Game machine

The gaming machine prevents the control for executing special effects from becoming complicated by implementing a system that manages the timing and probability of effect execution.

JP2025186566AActive Publication Date: 2025-12-23NEWGIN KK
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Patent Information

Application Number
JP2025168466
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-06
Publication Date
2025-12-23
Estimated Expiration
2043-01-11

AI Technical Summary

Technical Problem

Existing gaming machines face control and gaming machines, the more timings for the effects suggested to be executed, the more types of time displayed by the special effects will be, and as a result, there is a risk that the control will become complicated.

Method used

The gaming machine comprises an effect execution means that executes effects and an effect control means that controls the effect execution of the effect execution of the effect execution of the effect control means that executes the effect execution of the effect control means that executes the effect.

Benefits of technology

The gaming machine prevents the control from becoming complicated by ensuring the effect of the control from becoming complicated.

✦ Generated by Eureka AI based on patent content.

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    Figure 2025186566000001_ABST
Patent Text Reader

Abstract

To suppress complexity in control for executing a special performance.SOLUTION: A performance executable in a Pachinko game machine includes a specific performance, and a special performance for suggesting or reporting execution of the specific performance, a specific performance (first specific performance) may be executed before the special performance is changed from a first mode to a second mode or a specific performance (second specific performance) may be executed after it is changed to the second mode when a predetermined, special performance is executed, visibility of the special performance decreases when the first specific performance is executed, the special performance is completed when the second specific performance is executed, and a degree of expectation toward winning differs between the execution of the first specific performance and the execution of the second specific performance.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

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

[0002] In the past, pachinko gaming machines, which are a type of gaming machine, have effects (hereinafter referred to as special effects) that indicate the execution of some kind of effect and the timing of that execution. For example, in the gaming machine described in Patent Document 1, the time until the execution of some kind of effect is displayed by a special effect according to the execution timing of the effect. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2013-140 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in such gaming machines, the more timings for the effects suggested to be executed by the special effects (hereinafter referred to as specific effects) that are executed, the more types of time displayed by the special effects will be, and as a result, there is a risk that the control will become complicated. Nowadays, it is desired to prevent the control for executing the special effects from becoming complicated. [Means for solving the problem]

[0005] The gaming machine that solves the above problem comprises an effect execution means that executes effects, and an effect control means that controls the effect execution means, and the effects include specific effects and special effects that suggest or notify the execution of the specific effects, the specific effects include a first specific effect and a second specific effect, and the special effects have a first mode and a second mode, the first specific effect is executed before changing from the first mode to the second mode, and the second specific effect is executed after changing from the first mode to the second mode, and when the first specific effect is executed before changing from the first mode to the second mode, the visibility of the special effect decreases due to the execution of the first specific effect, and the special effect ends after changing from the first mode to the second mode, and thereafter the second specific effect is executed, and the expected probability of winning when the first specific effect is executed is different from the expected probability of winning when the second specific effect is executed. [Effects of the Invention]

[0006] According to the present invention, it is possible to prevent the control for executing special effects from becoming complicated. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a diagram showing the appearance of a pachinko gaming machine. [Figure 2] This is a view of the game board from the front. [Figure 3] FIG. 2 is a diagram showing the electrical configuration of a pachinko gaming machine. [Figure 4] A figure showing an example of the presentation mode of a specific presentation. [Figure 5] FIG. 10 is a diagram showing an example of a special effect. [Figure 6] 10(a) to 10(c) are diagrams showing examples of special effects. [Figure 7] A figure showing an example of the timing of execution of specific effects, special effects, and special effects. [Figure 8] 10(a) to 10(f) are diagrams showing examples of execution modes of specific effects and special effects. [Figure 9] 10(a) to 10(f) are diagrams showing examples of special effects and execution modes of special effects. DETAILED DESCRIPTION OF THE INVENTION

[0008] An embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.

[0009] As shown in FIG. 1, the pachinko gaming machine 10 includes a frame body 11. The frame body 11 includes an outer frame 11a and a mounting frame 11b. The outer frame 11a is a member for fixing the machine body to an island facility. The mounting frame 11b is a member for mounting various game components. A game board YB is attached to the mounting frame 11b. The mounting frame 11b may include a protective frame for protecting the game board YB.

[0010] The pachinko gaming machine 10 is equipped with a speaker SP. The speaker SP is capable of executing sound effects. The sound effects are effects in which a predetermined sound is output by the speaker SP. For example, the predetermined sound is music, a human voice, a sound effect, etc. The pachinko gaming machine 10 is equipped with a decorative lamp LA. The decorative lamp LA is capable of executing light-emitting effects. The light-emitting effects are effects in which a light-emitting element (not shown) built into the decorative lamp LA lights up, flashes, and goes out.

[0011] The pachinko gaming machine 10 is equipped with a launch handle HD. The launch handle HD is a member that is operated when launching a gaming ball. As an example, the launch handle HD is provided on the surface side (front side) of the mounting frame 11b. The pachinko gaming machine 10 is equipped with an effect button BT. The effect button BT is configured to include a single operable part (operation unit). As an example, the effect button BT is configured to include a button-type operation unit that can be pressed. The effect button BT is an example of an operation means that allows a predetermined operation to be performed.

[0012] As shown in Figure 2, a game area YBa is formed on the front of the game board YB. The game area YBa is approximately circular in front view. A display window YBb is formed in approximately the center of the game area YBa. A launch passage YBc is formed to the left of the game area YBa. The launch passage YBc is a passage for guiding game balls launched by operating the launch handle HD to the game area YBa. The game board YB is equipped with a backflow prevention valve YBd. The backflow prevention valve YBd is a component for preventing game balls launched by operating the launch handle HD from returning back into the launch passage YBc.

[0013] The pachinko gaming machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserved symbol display device 19c, a second reserved symbol display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first reserved symbol display device 19c, the second reserved symbol display device 19d, and the normal symbol display device 19e are provided in positions on the game board YB that are visible to the player.

[0014] The first special pattern display device 19a is capable of executing a first special game. In the first special game, predetermined patterns are displayed in a variable manner, and then the first special pattern is finally displayed as a static symbol. The first special pattern is a pattern for notifying the result of a lottery for a first special pattern win. The first special pattern is an example of a special pattern. The first special game is an example of a special game. The special game is a variable special pattern game. The second special pattern display device 19b is capable of executing a second special game. In the second special game, predetermined patterns are displayed in a variable manner, and then the second special pattern is finally displayed as a static symbol. The second special pattern is a pattern for notifying the result of a lottery for a second special pattern win. The second special pattern is an example of a special pattern. The second special game is an example of a special game. Special patterns include a jackpot pattern as a jackpot display result and a loss pattern as a loss display result. If a player wins a jackpot in the lottery for each special symbol, the jackpot symbol will be displayed in a static display in a special game. After that, the jackpot game will be awarded after the special game in which the jackpot symbol is displayed in a static display ends. A jackpot is an example of a win.

[0015] The first hold display device 19c is a display device that displays information that can identify the first hold number. The first hold number is information that indicates the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met. The second hold display device 19d is a display device that displays information that can identify the second hold number. The second hold number is information that indicates the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met. As an example, the upper limit number for each hold number is 4. However, the upper limit number for each hold number may be 1 to 3, or may be 5 or more. Furthermore, the upper limit numbers for the first hold number and the second hold number may be different.

[0016] The normal pattern display device 19e can execute a normal game. The normal game is executed by variably displaying predetermined patterns and then finally statically displaying normal patterns. The normal patterns are patterns for announcing the results of a normal pattern winning lottery. There are normal winning patterns and normal losing patterns. If the normal pattern winning lottery is won, the normal winning pattern is statically displayed in the normal pattern variation game. After that, the normal winning game is awarded after the normal pattern variation game in which the normal winning pattern is statically displayed is finished.

[0017] The pachinko gaming machine 10 may include a normal hold display device, a right-hand hit display device, and a round display device. For example, the normal hold display device is a display device that displays information that identifies the normal hold number. The normal hold number is information indicating the number of normal games whose execution is on hold because the hold condition has been met but the start condition has not yet been met. For example, the right-hand hit display device is a display device that displays information instructing a right-hand hit. A right-hand hit is a shot in which the game ball is shot with a stronger launch intensity so that the game ball flows down the area of ​​the game area YBa to the right of the display window YBb. A left-hand hit is a shot in which the game ball is shot with a weaker launch intensity so that the game ball flows down the area of ​​the game area YBa to the left of the display window YBb. For example, the round display device is a display device that notifies the player of the upper limit of the number of rounds that constitute a jackpot game.

[0018] The pachinko gaming machine 10 is equipped with an effect display device EH. The effect display device EH has a display area R. The display area R is an area capable of displaying an image as information. The effect display device EH is attached to the game board YB so that the display area R is visible through the display window YBb. As an example, the effect display device EH is a liquid crystal device. The effect display device EH is capable of executing a display effect. The display effect is an effect that displays a predetermined object as an image. For example, the predetermined object may be an effect pattern, a character, a landscape, letters, numbers, and symbols. The effect display device EH, the speaker SP, and the decorative lamp LA are each effect devices capable of executing an effect. The effect display device EH, the speaker SP, and the decorative lamp LA form an effect device group ES consisting of a plurality of effect devices. In other words, the effect device group ES includes the effect display device EH, the speaker SP, and the decorative lamp LA. The effect device group ES is an example of an effect execution means that executes an effect.

[0019] As an example, the display effects in the effect display device EH include an effect game. The effect game is a variation game of effect symbols using multiple rows of effect symbols. In the effect game, after multiple rows of effect symbols are displayed in a variable manner, a combination of effect symbols (hereinafter referred to as a symbol combination) is finally displayed stationary. The effect game starts together with the special game. The effect game ends together with the special game. In the effect game, a symbol combination corresponding to the special symbols displayed stationary in the special game is displayed stationary. When a jackpot symbol is displayed stationary in the special game, the effect game displays the jackpot symbol combination stationary. When a losing symbol is displayed stationary in the special game, the effect game displays the losing symbol combination stationary. Hereinafter, the first special game and the effect game executed corresponding to it will be collectively referred to as the "first variation game." Furthermore, the second special game and the effect game executed corresponding to it will be collectively referred to as the "second variation game."

[0020] As an example, the effect symbols are symbols (images) decorated with characters, patterns, etc., and are used to diversify the display effects. The effect symbols are so-called decorative symbols. As an example, an effect game is played by variably displaying the effect symbols in the left, middle, and right symbol columns in predetermined directions. The effect game may include a reach effect. A reach effect is an effect that forms a reach and ultimately stops and displays a predetermined symbol combination. For example, a reach is a state in which the same effect symbols are temporarily displayed in the left and right symbol columns of the effect symbols, and the effect symbols in the middle symbol column of the effect symbols continue to variably display. Reach effects include normal reach effects and super reach effects. In the following description, normal reach effects may be referred to as NR effects, and super reach effects may be referred to as SR effects. SR effects have a higher probability of winning compared to NR effects. As an example, SR effects are executed via NR effects.

[0021] The game area YBa is formed with a plurality of winning openings. The winning openings are openings into which game balls flowing down the game area YBa can enter. The winning openings are openings into which the conditions for awarding prize balls are met when a game ball enters. The winning openings include at least a first start opening 12, a second start opening 13, and a big prize opening 14. The first start opening 12 is an opening into which a game ball enters when the conditions for awarding prize balls and the conditions for starting the first variable game are met. The first start opening 12 is located below the performance display device EH, and is always open so that game balls can enter. The game board YB is equipped with a first start sensor SE1 (see Figure 3). The first start sensor SE1 is a sensor that detects game balls that enter the first start opening 12.

[0022] The second start opening 13 is a winning opening through which game balls enter when the conditions for awarding prize balls and the conditions for starting the second variable game are met. The second start opening 13 is located to the right of the first start opening 12. The second start opening 13 is equipped with a normal opening / closing piece 13a, for example, in the form of a door. The second start opening 13 is closed so that game balls do not enter or are difficult to enter when a normal win game is not awarded. The second start opening 13 is opened so that game balls enter or are easy to enter when a normal win game is awarded. The game board YB is equipped with a normal actuator AC1 (see FIG. 3) as a means for operating the normal opening / closing piece 13a. For example, the normal actuator AC1 is a solenoid. The game board YB is equipped with a second start sensor SE2 (see FIG. 3). The second start sensor SE2 detects game balls that enter the second start opening 13. The second starting port 13 is a so-called "normal electric accessory."

[0023] The large prize opening 14 is an opening into which game balls enter when the conditions for awarding a prize ball are met. The large prize opening 14 is located at the lower right of the effect display device EH. The large prize opening 14 is equipped with a special opening / closing piece 14a, for example, in the form of a door. The large prize opening 14 is closed to prevent game balls from entering when a jackpot game is not awarded. The large prize opening 14 is opened to allow game balls to enter or to make it easier for game balls to enter when a jackpot game is awarded. The game board YB is equipped with a special actuator AC2 (see Figure 3) as a means for operating the special opening / closing piece 14a. As an example, the special actuator AC2 is a solenoid. The game board YB is equipped with a count sensor SE3 (see Figure 3). The count sensor SE3 is a sensor that detects game balls that enter the large prize opening 14.

[0024] A gate 17 is arranged in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second start opening 13 and the big prize opening 14. The gate 17 has a gate opening 17a that is always open so that game balls can enter. The game board YB is equipped with a gate sensor SE4 (see Figure 3). The gate sensor SE4 is a sensor that detects game balls that have entered the gate opening 17a. The gate sensor SE4 is a sensor that detects game balls that pass through the gate 17. The gate 17 is an entry opening through which game balls can enter to satisfy the start conditions for the normal game. The gate 17 is an entry opening through which the conditions for awarding prize balls are not satisfied even if a game ball enters. An outlet 18 is formed in the game area YBa. The outlet 18 is a ball inlet for collecting (discharging) game balls that have not entered any of the first start hole 12, the second start hole 13, and the big prize hole 14 from the game area YBa.

[0025] The pachinko gaming machine 10 is equipped with movable bodies K capable of performing predetermined movements. The movable bodies K are capable of executing a movement effect. The movement effect is an effect in which the movable bodies K are moved. As an example, there are multiple movable bodies K. As an example, there are two movable bodies K. The pachinko gaming machine 10 is equipped with movable actuators KA (shown in FIG. 3) as means for moving each movable body K. Each movable body K can be displaced from an original position P0 to an effect position P1 by the movable actuator KA. Also, each movable body K can be displaced from the effect position P1 to the original position P0 by the movable actuator KA. As an example, the movable actuator KA is a stepping motor. Each movable body K is moved by the power of one movable actuator KA being transmitted via a power transmission mechanism (e.g., a gear mechanism) not shown. As an example, each movable body K is connected and moved by the movable actuator KA. In the following description, when there is no need to distinguish between the movable bodies K, they will simply be referred to as "movable body K."

[0026] As an example, the movable body K is displaceable between an original position P0 and an effect position P1. The pachinko gaming machine 10 is equipped with an original position sensor GS (shown in FIG. 3) that detects whether the movable body K is located at the original position P0. As an example, the original position sensor GS is a photosensor. The original position P0 is a position where the movable body K is located at the top and bottom of the game board YB. The effect position P1 is a position where the movable body K is located closer to the center of the display window YBb compared to when the movable body K is located at the original position P0. A portion of the movable body K is invisible when viewed from the front when located at the original position P0. All or almost all of the movable body K is visible when viewed from the front when located at the effect position P1. A portion of the movable body K is covered by a portion of the display area R of the effect display device EH when located at the original position P0. All or almost all of the movable body K is covered by all or almost all of the display area R of the effect display device EH when located at the effect position P1. In other words, when the movable body K is located at the performance position P1, the display area R of the performance display device EH is invisible or difficult to see. The movable body K is an example of a performance device that makes up the performance device group ES. In other words, the performance device group ES may include the movable body K.

[0027] Next, the jackpot game will be explained. As an example, in a jackpot game, an opening effect is executed first. The opening effect is an effect that allows the start of a jackpot game to be recognized. As an example, the opening effect is executed for a predetermined opening time. In a jackpot game, a round game is executed after the opening time has elapsed. In a round game, the jackpot opening 14 is opened. A round game is executed a predetermined number of times. One round game ends when a number condition or a time condition is met. As an example, the number condition is met when a predetermined number of game balls enter in one round game. As an example, the time condition is met when a predetermined round time has elapsed. In each round game, the jackpot opening 14 is opened in a predetermined opening mode (opening pattern). In each round game, a round effect is executed. In a jackpot game, an ending effect is executed when the final round game ends. The ending effect is an effect that allows the end of a jackpot game to be recognized. For example, the ending effect is executed for a predetermined ending time, and the big win game ends as the ending time elapses.

[0028] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is provided with a probability variation function (hereinafter referred to as a probability variation function). The probability variable function is a function for varying the probability of winning a jackpot in the special symbol winning lottery (hereinafter referred to as the jackpot probability). The pachinko gaming machine 10 has two states with different jackpot probabilities: a low probability state in which the probability variable function is not activated, and a high probability state in which the probability variable function is activated. The high probability state has a higher jackpot probability than the low probability state. In other words, in the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is advantageous for the player because it makes it easier to win a jackpot in the special symbol winning lottery. The high probability state is what is known as a "probability variable state (probability variable state)."

[0029] The pachinko gaming machine 10 has a ball entry assist function. The ball entry assist function is a function for assisting game balls in entering the second starting hole 13. The pachinko game machine 10 has two states in which the probability of game balls entering the second starting hole 13 differs: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability of game balls entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of game balls entering the second starting hole 13 increases. The high ball entry rate state is advantageous for the player because it makes it easier for game balls to enter the second starting hole 13 (easy ball entry state).

[0030] For example, a high ball entry rate state can be achieved by performing one of the three ball entry assist controls described below, which are arbitrarily selected, or by performing any combination of multiple ball entry assist controls. The first ball entry assist control is a control to shorten the fluctuation time of the normal symbol. The normal symbol fluctuation time shortening control is a control to shorten the fluctuation time of the normal game compared to when the ball entry rate state is low. The second ball entry assist control is a probability fluctuation control of the normal symbol. The probability fluctuation control of the normal symbol is a control to change the probability of winning the normal win lottery (normal win probability) to a higher probability than when the ball entry rate state is low. The third ball entry assist control is a control to extend the opening time of the normal win game. The opening time extension control for the normal win game is a control to lengthen the total opening time of the second start port 13 in one normal win game compared to when the ball entry rate state is low. The opening time extension control for normal winning games may be at least one of the two opening time extension controls described below. The first opening time extension control is a control that increases the number of times the second start port 13 is opened in one normal winning game compared to when the ball entry rate is low. The second opening time extension control is a control that increases the opening time of one opening of the second start port 13 in a normal winning game compared to when the ball entry rate is low.

[0031] The high ball scoring rate state may be realized by combining the fourth ball scoring assist control, which will be explained next. The fourth ball scoring assist control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball scoring rate state. When the special symbol fluctuation time shortening control is performed, the high ball scoring rate state becomes a special symbol fluctuation time shortening state (time shortening state), while the low ball scoring rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0032] The gaming state in the pachinko gaming machine 10 is determined by a combination of whether or not the probability variation function is activated and whether or not the ball-entering assist function is activated. In the following explanation, a gaming state that is a low-probability state and a low ball-entering rate state will be referred to as a "low-probability non-time-shortening state." Also, a gaming state that is a high-probability state and a low ball-entering rate state will be referred to as a "high-probability non-time-shortening state." Also, a gaming state that is a low-probability state and a high ball-entering rate state will be referred to as a "low-probability time-shortening state." Also, a gaming state that is a high-probability state and a high ball-entering rate state will be referred to as a "high-probability time-shortening state."

[0033] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko gaming machine 10 is provided with a main board 40 and an auxiliary board 50 on the back side (rear) of the game board YB. The main board 40 and the auxiliary board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the auxiliary board 50. The main board 40 executes a predetermined process and outputs a control signal to the auxiliary board 50. The auxiliary board 50 executes a predetermined process based on the control signal input from the main board 40.

[0034] The main board 40 will now be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes a main control program to perform processing related to the progress of the game. The main ROM 42 stores the main control program, judgment values ​​used for various judgments and lotteries, tables, etc.

[0035] The main ROM 42 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that specifies the fluctuation time from when the fluctuation game starts to when it ends. The fluctuation pattern is information that specifies the fluctuation content (presentation content) of the fluctuation game. There are jackpot fluctuation patterns and miss fluctuation patterns. The jackpot fluctuation pattern is information that specifies the fluctuation content that finally stops and displays a jackpot symbol combination after a reach presentation in a presentation game. The miss fluctuation pattern is information that specifies the fluctuation content that finally stops and displays a miss symbol combination after a reach presentation or without a reach presentation in a presentation game.

[0036] The main RAM 43 stores various information that is rewritten depending on the processing results of the main CPU 41. For example, the information stored in the main RAM 43 includes flags, counters, and timers. The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be able to generate software random numbers through the random number generation process performed by the main CPU 41.

[0037] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The main CPU 41 can input the detection signals output by the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4 when they detect a gaming ball. The main board 40 is connected to the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main CPU 41 can control the display contents of the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e individually. The main board 40 is connected to the normal actuator AC1 and the special actuator AC2. The main CPU 41 can control the opening mode of the second start opening 13 by controlling the operation of the normal actuator AC1. The main CPU 41 can control the opening mode of the big prize opening 14 by controlling the operation of the special actuator AC2.

[0038] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes a sub-control program to perform processing related to the effects. The sub-ROM 52 stores the sub-control program and determination values ​​used in predetermined lotteries. The sub-ROM 52 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and sound effect data used for sound effects. The sub-RAM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the sub-RAM 53 includes flags, counters, and timers. The sub-board 50 is configured to be able to generate software random numbers through a random number generation process performed by the sub-CPU 51. The sub-board 50 may include a random number generation circuit and be configured to be able to generate hardware random numbers using the random number generation circuit.

[0039] The sub-board 50 is connected to the performance display device EH. The sub-CPU 51 can control the display content in the display area R of the performance display device EH. The sub-board 50 is connected to a speaker SP. The sub-CPU 51 can control the output content of the speaker SP. The sub-board 50 is connected to a decorative lamp LA. The sub-CPU 51 can control the light emission mode of the decorative lamp LA. The sub-board 50 is connected to a movable actuator KA. The sub-CPU 51 is configured to be able to control the operation of the movable body K by controlling the operation of the movable actuator KA. The sub-board 50 is connected to an original position sensor GS. The sub-CPU 51 can input a detection signal output by the original position sensor GS when it detects the movable body K. The sub-CPU 51 is an example of a performance control means that controls the performance device group ES as a performance execution means. The sub-board 50 is connected to a performance button BT. The sub-CPU 51 can input an operation signal that indicates the operation state of the performance button BT.

[0040] Next, various processes performed by the main CPU 41 will be described. First, a timer interrupt process that is performed every predetermined control period (for example, 4 ms) will be described. As an example, the timer interrupt process includes a special symbol input process and a special symbol start process.

[0041] The special symbol input process will be described. In the special symbol input process, the main CPU 41 determines whether a gaming ball has entered the first start hole 12 based on whether a detection signal has been received from the first start sensor SE1. When a gaming ball has entered the first start hole 12, the main CPU 41 determines whether the first reserved number stored in the main RAM 43 is less than the upper limit. If the first reserved number is less than the upper limit, the main CPU 41 updates the first reserved number by incrementing it by one. In this way, the reservation condition for the first special game can be met when the first reserved number is less than the upper limit and a gaming ball is detected by the first start sensor SE1. Next, the main CPU 41 controls the first reserved display device 19c to display information that identifies the updated first reserved number. The main CPU 41 stores a control command (hereinafter referred to as a first reserved number command) that identifies the first reserved number after the increment in the output buffer. As an example, the control command stored in the output buffer is output to the sub-board 50 when the output condition is met. As an example, each time an output condition is met, one control command is output to the sub-board 50. As an example, the output condition is met every predetermined control period (for example, 16 ms).

[0042] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used in the lottery for determining a winning special symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is met.

[0043] When the main CPU 41 stores random number information for the first special game in the main RAM 43, if a gaming ball has not entered the first start port 12 and if the first reserved number is not less than the upper limit, the main CPU 41 determines whether a gaming ball has entered the second start port 13 based on whether a detection signal has been input from the second start sensor SE2. If a gaming ball has entered the second start port 13, the main CPU 41 determines whether the second reserved number stored in the main RAM 43 is less than the upper limit. If the second reserved number is less than the upper limit, the main CPU 41 updates the second reserved number by adding 1. The main CPU 41 controls the second reserved display device 19d to display information that identifies the second reserved number after the addition. The main CPU 41 stores a control command (hereinafter referred to as the second reserved number command) that identifies the second reserved number after the addition in the output buffer. The reserved condition for the second special game can be met when the second reserved number is less than the upper limit and a gaming ball is detected by the second start sensor SE2.

[0044] Next, the main CPU 41 acquires a random number generated within the main board 40. The main CPU 41 stores random number information based on the acquired random number in the main RAM 43. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the main RAM 43, the pachinko gaming machine 10 can suspend its execution until the start condition of the second special game is met. When the random number information for the second special game is stored in the main RAM 43, if a gaming ball has not entered the second start hole 13 and if the second reserved number is not less than the upper limit number, the main CPU 41 terminates the special symbol input process.

[0045] Next, the special symbol start process will be described. The main CPU 41 determines whether the start conditions for the special game are met. The main CPU 41 makes a positive determination when neither a jackpot game nor a special game is being played, and makes a negative determination when a jackpot game or a special game is being played. If the start conditions for the special game are not met, the main CPU 41 ends the special symbol start process. If the start conditions for the special game are met, the main CPU 41 determines whether the second reserved number is greater than zero.

[0046] If the second reserved number is greater than zero, the main CPU 41 performs processing to execute a second special game. Specifically, the main CPU 41 updates the second reserved number by subtracting 1. The main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after subtraction. The main CPU 41 stores a second reserved number command that can identify the second reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information for the second special game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a winning lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a winning lottery to determine whether or not a jackpot has been won, based on the jackpot probability according to the current probability state.

[0047] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 determines the jackpot symbol to be stopped and displayed in the second special game. As an example, the main CPU 41 determines the jackpot symbol by lottery using a winning symbol random number that can be identified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from multiple jackpot variation patterns. As an example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be identified from the random number information. After that, the main CPU 41 ends the special symbol start processing. As an example, the jackpot variation pattern includes a jackpot variation pattern that specifies the variation content that ultimately displays a jackpot symbol combination after an NR effect in an effect game. As an example, the jackpot variation pattern includes a jackpot variation pattern that specifies the variation content that ultimately displays a jackpot symbol combination after an SR effect in an effect game.

[0048] If a jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the second special game. As an example, the main CPU 41 determines a predetermined loss symbol as the loss symbol to be stopped and displayed in the second special game. Next, the main CPU 41 determines one loss variation pattern from a plurality of loss variation patterns. As an example, the main CPU 41 determines one loss variation pattern by a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information. Thereafter, the main CPU 41 ends the special symbol start process. As an example, the loss variation pattern includes a loss variation pattern that specifies variation content in which a losing symbol combination is ultimately stopped and displayed in a presentation game without going through a reach presentation. As an example, the loss variation pattern includes a loss variation pattern that specifies variation content in which a losing symbol combination is ultimately stopped and displayed in a presentation game after going through an NR presentation. As an example, the loss variation pattern includes a loss variation pattern that specifies the variation content that ultimately stops and displays a losing symbol combination after an SR presentation in a presentation game.

[0049] If the second reserved number is zero, the main CPU 41 determines whether the first reserved number is greater than zero. If the first special reserved number is zero, the main CPU 41 determines whether to store a standby command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can identify whether a standby command has been output. The standby command is a control command that can identify that control has been made to a standby state. The standby state is a state in which a variable game is not being executed and a jackpot game is not being executed.

[0050] As an example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has already been output, it terminates the special symbol start process without storing the wait command in the output buffer. As an example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has not already been output, it stores the wait command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can be determined that a wait command has already been output. Thereafter, the main CPU 41 terminates the special symbol start process.

[0051] If the first reserved number is greater than zero, the main CPU 41 performs processing to execute a first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that can identify the first reserved number after subtraction. The main CPU 41 stores a first reserved number command that can identify the first reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information for the first special game that was stored earliest from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a jackpot lottery with a jackpot probability that corresponds to the current probability state.

[0052] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 determines the jackpot symbol to be stopped and displayed in the first special game. As an example, the main CPU 41 determines the jackpot symbol by lottery using a winning symbol random number that can be identified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from multiple jackpot variation patterns. As an example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be identified from the random number information. After that, the main CPU 41 ends the special symbol start processing.

[0053] If a jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the first special game. As an example, the main CPU 41 determines a predetermined loss symbol as the loss symbol to be stopped and displayed in the first special game. Next, the main CPU 41 determines one loss variation pattern from multiple loss variation patterns. As an example, the main CPU 41 determines one loss variation pattern by a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information. Thereafter, the main CPU 41 ends the special symbol start process. In the jackpot variation process and the loss variation process, the main CPU 41 stores a variation start command in the output buffer. The variation start command is a control command that can identify the variation pattern determined in each variation process and the start of the variation game. As an example, the variation start command is a control command that can identify the special symbol (jackpot symbol or loss symbol) determined in each variation process. As an example, the fluctuation start command is a control command that is different when the fluctuation process of the first special game is executed and when the fluctuation process of the second special game is executed. In the jackpot fluctuation process and the loss fluctuation process, the main CPU 41 updates the output information of the main RAM 43 so that it can be determined that the standby command has not been output.

[0054] When the special symbol start process is completed, the main CPU 41 executes a first special game or a second special game through a process separate from the special symbol start process. When the main CPU 41 executes the first special game, it controls the first special symbol display device 19a to start variable display of predetermined symbols. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to statically display the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a control command (hereinafter referred to as a variable end command) capable of specifying the end of the variable game in an output buffer.

[0055] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to statically display the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a variable end command in the output buffer. As described above, the main CPU 41 is configured to execute the special symbol input process and the special symbol start process, thereby conducting a winning lottery triggered by the entry of a gaming ball into the start hole.

[0056] The jackpot game processing will now be described. The jackpot game processing is a processing for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, the main CPU 41 executes the jackpot game processing after the special game ends. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. The main CPU 41 awards the specified type of jackpot game.

[0057] For example, there are two types of jackpot games: a first jackpot game and a second jackpot game. The first jackpot game is a jackpot game based on a first jackpot symbol. The second jackpot game is a jackpot game based on a second jackpot symbol that is different from the first jackpot symbol.

[0058] First, the main CPU 41 stores a control command (hereinafter referred to as the opening command) capable of specifying the start of the opening time in the output buffer. The opening command is a control command that instructs the execution of an opening effect. As an example, the opening command may include information capable of specifying the type of jackpot game. After the opening time has elapsed, the main CPU 41 performs processing to execute a round game. That is, the main CPU 41 opens the jackpot opening 14 by controlling the special actuator AC2 using the specified opening control data for the jackpot game. The main CPU 41 performs this processing to execute a round game until the number of round games specified for the jackpot game has been completed. As an example, the first jackpot game and the second jackpot game are both specified to be 10 round games (10R). Each round game has a number condition and a time condition as its end conditions. For example, the number condition for each round game is that 10 game balls enter the big prize opening 14. For example, the time condition for each round game is that 29 seconds elapse.

[0059] The main CPU 41 stores a control command (hereinafter referred to as a round command) capable of specifying the start of a jackpot round game in the output buffer each time a round game is started. When the final round game ends, the main CPU 41 stores a control command (hereinafter referred to as an ending start command) capable of specifying the start of an ending time in the output buffer. When the ending time has elapsed, the main CPU 41 ends the jackpot game. The main CPU 41 stores a control command (hereinafter referred to as an ending end command) capable of specifying the elapse of the ending time in the output buffer. In this way, a winning game (jackpot game) is executed when a winning (jackpot) is won in the winning lottery.

[0060] The game state transition process for transitioning the game state will be described. The game state transition process includes a probability transition process that transitions the probability state, and a winning probability transition process that transitions the winning probability state. As an example, the game state transition process is executed after the end of the jackpot game process. As an example, in the game state transition process, the winning probability transition process and the probability transition process are executed in this order.

[0061] First, the goal scoring rate transition process will be described. In the ball entry rate transition process, the main CPU 41 sets an activation flag in the main RAM 43 when the first or second jackpot game ends. In other words, the main CPU 41 controls the system to a high ball entry rate state when the first or second jackpot game ends. After the second jackpot game ends, the main CPU 41 counts the number of special games executed after the end of the jackpot game by updating the value of the execution counter stored in the main RAM 43 each time a special game is started. When the final game ends, the main CPU 41 erases the activation flag stored in the main RAM 43. The final game is the special game when the number of special games executed after the end of the jackpot game reaches the activation count. In other words, the main CPU 41 controls the system to a low ball entry rate state when the activated special game ends after the second jackpot game ends. The main CPU 41 does not clear the activation flag after the first jackpot game ends until the next jackpot game is awarded. When the main CPU 41 starts a jackpot game and the activation flag is set, the main CPU 41 clears the activation flag. In other words, the main CPU 41 controls the game to a low ball entry rate state during the jackpot game.

[0062] Next, the probability transition process will be described. In the probability transition process, the main CPU 41 sets a high probability flag in the main RAM 43 when the first jackpot game ends. In other words, the main CPU 41 controls to a high probability state when the first jackpot game ends. The main CPU 41 does not clear the probability variable flag after the first jackpot game ends until the next jackpot game is awarded. On the other hand, the main CPU 41 does not set a high probability flag in the main RAM 43 when the second jackpot game ends. In other words, the main CPU 41 controls to a low probability state when the second jackpot game ends. When the main CPU 41 starts a jackpot game and the high probability flag is set, the main CPU 41 clears the high probability flag. In other words, the main CPU 41 controls to a low probability state during a jackpot game.

[0063] By the probability transition process and the ball entry rate transition process, after the first jackpot game ends, the pachinko gaming machine 10 is controlled to a high probability state and a high ball entry rate state. In other words, after the first jackpot game ends, the pachinko gaming machine 10 is controlled to a high probability time-shortening state. Also, after the second jackpot game ends, the pachinko gaming machine 10 is controlled to a low probability state and a high ball entry rate state. Thereafter, when the special game of the second activation number ends, the pachinko gaming machine 10 is controlled to a low ball entry rate state. In other words, after the second jackpot game ends, the pachinko gaming machine 10 is controlled to a low probability time-shortening state, and then, when the special game of the second activation number ends, it is controlled to a low probability non-time-shortening state.

[0064] In this way, the main CPU 41 can control the game state to be advantageous to the player when the big win game ends. In other words, the pachinko game machine 10 can execute a variable game based on the result of the winning lottery, and after the variable game ends, a game state advantageous to the player is provided based on the result of the winning lottery.

[0065] As an example, when the game state transitions, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as a state designation command) capable of identifying the current game state. That is, the state designation commands include a state designation command capable of identifying a low-probability non-time-shortening state, a state designation command capable of identifying a low-probability time-shortening state, a state designation command capable of identifying a high-probability non-time-shortening state, and a state designation command capable of identifying a high-probability time-shortening state. As an example, when power supply is started, the main CPU 41 stores in the output buffer a state designation command capable of identifying the current game state.

[0066] The normal symbol input process will be described. The normal symbol input process is an example of timer interrupt processing. In the normal symbol input process, the main CPU 41 determines whether a gaming ball has entered the gate 17 based on whether a detection signal has been input from the gate sensor SE4. When the gaming ball has entered the gate 17, the main CPU 41 determines whether the normal reserved number stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number for the normal reserved number is 4. When the normal reserved number is less than the upper limit number, the main CPU 41 updates the normal reserved number by adding 1.

[0067] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery to determine winning normal symbols, and winning symbol random numbers used to determine normal symbols. The main CPU 41 stores the random number information so that the storage order of the random number information can be identified.

[0068] Next, the normal symbol start process will be described. The normal symbol start processing is an example of timer interrupt processing. In the normal symbol start processing, the main CPU 41 determines whether the start conditions for the normal game are met. The main CPU 41 makes a positive determination when neither a normal win game nor a normal game is being played, and makes a negative determination when a normal win game is being played or a normal game is being played. If the start conditions for the normal game are not met, the main CPU 41 ends the normal symbol start processing. If the start conditions for the normal game are met, the main CPU 41 determines whether the normal reserved number is greater than zero. If the normal reserved number is zero, the main CPU 41 ends the normal symbol start processing.

[0069] If the normal reserved number is greater than zero, the main CPU 41 performs processing to execute a normal game. Specifically, the main CPU 41 updates the normal reserved number by subtracting 1. The main CPU 41 acquires the random number information for the normal game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a normal win lottery to determine whether or not a normal win will be awarded. The main CPU 41 performs a normal win lottery with a normal win probability according to the current ball entry rate state. As an example, the normal win probability in a high ball entry rate state is 1 or approximately 1. As an example, the normal win probability in a low ball entry rate state is zero or approximately zero.

[0070] If a normal win is won, the main CPU 41 performs normal win variation processing. In the normal win variation processing, the main CPU 41 uses a normal win pattern random number that can be identified from the random number information to draw a normal win pattern and determine the normal win pattern to be stopped and displayed in the normal game. If a normal win is not won, the main CPU 41 performs normal loss variation processing. In the normal loss variation processing, the main CPU 41 determines the normal loss pattern to be stopped and displayed in the normal game.

[0071] The main CPU 41 determines a variation pattern from among multiple normal variation patterns according to the winning rate state. As an example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern that specifies a longer variation time than when the current winning rate state is a high winning rate state. Note that there may be multiple variation patterns that can be determined for each winning rate state. In this case, the main CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among multiple normal variation patterns. After determining the variation pattern, the main CPU 41 ends the normal symbol start process.

[0072] When the normal pattern start process is completed, the main CPU 41 executes a normal game through a process separate from the normal pattern start process. When executing a normal game, the main CPU 41 controls the normal pattern display device 19e to start variable display of predetermined patterns. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the normal pattern display device 19e to statically display the normal pattern determined in the normal pattern start process.

[0073] The normal winning game process will be explained. The normal win game processing is a processing for awarding a normal win game. When the main CPU 41 stops and displays the normal win symbol in the normal game, it executes the normal win game processing after the normal game of the normal win ends. The main CPU 41 opens the second start port 13 by controlling the normal actuator AC1 using the opening control data corresponding to the normal win symbol determined in the normal symbol start processing.

[0074] Next, various processes executed by the secondary CPU 51 will be described. The effect game processing will now be described. The effect game process is a process for executing an effect game as one of the display effects related to the special game during execution of the special game. When the sub-CPU 51 inputs a variation start command, it controls the effect device group ES including the effect display device EH to execute the effect game.

[0075] The sub-CPU 51 determines the symbol combination to be stopped and displayed in the effect game based on the variation start command. The sub-CPU 51 determines the jackpot symbol combination when a jackpot symbol can be identified from the variation start command. As an example, a jackpot symbol combination is a symbol combination in which multiple effect symbols are the same effect symbol. The sub-CPU 51 determines a losing symbol combination when a losing symbol can be identified from the variation start command. When determining a losing symbol combination, the sub-CPU 51 determines a losing symbol combination including a reach if the condition for executing a reach effect (hereinafter referred to as a reach condition) is met. As an example, a losing symbol combination including a reach is a symbol combination in which, among the multiple effect symbols, the effect symbols in the left and right columns are the same effect symbol, while the effect symbol in the middle column is a different effect symbol. When determining a losing symbol combination, the sub-CPU 51 determines a losing symbol combination not including a reach if the reach condition is not met. As an example, a losing symbol combination that does not include a reach is a symbol combination in which a plurality of effect symbols are different from each other. As an example, the sub-CPU 51 determines whether a reach condition is met based on a variation pattern that can be specified from the input variation start command.

[0076] The sub-CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. The sub-CPU 51 controls the performance display device EH to start the variation display of the performance symbols in each symbol row based on the determined variation content. In other words, the sub-CPU 51 starts the performance game.

[0077] As an example, the sub-CPU 51 temporarily displays the symbol combination when a predetermined timing arrives after the start of the effect game. Thereafter, the sub-CPU 51 temporarily displays the symbol combination in a confirmed state in response to the input of a variation end command. As an example, the sub-CPU 51 may temporarily display the symbol combination in a confirmed state in response to the passage of a variation time set in a variation pattern. In this case, the variation end command may be omitted. Note that if the variation end command is input after the start of the effect game but before the predetermined timing arrives, the sub-CPU 51 temporarily displays the symbol combination in a confirmed state in response to the input of the variation end command. The sub-CPU 51 is an example of a variation game execution means that executes a variation game.

[0078] Next, various effects executed in the pachinko gaming machine 10 will be described. As an example, the effects executed in the pachinko gaming machine 10 include specific effects, special effects, and special effects that suggest the execution of specific effects or special effects. Note that the special effects may be effects that notify (in advance) the execution of specific effects or special effects.

[0079] First, the specific effects will be explained. As shown in FIG. 4, as an example, the specific effect is a moving effect using a movable body K. As an example, the specific effect is an effect in which the movable body K moves from the original position P0 to the effect position P1, stops at the effect position P1 for a predetermined stopping time, and then moves from the effect position P1 to the original position P0. As an example, in the specific effect, the time (estimated time) it takes for the movable body K to move from the original position P0 to the effect position P1 is 0.2 seconds. Also, as an example, the stopping time of the specific effect is 3 seconds. Also, as an example, the time (estimated time) it takes for the movable body K to move from the effect position P1 to the original position P0 is 0.8 seconds. In other words, the total effect time (estimated effect time) of the specific effect is 4 seconds.

[0080] As shown in FIG. 5, as an example, the special effect is an operation effect using the effect button BT. As an example, the special effect may include a display effect in which a button image Gb is displayed on the effect display device EH. As an example, the button image Gb is an image imitating the effect button BT. As an example, the special effect may include a display effect in which an effect image Ge is displayed on the effect display device EH for a predetermined effect time when the effect button BT is operated during the operation acceptance period of the effect button BT. As an example, the effect image Ge is an image imitating the character string "chance." As an example, the operation acceptance period in the special effect is at least a part of the period during which the button image Gb is displayed. As an example, the operation acceptance period in the special effect ends when a first end condition, in which a predetermined acceptance time has elapsed, or a second end condition, in which the effect button BT is operated, is met. As an example, the acceptance time for the operation acceptance period of the special effect is 2 seconds. As an example, the display of the button image Gb ends when the first end condition or the second end condition is met. That is, the display of the button image Gb ends when the operation acceptance period ends. The operation acceptance period in the special effect is an example of a special operation acceptance period.

[0081] Next, the special effects will be described. As an example, the special effect is a display effect by the effect display device EH. As an example, the special effect is an effect that suggests the timing to execute some effect (specific effect and special effect). As an example, the special effect is a so-called "timer effect." In other words, the special effect is an effect that suggests the remaining time until the timing to execute a specific effect or a special effect arrives. As an example, the special effect has a first form and a second form. As an example, the special effect is an effect that changes from the first form to the second form. As an example, the special effect is an effect that progresses from a first stage as a first form to a second stage as a second form. As an example, the first stage of the special effect suggests or notifies the timing to progress to the second stage. As an example, the first stage of the special effect suggests or notifies the remaining time until the timing to progress to the second stage arrives.

[0082] As shown in Figures 6(a) and 6(b), for example, in the first stage of the special effect, a timer image Gt is displayed on the effect display device EH. The timer image Gt is an image that notifies the player of the remaining time until the timing to progress to the second stage of the special effect arrives. For example, the remaining time until the timing to progress to the second stage arrives at the time the first stage of the special effect starts is a specific time. For example, the specific time is 10 seconds. For example, in the first stage of the special effect, the timer image Gt counts down the "remaining time until the timing to progress to the second stage." In other words, the special effect can be said to be an effect that notifies the timing status of a specific time. Note that the timer image Gt may be an image that suggests the time remaining until the timing to progress to the second stage of the special effect arrives. In other words, the special effect is an effect that suggests or notifies the timing status of a specific time.

[0083] As shown in FIG. 6(c), as an example, in the second stage of the special effect, a timer image Gt is displayed on the effect display device EH for a predetermined display time. As an example, in the second stage of the special effect, the timer image Gt is displayed on the effect display device EH for a predetermined time. As described above, the timer image Gt is an image that notifies the player of the remaining time until the timing to proceed to the second stage of the special effect arrives. Therefore, in the second stage of the special effect, the remaining time notified by the timer image Gt displayed on the effect display device EH is zero. In other words, in the second stage of the special effect, a timer image Gt is displayed on the effect display device EH for a predetermined time to notify the player that the remaining time is zero. As an example, the predetermined time is 3.5 seconds. In other words, the display time of the timer image Gt in the second stage of the special effect is 3.5 seconds. The special effect ends when the predetermined time (3.5 seconds) has elapsed after the specific time has elapsed. The timing at which the predetermined time (3.5 seconds) has elapsed corresponds to the specific timing.

[0084] Next, a specific effect lottery process for determining whether or not each of the above effects is to be executed and, if executed, the execution mode will be described. As an example, when the sub-CPU 51 inputs a fluctuation start command, it executes an effect lottery process. In the effect lottery process, it determines whether to execute a specific effect or a special effect. As an example, the sub-CPU 51 determines whether to execute a specific effect or a special effect so that the likelihood of a jackpot is higher when it has decided to execute a specific effect or a special effect compared to when it has not decided to execute a specific effect (when it has decided not to execute a specific effect). As an example, the sub-CPU 51 determines whether to execute a specific effect or a special effect based on the fluctuation pattern and the type of special symbol specified from the fluctuation start command. As an example, the sub-CPU 51 is more likely to decide to execute a specific effect or a special effect when executing an effect game including an SR effect than when executing an effect game that does not include an SR effect. As an example, the sub-CPU 51 is more likely to decide to execute a specific effect or a special effect when executing an effect game including an NR effect than when executing an effect game that does not include either an NR effect or an SR effect. As an example, the sub-CPU 51 is more likely to decide to execute a specific effect or a special effect when the type of special symbol is a jackpot symbol than when the type of special symbol is a losing symbol. If the execution of a specific effect is not decided (if the execution of a specific effect is decided not to be executed), the sub-CPU 51 does not decide to execute a special effect (decides not to execute a special effect). After that, the sub-CPU 51 ends the specific effect lottery process.

[0085] When it is decided to execute a specific effect or a special effect, the sub-CPU 51 determines whether to execute the specific effect or the special effect. As an example, the sub-CPU 51 determines whether to execute the specific effect or the special effect so that the likelihood of a jackpot is higher when it is decided to execute the specific effect than when it is decided to execute the special effect. When it is decided to execute a specific effect, the sub-CPU 51 determines the execution timing of the specific effect. As an example, the execution timing of the specific effect includes a first timing, a second timing after the first timing, and a third timing after the second timing. As an example, the sub-CPU 51 determines the execution timing of the specific effect so that the likelihood of a jackpot is higher when the specific effect is executed in response to the arrival of the first timing than when the specific effect is executed in response to the arrival of the second timing. As an example, the sub-CPU 51 determines the timing of execution of the specific effect so that the probability of a big win is higher when the specific effect is executed triggered by the arrival of the second timing than when the specific effect is executed triggered by the arrival of the third timing.

[0086] When it is decided to execute a special effect, the sub-CPU 51 determines the execution timing of the special effect. As an example, the execution timing of the special effect includes a fourth timing and a fifth timing that comes after the fourth timing. As an example, the sub-CPU 51 determines the execution timing of the special effect so that the probability of a jackpot is higher when the special effect is executed in response to the arrival of the fourth timing than when the special effect is executed in response to the arrival of the fifth timing.

[0087] When the timing to execute a specific effect has been determined, or when the timing to execute a special effect has been determined, the sub-CPU 51 determines whether or not to execute the special effect. As an example, the sub-CPU 51 determines whether or not to execute a special effect so that the likelihood of a jackpot is higher when it has been decided to execute a special effect compared to when it has not been decided to execute a special effect (when it has been decided not to execute a special effect). When it has not been decided to execute a special effect (when it has been decided not to execute a special effect), the sub-CPU 51 ends the specific effect lottery process.

[0088] Next, a description will be given of a specific effect execution process for executing the effect determined to be executed in the specific effect lottery process. As an example, the sub-CPU 51 executes the specific effect execution process when the specific effect lottery process is completed.

[0089] As shown in FIG. 7, in the special effect execution process, the sub-CPU 51 determines that the timing for executing a special effect has arrived when a first time has elapsed since the start of the variable game. If the execution of a special effect has been determined in the special effect lottery process, the sub-CPU 51 controls the effect display device EH to execute the special effect when the timing for executing the special effect arrives. As an example, the first time is one second. Thereafter, the sub-CPU 51 advances the special effect from the first stage to the second stage when the timing for progressing to the second stage of the special effect arrives. Specifically, the sub-CPU 51 stops the countdown of the remaining time indicated by the timer image Gt and controls the effect display device EH to display the timer image Gt for a predetermined time, indicating that the remaining time is zero. As an example, the sub-CPU 51 counts a specific time upon the start of the special effect and determines that the timing for progressing to the second stage of the special effect has arrived when the specific time has elapsed. That is, the secondary CPU 51 can measure a specific time when a predetermined timing arrives.

[0090] In the special effect execution process, the sub-CPU 51 determines that the fourth timing has arrived when the second time has elapsed since the start of the variable game. As an example, the second time is the same as the sum of the first time and the special time (11 seconds). In other words, as an example, the fourth timing is the same as the timing at which the special effect progresses to the second stage. If the sub-CPU 51 has determined in the special effect lottery process that a special effect will be executed at the fourth timing, the sub-CPU 51 controls the effect display device EH to execute the special effect when the fourth timing arrives. In other words, the sub-CPU 51 controls the effect display device EH to display the button image Gb when the fourth timing arrives. In addition, the sub-CPU 51 starts the operation acceptance period for the effect button BT when the fourth timing arrives. The sub-CPU 51 ends the operation acceptance period for the effect button BT when the first termination condition is met (the acceptance time has elapsed) or when the second termination condition is met (the effect button BT is operated during the operation acceptance period). In addition, when the first end condition is met or the second end condition is met, the sub-CPU 51 controls the effect display device EH to display the effect image Ge instead of the button image Gb for the effect time.

[0091] In the specific effect execution process, the sub-CPU 51 determines that the first timing has arrived when a third time has elapsed since the start of the variable game. As an example, the third time is longer than the sum of the first time and the specific time. In other words, as an example, the first timing is a timing after the timing at which the special effect progresses to the second stage. As an example, the third time is shorter than the sum of the first time, the specific time, and a predetermined time (3.5 seconds). In other words, as an example, the specific timing (the timing at which the special effect ends) is a timing after the first timing. As an example, the third time is 12.5 seconds. If the sub-CPU 51 determines to execute a specific effect at the first timing in the specific effect lottery process, the sub-CPU 51 controls the effect display device EH to execute the specific effect when the first timing arrives. In other words, the sub-CPU 51 controls the movable body K to operate when the first timing arrives. Specifically, when the first timing arrives, the sub-CPU 51 controls the movable body K to be displaced from the original position P0 to the performance position P1, then stops it at the performance position P1 for a predetermined stopping time, and then displaces it from the performance position P1 to the original position P0.

[0092] In the specific effect execution processing, the sub-CPU 51 determines that the fifth timing has arrived when the fourth time has elapsed since the start of the variable game. As an example, the fourth time is a time later than the sum of the first time and the specific time. In other words, as an example, the fifth timing is a timing later than the timing at which the special effect progresses to the second stage. As an example, the fourth time is the same as the third time (12.5 seconds). If the sub-CPU 51 has determined in the specific effect lottery processing that a special effect will be executed at the fifth timing, the sub-CPU 51 controls the effect display device EH to execute the special effect when the fifth timing arrives.

[0093] In the specific effect execution processing, the sub-CPU51 determines that the second timing has arrived when the fifth time has elapsed since the start of the variable game. As an example, the fifth time is longer than the fourth time. In other words, as an example, the second timing is even later than the first timing, which is later than the timing at which the special effect progresses to the second stage. As an example, the fifth time is 14 seconds. If the sub-CPU51 has determined in the specific effect lottery processing that the specific effect will be executed at the second timing, the sub-CPU51 controls the effect display device EH to execute the specific effect when the second timing arrives.

[0094] In the specific effect execution processing, the sub-CPU 51 determines that the third timing has arrived when the sixth hour has elapsed since the start of the variable game. As an example, the sixth hour is longer than the sum of the first hour and the duration of the special effect. In other words, as an example, the third timing is the timing after the special effect has ended. As an example, the sixth hour is 15 seconds. If the sub-CPU 51 has determined in the specific effect lottery processing that a specific effect will be executed at the third timing, the sub-CPU 51 controls the effect display device EH to execute the specific effect when the third timing arrives.

[0095] In this way, the first and second timings occur during the period from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the special effect ends. Meanwhile, the third timing occurs after the special effect ends. Furthermore, the fourth and fifth timings occur during the period from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the special effect ends.

[0096] Next, an example of a specific execution mode of the specific effects and special effects will be described. 8(a) and 8(b) show the execution mode when a special effect is executed. When a first time has elapsed since the start of the variable game, the effect display device EH can execute a special effect. Specifically, the effect display device EH counts down the time remaining until the timing for the special effect to progress to the second stage. Thereafter, when the timing for the special effect to progress to the second stage arrives, the effect display device EH stops counting down the time remaining until the timing for the special effect to progress to the second stage, and displays a timer image Gt indicating that the remaining time is zero.

[0097] FIG. 8(c) shows a situation in which, after the special effect has progressed to the second stage, a specific effect is executed upon the arrival of the first timing. At this time, the execution of the specific effect displaces the movable body K from the original position P0 to the effect position P1. As described above, when the movable body K is located at the effect position P1, the entire or substantially entire movable body K covers the entire or substantially entire display area R of the effect display device EH, making the display area R of the effect display device EH invisible or difficult to see. Here, the first timing is before the end of the special effect. Therefore, although the timer image Gt continues to be displayed on the effect display device EH, the timer image Gt is invisible or difficult to see when viewed from the front. In other words, when the specific effect is executed, the movable body K limits the indication or notification of the timing status of the specific time in the special effect.

[0098] Figure 8(d) shows a situation in which, after the special effect has progressed to the second stage, the specific effect is executed upon the arrival of the second timing. At this time, the execution of the specific effect displaces the movable body K from the original position P0 to the effect position P1. Here, the second timing is before the end timing of the special effect. Therefore, although the timer image Gt continues to be displayed on the effect display device EH, the timer image Gt is invisible or difficult to see when viewed from the front.

[0099] 8(e) and 8(f) show a situation in which, after the special effect has progressed to the second stage, the specific effect is executed upon the arrival of the third timing. At this time, the execution of the specific effect causes the movable body K to move from the original position P0 to the effect position P1. Here, the third timing is after the end timing of the special effect. Therefore, when the movable body K moves from the original position P0 to the effect position P1, the display of the timer image Gt has ended on the effect display device EH.

[0100] In this way, when a predetermined special effect is executed, there are times when the special effect changes from a first mode (first stage) to a second mode (second stage) and the first timing arrives, which is the trigger for the execution of the specific effect, and times when the second timing arrives, which is later than the first timing, which is the trigger for the execution of the specific effect. In addition, when a predetermined special effect is executed, there are times when the special effect changes from a first mode (first stage) to a second mode (second stage) and the third timing arrives, which is later than the second timing, which is the trigger for the execution of the specific effect. As described above, the timing at which the special effect changes from the first mode (first stage) to the second mode (second stage) is the same as the timing at which the specific time has elapsed when the specific time is measured, which is triggered by the arrival of a predetermined timing. Therefore, when a specific time is measured based on the arrival of a predetermined timing, it can be said that there are cases where a specific effect is executed based on the arrival of a first timing after the specific time has elapsed, and cases where a specific effect is executed based on the arrival of a second timing that is later than the first timing. Similarly, when a specific time is measured based on the arrival of a predetermined timing, it can be said that there are cases where a specific effect is executed based on the arrival of a third timing that is later than the second timing after the specific time has elapsed. Here, as described above, the first timing and the second timing are timings that are later than the timing at which the special effect progresses to the second stage and before the timing at which the special effect ends. In other words, it can be said that a specific effect may be executed before the predetermined time has elapsed after the special effect has started and the special effect has changed from the first mode (first stage) to the second mode (second stage) as a result of the elapse of a specific time. The third timing is later than the timing at which the special effect ends. In other words, after a specific time has passed since the start of the special effect, the special effect may change from the first mode (first stage) to the second mode (second stage), and then the specific effect may be executed after a further specific time has passed.Furthermore, since the expected probability of a jackpot for a specific effect differs depending on the timing of its execution, it can be said that the expected probability of a jackpot for a specific effect differs depending on the time from when the specific time has elapsed until the specific effect is executed.

[0101] Next, an example of the special effects and specific execution modes of the special effects will be described. 9(a) and 9(b) show the execution mode when a special effect is executed. When a first time has elapsed since the start of the variable game, the effect display device EH can execute a special effect. Specifically, the effect display device EH counts down the time remaining until the timing for the special effect to progress to the second stage. Thereafter, when the timing for the special effect to progress to the second stage arrives, the effect display device EH stops counting down the time remaining until the timing for the special effect to progress to the second stage, and displays a timer image Gt indicating that the remaining time is zero.

[0102] FIG. 9(c) shows a situation in which a special effect is executed upon the passage of the fourth timing when the special effect advances to the second stage. As described above, the timing at which the special effect advances to the second stage and the fourth timing are the same. That is, the timing at which the special effect advances to the second stage and the timing at which the special effect at the fourth timing is executed are the same. Here, the execution time of the special effect at the second stage is longer than the acceptance time of the operation acceptance period for the special effect. In other words, when the special effect at the fourth timing is executed, at least the second type of special effect is being executed during the operation acceptance period for the special effect. Therefore, regardless of whether the operation acceptance period for the special effect ends due to the satisfaction of either the first or second end condition, the effect image Ge is displayed on the effect display device EH during the execution of the special effect (see FIG. 9(e)). In other words, regardless of whether the operation acceptance period for the special effect ends due to the satisfaction of either the first or second end condition, the operation acceptance period for the special effect ends during the execution of the special effect. Therefore, when the special effect of the fourth timing is executed, the operation acceptance period for the special effect can be said to be during the execution of the special effect of the second mode and also part of the period during which the special effect is being executed.

[0103] FIG. 9(d) shows a situation in which a special effect is executed when the fifth timing has elapsed after the special effect has progressed to the second stage. As described above, the timing at which the special effect progresses to the second stage is when 11 seconds (second time) have elapsed since the start of the variable game. The fifth timing is when 12.5 seconds (fourth time) have elapsed since the start of the variable game. In other words, the special effect at the fifth timing is executed when 1.5 seconds have elapsed since the special effect progressed to the second stage. Here, the duration of the second stage special effect is 3.5 seconds. Therefore, when the fifth timing special effect starts, the remaining duration of the second stage special effect is 2 seconds (3.5 seconds - 1.5 seconds). In other words, when the fifth timing special effect starts, the remaining duration of the second stage special effect is the same as the operation acceptance period for the special effect. In other words, when the special effect of the fifth timing is executed, at least the special effect of the second mode is being executed during the operation acceptance period of the special effect. If the operation acceptance period of the special effect ends due to the first termination condition being satisfied, the effect image Ge is displayed on the effect display device EH at the timing when the special effect ends (see FIG. 9(f)). On the other hand, if the operation acceptance period of the special effect ends due to the second termination condition being satisfied, the effect image Ge is displayed on the effect display device EH while the special effect is being executed (see FIG. 9(e)). In other words, regardless of whether the operation acceptance period of the special effect ends due to the first termination condition or the second termination condition being satisfied, the operation acceptance period of the special effect ends while the special effect is being executed. For this reason, when the special effect of the fifth timing is executed, it can be said that the operation acceptance period of the special effect is during the execution of the special effect of the second mode and is part of the period during which the special effect is being executed.

[0104] In this way, when a predetermined special effect is executed, there are times when the special effect is executed triggered by the arrival of the fourth timing after the special effect changes from the first mode (first stage) to the second mode (second stage), and times when the special effect is executed triggered by the arrival of the fifth timing, which is later than the fourth timing. In other words, when a specific time is measured triggered by the arrival of the predetermined timing, there are times when the special effect is executed triggered by the arrival of the fourth timing after the specific time has elapsed, and times when the special effect is executed triggered by the arrival of the fifth timing, which is later than the fourth timing. Here, as described above, the fourth timing is the same timing as the timing at which the special effect progresses to the second stage. In other words, when a predetermined special effect is executed, there are times when the special effect is executed when the special effect changes from the first mode (first stage) to the second mode (second stage). Furthermore, the fifth timing is a timing later than the timing at which the special effect progresses to the second stage. In other words, when a predetermined special effect is executed, after the special effect changes from the first mode (first stage) to the second mode (second stage), the special effect may be executed while the special effect of the second mode (second stage) is being executed. And, since the expectation of a jackpot for a special effect differs depending on the execution timing, it can be said that the expectation of a jackpot for a special effect differs depending on the time from the lapse of a specific time until the special effect is executed.

[0105] The effects of this embodiment will be described. (1) In this embodiment, for specific effects with different execution timings, the execution timing can be suggested by the special effects. In such a case, the more execution timings there are for the specific effects, the more types of time suggested (displayed) by the special effects, which may result in cumbersome control. Today, it is desirable to prevent the control for executing special effects from becoming complicated. In this situation, in this embodiment, for specific effects with different execution timings, the time from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the execution timing arrives is made different. In other words, in this embodiment, for specific effects with different execution timings, the timing at which the special effect changes from the first mode (first stage) to the second mode (second stage) is the same. This makes it possible to prevent the control for executing special effects from becoming complicated.

[0106] (2) In this embodiment, the first timing and the second timing occur during the period from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the special effect ends. This means that the special effect starts during the execution of the special effect, whether the execution of the special effect is triggered by the arrival of the first timing after the special effect changes from the first mode (first stage) to the second mode (second stage) or the execution of the special effect is triggered by the arrival of the second timing. Therefore, the player can be given the impression that the special effect has been executed by the special effect changing to the second mode (second stage).

[0107] (3) On the other hand, since the third timing arrives after the special effect has ended, the specific effect at the third timing is executed after the special effect has ended. However, since the specific effect is also executed when the first timing arrives, it is possible to prevent the impression that the specific effect has been executed from being worsened by the special effect changing to the second mode (second stage).

[0108] (4) In this embodiment, for specific effects with different execution timings, the execution timing can be suggested by timing the specific time. In such cases, it was necessary to vary the timing at which the specific time starts to be timed or the length of the specific time depending on the execution timing of the specific effect, which could result in cumbersome control for timing the specific time. Today, it is desirable to prevent the control for timing the specific time from becoming too complicated. In this situation, in this embodiment, for specific effects with different execution timings, the time from the passage of the specific time to the arrival of the execution timing is made different. In other words, in this embodiment, the timing for timing the specific time and the specific time to be timed are the same for specific effects with different execution timings. This makes it possible to prevent the control for timing the specific time from becoming too complicated.

[0109] (5) The probability of winning a special effect varies depending on the time between the time the special effect is executed and the time after the time has elapsed. This allows the player to focus their attention on the time between the time the special effect is executed and the time after the time has elapsed.

[0110] (6) When a specific effect is executed, the movable body K limits the indication or notification of the timing status of the specific time in the special effect. According to this, when a specific effect is executed at the first timing, the specific effect limits the indication or notification of the timing status of the specific time, so that it is possible to prevent the player from feeling uncomfortable when the special effect is being executed on the display means after the start of the specific effect.

[0111] (7) In this embodiment, for special effects with different execution timings, the time from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the execution timing arrives is made different. In other words, in this embodiment, for special effects with different execution timings, the timing at which the special effect changes from the first mode (first stage) to the second mode (second stage) is made the same. This makes it possible to prevent the control for executing the special effects from becoming complicated.

[0112] (8) In this embodiment, the fourth timing and the fifth timing of the special effect occur during the period from when the special effect changes from the first mode (first stage) to the second mode (second stage) until the special effect ends. Therefore, whether the special effect is executed triggered by the arrival of the fourth timing after the special effect changes from the first mode (first stage) to the second mode (second stage) or the fifth timing after the special effect changes, the specific effect starts during the execution of the special effect. Therefore, the player can be given the impression that the special effect was executed when the special effect changed to the second mode (second stage).

[0113] (9) In particular, the fourth timing occurs when the special effect progresses from the first stage to the second stage. Therefore, the special effect at the fourth timing can give the player a stronger impression that it has been executed because the special effect has changed to the second mode (second stage).

[0114] (10) In this embodiment, for special effects with different execution timings, the time from the passage of the specific time until the arrival of the execution timing is different. In other words, in this embodiment, for special effects with different execution timings, the timing of the specific time and the specific time to be measured are the same. This prevents the control for timing the specific time from becoming complicated.

[0115] (11) The probability of winning a special effect varies depending on the time between the time a specific time has passed and the time the special effect is executed. This allows the player to focus their attention on the time between the time a specific time has passed and the time the special effect is executed.

[0116] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. The specific effects may be changed as desired. For example, the specific effects may include display effects, sound effects, and light-emitting effects in addition to or instead of the movement effects. In other words, the specific effects may include one or more effects selected arbitrarily from the movement effects, display effects, sound effects, and light-emitting effects. Also, for example, the specific effects may include operation effects. In other words, for example, the specific effects may be effects in which a movement effect is executed by operating the effect button BT during the operation acceptance period.

[0117] As an example, the execution timing of the specific effect may include another timing in addition to or instead of the first, second, and third timings. As an example, the other timing may be before the timing of progression to the second stage of the special effect, may be the same as the progression timing, may be after the progression timing, or may be after the end of the special effect. Also, as an example, there may be multiple other timings, and each of the multiple other timings may be arbitrarily selected from the above timings.

[0118] The jackpot expectation of a specific effect may be changed as desired. For example, the jackpot expectation of a specific effect at the first timing may be higher than the jackpot expectation of a specific effect at the second timing, and may be higher than the jackpot expectation of a specific effect at the third timing. For example, the jackpot expectation of a specific effect at the second timing may be higher than the jackpot expectation of a specific effect at the third timing. For example, the jackpot expectation of a specific effect may be the same regardless of the execution timing.

[0119] Special effects may be changed as desired. For example, special effects may include sound effects, light-emitting effects, and movement effects in addition to or instead of operation effects and display effects. In other words, special effects may include one or more effects selected arbitrarily from operation effects, display effects, sound effects, light-emitting effects, and movement effects.

[0120] As an example, the timing for executing the special effect may include another timing in addition to or instead of the first timing and the second timing. As an example, the other timing may be before the timing for progressing to the second stage of the special effect, may be the same as the timing for progressing, may be after the timing for progressing, or may be after the end of the special effect. Also, as an example, there may be multiple other timings, and each of the multiple other timings may be arbitrarily selected from the above timings.

[0121] The jackpot expectation of the special effects may be changed as desired. For example, the jackpot expectation of the specific effect at the fourth timing may be higher than the jackpot expectation of the specific effect at the fifth timing. For example, the jackpot expectation of the special effects may be the same regardless of the execution timing.

[0122] The operation acceptance period for the special effect may be changed as desired. For example, the operation acceptance period for the special effect may be part of or the entire period during which the special effect is being executed. For example, the operation acceptance period for the special effect may be part of or the entire period during which the special effect of the second mode is being executed. For example, the operation acceptance period for the special effect may be the entire period during which the special effect of the second mode is being executed and the entire period during which the special effect is being executed.

[0123] The special effects may be changed as desired. As an example, the special effects may include sound effects, light-emitting effects, and movement effects in addition to or instead of the display effects. In other words, the special effects may include one or more effects arbitrarily selected from the display effects, sound effects, light-emitting effects, and movement effects. Also, as an example, the special effects may include operation effects. As an example, the special effects may suggest or notify the timing at which a certain effect will be executed by operating the effect button BT during the operation acceptance period.

[0124] In the first stage of the special effect, an image may be displayed that suggests the timing to proceed to the second stage. For example, the image suggesting the timing to proceed to the second stage may be an image that resembles a gauge that suggests the timing to proceed to the second stage. In other words, the special effect may be an effect that suggests the timing status of a specific time.

[0125] The special effect may not change from the first mode (first stage) to the second mode (second stage). As an example, the special effect of the second mode may be executed without going through the special effect of the first mode. In this case, the special effect of the second mode may be an effect that suggests or notifies that the timing for executing some effect has arrived. As an example, the special effect of the first mode may end without changing to the special effect of the second mode. In this case, the special effect of the first mode may be an effect that suggests or notifies that the timing for executing some effect has arrived after a predetermined period of time (after a specific time has elapsed).

[0126] A special effect different from the special effect in the above embodiment may be executable. As an example, the special effect and the other special effect may differ in at least one of the start timing and the timing of progression from the first stage to the second stage. As an example, the special effect and the other special effect may differ in the type of effect suggesting the execution timing. Specifically, the special effect may be an effect suggesting the execution of a specific effect, while the other special effect may be an effect suggesting the execution of a special effect. As an example, the effect whose execution timing is suggested by the other special effect may be one type or multiple types. As an example, the execution timing of the effect whose execution timing is suggested by the other special effect may be one or multiple. As an example, the rate at which the specific effect is executed (the expected execution probability of the specific effect) may differ between when the special effect is executed and when the other special effect is executed.

[0127] The first timing, the second timing, the third timing, the fourth timing, and the fifth timing may be changed as desired. For example, the first timing may be later than the second timing or later than the third timing. For example, the first timing may be earlier than the fourth timing or the same as the fourth timing, or earlier than the fifth timing or later than the fifth timing. For example, the second timing may be later than the third timing or earlier than the fourth timing or the same as the fourth timing, or earlier than the fifth timing or the same as the fifth timing. For example, the third timing may be earlier than the fourth timing or the same as the fourth timing, or earlier than the fifth timing or the same as the fifth timing. For example, the fourth timing may be later than the fifth timing.

[0128] The components that make up the performance device group ES as a performance execution means may be changed as desired. Specifically, the performance device group ES may be formed by one or more components selected as desired from the performance display device EH, decorative lamps LA, speakers SP, movable body K, and other components different from these.

[0129] The effects that can be executed in the pachinko gaming machine 10 may be changed arbitrarily. As an example, the effects that can be executed in the pachinko gaming machine 10 may include other effects in addition to or instead of the specific effects, special effects, and special effects. In other words, the effects that can be executed in the pachinko gaming machine 10 may include one or more effects arbitrarily selected from the specific effects, special effects, special effects, and other effects. As an example, the other effects may be effects whose execution timing is suggested by the special effects, or may be effects that suggest the execution timing of some other effects (specific effects and special effects).

[0130] In addition to or instead of the first jackpot game and the second jackpot game, another jackpot game may be executable. Also, one or more arbitrarily selected jackpot games from the first jackpot game, the second jackpot game, and the other jackpot game may be executable.

[0131] The game status after each jackpot game may be changed at will. The pachinko gaming machine 10 may be provided with an operation means other than the effect button BT. The effect display device EH is not limited to being configured to include one display unit capable of displaying various images, but may be configured to include multiple display units. The effect display device EH may be configured in combination with a movable body configured to be able to perform a predetermined operation. Some or all of the one or more display units that make up the effect display device EH may be provided on the game board YB or on the mounting frame 11b.

[0132] The first and second variable games may be executed in the order in which the hold conditions are met. The pachinko gaming machine 10 can adopt a specification that provides a high probability state until the next jackpot game, a specification that provides a high probability state until a drop lottery is won (so-called drop specification), or a specification that provides a high probability state until a specified number of variable games have been completed (so-called ST specification). The pachinko gaming machine 10 can adopt a specification that provides a high probability state on the condition that the gaming ball passes through a specific area (so-called V probability variable specification). The pachinko gaming machine 10 may be a specification that combines the drop specification and the V probability variable specification. The pachinko gaming machine 10 may be a specification that combines the ST specification and the V probability variable specification.

[0133] The special symbol winning lottery may include a big win lottery as well as a small win lottery. If a small win is won in the winning lottery, a small win game (winning game) will be awarded after the special game ends. A small win is an example of a win. As an example, the high-probability non-time-saving state may be a state in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to the low-probability non-time-saving state (so-called small win RUSH specification). In other words, the high-probability non-time-saving state may be a state in which the specific number of balls is likely to increase.

[0134] The pachinko gaming machine 10 may adopt specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize entry hole, resulting in a big win game.

[0135] The main CPU 41, main ROM 42, main RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed arbitrarily.

[0136] The pachinko gaming machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may also have a display control substrate that specializes in controlling the effect display device EH, a light-emitting control substrate that specializes in controlling the decorative lamps LA, and a sound control substrate that specializes in controlling the speaker SP, separate from the sub-substrate 50. Such a sub-general control substrate and a substrate that controls other effects may be collectively referred to as a sub-substrate. In addition, in an embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single substrate. Furthermore, the display control substrate, light-emitting control substrate, and sound control substrate may be arbitrarily combined to form a single or multiple substrates.

[0137] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Note A) A gaming machine comprising an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effects include specific effects and special effects that suggest the execution of the specific effects, wherein the special effects have a first mode and a second mode, and when a predetermined special effect is executed, there are two times when the specific effect is executed triggered by the arrival of a first timing after the special effect changes from the first mode to the second mode, and when the specific effect is executed triggered by the arrival of a second timing that is later than the first timing.

[0138] (Appendix B) A gaming machine as described in Appendix (A), wherein the first timing and the second timing occur during the period from when the special effect changes from the first mode to the second mode to when the special effect ends.

[0139] (Appendix C) When a predetermined special effect is executed, after the special effect changes from the first mode to the second mode, the specific effect may be executed upon the arrival of a third timing that is later than the second timing, and the first timing arrives in the period from when the special effect changes from the first mode to the second mode to when the special effect ends, while the third timing arrives after the special effect ends. A gaming machine as described in appendix (A) or appendix (B).

[0140] (Appendix 2) A gaming machine comprising an effect execution means for executing an effect, and an effect control means for controlling the effect execution means, wherein the effect control means is capable of timing a specific time when a predetermined timing is reached, and when the specific time is timed when the predetermined timing is reached, there are two times when, after the specific time has elapsed, a specific effect is executed when a first timing is reached, and when a second timing that is later than the first timing is reached.

[0141] (Appendix E) A gaming machine as described in appendix (D) in which the expected probability of a jackpot varies depending on the time from when the specific time has elapsed until when the specific effect is executed. (Appendix F) A gaming machine as described in appendix (D) or appendix (E), wherein the effect execution means includes at least a display means for displaying information and a movable body, and the effect includes a special effect that suggests or notifies the timing status of the specific time by the display means, and the special effect ends when a specific timing arrives after the specific time has elapsed, and the specific timing is at least later than the first timing, and the specific effect includes an effect in which the movable body moves, and when the specific effect is executed, the movable body limits the suggestion or notification of the timing status of the specific time in the special effect.

[0142] (Note G) A gaming machine that is equipped with an effect execution means that executes effects and an effect control means that controls the effect execution means, and the effects include specific effects and special effects that suggest or notify the execution of the specific effects, and the special effects are effects that suggest or notify the timing status of a specific time, and end when a predetermined time has passed since the specific time has passed, and the specific effect may be executed after the predetermined time has passed.

[0143] (Note H) A gaming machine comprising an operation means capable of performing predetermined operations, an effect execution means for executing effects, and an effect control means for controlling the effect execution means, wherein the effects include special effects and special effects that suggest or notify the execution of the special effects, wherein the special effects have a first mode and a second mode, wherein when a predetermined special effect is executed, the special effect may be executed while the special effect of the second mode is being executed after the special effect has changed from the first mode to the second mode, and wherein the special operation acceptance period during which operation of the operation means is accepted is while the special effect of the second mode is being executed and is part of or all of the period during which the special effect is being executed. [Explanation of symbols]

[0144] AC1...Normal actuator AC2...Special actuator BT...Effect button EH...Effect display device ES...Effect device group Gb...Button image Ge...Effect image GS...Original position sensor Gt...Timer image HD...Firing handle K...Movable body KA...Movable actuator LA...Decorative lamp P0...Original position P1...Effect position R...Display area SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor SP...Speaker YB...Game board YBa...Game area YBb...Display window YBc...Firing passage YBd...Anti-return valve 10...Pachinko game machine 11...Frame body 11a...Outer frame 11b...Mounting frame 12...First start port 13...Second start port 13a...Normal opening and closing piece 14...Big prize port 14a...Special opening / closing piece 17...Gate 17a...Gate opening 18...Outlet opening 19a...First special pattern display device 19b...Second special pattern display device 19c...First reserve display device 19d...Second reserve display device 19e...Normal pattern display device 40...Main board 41...Main CPU 42...Main ROM 43...Main RAM 44...Random number generation circuit 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RAM

Claims

[Claim 1] a performance execution means for executing a performance; a performance control means for controlling the performance execution means, The effects include specific effects and special effects that suggest or notify the execution of the specific effects, The specific effects include a first specific effect and a second specific effect, The special effects include a first mode and a second mode, The special effect may be such that the first specific effect is executed before the change from the first mode to the second mode, and such that the second specific effect is executed after the change from the first mode to the second mode, When the first specific effect is executed before the change from the first mode to the second mode, the visibility of the special effect is reduced by the execution of the first specific effect, After the change from the first mode to the second mode, the special effect ends, and then the second specific effect is executed, In this game machine, the probability of winning when the first specific performance is executed is different from the probability of winning when the second specific performance is executed.

Citation Information

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