtracted when a predetermined subtraction condition is met, and their colors may also change. This allows players to focus not only on the increase or decrease in the medium amount suggestive number, but also on the change in color of the medium amount suggestive number, thereby increasing the player's interest in the game.

[0256] <Gaming machine B2> <Summary> Subordinate to gaming machine B1. If the media amount indication number is subtracted, the color of the media amount indication number does not change. When the media amount suggestion number is added, the color of the media amount suggestion number changes. <Claim format> In gaming machine B1, The color of the media amount indication number does not change when the media amount indication number is subtracted, but changes when the media amount indication number is added. A gaming machine characterized by:

[0257] In such gaming machines, the medium amount indication number is subtracted or added, and its color remains unchanged when subtracted, but changes when added, making it possible for the player to clearly recognize that the medium amount indication number has been added.

[0258] <Gaming machine B3> <Summary> Subordinate to gaming machine B1. When the media amount indicating number is subtracted, the color of the media amount indicating number changes to the first color. When the media amount suggestion number is added, the color of the media amount suggestion number changes to a second color. <Claim format> In gaming machine B1, The color of the media amount indication number changes to a first color when the media amount indication number is subtracted, and changes to a second color when the media amount indication number is added. A gaming machine characterized by:

[0259] In such a gaming machine, the medium amount indication number is subtracted or added, and its color changes to a first color when subtracted and to a second color when added, allowing the player to intuitively recognize whether the medium amount indication number has been subtracted or added.

[0260] <Amusement machine B4> <Summary> Subordinate to gaming machine B1. When the medium amount suggesting number is subtracted because the first subtraction condition is met, the color of the medium amount suggesting number does not change. When the medium amount suggesting number is subtracted because the second subtraction condition is met, the color of the medium amount suggesting number changes. <Claim format> In gaming machine B1, The predetermined subtraction conditions include a first subtraction condition and a second subtraction condition, The color of the medium amount suggestion number does not change when the first subtraction condition is met and the medium amount suggestion number is subtracted, but changes when the second subtraction condition is met and the medium amount suggestion number is subtracted. A gaming machine characterized by:

[0261] In such a gaming machine, the medium amount suggestive number is subtracted whether the first subtraction condition or the second subtraction condition is met, and its color does not change when the subtraction is caused by the first subtraction condition being met, but changes when the subtraction is caused by the second subtraction condition being met. This makes it possible for the player to clearly recognize that the medium amount suggestive number has been subtracted when the second subtraction condition is met.

[0262] <Amusement machine B5> <Summary> Subordinate to gaming machine B1. When the medium amount suggesting number is subtracted because the first subtraction condition is met, the color of the medium amount suggesting number changes to a first color. When the medium amount suggesting number is subtracted because the second subtraction condition is met, the color of the medium amount suggesting number changes to a second color. <Claim format> In gaming machine B1, The predetermined subtraction conditions include a first subtraction condition and a second subtraction condition, The color of the medium amount suggestion number changes to a first color when the first subtraction condition is met and the medium amount suggestion number is subtracted, and changes to a second color when the second subtraction condition is met and the medium amount suggestion number is subtracted. A gaming machine characterized by:

[0263] In such a gaming machine, the medium amount suggestive number is subtracted whether the first subtraction condition or the second subtraction condition is met, and its color changes to a first color when the subtraction is caused by the first subtraction condition being met, and to a second color when the subtraction is caused by the second subtraction condition being met. This allows the player to intuitively recognize whether the medium amount suggestive number has been subtracted because the first subtraction condition or the second subtraction condition is met.

[0264] <Amusement machine B6> <Summary> Subordinate to gaming machine B1. When the "quantity of gaming media suggested by the media quantity suggestion number" reaches or exceeds a specific amount, the color of the media quantity suggestion number changes. <Claim format> In gaming machine B1, The color of the media amount suggesting number changes based on the amount of gaming media suggested by the media amount suggesting number being equal to or greater than a specific amount. A gaming machine characterized by:

[0265] In such gaming machines, when the "quantity of gaming media indicated by the media amount indication number" reaches or exceeds a specific amount, the color of the media amount indication number changes. This allows the player to intuitively recognize that the "quantity of gaming media indicated by the media amount indication number" has reached or exceeds a specific amount.

[0266] <Gaming machine B7> <Summary> Subordinate to gaming machine B1. The color of the media amount indication number changes based on the progress of the game. <Claim format> In gaming machine B1, The color of the media amount indication number may change based on the progress of the game. A gaming machine characterized by:

[0267] In such gaming machines, the color of the medium amount indication number changes depending on the progress of the game, allowing the player to recognize the progress of the game by checking the color of the medium amount indication number. [Industrial Applicability]

[0268] The present invention can be used in gaming machines used in gaming halls. [Explanation of symbols]

[0269] 1... Pachinko machine (gaming machine), 20... Game board, 28... Big prize opening (variable ball entrance), 40... Performance opening, 41... Performance display device, 200... Main control board, 201... CPU (identification information variation means, specific game execution means, advantageous state setting means, payout means, game state setting means), 220... Sub-control board, 221... CPU, 240... Payout control board (payout means).

Claims

1. A gaming machine in which a game using a gaming medium is played, A media quantity suggestion number that indicates the quantity of gaming media can be displayed; The medium amount indication number is increased when a predetermined addition condition is met, and is decreased when a predetermined subtraction condition is met, The color of the media amount indication number can be changed. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, The color of the media amount indication number does not change when the media amount indication number is subtracted, but changes when the media amount indication number is added. A gaming machine characterized by:

3. 2. The gaming machine according to claim 1, The color of the medium amount indication number changes to a first color when the medium amount indication number is subtracted, and changes to a second color when the medium amount indication number is added. A gaming machine characterized by:

4. 2. The gaming machine according to claim 1, The predetermined subtraction conditions include a first subtraction condition and a second subtraction condition, The color of the medium amount suggesting number does not change when the first subtraction condition is met and the medium amount suggesting number is subtracted, but changes when the second subtraction condition is met and the medium amount suggesting number is subtracted. A gaming machine characterized by:

5. 2. The gaming machine according to claim 1, The predetermined subtraction conditions include a first subtraction condition and a second subtraction condition, The color of the medium amount suggesting number changes to a first color when the first subtraction condition is met and the medium amount suggesting number is subtracted, and changes to a second color when the second subtraction condition is met and the medium amount suggesting number is subtracted. A gaming machine characterized by:

6. 2. The gaming machine according to claim 1, The color of the media amount suggesting number changes based on the amount of gaming media suggested by the media amount suggesting number being equal to or greater than a specific amount. A gaming machine characterized by:

7. 2. The gaming machine according to claim 1, The color of the media amount indication number may change based on the progress of the game. A gaming machine characterized by:

Citation Information

Patent Citations

  • Pinball game machine

    JP2008178756A