Gaming machine
The gaming machine addresses the lack of entertainment value by incorporating customizable light, sound, and display effects based on situation analysis, enhancing player engagement.
Patent Information
- Application Number
- JP2024122072
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-29
- Publication Date
- 2026-02-10
AI Technical Summary
Conventional gaming machines lack sufficient entertainment value.
A gaming machine equipped with a setting mechanism to identify advantageous situations, effect execution means to customize effects, and control means to manage these effects based on the situation, including adjustable light, sound, and display effects.
Enhances player enjoyment by providing customizable and situation-dependent effects, thereby improving the overall gaming experience.
Smart Images

Figure 2026020642000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there are gaming machines that can be in various situations. For example, the gaming machine described in Patent Document 1 can set a set value. In the gaming machine described in Patent Document 1, the probability of winning a jackpot lottery varies depending on the situation, i.e., what set value is set. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-068904 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement in terms of entertainment value. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine that can be controlled to a special state that is advantageous to the player, and is equipped with a setting means that can set information that can identify which of a plurality of situations including a first situation and a second situation that is more advantageous than the first situation is the situation, an effect execution means that can execute an effect, and an effect control means that can control the effect execution means, wherein the effects include specific effects that can be executed in an execution mode depending on the situation, and when the specific effect is being executed, the specific effect can be customized. [Effects of the Invention]
[0006] According to this invention, it is possible to improve the enjoyment of the game. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view of a pachinko gaming machine. [Figure 2] FIG. 2 is a front view of the game board. [Figure 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a diagram showing an example of a part of the display content of the effect display device when the prize ball effect is executed. [Figure 5] FIG. 5 shows an example of the display contents of the effect display device when the top five winning numbers of balls during consecutive wins within a specified recording period are displayed in a ranking format. [Figure 6] FIG. 6 is a diagram showing an example of the display content of the effect display device when a result effect is executed. [Figure 7] FIG. 7 is a diagram showing an example of the probability that various background images are displayed according to the setting value. [Figure 8] FIG. 8 is a diagram showing an example of the probability of not displaying a trophy image and the probability of displaying various trophy images according to the setting value. [Figure 9] Figures 9(a) and 9(b) show an example of the display content of the effect display device when the top five numbers of balls won during consecutive wins within a specified recording period are displayed in ranking format. [Figure 10] 10(a) to 10(c) are diagrams showing an example of the display content of the effect display device when a result effect is executed. [Figure 11] Figures 11(a) and 11(b) show an example of the display content of the performance display device when the top five numbers of balls won during consecutive wins within a specified recording period are displayed in ranking format. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, an embodiment of the gaming machine will be described. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 (hereinafter referred to as gaming machine 10) as a gaming machine includes an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to gaming machine installation equipment (so-called island equipment) such as an amusement parlor. The middle frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A gaming board unit including a gaming board 20 is fixed to the middle frame 13. The front frame 14 is supported on the front side of the middle frame 13 so as to be openable and closable so as to cover the front of the gaming board 20. A protective glass 15 that protects the gaming board 20 is supported on the front frame 14. Note that while only a portion of the protective glass 15 is shown in FIG. 1, it actually covers the entire opening 14a of the front frame 14.
[0009] The gaming machine 10 is provided with a launch handle 16 on the front side of the front frame 14. The launch handle 16 is provided in a position where it can be touched by a player. In the gaming machine 10, gaming balls as gaming media are launched with a strength that corresponds to the amount of operation (rotation amount) of the launch handle 16. In other words, the gaming machine 10 is configured so that the launch strength of the gaming balls can be adjusted by operating the launch handle 16. The gaming machine 10 is provided with an effect button EB on the front side of the front frame 14 that can be operated by a player. The gaming machine 10 is provided with an up button B1, a right button B2, a down button B3, and a left button B4 on the front side of the front frame 14. The effect button EB and buttons B1 to B4 are operation means that can be operated by a player.
[0010] The gaming machine 10 is provided with a decorative lamp 17 on the front side of the front frame 14. As one of its effects, the decorative lamp 17 performs an effect in which a built-in light emitter lights up, flashes, and turns off (hereinafter referred to as a light-emitting effect). The gaming machine 10 may be capable of adjusting the brightness (also referred to as the amount of light) of the light emitted by the decorative lamp 17. That is, the gaming machine 10 may have a brightness adjustment function. In other words, the gaming machine 10 may be capable of customizing at least a portion of the light-emitting effects that can be performed by the decorative lamp 17. Adjusting the brightness is sometimes referred to as adjusting the amount of light.
[0011] The gaming machine 10 is provided with a speaker 18 that outputs sound on the front side of the front frame 14. The speaker 18 executes an effect of outputting various sounds (hereinafter referred to as a sound effect) as one of the effects. For example, the sound output from the speaker 18 includes background sounds (so-called BGM). The gaming machine 10 may be capable of adjusting the volume at which at least some of the sounds output from the speaker 18 are output. That is, the gaming machine 10 may have a volume adjustment function. That is, in the gaming machine 10, at least some of the sound effects that can be executed by the speaker 18 may be customizable.
[0012] As shown in FIG. 2, a game area 21 that is substantially circular in front view is defined on the front side of the game board 20. The game board 20 is provided with a guide path 21a that guides launched game balls to the game area 21. The game board 20 is provided with a prevention valve 21b that prevents game balls launched into the game area 21 from returning back to the guide path 21a. The launched game balls are guided by the guide path 21a, pass through the prevention valve 21b located at the most downstream side of the guide path 21a, and reach the game area 21. The game balls that reach the game area 21 flow down the game area 21.
[0013] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 displays various information indicating the control status of the gaming machine 10. The information display panel 22 is equipped with a first special symbol display unit 22a. The first special symbol display unit 22a variably displays predetermined symbols and displays a first special symbol changing game (hereinafter referred to as the first special game) in which the first special symbol is finally fixed and stopped. The information display panel 22 is equipped with a second special symbol display unit 22b. The second special symbol display unit 22b variably displays predetermined symbols and displays a second special symbol changing game (hereinafter referred to as the second special game) in which the second special symbol is finally fixed and stopped. In the following description, the first special game and the second special game may be collectively referred to as the "special game" or the "special symbol changing game." As such, the special game as a changing game includes a first special game and a second special game. The special symbols are symbols for announcing the result of an internal lottery (jackpot lottery) described later. In this way, the gaming machine 10 can execute a special game as a variable game. In the gaming machine 10, the first special game and the second special game are not executed simultaneously, and the second special game is executed with priority over the first special game.
[0014] In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly displayed and the type of displayed symbol does not change. The special symbols that can be fixedly displayed in the special symbol display sections 22a and 22b include jackpot symbols and loss symbols. A player can recognize a jackpot when a jackpot symbol is fixedly displayed in a special game, and can recognize a loss when a loss symbol is fixedly displayed in a special game.
[0015] In this embodiment, when a jackpot is won, the jackpot game is awarded after the special game that is the subject of the win is completed. That is, in the gaming machine 10, the winning game is awarded after the variable game in which the win occurred is completed. The jackpot game is an advantageous state for the player because the player can acquire a large number of prize balls and other benefits. In this embodiment, the jackpot game corresponds to a special state that is advantageous for the player. And, awarding the jackpot game corresponds to control to a special state. As described above, the gaming machine 10 of this embodiment is capable of awarding the jackpot game and is capable of control to a special state that is advantageous to the player.
[0016] The information display panel 22 includes a first special hold display section 22c. The first special hold display section 22c recognizably displays the number of first special games whose execution has been suspended because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the first special hold number). The information display panel 22 includes a second special hold display section 22d. The second special hold display section 22d recognizably displays the number of second special games whose execution has been suspended because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the second special hold number). For example, the upper limit of the first special hold number and the upper limit of the second special hold number are each four. In the following description, a special game whose execution has been suspended may be simply referred to as a "suspended special game" or a "suspended special game." As described above, the gaming machine 10 can suspend the execution of multiple special games.
[0017] The information display panel 22 includes a normal symbol display section 22e. The normal symbol display section 22e variably displays predetermined symbols and displays a normal symbol variable game (hereinafter referred to as a normal game) that ultimately displays a fixed and stopped normal symbol. The normal symbols that can be displayed as fixed and stopped on the normal symbol display section 22e include at least a normal win symbol and a normal loss symbol. A player can recognize a normal win when a normal win symbol is displayed as a fixed and stopped symbol in a normal game, and can recognize a normal loss when a normal loss symbol is displayed as a fixed and stopped symbol in a normal game. In the gaming machine 10, when a player wins the normal win lottery, a normal win game is awarded after the normal game that resulted in the winning is completed. The information display panel 22 includes a normal hold display section 22f. The normal hold display section 22f recognizably displays the number of normal games whose execution has been put on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold number). For example, the upper limit of the number of reserved normal games is 4. In the following description, a normal game whose execution is suspended may be simply referred to as a "suspended normal game" or a "suspended normal game." As described above, the gaming machine 10 can suspend the execution of multiple normal games.
[0018] The gaming machine 10 has a center frame 23 decorated with various ornaments in the approximate center of the play area 21 of the game board 20. The center frame 23 has an opening 23a. The center frame 23 is also called a center role or a center role object.
[0019] The gaming machine 10 includes an effect display device 25. For example, the effect display device 25 may be a display device such as a liquid crystal display or an organic EL display. The effect display device 25 includes a display area 25r in which an image is displayed. The effect display device 25 is capable of displaying an image. The effect display device 25 is attached to the gaming board 20 so that a player can view the display area 25r through the opening 23a of the center frame 23. The effect display device 25 executes an effect (hereinafter referred to as a display effect) in which a predetermined image is displayed as one of the effects. In this embodiment, the function as an effect execution means for executing an effect is realized by at least one of the decorative lamp 17 as light-emitting means capable of executing a light-emitting effect, the speaker 18 as sound output means capable of outputting sound, and the effect display device 25 as display means capable of displaying an image. There are multiple types of effect devices that can function as effect execution means in the gaming machine 10. That is, there are multiple types of effect execution means. As described above, the effect execution means includes at least one of a light emitting means, a sound output means, and a display means.
[0020] The gaming machine 10 is provided with a first start opening 26 as a start opening. The first start opening 26 is always open so that a gaming ball can enter the opening. The gaming machine 10 is provided with a first start sensor SE1 (shown in FIG. 3) that detects a gaming ball that has entered the first start opening 26. For example, a ball passage that guides the entered gaming ball to the back side of the gaming board 20 is connected to the first start opening 26, and the first start sensor SE1 is disposed in the ball passage. In this embodiment, when a gaming ball is detected by the first start sensor SE1, the start condition for the first special game can be met and the payout condition for the prize ball is also met. That is, this embodiment is configured so that the execution of the first special game can be suspended when a gaming ball enters the first start opening 26.
[0021] The gaming machine 10 is provided with a second start opening 27 as a start opening. The start openings in the gaming machine 10 include a first start opening 26 and a second start opening 27. The gaming machine 10 is provided with a second start sensor SE2 (shown in FIG. 3) that detects a gaming ball that has entered the second start opening 27. For example, a ball passage that guides the entered gaming ball to the back side of the gaming board 20 is connected to the second start opening 27, and the second start sensor SE2 is disposed in the ball passage. In this embodiment, when a gaming ball is detected by the second start sensor SE2, the start condition for the second special game may be met, and the payout condition for the prize ball is also met. That is, this embodiment is configured so that the execution of the second special game can be suspended when a gaming ball enters the second start opening 27. As described above, this embodiment is configured so that the execution of the special game can be suspended when a gaming ball enters the start opening 26, 27. Further, the second starting hole 27 has a first variable member 28 as a variable member. The first variable member 28 is operable between an open state in which it is easy or possible to allow the gaming ball to enter the second starting hole 27, and a closed state in which it is difficult or impossible to allow the gaming ball to enter the second starting hole 27. The first variable member 28 operates by receiving power from a first actuator A1 (shown in FIG. 3). The first variable member 28 is operated to the open state when a normal winning lottery is won.
[0022] The gaming machine 10 has a jackpot opening 29. The gaming machine 10 has a count sensor SE3 (shown in FIG. 3) that detects a gaming ball that has entered the jackpot opening 29. For example, the jackpot opening 29 is connected to a ball passage that guides the entered gaming ball to the back side of the gaming board 20, and the count sensor SE3 is disposed in the ball passage. When the count sensor SE3 detects a gaming ball, a condition for paying out a prize ball is met. The jackpot opening 29 has a second variable member 30. The second variable member 30 is operable between an open state that allows gaming balls to enter the jackpot opening 29 and a closed state that prevents gaming balls from entering the jackpot opening 29. The second variable member 30 is operated by receiving power from a second actuator A2 (shown in FIG. 3). The second variable member 30 is operated to the open state when a jackpot is won. When the second variable member 30 is in the open state, game balls are allowed to enter the large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the large prize opening 29 is closed."
[0023] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the left of the center frame 23 in the gaming area 21. The gate 31 has a gate opening that is always open so that gaming balls can enter the gate. A gate sensor SE4 (shown in FIG. 3) is disposed at the gate opening to detect gaming balls that enter and pass through. When a gaming ball is detected by the gate sensor SE4, the conditions for starting a normal game may be met. Note that even if a gaming ball is detected by the gate sensor SE4, the conditions for paying out prize balls are not met.
[0024] The gaming machine 10 includes an outlet 34. In this embodiment, gaming balls that do not enter the first start opening 26, the second start opening 27, or the special prize opening 29 are discharged outside the machine through the outlet 34. The gaming machine 10 also includes game components, such as nails (game nails) and windmills, for varying the behavior of gaming balls flowing down the gaming area 21. The gaming machine 10 may also include a ball entry opening (a so-called general prize opening) that is configured to always allow balls to enter, but does not satisfy the conditions for starting a special game or a normal game, but satisfies the conditions for paying out prize balls. The general prize opening is sometimes referred to as a normal prize opening. For example, when a gaming ball enters the general prize opening and the conditions for paying out prize balls are satisfied, the same number of gaming balls may be awarded as a prize (prize balls) as when a gaming ball enters the special prize opening and the conditions for paying out prize balls are satisfied. For example, when a game ball enters the general prize opening and the conditions for paying out prize balls are met, a different number of game balls (a smaller or larger number) may be awarded as a prize (prize balls) than when a game ball enters the large prize opening 29 and the conditions for paying out prize balls are met.
[0025] Next, the path along which the gaming ball flows down in this embodiment will be described. The gaming machine 10 has multiple paths through which gaming balls flow down the play area 21, depending on the strength of the shot of the gaming ball. The paths through which gaming balls flow down can also be understood as areas through which gaming balls flow down. The multiple paths include a first path R1 that passes through the left side of the center frame 23 to the outlet 34, and a second path R2 that passes through the right side of the center frame 23 to the outlet 34. The first path R1 and the second path R2 may overlap partially or not at all. Hereinafter, when the play board 20 is viewed from the front, the area located to the left of the center line CL that bisects the play area 21 horizontally is referred to as the left area RA, and the area located to the right of the center line CL is referred to as the right area RB. The path flowing down the left area RA corresponds to the first path R1, and the path flowing down the right area RB corresponds to the second path R2.
[0026] By operating the launch handle 16 to adjust the launch strength of the game ball, the player can selectively hit the game ball into the left area RA or the right area RB, and cause the game ball to enter the start holes 26, 27, the special prize hole 29, or the gate 31. Specifically, when the game ball is launched with the launch strength adjusted to be weak (a so-called left-handed hit), the game ball is more likely to be guided down the left area RA and may enter the first start hole 26. On the other hand, when the game ball is launched with the launch strength adjusted to be strong (a so-called right-handed hit), the game ball is more likely to be guided down the right area RB and may enter any of the second start hole 27, the special prize hole 29, or the gate 31. That is, the first start hole 26 is located on the first route R1, and the second start hole 27, the special prize hole 29, and the gate 31 are located on the second route R2. That is, the left-side area RA is provided with a first starting hole 26, and the right-side area RB is provided with a second starting hole 27, a large prize hole 29, and a gate 31. When flowing down the first path R1, the gaming ball is less likely to enter the second starting hole 27, the large prize hole 29, and the gate 31 compared to when flowing down the second path R2. When flowing down the second path R2, the gaming ball is less likely to enter the first starting hole 26 compared to when flowing down the first path R1. In this specification, firing a gaming ball so that it flows down the first path R1 may be referred to as a "left hit," and firing a gaming ball so that it flows down the second path R2 may be referred to as a "right hit."
[0027] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery (hereinafter, sometimes referred to as the jackpot lottery winning probability). The high probability state is a gaming state with a higher jackpot probability than the low probability state. The high probability state is what is known as a "probability variable state (probability variable state)," and the low probability state is a "non-probability variable state (non-probability variable state)." In the following explanation, the high probability state will be referred to as the "probability variable state," and the low probability state will be referred to as the "non-probability variable state."
[0028] The gaming machine 10 has a low base state and a high base state as gaming states in which the ratio of the number of winning balls to the number of launched gaming balls differs. The high base state is a gaming state in which the probability of a gaming ball entering the second starting hole 27 is higher than in the low base state. The high base state is a so-called "electric support state," and the low base state is a "non-electric support state." The high base state has a higher advantage in terms of a ball entering the second starting hole 27 than the low base state.
[0029] The high base state can be realized, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is a normal symbol variation time reduction control that shortens the variation time of the normal game compared to the low base state. The second control is a normal symbol probability variation control that increases the probability of winning a normal win in a normal win lottery (normal win probability) compared to the low base state. The third control is an opening time extension control that extends the total opening time of the first variable member 28 in one normal win game compared to the low base state. The opening time extension control may be at least one of the following: a control that increases the number of times the first variable member 28 is opened in one normal win game compared to the low base state; and a control that extends the opening time of the first variable member 28 in one normal win game compared to the low base state. The high base state may also be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that makes the fluctuation time of the special game (for example, the average fluctuation time) easier to be shorter than in the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state (variation shortening state)."
[0030] In the gaming machine 10, the first variable member 28 may be in the open state even in the low base state, so that a gaming ball may enter the second starting hole 27 even in the low base state. However, when the gaming machine 10 is in the low base state, the first variable member 28 may not be in the open state and a gaming ball may not enter the second starting hole 27, for example, by configuring the gaming machine 10 so that a normal jackpot is not won in the normal jackpot lottery. In addition, when the gaming machine 10 is in the low base state, the first variable member 28 may not be in the open state even if a normal jackpot is won in the normal jackpot lottery, so that a gaming ball may not enter the second starting hole 27. When configured as described above, the low base state can be said to be a state in which a gaming ball cannot enter the second starting hole 27, and the high base state can be said to be a state in which a gaming ball can enter the second starting hole 27.
[0031] The controllable gaming states in the gaming machine 10 include a "low probability low base state" which is a low base state and a non-probability variable state. The low probability low base state is what is called a "normal state (normal gaming state)." The controllable gaming states in the gaming machine 10 include a "low probability high base state" which is a high base state and a non-probability variable state. The controllable gaming states in the gaming machine 10 include a "high probability high base state" which is a high base state and a probability variable state. In this way, there are multiple types of controllable gaming states in the gaming machine 10.
[0032] In addition, in the gaming machine 10, when the base is low, it is difficult to get the gaming ball to enter the first starting gate 26 even by hitting with the right, so hitting with the left is recommended. Therefore, a situation in a low base state can be said to be a situation in which hitting with the left is recommended. On the other hand, in the gaming machine 10, when the base is high, it is recommended to hit with the right to get the gaming ball to enter the gate 31 and the second starting gate 27. In other words, in the gaming machine 10, when the base is high, it is recommended to hit with the right. Therefore, a situation in a high base state can be said to be a situation in which hitting with the right is recommended. Incidentally, in the gaming machine 10, when a jackpot is being played, it is recommended to hit with the right to get the gaming ball to enter the jackpot entry gate 29. In other words, in the gaming machine 10, when a jackpot is being played, it is recommended to hit with the right. Therefore, a situation in a jackpot is said to be a situation in which hitting with the right is recommended.
[0033] Next, the setting change function of the gaming machine 10 will be described. The gaming machine 10 is configured to be able to set any one of a plurality of setting values (setting information). The setting values determine the degree of advantage regarding a jackpot game. The setting values determine the probability of winning a jackpot lottery. The gaming machine 10 can set the probability of winning a jackpot lottery by setting any one of the plurality of setting values. That is, the gaming machine 10 can set any one of a plurality of setting information that determine the degree of advantage in the probability of winning a jackpot. The gaming machine 10 is configured to be able to set any one of six setting values, from the first setting value to the sixth setting value. In the gaming machine 10, the probability of winning a jackpot lottery and the degree of advantage increase in the order of the first setting value < the second setting value < the third setting value < the fourth setting value < the fifth setting value < the sixth setting value. Specifically, in the gaming machine 10, in both the non-variable state and the variable state, the probability of winning the jackpot lottery increases in the following order: first setting value < second setting value < third setting value < fourth setting value < fifth setting value < sixth setting value. The gaming machine 10 enters the setting change mode when power supply is initiated while the setting operation unit of the setting device 44 (shown in FIG. 3) is turned on and the clear switch 45 (shown in FIG. 3) is turned on. In the setting change mode, the internally set setting value is notified, and each time the clear switch 45 is operated, the internally set setting value can be changed in a loop, such as "... → first setting value → second setting value → ... → fifth setting value → sixth setting value → first setting value → ...." The setting change mode ends when the setting operation unit of the setting device 44 is turned off. In the gaming machine 10, when power supply is initiated while the clear switch 45 is turned on, various backed-up information is initialized.
[0034] In this embodiment, when a part or all of the situations in which any of the first to fifth setting values is set is defined as the first situation, a situation in which a more advantageous setting value is set corresponds to the second situation. For example, when the first setting value is defined as the first situation, a part or all of the situations in which any of the second to sixth setting values is set can be defined as the second situation. For example, when the first setting value is defined as the first situation, a situation in which the sixth setting value is set can be defined as the second situation. Alternatively, when a situation in which any of the first to third setting values is set can be defined as the first situation, a situation in which any of the fourth to sixth setting values is set can be defined as the second situation. For example, a situation in which the first setting value is set can be defined as the first situation, and a situation in which the second setting value is set can be defined as the second situation. For example, a situation in which the third setting value is set can be defined as the first situation, and a situation in which the fourth setting value is set can be defined as the second situation. For example, a situation in which the fifth setting value is set can be defined as the first situation, and a situation in which the sixth setting value is set can be defined as the second situation. Note that the first situation does not necessarily include a situation in which the first setting value is set, and similarly, the second situation does not necessarily include a situation in which the sixth setting value is set.
[0035] Next, a big win in the gaming machine 10 will be described. The gaming machine 10 has multiple types of jackpot symbols as special jackpot symbols. The multiple types of jackpot symbols are classified into first jackpot symbols and second jackpot symbols. A type of jackpot is determined for each of the multiple types of jackpot symbols. The game state after the end of the jackpot game may be determined for each jackpot symbol. In the jackpot game, an opening effect is first performed for a predetermined opening time. For example, the start of the jackpot game is announced in the opening effect. In the jackpot game, after the opening effect ends, a round game is played in which the jackpot opening 29 is opened. The round game is played up to a predetermined maximum number of times. In one round game, the jackpot opening 29 is opened until a round end condition is met. The round end condition includes a first round end condition and a second round end condition. The first round end condition is met when a predetermined upper limit number of game balls enter the ball hole. The second round end condition is met when a predetermined upper limit time has elapsed. In round play, a round effect is performed. Then, in jackpot play, when the final round play ends, an ending effect is performed for a predetermined ending time. For example, in the ending effect, the end of the jackpot play is announced. The jackpot play ends as the ending time has elapsed.
[0036] For jackpot symbols classified as the first jackpot symbol, the type of jackpot is defined as "first jackpot." For jackpot symbols classified as the first jackpot symbol, the maximum number of rounds of play is defined as "10 times." For jackpot symbols classified as the first jackpot symbol, it is defined that the game state after the jackpot game ends will be a probability variable state. For jackpot symbols classified as the first jackpot symbol, it is defined that the game state after the jackpot game ends will be a high base state. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as the first jackpot symbol may be referred to as a "first jackpot game."
[0037] For jackpot symbols classified as second jackpot symbols, the type of jackpot is defined as "second jackpot." For jackpot symbols classified as second jackpot symbols, the maximum number of rounds of play is defined as "8 times." For jackpot symbols classified as second jackpot symbols, the game state after the jackpot game is defined as a non-variable state. Furthermore, for jackpot symbols classified as second jackpot symbols, the game state after the jackpot game is defined as a high base state until 100 special games are completed, or until a jackpot game is awarded before the end of 100 special games. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as second jackpot symbol may be referred to as a "second jackpot game."
[0038] The display effects that the effect display device 25 can execute include an effect pattern game (hereinafter referred to as an effect game) in which effect symbols (hereinafter referred to as effect symbols) are displayed in a variable manner in multiple columns, and finally, a combination of effect symbols is displayed as a fixed, stopped combination. The effect game is executed by varying multiple columns of effect symbols. The effect symbols are also called "decorative symbols" or "decorative symbols." The effect game is executed by varying (scrolling) the first, second, and third column of symbols in a vertical direction. In the following explanation, the "first column" will be referred to as the "left column," and the "first symbol" will be referred to as the "left symbol," the "second column" will be referred to as the "middle column," and the "second symbol" will be referred to as the "middle symbol," and the "third column" will be referred to as the "right column," and the "third symbol" will be referred to as the "right symbol." In each column, effect symbols resembling the numbers "1" to "8" are generally displayed in a variable manner in a predetermined order.
[0039] The effect game is executed in conjunction with the special game. Specifically, the effect game starts when the special game starts and ends when the special game ends. The gaming machine 10 is configured to be able to execute an effect game during the execution of a special game. In the effect game, a combination of effect symbols corresponding to the special symbols displayed as fixed stops in the special game is displayed as fixed stops. When a jackpot symbol is displayed as fixed stops in the special game, the effect game displays a jackpot symbol combination based on the effect symbols as fixed stops. For example, a jackpot symbol combination is a symbol combination in which the effect symbols in all columns are the same, such as "777." When a losing symbol is displayed as fixed stops in the special game, the effect game displays a losing symbol combination based on the effect symbols as fixed stops. For example, a losing symbol combination is a symbol combination in which the effect symbols in at least some columns are different from the effect symbols in the other columns, such as "426," "115," or "323." In this way, the effect display device 25 executes an effect game in conjunction with the execution of a special game. In the effect game, the effect symbol is temporarily stopped before being displayed as a fixed stop symbol. In this specification, the term "temporary stop display" refers to a state that indicates that the symbol may be displayed as a variable again, such as a "fluctuating state," or a state that indicates that the symbol is different from the fixed stop display.
[0040] In an effect game, the display mode of the effect symbols may become a reach mode (a reach is formed), and a reach effect may be performed. The reach mode is a state in which effect symbols resembling the same numbers are temporarily displayed in specific columns (for example, the left and right columns) among multiple columns, and effect symbols in columns other than the specific columns (for example, the middle column) continue to be displayed in a variable manner. The reach effect may include multiple types of reach effects in which the characters that appear and the actions of the effect symbols differ. The reach effect is performed while a special game is being executed. The reach effect includes a normal reach effect and a super reach effect that is performed after the start of a normal reach effect. In the gaming machine 10, when a super reach effect is executed during the execution of a special game, the likelihood of a jackpot is higher than when only a normal reach effect is executed.
[0041] The gaming machine 10 is configured to be able to execute presentation modes. There are multiple types of presentation modes. The gaming machine 10 is controlled to one of the multiple types of presentation modes. The gaming machine 10 has a first presentation mode, a second presentation mode, and a third presentation mode. The gaming machine 10 is controlled to the first presentation mode when in a normal state. The gaming machine 10 is controlled to the second presentation mode when in a low-probability, high-base state. The gaming machine 10 is controlled to the third presentation mode when in a high-probability, high-base state. Presentation modes are also called presentation states. In each presentation mode, mode identification information that can identify the current presentation mode (the presentation mode being controlled) is notified. In the gaming machine 10, a different background image is displayed on the presentation display device 25 for each type of presentation mode. In addition, the gaming machine 10 notifies mode identification information by, for example, lighting up the decorative lamp 17 with a different light color for each type of presentation mode, or by outputting different background sounds from the speaker 18 for each type of presentation mode.
[0042] The gaming machine 10 is configured to be able to execute preview effects. Execution of a preview effect can change the jackpot expectation of the special game that is the subject of the preview effect. For example, there are preview effects that can be executed before the start of execution of the special game that is the subject of the preview effect. For example, there are preview effects that can be executed while the special game that is the subject of the preview effect is being executed. For example, there are preview effects whose execution probability varies depending on whether or not a jackpot has occurred. There are also preview effects whose execution increases the jackpot expectation. In addition, there are, for example, multiple types of preview effect content. The extent to which the jackpot expectation increases varies depending on the type of preview effect content that is executed. Preview effects can be executed in an execution manner that suits various situations.
[0043] For example, the preview performance may include a preview performance that can be executed in an execution mode depending on whether the situation is a low base state or a high base state. For example, the preview performance may include a preview performance whose execution probability differs depending on whether the situation is a low base state or a high base state. For example, the preview performance may include a preview performance that can be executed in a low base state but is not executed in a high base state. For example, the preview performance may include a preview performance that can be executed in a high base state but is not executed in a low base state. In addition, for example, the preview performance may include a preview performance whose selection rate (decision rate) of various performance contents differs depending on whether the situation is a low base state or a high base state.
[0044] For example, the preview performance may include a preview performance that can be executed in an execution mode depending on whether the situation is a non-probability variable state or a probability variable state. For example, the preview performance may include a preview performance whose execution probability differs depending on whether the situation is a non-probability variable state or a probability variable state. For example, the preview performance may include a preview performance that can be executed in a non-probability variable state, but is not executed in a probability variable state. For example, the preview performance may include a preview performance that can be executed in a probability variable state, but is not executed in a non-probability variable state. In addition, for example, the preview performance may include a preview performance in which the selection rate (decision rate) of various performance contents differs depending on whether the situation is a non-probability variable state or a probability variable state.
[0045] For example, the preview performance may include a preview performance that can be executed in an execution manner depending on whether the situation is in a specific performance mode or not. For example, the preview performance may include a preview performance whose execution probability differs depending on whether the situation is in a specific performance mode or not. For example, the preview performance may include a preview performance that can be executed in a specific performance mode but is not executed in a non-specific performance mode. For example, the preview performance may include a preview performance that can be executed in a non-specific performance mode but is not executed in a non-specific performance mode. In addition, for example, the preview performance may include a preview performance whose selection rate (decision rate) of various performance contents differs depending on whether the situation is in a specific performance mode or not.
[0046] The preview effect is executed by the decorative lamp 17, the speaker 18, and the effect display device 25. In other words, the preview effect can be said to be composed of an effect executed by the decorative lamp 17, an effect executed by the speaker 18, and an effect executed by the effect display device 25. If the brightness of the decorative lamp 17 is adjustable in the gaming machine 10, adjusting the brightness corresponds to customizing the effect executed by the decorative lamp 17 among the effects constituting the preview effect. Similarly, if the volume of the sound output from the speaker 18 is adjustable in the gaming machine 10, adjusting the volume corresponds to customizing the effect executed by the speaker 18 among the effects constituting the preview effect. Here, the preview effect is used as an example, but it is not limited to the preview effect, and other effects may also be used. For example, this "other effect" may be an effect not related to the expected probability of a jackpot, an effect related to the expected probability of being controlled to a high-base state (so-called "high-base expectation probability"), or an effect related to the expected probability of being controlled to a high-base state.
[0047] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 3, the gaming machine 10 includes a main board 40 as a main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of the processes. The gaming machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes for executing light-emitting effects by the decorative lamps 17, sound effects by the speakers 18, and display effects by the effect display device 25. The main board 40 and the sub-board 50 are disposed on the back side of the gaming board 20. The main board 40 and the sub-board 50 are included in the gaming board unit. Therefore, the main board 40 and the sub-board 50 can be said to be disposed inside the machine. The main board 40 is connected to the sub-board 50. The gaming machine 10 includes a power supply unit 60. The power supply unit 60 supplies power to the main board 40 and the sub-board 50 when a power switch 61 is turned on. By switching the power switch 61 to the ON state, power is supplied to the gaming machine 10. The gaming machine 10 also includes a power supply unit 60. The power supply unit 60 is a unit that supplies power to the main board 40 and the sub-board 50 by switching the power switch 61 to the ON state. In this way, by switching the power switch 61 to the ON state, power supply to the gaming machine 10 begins and the gaming machine is powered on.
[0048] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main board 40 also includes a setting device 44, a clear switch 45, and a display device 46. The main CPU 41 performs various processes by executing its control program (main control program).
[0049] The main ROM 42 stores the main control program and lottery tables used for predetermined lotteries. The main ROM 42 stores jackpot determination values used in jackpot lotteries. There are high probability values and common values for jackpot determination values. In jackpot lotteries when the game is not in a variable probability state, only the common value is used out of the common value and the high probability value, while in jackpot lotteries when the game is in a variable probability state, both the common value and the high probability value are used. The jackpot determination value is determined for each setting value. In addition, the main ROM 42 stores effect determination values used in effect lotteries. The effect lottery is a lottery that determines whether to execute a reach effect if the jackpot lottery is not won, and corresponds to a reach lottery.
[0050] The main ROM 42 stores a plurality of types of fluctuation patterns. The plurality of types of fluctuation patterns are associated with a fluctuation time from the start of a special game to the end of the special game. In other words, the fluctuation time of the special game is associated with the fluctuation pattern. The fluctuation pattern can be said to be information capable of identifying the fluctuation time of the special game. In the gaming machine 10, the fluctuation time of the special game is determined by determining the fluctuation pattern. The fluctuation pattern may be information capable of identifying some or all of the presentation content of the presentation game that is performed from the start of the special game to the end of the special game. The fluctuation pattern includes, for example, a jackpot fluctuation pattern and a loss fluctuation pattern. The jackpot fluctuation pattern is associated with a presentation content of the presentation game that goes through a reach presentation and finally displays a fixed jackpot pattern combination based on the presentation patterns. The loss fluctuation pattern includes a variation pattern without a reach presentation and a variation pattern with a reach presentation. The non-miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally confirmed and stopped without going through a reach performance, while the miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally confirmed and stopped after going through a reach performance.
[0051] The main ROM 42 stores a plurality of types of normal game variation patterns. The plurality of types of normal game variation patterns are associated with a variation time from the start of the normal game to the end of the normal game. That is, the normal game variation pattern is associated with a variation time of the normal game. The normal game variation patterns include, for example, a normal game variation pattern that can be determined in a low base state and a normal game variation pattern that can be determined in a high base state.
[0052] The main RWM 43 can store various information that can be rewritten as needed during operation of the gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 can generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0053] A first start sensor SE1, a second start sensor SE2, a count sensor SE3, and a gate sensor SE4 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE4 via a port (not shown). An information display panel 22 is also connected to the main board 40. The main CPU 41 is able to control the display content of the information display panel 22 via a drive circuit (not shown). A first actuator A1 and a second actuator A2 are also connected to the main board 40. The main CPU 41 is able to control the operation of the first actuator A1 and the operation of the second actuator A2 via a drive circuit (not shown).
[0054] The setter 44 has a setting operation unit. The main CPU 41 can input an operation signal to be output when the setting operation unit of the setter 44 is operated to the on state. The main CPU 41 can input an operation signal to be output when the clear switch 45 is operated to the on state. The main CPU 41 can control the display content of the display unit 46. The display unit 46 can notify the set value that has been set.
[0055] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes its control program (sub-control program) to perform various processes (for example, processes related to performance). The sub-ROM 52 stores the sub-control program, lottery tables used in the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the mode (content) of the display performance in the performance display device 25. The sub-ROM 52 also stores light-emitting performance data that can identify the mode (content) of the light-emitting performance in the decorative lamp 17. The sub-ROM 52 stores sound performance data that can identify the mode (content) of the sound performance in the speaker 18.
[0056] The sub-RWM 53 can store various information that can be rewritten as needed during operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 can generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0057] The sub-board 50 is connected to the decorative lamps 17, the speaker 18, and the performance display device 25. The sub-CPU 51 is capable of controlling the decorative lamps 17, the speaker 18, and the performance display device 25 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls the performance devices that act as performance execution means among the decorative lamps 17, the speaker 18, and the performance display device 25, thereby realizing the function of performance control means that can control the performance execution means.
[0058] An effect button EB is connected to the sub-board 50. The sub-CPU 51 can input, via a port not shown, an operation signal to be output when the effect button EB is operated. An up button B1, a right button B2, a down button B3, and a left button B4 are connected to the sub-board 50. The sub-CPU 51 can input, via a port not shown, an operation signal to be output when the various buttons B1 to B4 are operated.
[0059] Next, the power supply unit 60 will be described. The power supply unit 60 converts a power supply voltage supplied from an external power source such as an amusement facility into a power supply voltage to be supplied to each of the boards 40, 50. The power supply unit 60 supplies power to each of the boards 40, 50 via a power supply line. The power supply unit 60 has a power switch 61. When the power switch 61 is switched from an off state to an on state, power supply to each of the boards 40, 50 begins. The start of power supply corresponds to powering on. On the other hand, when the power switch 61 is switched from an on state to an off state, the power supply to each of the boards 40, 50 is cut off. Cutting off the power supply corresponds to stopping the power supply, or equivalent to powering off.
[0060] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the main RWM 43 even after the power supply is interrupted. By receiving power from the backup power supply 62, the main RWM 43 can retain the contents stored in the main RWM 43 at the time of power interruption, even after the power supply is interrupted. Similarly, the backup power supply 62 supplies power to the secondary RWM 53 even after the power supply is interrupted. By receiving power from the backup power supply 62, the secondary RWM 53 can retain the contents stored in the secondary RWM 53 at the time of power interruption, even after the power supply is interrupted. For example, one or both of the main RWM 43 and the secondary RWM 53 may be nonvolatile memories that can retain their stored contents even when the power supply is interrupted, and can retain the stored information even after the power supply is interrupted.
[0061] The gaming machine 10 has a backup function. The backup function internally stores (backs up) various pieces of information related to game control even when the power supply from an external power source is interrupted, and when the power supply is resumed, restores game control based on the various pieces of information stored. In the gaming machine 10, the main board 40 and the sub-board 50 have the backup function. For example, of the main board 40 and the sub-board 50, the sub-board 50 does not need to have the backup function. In this embodiment, the main RWM 43 and the sub-RWM 53 are capable of storing various pieces of information and are capable of retaining at least some of the stored information even after the power supply is interrupted.
[0062] Here, various processes performed in the gaming machine 10 will be described. First, the main power cutoff process and the auxiliary power cutoff process performed in response to a power cutoff will be described. For example, the power supplied to the gaming machine 10 may be monitored within the power supply unit 60, and when a drop in the power supplied to the gaming machine 10 occurs, control information indicating that the power supply to the gaming machine 10 has been cut off may be output. Then, by inputting the control information indicating that the power supply to the gaming machine 10 has been cut off, the main CPU 41 may be able to recognize that the power supply to the gaming machine 10 has been cut off. Similarly, by inputting the control information indicating that the power supply to the gaming machine 10 has been cut off, the auxiliary CPU 51 may be able to recognize that the power supply to the gaming machine 10 has been cut off.
[0063] During the main power cutoff process, the main CPU 41 stores and retains, as backup information, information such as registers and stack pointers in the main RWM 43 in addition to various types of information stored in the main RWM 43. For example, the backup information includes a setting value flag (described later), a base state flag (described later), and a probability state flag (described later). For example, by storing and retaining the stack pointer, the main CPU 41 can resume processing from where it left off when power supply is subsequently resumed, even if power supply is interrupted during processing. The main CPU 41 also calculates a checksum for the main RWM 43 and stores the checksum in the main RWM 43. Furthermore, the main CPU 41 sets a backup flag in the main RWM 43. Thereafter, the main CPU 41 prohibits access to the main RWM 43. The main CPU 41 then performs loop processing. The main CPU 41 continues performing loop processing until power supply is interrupted. After the power supply is cut off, power is supplied from the backup power source 62 to the main RWM 43, and some or all of the information stored in the main RWM 43 when the power supply was cut off is stored and held as backup information.
[0064] In the secondary power cutoff process, the secondary CPU 51 stores and retains, as backup information, information such as registers and stack pointers in the secondary RWM 53 in addition to various types of information stored in the secondary RWM 53. For example, the backup information includes performance mode information (described later), ranking information (described later), and date and time information. Date and time information is information that can identify the date and time. For example, the date and time information may be set and changed via an administrator menu. For example, by storing and retaining the stack pointer, the secondary CPU 51 can resume processing from the interrupted point when power supply is subsequently resumed, even if power supply is interrupted during processing. The secondary CPU 51 also calculates a checksum for the secondary RWM 53 and stores the checksum in the secondary RWM 53. Furthermore, the secondary CPU 51 sets a backup flag in the secondary RWM 53. Thereafter, the secondary CPU 51 prohibits access to the secondary RWM 53. The secondary CPU 51 then performs loop processing. The secondary CPU 51 performs loop processing until the power supply is cut off. After the power supply is cut off, power is supplied from the backup power supply 62 to the secondary RWM 53, and some or all of the information stored in the secondary RWM 53 when the power supply was cut off is stored and held as backup information.
[0065] Next, the main power recovery process and the secondary power recovery process that are performed when power supply is started will be described. In the gaming machine 10, when power supply is started, the main power recovery process is performed by the main CPU 41. Similarly, in the gaming machine 10, when power supply is started, the secondary power recovery process is performed by the secondary CPU 51.
[0066] In the main power restoration process, the main CPU 41 performs various settings required when power supply is started. As the various settings required when power supply is started, the main CPU 41 prohibits interrupts in interrupt processing, permits access to the storage area of the main RWM 43, and initializes the peripheral devices and watchdog timer of the main board 40. Next, in the main power restoration process, the main CPU 41 determines whether to transition to a setting change mode and whether to initialize the main RWM 43 based on the operation states of the setting operation unit of the setting device 44 and the clear switch 45 at the start of power supply. Specifically, the main CPU 41 determines whether the clear switch 45 was operated to the ON state at the start of power supply. If it determines that the clear switch 45 was operated to the ON state at the start of power supply, the main CPU 41 performs a clear process for the main RWM 43. In the clear process for the main RWM 43, the main CPU 41 erases the backup information stored in the main RWM 43. Then, the main CPU 41 stores initial information in the main RWM 43 and initializes the contents stored in the main RWM 43. For example, the main CPU 41 sets initial values in the main RWM 43, such as a stack pointer. The main CPU 41 then stores control information (hereinafter referred to as an initialization command) in the output buffer, which can identify that the clearing process of the main RWM 43 has been performed. The main CPU 41 then sets an interval timer (e.g., 4 ms) for the interrupt process and enables the interrupt process. The main CPU 41 then terminates the clearing process of the main RWM 43. Thereafter, the main CPU 41 performs the interrupt process at predetermined intervals. The control information (control command) stored in the output buffer by the main CPU 41 is output to the sub-board 50 in the next and subsequent interrupt processes. In the following description, the phrase "initialized upon start of power supply" refers to the case where the clearing process of the main RWM 43 is performed after the power supply is started. In the gaming machine 10, the clearing process of the main RWM 43 is successfully performed, and the gaming machine 10 is ready to play games after the clearing process of the main RWM 43 is performed. After clearing the main RWM 43, the main CPU 41 reads the setting value stored in the setting value flag and stores a setting value command that can identify the read setting value in the output buffer.
[0067] After clearing the main RWM 43, the main CPU 41 determines whether the setting operation unit of the setting device 44 was turned on when power supply started. If it is determined that the setting operation unit of the setting device 44 was turned on when power supply started, the main CPU 41 performs setting change control processing. In the setting change control processing, the main CPU 41 transitions to setting change mode. In the setting change mode, the main CPU 41 reads the setting value stored in the setting value flag and controls the display 46 to report the read setting value. The display 46 reports the setting value at the time of power supply interruption. The main CPU 41 then stores a setting value command that can identify the read setting value in the output buffer. In the setting change mode, the main CPU 41 changes the setting value in a loop in a predetermined order each time the clear switch 45 is turned on, updating the setting value stored in the setting value flag. In the setting change mode, the main CPU 41 also controls the display 46 to report the updated setting value each time the setting value stored in the setting value flag is updated. Furthermore, in the setting change mode, when the setting operation unit of the setter 44 is turned off, the main CPU 41 stores in the output buffer a setting value command capable of identifying the setting value stored in the setting value flag at that time. In the setting change mode, when the setting operation unit of the setter 44 is turned off, the main CPU 41 ends the setting change mode and terminates the setting change control process. Thereafter, the main CPU 41 stores an initialization command in the output buffer and terminates the main power restoration process.
[0068] If the main CPU 41 does not determine that the setting operation unit of the setter 44 has been operated to the ON state when power supply is started, the main CPU 41 performs recovery processing. Also, if the main CPU 41 does not determine that the clear switch 45 has been operated to the ON state when power supply is started, the main CPU 41 performs recovery processing. In the recovery processing, the main CPU 41 determines whether a backup flag is set. If the backup flag is not set, the main CPU 41 determines that the state is in a recovery error state. If the backup flag is set, the main CPU 41 calculates a checksum of the main RWM 43 and determines whether the calculated checksum matches the value of the checksum calculated when power supply was cut off. If the checksum calculated when power supply was started and the checksum calculated when power supply was cut off do not match, the main CPU 41 determines that the state is in a recovery error state. In the gaming machine 10, if a recovery error state occurs, the gaming machine 10 is not in a state where it is possible to play games. Therefore, in the gaming machine 10, when a recovery error state occurs, the power supply is cut off again, and then when the power supply starts again, the clear switch 45 is operated to perform a clear process on the main RWM 43 and initialize the memory contents of the main RWM 43, thereby making it possible to play the game.
[0069] If the checksum calculated when the power supply is started and the checksum calculated when the power supply is stopped match, the main CPU 41 performs main backup processing based on the various backed-up information. In the main backup processing, the main CPU 41 restores the stack pointer to the state it had before the power supply was cut off. Next, the main CPU 41 stores control information (hereinafter referred to as the "restore command") that can identify that main restore processing has been performed in the output buffer. Next, the main CPU 41 sets an interval timer for interrupt processing. Furthermore, the main CPU 41 restores the contents of the registers that were present when the power supply was cut off. Thereafter, the main CPU 41 restores the enable / disable (prohibit) of interrupt processing to the state that it was in when the power supply was cut off, sets the address that was present before the power supply was cut off, and restores the address to that set address. Then, once restoration based on the backup information has been performed, the main CPU 41 terminates the main backup processing. Thereafter, the main CPU 41 performs interrupt processing at predetermined intervals. In the following description, when the phrase "power supply is restarted after being cut off" is used, it means that power supply is started and the main backup process is performed. In the gaming machine 10, if the main backup process is performed normally, the gaming machine 10 is ready to play after the main backup process is performed. After performing the main backup process, the main CPU 41 reads the setting value stored in the setting value flag. In addition, the main CPU 41 stores a setting value command that can identify the read setting value in the output buffer.
[0070] As described above, the setting value flag is information that can identify the set setting value. Therefore, the setting value flag in this embodiment corresponds to information that can identify which of a plurality of situations is the current situation. The setting value flag corresponds to setting value information that can identify the set setting value. In the gaming machine 10, the main CPU 41 can set the setting value by updating the setting value flag. Therefore, in this embodiment, the main CPU 41 updates the setting value flag and sets the setting value, thereby realizing a function as setting means that can set information that can identify which of a plurality of situations is the current situation.
[0071] In the secondary power restoration process, the secondary CPU 51 performs various settings (initial settings) required when power supply starts. After performing the initial settings, the secondary CPU 51 waits until an initialization command or restoration command is input. The secondary CPU 51 starts up before the main CPU 41. Therefore, when the main CPU 41 outputs an initialization command or restoration command, the secondary CPU 51 has already started up and is waiting for input of the initialization command or restoration command.
[0072] When an initialization command is input, the secondary CPU 51 performs a process of clearing the secondary RWM 53. In the process of clearing the secondary RWM 53, the secondary CPU 51 erases the backup information stored in the secondary RWM 53. However, the secondary CPU 51 does not erase the ranking information, which will be described later. Next, the secondary CPU 51 stores the initial information in the secondary RWM 53 and initializes the stored contents of the secondary RWM 53. Then, the secondary CPU 51 ends the process of clearing the secondary RWM 53. When the process of clearing the secondary RWM 53 is performed, the secondary CPU 51 controls at least one of the decorative lamp 17, the speaker 18, and the effect display device 25 to execute an initialization effect that suggests or notifies that the clearing process of the main RWM 43 has been performed. The initialization effect is executed until the execution time of the initialization effect has elapsed.
[0073] When a restore command is input, the secondary CPU 51 determines whether the backup flag is set. If the backup flag is not set, the secondary CPU 51 performs processing to clear the secondary RWM 53. If the backup flag is set, the secondary CPU 51 calculates a checksum for the secondary RWM 53 and determines whether the calculated checksum matches the value of the checksum calculated when the power supply was cut off. If the checksum calculated when the power supply was started and the checksum calculated when the power supply was stopped do not match, the secondary CPU 51 performs processing to clear the secondary RWM 53.
[0074] If the checksum calculated when power supply is started and the checksum calculated when power supply is stopped match, the secondary CPU 51 performs secondary backup processing. In the secondary backup processing, the secondary CPU 51 restores the stack pointer to the state before power supply was cut off. Furthermore, the secondary CPU 51 restores the contents of the register when power supply was cut off. Thereafter, the secondary CPU 51 sets the address before power supply was cut off and restores to the set address. This allows the gaming machine 10 to restore based on the backup information. Then, once restoration based on the backup information has been performed, the secondary CPU 51 terminates the secondary backup processing.
[0075] Next, we will explain various processes that are executed based on the control program by the main CPU 41. For example, the main CPU 41 executes special symbol input process, special symbol start process, etc. as interrupt processes that are executed every predetermined period (for example, 4 ms).
[0076] First, the special symbol input process performed by the main CPU 41 will be described. In the special symbol input process, the main CPU 41 performs a first special symbol input process. Furthermore, when the main CPU 41 finishes the first special symbol input process, it performs a second special symbol input process. Then, in the special symbol input process, when the main CPU 41 finishes the second special symbol input process, it ends the special symbol input process.
[0077] In the first special symbol input process, the main CPU 41 determines whether a gaming ball has entered the first start hole 26 based on whether a detection signal has been input from the first start sensor SE1 (hereinafter referred to as the first input determination). If the determination result of the first input determination is negative, the main CPU 41 terminates the first special symbol input process. On the other hand, if the determination result of the first input determination is positive, the main CPU 41 determines whether the first special reserve number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the first reserve determination). If the determination result of the first reserve determination is negative, the main CPU 41 terminates the first special symbol input process. If the determination result of the first reserve determination is positive, the main CPU 41 adds 1 to the first special reserve number to update it. Furthermore, the main CPU 41 controls the information display panel 22 to display the updated first special reserve number. In addition, the main CPU 41 stores control information capable of identifying the updated first special reserve number (hereinafter referred to as the first reserve number command) in the output buffer. The control information (command) stored in the output buffer is output to the sub-board 50 in the next or subsequent interrupt processing. If the result of the first reservation determination is positive, the main CPU 41 acquires a random number generated within the main board 40 and stores random number information based on the acquired random number in the main RWM 43. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. In this embodiment, by storing the random number information for the first special game in the main RWM 43, its execution is suspended until the execution condition for the first special game is met. Thereafter, the main CPU 41 terminates the first special pattern input process.
[0078] In the second special symbol input process, the main CPU 41 determines whether a game ball has entered the second start hole 27 based on whether a detection signal has been input from the second start sensor SE2 (hereinafter referred to as the second input determination). If the determination result of the second input determination is negative, the main CPU 41 terminates the second special symbol input process. On the other hand, if the determination result of the second input determination is positive, the main CPU 41 determines whether the second special reserve number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the second reserve determination). If the determination result of the second reserve determination is negative, the main CPU 41 terminates the second special symbol input process. If the determination result of the second reserve determination is positive, the main CPU 41 adds 1 to the second special reserve number to update it. Furthermore, the main CPU 41 controls the information display panel 22 to display the updated second special reserve number. In addition, the main CPU 41 stores control information capable of identifying the updated second special reserve number (hereinafter referred to as the second reserve number command) in the output buffer. If the determination result of the second reservation determination is positive, the main CPU 41 acquires a random number generated within the main board 40 and stores random number information based on the acquired random number in the main RWM 43. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the second special game and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main RWM 43, its execution is suspended until the execution condition of the second special game is met. Thereafter, the main CPU 41 ends the second special symbol input process.
[0079] The random number information stored in the main RWM 43 in the first special symbol input process and the second special symbol input process may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. The random numbers acquired in the first special symbol input process and the second special symbol input process include, for example, a random number used in a jackpot lottery (hereinafter referred to as a jackpot determination random number), a random number used to determine a special symbol (hereinafter referred to as a special symbol random number), a random number used to determine a variation pattern (hereinafter referred to as a variation pattern determination random number), and a random number used in an effect lottery (hereinafter referred to as an effect determination random number).
[0080] Next, the special symbol start process performed by the main CPU 41 will be described. The main CPU 41 determines whether the execution conditions for the special game are met (hereinafter referred to as execution determination). In the execution determination, the main CPU 41 makes a positive determination if the game is not during a jackpot game, a special game, or an inter-variation interval. On the other hand, in the execution determination, the main CPU 41 makes a negative determination if the game is either during a jackpot game, a special game, or an inter-variation interval. If the determination result of the execution determination is negative (if the execution conditions for the special game are not met), the main CPU 41 ends the special symbol start process.
[0081] If the determination result of the execution determination is positive (if the execution condition of the special game is met), the main CPU41 determines whether the second special reserve number stored in the main RWM43 is 1 or more. Then, if the second special reserve number is 1 or more, the main CPU41 performs second special symbol start processing related to the execution of the second special game, and then ends the special symbol start processing. On the other hand, if the second special reserve number is not 1 or more, the main CPU41 determines whether the first special reserve number stored in the main RWM43 is 1 or more. If the first special reserve number is 1 or more, the main CPU41 performs first special symbol start processing related to the execution of the first special game, and then ends the special symbol start processing. On the other hand, if the first special reserve number is not 1 or more, the main CPU41 ends the special symbol start processing.
[0082] Incidentally, if it is determined that the second special reservation number is not 1 or more and the first reservation determination determines that the first special reservation number is not 1 or more, the main CPU 41 stores control information (hereinafter referred to as a standby command) that can identify a standby state in the output buffer. However, even if the main CPU 41 determines that the first special reservation number is not 1 or more and determines that the second special reservation number is not 1 or more in the second reservation determination after storing the standby command in the output buffer until the special game is executed, the standby command is not stored in the output buffer again. In this embodiment, the standby state can be said to be a situation in which a special game is not being executed, that is, a situation in which a special game is not being executed. Also, the standby state can be said to be a situation in which a jackpot game has not been awarded, that is, a situation in which a jackpot game is not being executed.
[0083] Here, the first special symbol start process will be explained. In the first special symbol start process, the main CPU 41 updates the first special reserve number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated first special reserve number is displayed. The main CPU 41 also stores a first reserve number command that can identify the updated first special reserve number in the output buffer. Next, the main CPU 41 reads out the first-stored random number information for the first special game from the main RWM 43. After reading out the first-stored random number information, the main CPU 41 erases the first-stored random number information from the main RWM 43. The main CPU 41 then performs a jackpot lottery based on the read random number information and the jackpot determination value stored in the main ROM 42. At this time, the main CPU 41 performs a jackpot lottery using a jackpot determination value corresponding to a setting value that can be identified from the setting value flag. In addition, the main CPU 41 performs a jackpot lottery using the common value and the high probability value if the probability variable state is in effect, and performs a jackpot lottery using the common value if the probability variable state is not in effect. In addition, if the jackpot lottery is not won (if the jackpot lottery is not won), the main CPU 41 performs an effect lottery based on the value of the effect determination random number.
[0084] After completing various lotteries, the main CPU 41 determines the special symbol to be displayed as a fixed stop in the first special game and the variation pattern of the first special game. For example, if the jackpot lottery is won, the main CPU 41 determines the jackpot symbol based on the value of the special symbol random number. On the other hand, if the jackpot lottery is not won, the main CPU 41 determines the loss symbol. Also, if the jackpot lottery is won, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern determination random number. If the jackpot lottery is not won but the effect lottery is won, the main CPU 41 determines the variation pattern with a loss reach based on the value of the variation pattern determination random number. On the other hand, if the jackpot lottery is not won but the effect lottery is not won, the main CPU 41 determines the variation pattern without a loss reach based on the value of the variation pattern determination random number. After determining the special symbol and the variation pattern, the main CPU 41 stores control information capable of specifying the determined special symbol (hereinafter referred to as a symbol command) and control information capable of specifying the variation pattern (hereinafter referred to as a variation pattern designation command) in the output buffer, and ends the first special symbol start process. In the first special symbol start process, the main CPU 41 stores a variation pattern designation command corresponding to the first special game in the output buffer.
[0085] Next, the second special symbol start process will be described. In the second special symbol start process, the main CPU 41 updates the second special reserve number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated second special reserve number is displayed. The main CPU 41 also stores a second reserve number command, which can identify the updated second special reserve number, in the output buffer. Next, the main CPU 41 reads out the first-stored random number information for the second special game from the main RWM 43. After reading out the first-stored random number information, the main CPU 41 erases the first-stored random number information from the main RWM 43. The main CPU 41 then performs a jackpot lottery based on the read random number information and the jackpot determination value stored in the main ROM 42. At this time, the main CPU 41 performs a jackpot lottery using a jackpot determination value corresponding to a setting value that can be identified from the setting value flag. In addition, the main CPU 41 performs a jackpot lottery using the common value and the high probability value if the probability variable state is in effect, and performs a jackpot lottery using the common value if the probability variable state is not in effect. In addition, if the jackpot lottery is not won, the main CPU 41 performs an effect lottery based on the value of the effect determination random number.
[0086] Then, after completing various lotteries, the main CPU 41 determines the special symbol to be displayed in a fixed stop state in the second special game and the variation pattern of the second special game. For example, if the jackpot lottery is won, the main CPU 41 determines the jackpot symbol based on the value of the special symbol random number. On the other hand, if the jackpot lottery is not won, the main CPU 41 determines the loss symbol. Also, if the jackpot lottery is won, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern determination random number. If the jackpot lottery is not won but the effect lottery is won, the main CPU 41 determines the loss-lead variation pattern based on the value of the variation pattern determination random number. On the other hand, if the jackpot lottery is not won but the effect lottery is not won, the main CPU 41 determines the loss-lead variation pattern based on the value of the variation pattern determination random number. After determining the special symbol and variation pattern, the main CPU 41 stores the symbol command and variation pattern designation command in the output buffer and ends the second special symbol start process. In the second special symbol start process, the main CPU 41 stores the variation pattern designation command corresponding to the second special game in the output buffer.
[0087] When the special symbol start process is completed, the main CPU 41 executes a process separate from the special symbol start process and executes a special game. Specifically, the main CPU 41 controls the information display panel 22 to start the special game. The main CPU 41 measures the fluctuation time associated with the fluctuation pattern determined in the special symbol start process. Then, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a fixed stop when the fluctuation time associated with the fluctuation pattern has elapsed. When the fluctuation time associated with the fluctuation pattern determined in the special symbol start process has elapsed, the main CPU 41 stores an end command in the output buffer to display the symbol combination of the effect symbols as a fixed stop. After displaying the special symbol as a fixed stop, that is, after the special game has ended, the main CPU 41 sets an inter-fluctuation interval (e.g., 1 second). During the inter-fluctuation interval, the special symbol that was displayed as a fixed stop following the end of the special game continues to be displayed as a fixed stop.
[0088] As described above, the main CPU 41 performs a jackpot lottery in the first special symbol start process and the second special symbol start process. In this embodiment, the main CPU 41 performs a jackpot lottery, thereby realizing a function as a winning lottery means for performing a winning lottery. Furthermore, when a jackpot is won in the first special symbol start process and the second special symbol start process, the main CPU 41 determines the type of jackpot by determining the jackpot symbol. In this embodiment, the main CPU 41 determines the type of special state by determining the jackpot symbol. Note that determining the type of jackpot can essentially be said to determine the game state to be controlled after the jackpot game ends.
[0089] Next, the big win processing performed by the main CPU 41 will be described. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol determined in the special symbol start process. Then, after the jackpot special game ends, the main CPU 41 starts control to award the specified jackpot game. Specifically, the main CPU 41 starts control to award the jackpot game after the jackpot special game ends and the inter-variation interval has elapsed. The main CPU 41 awards the jackpot game by executing the jackpot process. In this way, in the gaming machine 10, the jackpot game is awarded after a jackpot is won.
[0090] When the jackpot special game ends, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 counts the opening time. When the opening time has elapsed, the main CPU 41 performs processing to execute a round game. Specifically, the main CPU 41 controls the second actuator A2 to open the large prize opening 29 according to the opening mode (opening pattern) set for the jackpot game, thereby starting the round game. After starting the round game, if the first round end condition or the second round end condition is met, the main CPU 41 controls the second actuator A2 to close the large prize opening 29, thereby ending the round game. The main CPU 41 repeatedly performs processing to execute the round game until the maximum number of round games set for the jackpot game has been completed. The main CPU 41 stores a round command in the output buffer each time a round game starts. When the final round game ends, the main CPU 41 stores an ending command in the output buffer. When the main CPU 41 stores the ending command in the output buffer, it counts the ending time. Then, when the ending time has elapsed, the main CPU 41 ends the big win game.
[0091] Next, the game status processing performed by the main CPU 41 will be described. When controlling to a non-probability variable state, the main CPU 41 sets the probability state flag to a value that can identify that the state will be controlled to a non-probability variable state. The main CPU 41 also stores control information (hereinafter referred to as a low-probability state command) that can identify that the state will be controlled to a non-probability variable state in the output buffer. Similarly, when controlling to a probability variable state, the main CPU 41 sets the probability state flag to a value that can identify that the state will be controlled to a probability variable state. The main CPU 41 also stores control information (hereinafter referred to as a high-probability state command) that can identify that the state will be controlled to a probability variable state in the output buffer. For example, after the first jackpot game ends, the main CPU 41 sets the probability state flag to a value that can identify that the state will be controlled to a non-probability variable state. The probability state flag is information that can identify whether the state is a probability variable state or a non-probability variable state. In other words, the probability state flag corresponds to information that can identify whether the state is a probability variable state or a non-probability variable state. In the gaming machine 10, the main CPU 41 can set the probability variable state or the non-probability variable state by updating the probability variable state flag. Therefore, by updating the probability variable state flag by the main CPU 41, information that can identify whether the current state is the probability variable state or the non-probability variable state is set.
[0092] When controlling to the low base state, the main CPU 41 sets a value that can specify that control is to be made to the low base state to the base state flag stored in the main RWM 43. Furthermore, the main CPU 41 stores control information that can specify that the state is the low base state (hereinafter referred to as the low base state command) in the output buffer. Incidentally, when a jackpot game is awarded, the main CPU 41 sets a value that can specify that control is to be made to the low base state to the base state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer.
[0093] When controlling to a high base state after the end of a jackpot game, the main CPU 41 sets a value that can identify that the high base state will be controlled after the end of the jackpot game to the base state flag. The main CPU 41 stores control information (hereinafter referred to as a high base state command) that can identify that the high base state has been controlled after the end of the jackpot game in the output buffer. Furthermore, the main CPU 41 updates information (hereinafter referred to as count information) that can identify the remaining number of special games to be controlled to the high base state after the end of the jackpot game. At this time, the main CPU 41 updates the count information to identify that the high base state will be controlled after the end of the first jackpot game until the next jackpot game is awarded. On the other hand, after the end of the second jackpot game, the main CPU 41 updates the count information to identify 100 times. After the end of the second jackpot game, the main CPU 41 subtracts 1 from the identifyable number of times from the count information each time the special game ends, thereby updating the count information. Then, when the number of times that can be specified from the count information after subtracting 1 reaches 0, the main CPU 41 controls to the low base state. Incidentally, when a jackpot game is awarded, the main CPU 41 updates the number of times that can be specified from the count information to 0 and initializes it. Furthermore, when the main CPU 41 updates the count information, it stores control information (hereinafter referred to as a count command) that can specify the number of times that can be specified from the updated count information in the output buffer. The base state flag is information that can specify whether the state is a high base state or a low base state. In other words, the base state flag corresponds to information that can specify whether the state is a high base state or a low base state. In the gaming machine 10, the main CPU 41 can set the high base state or the low base state by updating the base state flag. Therefore, by updating the base state flag by the main CPU 41, information that can specify whether the state is a high base state or a low base state is set.
[0094] Next, the normal symbol input process performed by the main CPU 41 will be described. The main CPU 41 determines whether the gaming ball has passed (entered) the gate 31 based on whether a detection signal has been input from the gate sensor SE4. If the gaming ball has not passed through the gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the gaming ball has passed through the gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit number. If the normal reserve number is not less than the upper limit number, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit number, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. In this case, the main CPU 41 controls the information display panel 22 so that the updated normal reserve number is displayed. In addition, the main CPU 41 stores a normal reserve number command capable of identifying the updated normal reserve number in the output buffer. Next, the main CPU 41 acquires a random number generated within the main board 40 and stores random number information based on the acquired random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is possible to identify that the random number information is for a normal game and the storage order of the random number information. After that, the main CPU 41 ends the normal symbol input process.
[0095] Next, the normal symbol start process performed by the main CPU 41 will be described. The main CPU 41 determines whether the execution conditions for the normal game are met. The main CPU 41 makes a positive determination if the normal game is not being played and the normal game is not being played, and makes a negative determination if the normal game is being played or the normal game is being played. If the execution conditions for the normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the execution conditions for the normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by subtracting 1, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command capable of identifying the updated normal reserve number in the output buffer. Next, the main CPU 41 reads the earliest-stored random number information for the normal game from the main RWM 43. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win determination value stored in the main ROM 42. Then, based on the result of the normal win lottery, the main CPU 41 determines the normal symbols to be fixed and displayed in the normal game and the fluctuation time of the normal game. The main CPU 41 determines the fluctuation pattern for the normal game, thereby determining the fluctuation time of the normal game. After determining the normal symbols and the fluctuation pattern for the normal game, the main CPU 41 stores control information capable of identifying the determined normal symbols (hereinafter referred to as a normal symbol command) and control information capable of identifying the fluctuation pattern for the normal game (hereinafter referred to as a normal fluctuation pattern designation command) in the output buffer, and terminates the normal symbol start process. Then, the main CPU 41 terminates the normal symbol start process.
[0096] Then, the main CPU 41 executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. Then, when the normal game variation time determined in the normal symbol start process has elapsed, the main CPU 41 controls the information display panel 22 so that the normal symbol determined in the normal symbol start process is displayed as a fixed stop. When the variation time associated with the normal variation pattern determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command capable of specifying the end of the normal game in the output buffer. After displaying the normal symbol as a fixed stop, that is, after the end of the normal game, the main CPU 41 sets an inter-variation interval (e.g., 1 second) for the normal game. During the inter-variation interval for the normal game, the normal symbol that was displayed as a fixed stop following the end of the normal game continues to be displayed as a fixed stop.
[0097] Next, the normal winning process performed by the main CPU 41 will be described. If the normal winning lottery is won, the main CPU 41 determines the opening pattern of the second start hole 27 when the normal game ends, and controls the first actuator A1 so that the second start hole 27 is opened according to the opening pattern. In this embodiment, it is easier to win the normal winning lottery when the base state is high than when the base state is low. The gaming machine 10 is configured so that the normal winning lottery can be won even when the base state is low, and when the normal winning lottery is won, the first variable member 28 is in the open state. Therefore, in this embodiment, although it is more difficult for a gaming ball to enter the second start hole 27 when the base state is low than when the base state is high, there is still a possibility that a gaming ball will enter the second start hole 27.
[0098] Next, various processes that the secondary CPU 51 executes based on the control program will be described. When the secondary CPU 51 inputs a setting value command, it identifies a setting value from the setting value command and updates information indicating the identified setting value (hereinafter referred to as a secondary setting value flag). The secondary setting value flag is stored in the secondary RWM 53. The secondary setting value flag is information that can identify the set setting value. Therefore, the secondary setting value flag corresponds to information that can identify which of a plurality of situations is currently occurring. In the gaming machine 10, the secondary setting value flag is updated by the secondary CPU 51, and information that can identify which of a plurality of situations is currently occurring is set.
[0099] When the sub-CPU 51 inputs a low-probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that can identify a non-probability variable state. When the sub-CPU 51 inputs a high-probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that can identify a probability variable state. The sub-probability state flag is information that can identify whether the state is a probability variable state or a non-probability variable state. In other words, the sub-probability state flag corresponds to information that can identify whether the state is a probability variable state or a non-probability variable state. Then, in the gaming machine 10, the sub-CPU 51 updates the probability state flag, thereby setting information that can identify whether the state is a probability variable state or a non-probability variable state.
[0100] When the secondary CPU 51 inputs a low base state command, it sets the secondary base state flag stored in the secondary RWM 53 to a value that can identify a low base state. When the secondary CPU 51 inputs a high base state command, it sets the secondary base state flag to a value that can identify a high base state. In addition, when the secondary CPU 51 inputs a count command, it updates the information stored in the secondary RWM 53 (hereinafter referred to as secondary count information) so as to identify the remaining number of special games to be controlled to the high base state after the end of a jackpot game that can be identified from the command. The secondary base state flag is information that can identify either a high base state or a low base state. In other words, the secondary base state flag corresponds to information that can identify whether the current situation is a high base state or a low base state. In the gaming machine 10, the secondary CPU 51 updates the base state flag to set information that can identify whether the current situation is a high base state or a low base state.
[0101] The secondary CPU 51 controls the presentation mode. The secondary CPU 51 controls the presentation mode based on the presentation mode flag stored in the secondary RWM 53. Specifically, when the secondary base state flag is set to a value that can identify a low base state, the secondary CPU 51 sets the presentation mode flag to a value that can identify the first presentation mode. When the presentation mode flag is set to a value that can identify the first presentation mode, the secondary CPU 51 controls to the first presentation mode. When the secondary base state flag is set to a value that can identify a high base state and the secondary probability state flag is set to a value that can identify a non-variable state, the secondary CPU 51 sets the presentation mode flag to a value that can identify the second presentation mode. When the presentation mode flag is set to a value that can identify the second presentation mode, the secondary CPU 51 controls to the second presentation mode. When the secondary base state flag is set to a value that can identify a high base state and the secondary probability state flag is set to a value that can identify a variable probability state, the secondary CPU 51 sets the presentation mode flag to a value that can identify the third presentation mode. When the presentation mode flag is set to a value that can identify the third presentation mode, the sub-CPU 51 controls to the third presentation mode. The presentation mode flag is information that can identify which of the multiple presentation modes is the current presentation mode. In other words, the presentation mode flag corresponds to information that can identify which of the first presentation mode, the second presentation mode, and the third presentation mode is the current presentation mode. In the gaming machine 10, the sub-CPU 51 can set the presentation mode by updating the presentation mode flag. Therefore, by updating the presentation mode flag by the sub-CPU 51, information that can identify which of the first presentation mode, the second presentation mode, and the third presentation mode is the current presentation mode is set.
[0102] The sub-CPU 51 controls the effect display device 25 so that an effect game is performed. Specifically, when the sub-CPU 51 inputs a symbol command and a variation pattern designation command, it controls the execution of the effect game. The sub-CPU 51 determines a symbol combination of effect symbols to be finally displayed as a fixed stop in the effect game based on the variation pattern designation command and the symbol command. When specifying a jackpot symbol from the input symbol command, the sub-CPU 51 determines the jackpot symbol by the effect symbol. When specifying a losing symbol from the input symbol command, the sub-CPU 51 determines a losing symbol by the effect symbol. For example, when specifying a variation pattern with a losing reach from the input variation pattern designation command, the sub-CPU 51 determines a losing symbol combination including a reach. On the other hand, when specifying a variation pattern with no losing reach from the input variation pattern designation command, the sub-CPU 51 determines a losing symbol combination without a reach.
[0103] Furthermore, when the sub-CPU 51 inputs a variation pattern designation command, it controls the effect display device 25 to variably display the effect symbols. In other words, the sub-CPU 51 starts the effect game. Then, at a predetermined timing, the sub-CPU 51 temporarily stops and displays the pattern combination of the determined effect symbols. Thereafter, the sub-CPU 51, in response to the input of an end command, causes the pattern combination of the effect symbols to be displayed as a fixed, stopped state. Note that the sub-CPU 51 may measure a variation time that can be determined from the variation pattern, regardless of the end command, and cause the pattern combination to be displayed as a fixed, stopped state upon the passage of the variation time. In this case, the end command may be omitted. Additionally, when the variation pattern that can be determined from the variation pattern designation command is a variation pattern that includes a reach effect, the sub-CPU 51 controls the effect display device 25 to execute a reach effect.
[0104] The sub-CPU 51 determines whether to execute a preview effect. If the sub-CPU 51 executes a preview effect, it determines the content of the preview effect. Note that the sub-CPU 51 may determine both whether to execute the preview effect and the content of the preview effect together. In this embodiment, when the sub-CPU 51 inputs a variation pattern designation command, it conducts a preview lottery to determine whether to execute a preview effect. If the preview lottery is won, it is determined that the preview effect will be executed. On the other hand, if the preview lottery is not won, it is determined that the preview effect will not be executed. The winning probability of the preview lottery may vary depending on various situations. For example, the winning probability of the preview lottery may vary depending on the variation pattern that can be identified from the variation pattern designation command. For example, the winning probability of the preview lottery may vary depending on whether the situation is a low base state or a high base state. For example, the winning probability of the preview lottery may vary depending on whether the situation is a non-probability variable state or a probability variable state. For example, the probability of winning the preview lottery may differ depending on whether the situation is a specific presentation mode or not.
[0105] Furthermore, if the sub-CPU 51 wins the preview lottery, it determines the preview effect content. The selection rate (decision rate) of various effect content may be varied depending on various situations. For example, the selection rate of various effect content may differ depending on the fluctuation pattern that can be specified from the fluctuation pattern designation command. For example, the selection rate of various effect content may be varied depending on whether the situation is a low base state or a high base state. For example, the selection rate of various effect content may be varied depending on whether the situation is a non-probability variable state or a probability variable state. For example, the selection rate of various effect content may be varied depending on whether the situation is a specific presentation mode or a non-specific presentation mode.
[0106] If the sub-CPU 51 wins the preview lottery, it controls the decorative lamps 17, the speaker 18, and the performance display device 25 so that the preview performance is executed at a predetermined timing for executing the preview performance. At this time, the sub-CPU 51 controls the decorative lamps 17, the speaker 18, and the performance display device 25 so that the preview performance of the determined performance content is executed.
[0107] During a jackpot game, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a jackpot effect is performed. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an opening effect is performed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a round effect is performed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an ending effect is performed. The content of the jackpot effect may differ depending on the type of jackpot.
[0108] The gaming machine 10 can execute a prize ball effect. The prize ball effect as a predetermined effect is an effect related to the gaming medium. Specifically, the prize ball effect is an effect related to the game balls (prize balls) awarded as a prize. In the gaming machine 10, a prize ball number image WG is displayed on the effect display device 25, and the prize ball effect is executed. The prize ball effect suggests or notifies the number of prize balls awarded upon the entry of game balls into the large prize opening 29 after a jackpot is won in the normal state. The number of prize balls awarded upon the entry of game balls into the large prize opening 29 after a jackpot is won in the normal state corresponds to the number of balls won (number of balls won) during a winning streak. Hereinafter, the number of prize balls awarded upon the entry of game balls into the large prize opening 29 after a jackpot is won in the normal state may be referred to as the "number of balls won during a winning streak." In this way, the effect includes a prize ball effect as a predetermined effect.
[0109] As shown in FIG. 4, the prize ball count image WG includes text information that can identify the number of game balls awarded as prize balls. For example, the prize ball count image WG shown in FIG. 4 includes the text information "1220 awarded." This corresponds to text information that can identify that the number of prize balls awarded upon winning a jackpot in the normal state and then entering the game balls into the jackpot opening 29 is "1220." The prize ball effect can be executed when a jackpot game is awarded. In addition, the prize ball effect can be executed when the game is in a high base state. Note that the prize ball effect cannot be customized in the gaming machine 10. In other words, in this embodiment, the predetermined effect cannot be customized.
[0110] Here, the control related to the execution of the prize ball presentation will be explained. When a detection signal is input from the count sensor SE3, the main CPU 41 stores control information (hereinafter referred to as a special prize opening command) capable of identifying that a gaming ball has entered the special prize opening 29 in an output buffer.
[0111] Information relating to prize ball effects (hereinafter referred to as prize ball effect information) is stored in the sub-RWM 53. When the sub-CPU 51 inputs a special prize opening command, it adds the number of game media awarded as a prize when one game ball enters the special prize opening 29 to a value that can be identified from the prize ball effect information, and updates the prize ball effect information.
[0112] The sub-CPU 51 controls the effect display device 25 so that a prize ball effect is executed when a jackpot game has been awarded. The sub-CPU 51 controls the effect display device 25 so that a prize ball effect is executed when in a high base state. The sub-CPU 51 specifies the number of prize balls to be announced in the prize ball effect from a value that can be determined from the prize ball effect information, and controls the effect display device 25 so that a prize ball count image WG containing text information that can determine the number of prize balls is displayed, thereby controlling the effect display device 25 so that a prize ball effect is executed. For example, if the value that can be determined from the prize ball effect information is "1220," the sub-CPU 51 controls the effect display device 25 so that a prize ball count image WG containing text information that reads "1220 won" is displayed, thereby executing the prize ball effect.
[0113] The gaming machine 10 can display the number of balls won during consecutive wins in a ranking format. The gaming machine 10 can display the top five numbers of balls won during consecutive wins within a specified recording period in a ranking format. The more balls won during consecutive wins within the recording period, the higher the ranking will be. In this embodiment, the recording period corresponds to the period since the ranking information was initialized. For example, the ranking information may be initialized in an administrator menu. The ranking information is information related to the number of balls won during consecutive wins.
[0114] As shown in FIG. 5, when the effect button EB is operated during standby mode, the effect display device 25 displays the top five consecutive winning ball numbers during consecutive winning streaks within the recording period in a ranking format. The effect display device 25 displays a character image CH, winning ball number information GP, which can identify the winning ball number during the consecutive winning streak, and date information TD, which can identify the date on which the record was achieved, at positions corresponding to each of the first through fifth places. For example, in FIG. 5, the position corresponding to first place displays a character image CH, which can identify a girl, winning ball number information GP, which can identify that the winning ball number during the consecutive winning streak is "10,120," and date information TD, which can identify that the achievement was made on "July 6, 2024." In this embodiment, when the winning ball number during the consecutive winning streak is displayed in a ranking format, the effect of displaying the character image CH corresponds to a special effect. That is, in this embodiment, the effect includes a special effect. Trophy images TF, which will be described in detail later, may be displayed at positions corresponding to each of the first through fifth places. The trophy image TF is displayed in parallel with the character image CH, the number of balls won information GP, and the date information TD. The effect of displaying the trophy image TF corresponds to a special effect, as will be described in detail later. In this embodiment, the special effect can be executed in parallel with the special effect.
[0115] In the gaming machine 10, when the display termination condition is met while the number of balls won during consecutive wins within a recording period is displayed in ranking format during the standby state, the display of the number of balls won during consecutive wins within the recording period in ranking format ends. The display termination conditions include a display termination condition that is met when the effect button EB is operated. The display termination conditions include a display termination condition that is met when the execution of a special game is started. The display termination condition that is met when the execution of a special game is started can also be said to be a display termination condition that is met when a gaming ball enters (or has entered) the start hole 26, 27. Furthermore, the display termination condition that is met when the execution of a special game is started can also be said to be a display termination condition that is met when the execution of an effect game is started. In addition, the display termination conditions may include a display termination condition that is met when the execution of a normal game is started. The display termination condition that is met when the execution of a normal game is started can also be said to be a display termination condition that is met when a gaming ball enters (or has entered) the gate 31.
[0116] As shown in FIG. 6, the gaming machine 10 is capable of executing a result effect. In the gaming machine 10, if the currently running special game could be the final special game of a consecutive game, a result effect is executed during the execution of the special game. In the gaming machine 10, a special game that could be the final special game of a consecutive game is a special game that has not resulted in a jackpot since the end of the second jackpot game and is the 100th special game since the end of the second jackpot game. Note that in the gaming machine 10, even if the 100th special game since the end of the second jackpot game results in a jackpot, the special game is equivalent to a special game that could be the final special game of the consecutive game. In the following explanation, for convenience of explanation, a special game that could be the final special game of a consecutive game may be referred to as the "final special game of the consecutive game."
[0117] In the result effect, consecutive winning number information GR, which can identify the number of balls won during the consecutive winning streak up to the final special game of the consecutive winning streak, is displayed on the effect display device 25. For example, the consecutive winning number information GR including the text information "11500" shown in Fig. 6 corresponds to the consecutive winning number information GR, which can identify the number of balls won during the consecutive winning streak up to the final special game of the consecutive winning streak. Incidentally, when the consecutive winning number information GR is displayed on the effect display device 25 in the result effect, the effect display device 25 does not display the prize ball number image WG.
[0118] Incidentally, in the gaming machine 10, the effect of displaying the consecutive win number information GR cannot be customized. For example, in the gaming machine 10, when a result effect is executed, whether or not to display the consecutive win number information GR cannot be customized. In this way, the effect of displaying the consecutive win number information GR in the result effect cannot be customized.
[0119] In the result effect, a background image is displayed on the effect display device 25. FIG. 6 shows an example of the display content of the effect display device 25 when a background image resembling a mountain is displayed. There are multiple types of background images that can be displayed in the result effect. In the gaming machine 10, there are a total of six types of background images in the result effect, namely, the first background image to the sixth background image.
[0120] As shown in FIG. 7, the type of background image in the result effect is determined with a probability according to the set setting value. As a result, the effect that displays the background image in the result effect is executed in an execution mode according to the set setting value. In this embodiment, the effect that displays the background image in the result effect corresponds to the special effect. That is, in this embodiment, the effect includes a special effect. And, in this embodiment, the special effect can be executed in an execution mode according to the situation.
[0121] Specifically, when the first setting value is set, the type of background image to be displayed in the result performance is determined to be the first background image with a probability of 95% and the second background image with a probability of 5%. When the second setting value is set, the type of background image to be displayed in the result performance is determined to be the first background image with a probability of 95% and the third background image with a probability of 5%. When the third setting value is set, the type of background image to be displayed in the result performance is determined to be the first background image with a probability of 90% and the second background image with a probability of 10%. When the fourth setting value is set, the type of background image to be displayed in the result performance is determined to be the first background image with a probability of 85%, the third background image with a probability of 10%, and the fourth background image with a probability of 5%. When the fifth setting value is set, the type of background image to be displayed in the result performance is determined as follows: first background image with a probability of "70%", second background image with a probability of "15%", fourth background image with a probability of "10%, and fifth background image with a probability of "5%". When the sixth setting value is set, the type of background image to be displayed in the result performance is determined as follows: first background image with a probability of "65%", third background image with a probability of "15%", third background image with a probability of "10%", fourth background image with a probability of "5%", and sixth background image with a probability of "5%".
[0122] In the gaming machine 10 in which the type of background image in the result effects is determined as described above, when the second background image is displayed, it is possible to identify that any one of the first, third, and fifth setting values has been set. Furthermore, in the gaming machine 10, when the third background image is displayed, it is possible to identify that any one of the second, fourth, and sixth setting values has been set. Furthermore, in the gaming machine 10, when the fourth background image is displayed, it is possible to identify that any one of the fourth to sixth setting values has been set. Furthermore, in the gaming machine 10, when the fifth background image is displayed, it is possible to identify that any one of the fifth and sixth setting values has been set. Furthermore, in the gaming machine 10, when the sixth background image is displayed, it is possible to identify that the sixth setting value has been set.
[0123] In this way, in the gaming machine 10, the execution probability of an effect that displays various background images varies depending on the setting value. For example, a background image may not be displayed in a result effect. The probability that a background image is displayed in a result effect may vary depending on the setting value. Furthermore, at least one of the execution probability of an effect that displays various background images and the probability that a background image is displayed may vary depending on the setting value. In this way, by varying at least one of the execution probability of an effect that displays various background images and the probability that a background image is displayed depending on the setting value, the execution mode of the effect that displays a background image may vary depending on the situation. In other words, in this embodiment, at least one of the execution probability of a special effect and whether or not a special effect is executed may vary depending on the situation, so that the execution mode of the special effect may vary depending on the situation.
[0124] Incidentally, in the gaming machine 10, the effect of displaying a background image in the result effect cannot be customized. For example, in the gaming machine 10, whether or not to display a background image when the result effect is executed cannot be customized. For example, in the gaming machine 10, the probability of determining the type of background image (selection probability) in the result effect cannot be customized. In this way, the effect of displaying a background image in the result effect cannot be customized. In other words, the special effect cannot be customized.
[0125] As shown in FIG. 6, in the result effect, a trophy image TF resembling a trophy may be displayed on the effect display device 25. FIG. 6 illustrates an example of the display content of the effect display device 25 when a trophy image TF containing the character information "A" is displayed. There are multiple types of trophy images TF. In the gaming machine 10, the trophy images TF include a trophy image TF containing the character information "C," a trophy image TF containing the character information "B," a trophy image TF containing the character information "A," and a trophy image TF containing the character information "S." Furthermore, the trophy image TF is not necessarily displayed in the result effect. In other words, the trophy image TF may or may not be displayed in the result effect. In this embodiment, the effect that displays the trophy image TF corresponds to a specific effect. In other words, in this embodiment, the effects include specific effects.
[0126] As shown in FIG. 8, the effect of displaying a trophy image TF is determined with a probability that depends on the set setting value. Specifically, the execution of the effect of displaying a trophy image TF is determined with a probability that depends on the set setting value. Furthermore, when a trophy image TF is displayed, the type of the trophy image TF is determined with a probability that depends on the set setting value. As a result, the effect of displaying a trophy image TF is executed in an execution mode that depends on the set setting value. In this way, in this embodiment, specific effects can be executed in an execution mode that depends on the situation.
[0127] Specifically, when the first setting value is set, it is determined with a probability of "100%" that the trophy image TF will not be displayed (indicated as "none" in FIG. 8). When the second setting value is set, it is determined with a probability of "90%" that the trophy image TF will not be displayed. Furthermore, when the second setting value is set, it is determined with a probability of "10%" that the trophy image TF including the character information of "C" will be displayed. When the third setting value is set, it is determined with a probability of "85%" that the trophy image TF will not be displayed. Furthermore, when the third setting value is set, it is determined with a probability of "15%" that the trophy image TF including the character information of "C" will be displayed. When the fourth setting value is set, it is determined with a probability of "80%" that the trophy image TF will not be displayed. Furthermore, when the fourth setting value is set, it is determined with a probability of "15%" that the trophy image TF including the character information of "C" will be displayed, and with a probability of "5%" that the trophy image TF including the character information of "B" will be displayed. When the fifth setting value is set, it is determined with a probability of "70%" that the trophy image TF will not be displayed. Furthermore, when the fifth setting value is set, it is determined that the trophy image TF containing the character information "C" will be displayed with a probability of "20%, the trophy image TF containing the character information "B" with a probability of "5%, and the trophy image TF containing the character information "A" with a probability of "5%". When the sixth setting value is set, it is determined that the trophy image TF will not be displayed with a probability of "60%". When the fifth setting value is set, it is determined that the trophy image TF containing the character information "C" with a probability of "5%, the trophy image TF containing the character information "B" with a probability of "5%, and the trophy image TF containing the character information "A" with a probability of "5%". In FIG. 8, the trophy image TF containing the character information "C" is referred to as a "C trophy", and the trophy image TF containing the character information "B" is referred to as a "B trophy". Similarly, in FIG. 8, a trophy image TF including character information "A" is shown as "A trophy," and a trophy image TF including character information "S" is shown as "S trophy."
[0128] In the gaming machine 10, in which whether or not to execute the effect of displaying the trophy image TF and the type of the trophy image TF are determined as described above, when a trophy image TF is displayed, it can be determined that the first setting value is not set, that is, that one of the second to sixth setting values has been set. Furthermore, in the gaming machine 10, when a trophy image TF including the character information "C" is displayed, it can be determined that one of the second to sixth setting values has been set. Furthermore, in the gaming machine 10, when a trophy image TF including the character information "B" is displayed, it can be determined that one of the fourth to sixth setting values has been set. Furthermore, in the gaming machine 10, when a trophy image TF including the character information "A" is displayed, it can be determined that one of the fifth and sixth setting values has been set. Furthermore, in the gaming machine 10, when a trophy image TF including the character information "S" is displayed, it can be determined that the sixth setting value has been set.
[0129] In this way, in the gaming machine 10, the probability of displaying a trophy image TF, i.e., whether or not an effect displaying a trophy image TF is executed, varies depending on the setting value. Furthermore, the execution probability of an effect displaying various trophy images TF, i.e., the execution probability of an effect displaying a trophy image TF, varies depending on the setting value. For example, only one of the execution probability of an effect displaying various trophy images TF and the probability of a trophy image TF being displayed may be varied depending on the setting value. In other words, at least one of the execution probability of an effect displaying various trophy images TF and the probability of a trophy image TF being displayed may be varied depending on the setting value. In this way, in the gaming machine 10, at least one of the execution probability of an effect displaying various trophy images TF and the probability of a trophy image TF being displayed varies depending on the setting value, so that the execution mode of the effect displaying the trophy image TF varies depending on the situation. In other words, in this embodiment, at least one of the execution probability of a specific effect and whether or not a specific effect is executed varies depending on the situation, so that the execution mode of the specific effect varies depending on the situation.
[0130] When a trophy image TF is displayed while a result effect is being executed, the effect display device 25 displays a message indicating that it is possible to select not to display the trophy image TF. Specifically, the effect display device 25 displays information TFa that indicates that the trophy image TF can be hidden by operating the effect button EB. At this time, when the effect button EB is operated, the trophy image TF is erased and becomes hidden. In this way, when a result effect is being executed, the gaming machine 10 can customize whether or not to display the trophy image TF when the trophy image TF is displayed. In other words, in this embodiment, when a specific effect is being executed, the specific effect can be customized. In this way, the gaming machine 10 can customize the effect that displays the trophy image TF. In other words, the specific effect can be customized.
[0131] As shown in Figure 6, if the number of balls won during a winning streak is among the top five of the number of balls won during a winning streak within the recording period, the effect display device 25 displays information RC congratulating the player for ranking in. In the gaming machine 10, the information RC congratulating the player for ranking in is text information saying "Congratulations on ranking in!" In the following explanation, a case where the number of balls won during a winning streak is among the top five of the number of balls won during a winning streak within the recording period may be referred to as a case where the number of balls won during a winning streak is ranked in.
[0132] For example, as shown in Figures 9(a) and 9(b), suppose that the number of balls won during consecutive wins during a recording period is displayed in a ranking format as shown in Figure 5, and the number of balls won during the consecutive wins reaches "11,500." In this case, when the number of balls won during consecutive wins during the recording period is subsequently displayed in a ranking format, the position corresponding to first place is displayed with number of balls won information GP, which can identify that the number of balls won during the consecutive wins is "11,500." Then, the position corresponding to second place is displayed with a character image CH, which can identify a girl, number of balls won information GP, which can identify that the number of balls won during the consecutive wins is "10,120," and date information TD, which can identify that the achievement was made on "July 6, 2024."
[0133] As shown in Fig. 6, in the gaming machine 10, when the number of balls won during a winning streak is ranked, the effect display device 25 displays information indicating that a character image CH can be selected to be displayed together with information GP indicating the number of balls won during the winning streak when the ranking is displayed. Specifically, the effect display device 25 displays information CHa indicating the selected character image CH, information CHb indicating that the character image CH can be selected by operating at least one of the right button B2 and the left button B4, and information CHc prompting the user to select a character image CH. At this time, if either the right button B2 or the left button B4 is operated, the type of character image CH that can be identified from the information CHa changes.
[0134] As shown in Figure 9(a), when the result presentation ends after selecting the boy corresponding to the information CHa shown in Figure 6, when the number of balls won during the winning streak is displayed in ranking format, a character image CH (in Figure 9(a) the position corresponding to first place) that can identify the boy corresponding to the information CHa shown in Figure 6 is displayed. On the other hand, as shown in Figure 9(b), when the result presentation ends after selecting a boy other than the boy corresponding to the information CHa shown in Figure 6, when the number of balls won during the winning streak is displayed in ranking format, a character image CH (in Figure 9(b) the position corresponding to first place) that can identify the boy selected in the result presentation is displayed.
[0135] In this way, in the gaming machine 10, when a result effect is being executed, the type of character image CH to be displayed when the number of balls won during a winning streak is subsequently displayed in ranking format can be selected. In other words, in the gaming machine 10, the character image CH can be customized. As described above, in the gaming machine 10, the character image CH to be displayed later can be customized. In other words, the special effect can be customized. As described above, in the present embodiment, both the specific effect and the special effect can be customized. In the gaming machine 10, when customizing an effect that displays a character image CH, the type (execution mode) of the character image CH can be changed, but it is not possible to change whether or not the character image CH is displayed (display or non-display). Note that when customizing an effect that displays a character image CH, it is possible to change the type (execution mode) of the character image CH and also to change whether or not the character image CH is displayed (display or non-display). Also, when customizing an effect that displays a character image CH, it is possible to change whether or not the character image CH is displayed (display or non-display), but it is not possible to change the type (execution mode) of the character image CH.
[0136] As shown in FIG. 6 , when the number of balls won during a winning streak is ranked and a trophy image TF is displayed, the effect display device 25 displays information indicating whether the player can select whether to display the trophy image TF along with information on the number of balls won GP, which identifies the number of balls won during the winning streak, when displaying the rankings. Specifically, the effect display device 25 displays information SCa, SCb, and SCc. Information SCa corresponds to information asking whether the player should display the trophy image TF when displaying the rankings. Information SCb corresponds to information identifying the currently selected option for displaying the trophy image TF when displaying the rankings. Information SCb includes text information indicating "YES" that indicates that the player has selected to display the trophy image TF when displaying the rankings, and text information indicating "NO" that indicates that the player has selected not to display the trophy image TF when displaying the rankings. Information SCc corresponds to information identifying that the player can change the selection for displaying the trophy image TF when displaying the rankings by operating at least one of the up button B1 and the down button B3. In this case, if either the up button B1 or the down button B3 is operated, the type of information SCb changes. For example, when the information SCb with text information of "YES" is displayed, if either the up button B1 or the down button B3 is operated, the information SCb with text information of "NO" is displayed. When the information SCb is displayed in the gaming machine 10, the information SCb with text information of "YES" and the information SCb with text information of "NO" is displayed first. In other words, in the gaming machine 10, the information SCb with text information of "YES" and the information SCb with text information of "NO" is the information SCb with text information of "YES" that is the initial information SCb.
[0137] As shown in Figure 9(a), if the result presentation ends when the text information SCb "YES" is displayed, and the number of balls won during the winning streak is then displayed in ranking format, the trophy image TF displayed in the result presentation (in Figure 9(a), the position corresponding to first place) will be displayed.On the other hand, as shown in Figure 9(b), if the result presentation ends when the text information SCb "NO" is displayed, and the number of balls won during the winning streak is then displayed in ranking format, the trophy image TF displayed in the result presentation (in Figure 9(b), the position corresponding to first place) will not be displayed.
[0138] In this way, in the gaming machine 10, when a trophy image TF is displayed in a result effect, it is possible to select whether or not to display the trophy image TF when the number of balls won during a winning streak is subsequently displayed in ranking format. In other words, in the gaming machine 10, when a trophy image TF is displayed, it is possible to customize whether or not to display the trophy image TF after the trophy image TF. Therefore, in the gaming machine 10, when a effect to display a trophy image TF is being executed, it is possible to customize the effect to display the trophy image TF after the effect to display the trophy image TF. In other words, in this embodiment, when a specific effect is being executed, it is possible to customize the specific effect after the specific effect.
[0139] Here, we will explain the control related to the result presentation and the control related to the display of the number of balls won during consecutive wins in ranking format. First, the control related to the result presentation will be described.
[0140] The fluctuation patterns include a final fluctuation pattern that can be determined when a special game for the final round of consecutive wins is executed. Incidentally, the fluctuation patterns for the final round include a jackpot fluctuation pattern and a loss fluctuation pattern. When executing the special game for the final round of consecutive wins, the main CPU 41 determines the fluctuation pattern for the final round. At this time, if the jackpot lottery is won, the main CPU 41 determines the jackpot fluctuation pattern from among the fluctuation patterns for the final round based on the value of the fluctuation pattern determination random number. On the other hand, if the jackpot lottery is not won, the main CPU 41 determines the loss fluctuation pattern from among the fluctuation patterns for the final round based on the value of the fluctuation pattern determination random number.
[0141] When the sub-CPU 51 inputs the final variation pattern by the input variation pattern designation command, it controls the effect display device 25 so that a result effect is executed. For example, the sub-CPU 51 may execute the result effect after the end of the effect game. Alternatively, the sub-CPU 51 may execute the result effect before the start of the effect game. Furthermore, the sub-CPU 51 may execute the result effect while the effect game is being executed.
[0142] When executing a result effect, the sub-CPU 51 determines the type of background image for the result effect. Specifically, the sub-CPU 51 references the sub-setting value flag and identifies the set setting value. The sub-CPU 51 then determines the type of background image for the result effect according to the set setting value. For example, the sub-CPU 51 determines the type of background image for the result effect under the probability illustrated in FIG. 7. Once the sub-CPU 51 determines the type of background image for the result effect, it controls the effect display device 25 so that the determined type of background image is displayed.
[0143] When executing the result effect, the sub-CPU 51 determines whether to display a trophy image TF. Furthermore, when displaying a trophy image TF, the sub-CPU 51 determines the type of trophy image TF. The sub-CPU 51 determines whether to display a trophy image TF and, if so, the type of trophy image TF. Specifically, the sub-CPU 51 references the sub-setting value flag to identify the set setting value. Then, the sub-CPU 51 determines, according to the set setting value, whether to display a trophy image TF and, if so, the type of trophy image TF. For example, under the probability illustrated in FIG. 8, the sub-CPU 51 determines whether to display a trophy image TF and, if so, the type of trophy image TF. When not displaying a trophy image TF, the sub-CPU 51 does not display the trophy image TF.
[0144] On the other hand, when the sub-CPU 51 displays a trophy image TF, it controls the effect display device 25 so that the determined type of trophy image TF is displayed. At this time, the sub-CPU 51 controls the effect display device 25 so that information TFa specifying that the trophy image TF can be hidden by operating the effect button EB is displayed. Then, when the trophy image TF is displayed in the result effect, the sub-CPU 51 controls the effect display device 25 so that the trophy image TF is erased and hidden when an operation signal is input from the effect button EB. Thereafter, when the trophy image TF is displayed in the result effect but hidden, the sub-CPU 51 controls the effect display device 25 so that the hidden trophy image TF is displayed when an operation signal is input from the effect button EB.
[0145] Furthermore, when a result effect is executed, the sub-CPU51 controls the effect display device 25 so that consecutive winning number information GR is displayed. Specifically, the sub-CPU51 specifies a value that can be specified from the prize ball effect information, and controls the effect display device 25 so that consecutive winning number information GR that can specify this value is displayed. At this time, the value that can be specified from the prize ball effect information corresponds to the number of balls won during the consecutive winning.
[0146] Furthermore, the sub-CPU 51 refers to the ranking information and determines whether the number of balls won during the winning streak indicated by a value that can be specified from the prize ball presentation information is ranked. The ranking information is made up of ranking information corresponding to first place, ranking information corresponding to second place, ranking information corresponding to third place, ranking information corresponding to fourth place, and ranking information corresponding to fifth place. The ranking information corresponding to first place through fifth place corresponds to the ranking information corresponding to first place through fifth place in the number of balls won during consecutive wins within the recording period, respectively. The ranking information corresponding to each rank is made up of rank ball number information that can identify the number of balls won during consecutive wins, rank date and time information that can identify the date and time when the record was achieved, rank character information that can identify the type of character image CH, and rank trophy information that can identify the presence or absence of a trophy image TF and the type of trophy image TF.
[0147] The sub-CPU 51 then determines whether the ranking information corresponding to each rank includes ranking information associated with rank ball output information that can identify a number of balls won during a winning streak that is less than the number of balls won during a winning streak indicated by a value identifiable from the prize ball effect information. By making this determination, the sub-CPU 51 determines whether the number of balls won during a winning streak indicated by a value identifiable from the prize ball effect information is ranked. If the number of balls won during a winning streak indicated by a value identifiable from the prize ball effect information is ranked, the sub-CPU 51 controls the effect display device 25 to display information RC congratulating the player for ranking in. Note that if the number of balls won during a winning streak indicated by a value identifiable from the prize ball effect information is not ranked in, the sub-CPU 51 does not display information RC congratulating the player for ranking in.
[0148] When the number of balls won during consecutive wins indicated by a value identifiable from the prize ball effect information is ranked, the sub-CPU 51 controls the effect display device 25 so that information CHa specifying the selected character image CH is displayed. Furthermore, when the number of balls won during consecutive wins indicated by a value identifiable from the prize ball effect information is ranked, the sub-CPU 51 controls the effect display device 25 so that information CHb specifying that a character image CH can be selected by operating at least one of the right button B2 and the left button B4 is displayed. Furthermore, when the number of balls won during consecutive wins indicated by a value identifiable from the prize ball effect information is ranked, the sub-CPU 51 controls the effect display device 25 so that information CHc prompting the user to select a character image CH is displayed.
[0149] When the information CHa is being displayed, the sub-CPU 51 controls the effect display device 25 so that the character image CH identifiable from the information CHa changes when an operation signal is input from the right button B2. Similarly, when the information CHa is being displayed, the sub-CPU 51 controls the effect display device 25 so that the character image CH identifiable from the information CHa changes when an operation signal is input from the left button B4. When there are three or more types of character images CH, the type of character image CH identifiable from the information CHa may be different when the right button B2 is operated and when the left button B4 is operated, or the type of character image CH identifiable from the information CHa may be the same.
[0150] When the number of balls won during a winning streak indicated by a value identifiable from the prize ball effect information is ranked and a trophy image TF is displayed, the sub-CPU 51 controls the effect display device 25 to display information SCa asking whether to display the trophy image TF when displayed in ranking format. Furthermore, when the number of balls won during a winning streak indicated by a value identifiable from the prize ball effect information is ranked and a trophy image TF is displayed, the sub-CPU 51 controls the effect display device 25 to display information SCb that identifies the option being selected for whether to display the trophy image TF when displayed in ranking format. Furthermore, when the number of balls won during a winning streak indicated by a value identifiable from the prize ball effect information is ranked and a trophy image TF is displayed, the sub-CPU 51 controls the effect display device 25 to display information SCc.
[0151] Then, when the information SCb is being displayed, the sub-CPU 51 controls the performance display device 25 so that the information SCb changes when an operation signal is input from the up button B1 or the down button B3. For example, when the information SCb containing the character information "YES" is being displayed, the sub-CPU 51 controls the performance display device 25 so that the information SCb containing the character information "NO" changes when an operation signal is input from the up button B1 or the down button B3. Also, when the information SCb containing the character information "NO" is being displayed, the sub-CPU 51 controls the performance display device 25 so that the information SCb containing the character information "YES" changes when an operation signal is input from the up button B1 or the down button B3.
[0152] When the result effect ends, the sub-CPU 51 may update the ranking information in the sub-RWM 53. Specifically, when the result effect ends, if the number of balls won during the winning streak indicated by a value identifiable from the prize ball effect information does not rank in, the sub-CPU 51 does not update the ranking information. On the other hand, when the result effect ends, if the number of balls won during the winning streak indicated by a value identifiable from the prize ball effect information ranks in, the sub-CPU 51 updates the ranking information.
[0153] When updating the ranking information, the sub-CPU 51 determines the highest ranking (rank) of the number of balls won during the current consecutive win among the number of balls won during consecutive wins during the recording period, and determines the ranking of the number of balls won during the current consecutive win among the number of balls won during consecutive wins during the recording period. The sub-CPU 51 then stores the ranking information corresponding to the determined ranking and may also update the ranking information for each rank that has already been stored. For example, when newly storing ranking information corresponding to fifth place, the sub-CPU 51 does not update the ranking information corresponding to first place through fourth place that has already been stored, but instead stores the new ranking information corresponding to fourth place. For example, when newly storing ranking information corresponding to third place, the sub-CPU 51 stores the ranking information corresponding to third place and the ranking information corresponding to fourth place that have already been stored as new ranking information corresponding to fourth place and new ranking information corresponding to fifth place, respectively. At this time, the sub-CPU 51 does not update the ranking information corresponding to first place and the ranking information corresponding to second place that have already been stored. For example, when storing new ranking information corresponding to first place, the secondary CPU 51 stores the already stored ranking information corresponding to first place through fourth place as new ranking information corresponding to second place through new ranking information corresponding to fifth place, respectively. When updating the ranking information, the secondary CPU 51 erases the already stored ranking information corresponding to fifth place and stores new ranking information corresponding to fifth place, thereby updating the ranking information corresponding to at least fifth place.
[0154] Furthermore, when storing new ranking information, the sub-CPU 51 stores the rank ball number information, rank date and time information, rank character information, and rank trophy information that constitute the ranking information. Specifically, the sub-CPU 51 identifies the number of balls won during a consecutive win indicated by a value that can be identified from the prize ball effect information, and stores rank ball number information that can identify the number of balls won during that consecutive win. The sub-CPU 51 also identifies a date and time from date and time information, and stores rank date and time information that can identify the date and time. The sub-CPU 51 also identifies the type of character image CH displayed as information CHa, and stores rank character information that can identify the type of character image CH. Furthermore, if the sub-CPU 51 does not display a trophy image TF, it stores rank trophy information that can identify that the trophy image TF will not be displayed. If the sub-CPU 51 determines that information SCb containing the character information "NO" is displayed, it stores rank trophy information that can identify that the trophy image TF will not be displayed. In addition, when the secondary CPU 51 determines that the information SCb containing the text information "YES" is being displayed, it identifies the type of trophy image TF that has been displayed and stores rank trophy information that can identify that type of trophy image TF.
[0155] Next, we will explain the control related to the display of the number of balls won during consecutive wins in ranking format. When in standby mode and not displaying the number of balls won during a winning streak in ranking format, the sub-CPU 51 controls the effect display device 25 to display the number of balls won during a winning streak in ranking format when an operation signal is input from the effect button EB. Also, when displaying the number of balls won during a winning streak in ranking format, if the display termination condition is met, the sub-CPU 51 controls the effect display device 25 to end the display of the number of balls won during a winning streak in ranking format. For example, when displaying the number of balls won during a winning streak in ranking format, the sub-CPU 51 controls the effect display device 25 to end the display of the number of balls won during a winning streak in ranking format when an operation signal is input from the effect button EB. For example, when displaying the number of balls won during a winning streak in ranking format, the sub-CPU 51 controls the effect display device 25 to end the display of the number of balls won during a winning streak in ranking format when a variation pattern designation command is input.
[0156] When displaying the number of balls won during consecutive wins in a ranking format, the sub-CPU 51 specifies the display content of the number of balls won during consecutive wins in a ranking format based on the ranking information, and controls the effect display device 25 so that the number of balls won during consecutive wins in a ranking format is displayed using the specified display content.
[0157] Based on the ranking information corresponding to each rank, the sub-CPU 51 controls the character image CH, the number of balls won information GP, the date information TD, and the trophy image TF at the position corresponding to each rank. For example, based on the ranking information corresponding to first place, the sub-CPU 51 controls the character image CH, the number of balls won information GP, the date information TD, and the trophy image TF at the position corresponding to first place. Similarly, based on the ranking information corresponding to second place, the sub-CPU 51 controls the character image CH, the number of balls won information GP, the date information TD, and the trophy image TF at the position corresponding to second place. Furthermore, based on the ranking information corresponding to third place, the sub-CPU 51 controls the character image CH, the number of balls won information GP, the date information TD, and the trophy image TF at the position corresponding to third place. Based on the ranking information corresponding to fourth place, the sub-CPU 51 controls the character image CH, the number of balls won information GP, the date information TD, and the trophy image TF at the position corresponding to fourth place. Furthermore, based on the ranking information corresponding to the fifth place, the sub-CPU 51 controls the character image CH, the number of balls won information GP, the date information TD, and the trophy image TF at the position corresponding to the fifth place.
[0158] The sub-CPU 51 controls the effect display device 25 so that character images CH of a type identifiable from rank character information constituting the ranking information corresponding to each rank are displayed in a position corresponding to each rank. The sub-CPU 51 also controls the effect display device 25 to identify the number of balls won during a consecutive game that can be identified from the rank ball number information constituting the ranking information corresponding to each rank, and to display the acquired ball number information GP, which can identify the identified number of balls won during a consecutive game, in a position corresponding to each rank. The sub-CPU 51 also controls the effect display device 25 to identify the date of achievement from the rank date and time information constituting the ranking information corresponding to each rank, and to display date information TD, which can identify the identified date, in a position corresponding to each rank. If the sub-CPU 51 can identify from the rank trophy information constituting the ranking information that a trophy image TF should not be displayed, the sub-CPU 51 does not display the trophy image TF in a position corresponding to the rank corresponding to the rank trophy information. On the other hand, if the sub-CPU 51 can identify the type of trophy image TF from the rank trophy information constituting the ranking information, the sub-CPU 51 controls the effect display device 25 so that the identified type of trophy image TF is displayed in a position corresponding to the rank corresponding to the rank trophy information.
[0159] Next, based on Figures 10(a) to 10(c), Figure 11(a) and Figure 11(b), we will explain the result presentation and the subsequent display of the number of balls won during consecutive wins in ranking format.
[0160] 10(a), it is assumed that the number of balls won during consecutive wins during the recording period is displayed in ranking format as shown in FIG. 9(a), and the number of balls won during consecutive wins reaches "10,000" and the player is ranked third. In this case, the effect display device 25 displays consecutive win number information GR that can identify the number of balls won during consecutive wins as "10,000".
[0161] As shown in FIG. 10(a), when the number of balls won during a winning streak is ranked, the effect display device 25 displays information RC congratulating the player on the ranking. Also, when the number of balls won during a winning streak is ranked, the effect display device 25 displays information CHa that identifies the currently selected character image CH, information CHb that identifies that the character image CH can be selected by operating at least one of the right button B2 and the left button B4, and information CHc that encourages the player to select a character image CH. When at least one of the right button B2 and the left button B4 is operated, the information CHa displayed on the effect display device 25 switches and changes. In the explanations of FIGS. 10(a) to 10(c), 11(a), and 11(b), it is assumed that a character image CH that identifies a girl has been selected.
[0162] Also, suppose that a trophy image TF containing the letter information "C" is displayed on the effect display device 25. This allows the player to determine that a setting value that is at least more advantageous than the first setting value has been set. Furthermore, when the trophy image TF is displayed in the result effect, information TFa is displayed on the effect display device 25 that allows the player to determine that the trophy image TF can be hidden by operating the effect button EB.
[0163] For example, if the background image of the result effect with a beach motif shown in FIG. 10(a) is the second background image, the player can determine from the type of background image that one of the first, third, and fifth setting values has been set. As described above, if the display of a trophy image TF containing the letter "C" indicates that a setting value at least more advantageous than the first setting value has been set, the player can determine from the type of background image and the type of trophy image TF that one of the third and fifth setting values has been set. In this way, the gaming machine 10 can provide the player with the fun of guessing the setting value by combining the type of trophy image TF and the type of background image.
[0164] As shown in Fig. 10(b), when the effect button EB is operated while the trophy image TF is displayed, the trophy image TF is erased and hidden on the effect display device 25. Incidentally, when the effect button EB is operated again thereafter, the trophy image TF is displayed again on the effect display device 25, as shown in Fig. 10(a). At this time, the information TFa is also displayed again on the effect display device 25.
[0165] As shown in Fig. 10(a), when the number of balls won during a winning streak is ranked, and the trophy image TF is displayed, information SCa, information SCb, and information SCc are displayed on the effect display device 25. As shown in Fig. 10(c), when the up button B1 or down button B3 is operated while the information SCb with the text information "YES" is displayed, the information SCb changes to the text information "NO", and the information SCb is switched.
[0166] 11(a), after the result effect has ended while the character information SCb "YES" is displayed, when the effect display device 25 displays the number of balls won during the winning streak in a ranking format, a trophy image TF is displayed in the position corresponding to third place. At this time, the effect display device 25 displays the trophy image TF containing the character information "C" that was displayed in the result effect in the position corresponding to third place. Note that even if the up button B1 or down button B3 is operated in FIG. 11(a), the trophy image TF in the position corresponding to third place is not erased and continues to be displayed.
[0167] On the other hand, as shown in Fig. 11(b), when the character information SCb "NO" is displayed, after the result display has ended, if the number of balls won during the consecutive wins is displayed in ranking format on the display device 25, the trophy image TF is not displayed in the position corresponding to third place. Note that in Fig. 11(b), even if the up button B1 or the down button B3 is operated, the trophy image TF is not displayed in the position corresponding to third place.
[0168] The effects of this embodiment will be described below. (1) Interest can be increased by executing a performance in which a trophy image TF is displayed in an execution mode depending on which of multiple situations, including a situation corresponding to the first situation and a situation corresponding to the second situation, is the situation.
[0169] (2) When a presentation displaying a trophy image TF is being executed, the presentation displaying the trophy image TF can be customized. In this way, while the presentation displaying the trophy image TF is being executed, the presentation displaying the trophy image TF can be customized while checking the trophy image TF. As a result, it is possible to provide the fun of customizing not only the presentation displaying the trophy image TF but also the presentation displaying the trophy image TF that is being executed, thereby increasing the enjoyment of the game.
[0170] For example, when a trophy image TF containing the letter information "S" is displayed, if you want to hide from others the fact that the most advantageous sixth setting value has been set, you can continue to enjoy playing the game by hiding from others the fact that the sixth setting value has been set.
[0171] (3) When a presentation displaying a trophy image TF is being executed, it is possible to customize the presentation displaying the trophy image TF that follows the presentation displaying that trophy image TF. In this way, while a presentation displaying a trophy image TF is being executed, it is possible to customize the presentation displaying the subsequent trophy image TF separately from the presentation displaying the currently executing trophy image TF. As a result, it is possible to provide the fun of customizing not only the presentation displaying the trophy image TF, but also the presentation displaying the subsequent trophy image TF, thereby enhancing the player's interest. In addition, it is possible to provide the fun of customizing the presentation displaying the subsequent trophy image TF after customizing it, thereby enhancing the player's motivation to continue playing and enhancing the player's interest.
[0172] For example, if a trophy image TF containing the character information "S" is displayed and then customized to display a trophy image TF containing the character information "S" again, the player can confirm that a trophy image TF containing the character information "S" has been displayed, which indicates that the most advantageous sixth setting value has been set, and can once again feel a sense of superiority.
[0173] In addition, for example, if the number of balls won during a consecutive win is small even though a trophy image TF containing the letter information "S" is displayed, the trophy image TF containing the letter information "S" can be prevented from being displayed thereafter. This makes it possible to prevent people from knowing that the number of balls won during a consecutive win is small even though the most advantageous sixth setting value has been set.
[0174] (4) The effect of displaying the trophy image TF can be customized. This allows for the enjoyment of customizing the effect of displaying the trophy image TF, thereby enhancing the enjoyment. In particular, since the prize ball effect, which is an effect related to the gaming medium, cannot be customized, the enjoyment of being able to customize the effect of displaying the trophy image TF can be effectively enhanced.
[0175] (5) The effect of displaying the trophy image TF can be customized. This allows for the enjoyment of customizing the effect of displaying the trophy image TF, thereby enhancing the game's appeal. In addition, the effect of displaying the character image CH, which can be executed in parallel with the effect of displaying the trophy image TF, can also be customized. This allows for the enjoyment of customizing not only the effect of displaying the trophy image TF, but also the effect of displaying the character image CH, which can be executed in parallel with the effect of displaying the trophy image TF, thereby enhancing the game's appeal.
[0176] (6) The effect of displaying the trophy image TF can be customized. This allows for the enjoyment of customizing the effect of displaying the trophy image TF, enhancing the enjoyment of the game. In particular, among the effects that can be executed in a manner appropriate to the situation, the effect of displaying the background image in the result effect, which does not display the trophy image TF, cannot be customized. This effectively enhances the enjoyment of being able to customize the effect of displaying the trophy image TF.
[0177] (7) At least one of the execution probability of the effect of displaying various trophy images TF and the probability of the trophy image TF being displayed varies depending on the setting value, so that the execution mode of the effect of displaying the trophy image TF varies depending on the situation. By drawing attention to the change in at least one of the execution probability of the effect of displaying various trophy images TF and the probability of the trophy image TF being displayed, it is possible to increase interest.
[0178] (8) At least one of the execution probability of the effect of displaying various background images and the probability of the background image being displayed varies depending on the setting value, so that the execution mode of the effect of displaying the background image varies depending on the situation. Therefore, by drawing attention to at least one of the execution probability of the effect of displaying various background images and the probability of the background image being displayed, it is possible to increase interest.
[0179] 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 number of prize balls announced in the prize ball presentation may include other prize balls than those awarded when a game ball enters the large prize opening 29. For example, the number of prize balls announced in the prize ball presentation may include the number of prize balls awarded when a game ball enters the start openings 26 and 27. For example, the number of prize balls announced in the prize ball presentation may include the number of prize balls awarded when a game ball enters a general prize opening. Furthermore, the number of prize balls announced in the prize ball presentation may be subtracted by the number of consumed game balls. The consumed game balls correspond to the game balls used and are effective balls. The consumed game balls may be detected, for example, by a sensor capable of detecting game balls launched into the play area 21 or a sensor capable of detecting game balls discharged from the play area 21 to the back side of the game board 20. As described above, the number of balls won during a streak may include other prize balls than those awarded when a game ball enters the special prize slot 29. For example, the number of balls won during a streak may include the number of prize balls awarded when a game ball enters a general prize slot. Alternatively, the number of balls consumed during a streak may be subtracted from the number of balls won. Incidentally, if the number of prize balls awarded when a game ball enters a slot that can receive a game ball even when a jackpot game is not in progress, such as a general prize slot, is included in the "number of prize balls announced in the prize ball presentation," or if the number of consumed game balls is subtracted from the number of prize balls, players can enjoy the changes in the number of prize balls announced in the prize ball presentation, even when a jackpot game is not in progress.
[0180] The prize ball effect, which is an effect related to the gaming medium, may be customizable. For example, when a jackpot game is awarded, whether or not to execute the prize ball effect may be customizable. For example, when a high base state is in effect, whether or not to execute the prize ball effect may be customizable. For example, regardless of whether a jackpot game is awarded or a high base state is in effect, whether or not to execute the prize ball effect may be customizable. In addition, the number of prize balls announced in the prize ball effect may be customizable. As a result, for example, the number of balls won during consecutive wins may be customizable.
[0181] After the result display is executed, the number of balls won during the consecutive wins may be displayed in a ranking format. For example, during the final special game of the consecutive wins, after the result display is executed, the number of balls won during the consecutive wins, among the top five balls won during the consecutive wins within a specified recording period, may be displayed in a ranking format. In this way, displaying the number of balls won during the consecutive wins in a ranking format is not limited to the standby state. For example, during the execution of a special game, the number of balls won during the consecutive wins may be displayed in a ranking format.
[0182] The timing (time, period) when the effect of displaying the character image CH can be executed may be changed. For example, the effect of displaying the character image CH may be executed at one or more of the following times: when in standby mode, during a special game, during a jackpot game, during a normal game, and during a normal jackpot game.
[0183] The timing (time, period) when the effect of displaying the trophy image TF can be executed may be changed. For example, the effect of displaying the trophy image TF may be executed at one or more of the following times: when in standby mode, during a special game, during a jackpot game, during a normal game, and during a normal jackpot game.
[0184] The time (time, period) when the prize ball effect can be executed may be changed. For example, the prize ball effect may be executed at one or more of the following times: when in standby mode, during a special game, during a jackpot game, during a normal game, and during a normal jackpot game.
[0185] The time (time, period) when the result effect can be executed may be changed. For example, the result effect may be executed during one or more of the following times: when in standby mode, while a special game is being played, while a jackpot game is being awarded, while a normal game is being played, and while a normal win game is being awarded. For example, the effect of displaying a background image in the result effect may be executed during one or more of the following times: when in standby mode, while a special game is being played, while a jackpot game is being awarded, while a normal game is being played, and while a normal win game is being awarded.
[0186] When the result effect is not being executed, if the number of balls won during a winning streak reaches a number that allows for ranking, a special notification effect may be executed. The special notification effect is an effect related to the number of balls won. For example, the special notification effect may be an effect that notifies players that they have been ranked. The special notification effect may have the fifth-highest (so-called fifth-place) number of balls won during a winning streak within the recording period as its reference value (the value that triggers the execution of the effect), and may be executed when the number of balls won during a winning streak reaches that reference value. The special notification effect may be executed while a jackpot game is being awarded.
[0187] Even if the effect button EB is not operated in the standby state, the number of balls won during the consecutive wins may be displayed in a ranking format, for example, when a predetermined display condition is met. The predetermined display condition may be met over time. For example, the predetermined display condition may be met when a predetermined time has passed since the standby state was entered, or the predetermined display condition may be met each time a predetermined time has passed since the standby state was entered. In addition, when a jackpot game is awarded, the number of balls won during the consecutive wins may be displayed in a ranking format.
[0188] Even when the trophy image TF is not displayed, the effect of displaying the trophy image TF may be customizable. When a presentation to display a trophy image TF is being executed, the presentation to display that trophy image TF does not have to be customizable. Also, when a presentation to display a trophy image TF is being executed, the presentation to display a trophy image TF after the presentation to display that trophy image TF does not have to be customizable. For example, when a presentation to display a trophy image TF is being executed, the presentation to display that trophy image TF may be customizable, but the presentation to display a trophy image TF after the presentation to display that trophy image TF may not be customizable. For example, when a presentation to display a trophy image TF is being executed, the presentation to display that trophy image TF may not be customizable, but the presentation to display a trophy image TF after the presentation to display that trophy image TF may be customizable. In addition, the presentation to display a trophy image TF may not be customizable. Also, the presentation to display a trophy image TF may not be executed. In other words, a specific presentation may not be executable.
[0189] In the above embodiment, the effect of displaying a character image CH was executed in parallel with the effect of displaying a trophy image TF, but this may be changed. For example, instead of displaying a character image CH, an effect of displaying a nickname or initials may be used. Furthermore, for example, the nickname or initials may be customizable during the execution of the result effect. It is expected that the number of types of effects that display nicknames or initials will likely be greater than the number of types of character images CH, allowing for more individuality and making it easier to increase the sense of satisfaction when ranking in.
[0190] The effects that can be executed in parallel with the effects that display the trophy image TF (in the above embodiment, the effects that display the character image CH) do not have to be customizable. In other words, the special effects do not have to be customizable. Also, the effects that can be executed in parallel with the effects that display the trophy image TF do not have to be executed. In other words, the special effects do not have to be executable.
[0191] The effect of displaying a background image in the result effect may be customizable. For example, whether or not a background image is displayed in the result effect may be customizable. For example, the result effect may be customizable so that a predetermined type of background image is always displayed regardless of the setting value. For example, the result effect may be customizable so that only one of a background image type that can be displayed regardless of the setting value, and a background image type that can reliably identify the setting value, is displayed.
[0192] The effect corresponding to the specific effect (the effect that displays the trophy image TF) is not limited to being executed by the effect display device 25. For example, the specific effect may be executed by some or all of the effect devices among the decorative lamps 17, the speaker 18, the effect display device 25, and other effect devices. Similarly, the effect corresponding to the predetermined effect (the prize ball effect) is not limited to being executed by the effect display device 25. For example, the predetermined effect may be executed by some or all of the effect devices among the decorative lamps 17, the speaker 18, the effect display device 25, and other effect devices. Furthermore, the effect corresponding to the special effect (the effect that displays the character image CH) is not limited to being executed by the effect display device 25. For example, the special effect may be executed by some or all of the effect devices among the decorative lamps 17, the speaker 18, the effect display device 25, and other effect devices. Furthermore, the effect corresponding to the special effect (the effect that displays a background image in the result effect) is not limited to being executed by the effect display device 25. For example, the special effect may be executed by some or all of the decorative lamps 17, the speakers 18, the effect display device 25, and other effect devices. Note that the "other effect devices" in this modified example may be some or all of the following: a light-emitting means different from the decorative lamps 17, a sound output means different from the speakers 18, a display means different from the effect display device 25, and a light-emitting means, sound output means, and display means, such as a movable body. For example, the effect device that executes the special effect may be the same as the effect device that executes the predetermined effect, or may be different from the effect device that executes the predetermined effect. For example, the effect execution means that executes the special effect may be different from the effect execution means that executes the predetermined effect. For example, the effect device that executes the special effect may be the same as the effect device that executes the special effect, or may be different from the effect device that executes the special effect. For example, the effect execution means that executes the special effect may be different from the effect execution means that executes the special effect. For example, the effect device that executes the predetermined effect may be the same as the effect device that executes the special effect, or may be different from the effect device that executes the special effect.For example, the performance device on which a specific performance is executed may be the same as the performance device on which a special performance is executed, or may be different from the performance device on which a special performance is executed. For example, the performance execution means on which a specific performance is executed may be different from the performance execution means on which a special performance is executed. For example, the performance device on which a predetermined performance is executed may be the same as the performance device on which a special performance is executed, or may be different from the performance device on which a special performance is executed. For example, the performance device on which a special performance is executed may be the same as the performance device on which a special performance is executed, or may be different from the performance device on which a special performance is executed.
[0193] After customizing the effect corresponding to the specific effect (the effect that displays the trophy image TF), the big win effect may be executed. Furthermore, after the big win effect is executed, the effect corresponding to the specific effect may be customized again. In this case, the customization of the effect corresponding to the specific effect before the execution of the big win effect may be carried over (maintained).
[0194] After customizing the effect corresponding to the special effect (the effect that displays the character image CH), the big win effect may be executed. Furthermore, after the big win effect is executed, the effect corresponding to the special effect may be customized again. In this case, the customization of the effect corresponding to the special effect before the big win effect is executed may be carried over (maintained).
[0195] Backup information may include, for example, prize ball presentation information. Furthermore, even if the power supply is interrupted during a series of consecutive wins, the number of balls won during the series may not be initialized. This allows the number of balls won during the series to be carried over, even if the power supply is interrupted due to a power outage caused by a lightning strike, for example. As a result, it is possible to prevent players from being disappointed by the number of balls won during the series being initialized due to a power outage, making it difficult to rank in the table.
[0196] The system may be configured so that prize ball effect information is initialized when the power supply is cut off. For example, the backup information may not include prize ball effect information, or even if the backup information includes prize ball effect information, the information may be initialized when the power supply is started. In this case, if the power supply is cut off during a winning streak, the number of balls won during the winning streak will be initialized. Therefore, if you do not want to rank in, cutting off the power supply during the winning streak can prevent you from ranking in.
[0197] In the above embodiment, the ranking information may be updated upon completion of the result presentation. Therefore, even if information RC congratulating the player on being ranked is displayed, if power is interrupted while the result presentation is being executed, the player may not be ranked when the number of balls won during the winning streak is displayed in ranking format after power is restored. In other words, if power is interrupted while the result presentation is being executed, the number of balls won during the winning streak displayed in the result presentation may not be displayed even if power is subsequently restored. In consideration of the above-described phenomenon, the ranking information may be configured to be updated during the execution of the result presentation. For example, if the result presentation is customized during execution, the ranking information may be updated each time according to the customization. This configuration, for example, can prevent the player from not being ranked when the number of balls won during the winning streak is displayed in ranking format after power is restored when power is restored if power is interrupted while the result presentation is being executed. In other words, if the power supply is cut off while the result display is being executed, the number of balls won during the winning streak displayed in the result display can be displayed again once the power supply is restarted.
[0198] In the above embodiment, the initial information SCb is the information SCb with the text information "YES", but this is not limited to this. For example, the initial information SCb may be the information SCb with the text information "NO". In addition, the initial information SCb may be customizable. For example, the initial information SCb may be customizable by operating an operating means that can be operated by the player. For example, the initial information SCb may be set and changed in an administrator menu.
[0199] The initial information SCb may be the information SCb selected last time. For example, if the previous result display ended when the text information SCb read "NO" is displayed, the initial information SCb when the next information SCb is displayed may be the text information SCb read "NO." For example, if the previous result display ended when the text information SCb read "YES," the initial information SCb when the next information SCb is displayed may be the text information SCb read "YES." Incidentally, when the previous result display ended when the text information SCb read "NO" corresponds to a case where the player selected not to display the trophy image TF when the number of balls won during the winning streak was displayed in ranking format in the previous result display. Conversely, when the previous result display ended when the text information SCb read "YES" corresponds to a case where the player selected to display the trophy image TF when the number of balls won during the winning streak was displayed in ranking format in the previous result display. In addition, when configured as described above, when the information SCb is displayed for the first time after power supply is started, a predetermined information SCb out of the information SCb with text information "YES" and the information SCb with text information "NO" may be displayed as the initial information SCb.
[0200] In the above embodiment, the type of character that can be identified from the initially displayed information CHa may be customizable. In other words, the initial information CHa may be customizable. For example, the initial information CHa may be customizable by operating an operating means that can be operated by a player. For example, the initial information CHa may be set and changed in an administrator menu.
[0201] The initial information CHa may be the information CHa selected last time. For example, if the previous result presentation ends when information CHa that can identify a specific type of character is displayed, the initial information CHa when the next information CHa is displayed may be information CHa that can identify a specific type of character. Incidentally, the case where the previous result presentation ends when information CHa that can identify a specific type of character is displayed corresponds to the case where a specific type of character was selected as the type of character image CH to be displayed together with the number of balls won information GP in the previous result presentation. Note that, when configured as described above, when information CHa is displayed for the first time after power supply is started, information CHa that can identify a predetermined type of character from among multiple types of characters may be displayed as the initial information CHa.
[0202] If "volume" customization is performed while in standby mode, the "volume" customization may be enabled from a timing before the start of the next special game. Enabling the "volume" customization means that sound is output at the customized volume. Furthermore, if "volume" customization is performed while a special game is being played, the "volume" customization may be enabled in the next special game. While "volume" is used as an example here, the same may be true when "brightness" customization is performed. Enabling the "brightness" customization means that light is emitted at the customized brightness. Incidentally, the timing at which the "volume" customization is enabled may be the same as the timing at which the "brightness" customization is enabled. Furthermore, the timing at which the "volume" customization is enabled may be different from the timing at which the "brightness" customization is enabled.
[0203] To configure the volume adjustable, it is preferable that information that can identify the set volume (hereinafter referred to as a volume flag) be stored in the secondary RWM 53. For example, the secondary CPU 51 may be able to identify the volume that is set, that is, the volume at which sound is output, based on the value set in the volume flag. In this case, the volume flag becomes information that can identify the volume at which sound is output. When the secondary CPU 51 updates the volume flag, information that can identify the volume at which sound is output is set.
[0204] To configure the brightness adjustable, it is preferable that information that can identify the set brightness (hereinafter referred to as a brightness flag) be stored in the secondary RWM 53. For example, the secondary CPU 51 may be able to identify the set brightness, that is, the brightness at which the light will be emitted, based on the value set in the brightness flag. In this case, the brightness flag becomes information that can identify the brightness at which the light will be emitted. When the secondary CPU 51 updates the brightness flag, information that can identify the brightness at which the light will be emitted is set.
[0205] In the above embodiment, the brightness of the decorative lamp 17 can be adjusted by adjusting the brightness. However, instead of or in addition to this, the brightness of the backlight of the effect display device 25 may be adjustable. Assuming that the brightness of the decorative lamp 17 does not change, increasing the brightness of the backlight of the effect display device 25 reduces the visibility of the decorative lamp 17, while decreasing the brightness of the backlight of the effect display device 25 improves the visibility of the decorative lamp 17. Conversely, assumin that the brightness of the backlight of the effect display device 25 does not change, increasing the brightness of the decorative lamp 17 reduces the visibility of the effect executed by the effect display device 25, while decreasing the brightness of the decorative lamp 17 improves the visibility of the effect executed by the effect display device 25. Furthermore, the light-emitting means whose brightness is adjusted does not have to be the decorative lamp 17 provided on the front frame 14. For example, it may be a light-emitting means provided on the middle frame 13 or a light-emitting means provided on the game board 20. Furthermore, the effect button EB may be an operating means having a built-in light emitter, and the brightness of the light emitter built into the effect button EB may be adjusted by adjusting the brightness. In other words, the light emitter whose brightness is to be adjusted may be the operating means. The light emitter whose brightness is to be adjusted may be one or two or more light emitters.
[0206] The preview effects that can be executed while the special game that is the subject of the preview effect is being executed may be customizable. For example, the jackpot expectation (execution probability) of the preview effects that can be executed while the special game that is the subject of the preview effect is being executed may be customizable. The preview effects that can be executed before the start of the special game that is the subject of the preview effect may be customizable. For example, the jackpot expectation (execution probability) of the preview effects that can be executed before the start of the special game that is the subject of the preview effect may be customizable. For example, the execution mode of the preview effect may be different depending on whether the special game that is the subject of the preview effect is being executed or before the start of the special game that is the subject of the preview effect. Incidentally, the preview effects that can be executed before the start of the special game that is the subject of the preview effect are also called advance effects or look-ahead effects. Examples of look-ahead effects include hold preview effects. For example, the preview effects that can be executed while the special game that is the subject of the preview effect is being executed may be customizable, while the preview effects that can be executed before the start of the special game that is the subject of the preview effect may not be customizable. For example, preview effects that can be executed before the start of execution of the special game that is the subject of the preview effect may be customizable, while preview effects that can be executed while the special game that is the subject of the preview effect is being executed may not be customizable.
[0207] For example, a preview effect may be executed in either the low base state or the high base state, while not being executed in the other state. For example, a preview effect may be executed in either the non-probability variable state or the probability variable state, while not being executed in the other state. Furthermore, a preview effect does not have to be executable. A preview effect does not have to be composed of an effect executed by the decorative lamp 17, an effect executed by the speaker 18, and an effect executed by the effect display device 25. For example, a preview effect may be composed of some of the effects executed by the decorative lamp 17, the effect executed by the speaker 18, and the effect executed by the effect display device 25. Some or all of the effects that make up a preview effect may be considered as specific effects. Some or all of the effects that make up a preview effect may be considered as either special effects or special effects. The preview effect is not limited to the effects exemplified in the above embodiment, and may be changed as appropriate.
[0208] The gaming machine of the above embodiment may be capable of executing effects different from those exemplified in the above embodiment. For example, if the lighting mode (e.g., lighting pattern) of the decorative lamp 17 is different, it may be considered a different effect. For example, an effect in which the decorative lamp 17 flashes red may be considered a different effect from an effect in which the decorative lamp continues to light up blue for a predetermined period of time. For example, if the sound output from the speaker 18 is different, it may be considered a different effect. For example, an effect in which background music is output from the speaker 18 may be considered a different effect from an effect in which a sound effect (e.g., sound effect) is output from the speaker 18. For example, if the image displayed on the effect display device 25 is different, it may be considered a different effect. For example, an effect in which a first image is displayed on the effect display device 25 may be considered a different effect from an effect in which a second image different from the first image is displayed on the effect display device 25. As described above, various effects may be configured to be executable, and some or all of the effects executable on the gaming machine may be considered specific effects. Furthermore, some or all of the effects executable on the gaming machine may be considered predetermined effects. Similarly, some or all of the effects that can be executed on the gaming machine may be regarded as special effects.
[0209] When the number of balls won during a consecutive win reaches a special value, it may be possible to execute an effect that notifies the player that the number of balls won during the consecutive win has reached the special value. The special value may be one value or multiple values. For example, when the number of balls won during a consecutive win reaches 10,000, it may be possible to execute an effect that notifies the player that the number of balls won during the consecutive win has reached 10,000.
[0210] An effect that displays rainbow colors (hereinafter referred to as a rainbow effect) may be executed. For example, a rainbow effect can be defined as a sequence of multiple colors arranged (displayed or changing) in a positional (spatial) or temporal sequence. The rainbow effect may be executed during one or more of the following periods: during standby, during a special game, during a jackpot game, during a normal game, and during a normal jackpot game. The rainbow effect may include, for example, a rainbow effect that suggests or indicates that a subsequent development will be advantageous, such as the subsequent award of a jackpot game. The rainbow effect may include, for example, a rainbow effect that does not suggest or indicate that a subsequent development will be advantageous. The rainbow effect may be executed by some or all of the decorative lamps 17, the effect display device 25, and other effect devices.
[0211] After the effects have been customized, if a jackpot is awarded, the customization of the effects before the jackpot may be retained even after the jackpot has ended. In other words, after the effects have been customized, if a jackpot is awarded, the customization of the effects before the jackpot may be maintained even after the jackpot has ended. Furthermore, even after the jackpot has ended, the effects may be customizable again. Note that even when a customizable effect is not being executed, the effect may be customizable.
[0212] Gaming machines that can be controlled to a high probability state include those that maintain the high probability state until the next jackpot is awarded, those that maintain the high probability state until a jackpot lottery is won (falling machines), and those that maintain the high probability state until a predetermined number of special games are completed (ST machines). Among gaming machines that maintain the high probability state until a predetermined number of special games are completed, some machines set the predetermined number of times the machine remains in the high probability state until the next jackpot is awarded. The number of times the machine remains in the high probability state until the next jackpot is awarded may be, for example, 10,000 times. In this case, the period during which the machine remains in the high probability state may be controlled to a high base state. Gaming machines that can be controlled to a high probability state include those that maintain the high probability state when a game ball passes through a specific area (V high probability machine). The gaming machine of the above embodiment may be embodied in any of these specifications. The gaming machine may also be a gaming machine with specifications that combine the above-mentioned drop machine and V probability variable machine. The V probability variable machine may have a single large prize opening to generate a specific round of play. The V probability variable machine may have multiple large prize openings, including a large prize opening (V prize opening) that opens in a specific round of play and large prize openings that open in rounds other than the specific round of play, to generate a specific round of play. The gaming machine of the above embodiment may be embodied as a V probability variable machine with any of these specifications.
[0213] In the above embodiment, the second special game is executed with priority over the first special game. However, the first and second special games may be executed in the order in which they were suspended, regardless of their type. The first special game may also be executed with priority over the second special game. Alternatively, the first and second special games may be executed simultaneously. For example, a game corresponding to the first special game may be executed in a low base state, while a game corresponding to the second special game may be executed in a high base state.
[0214] The gaming machine of the above embodiment may be embodied as a gaming machine that performs a small jackpot lottery in addition to a big jackpot lottery as a winning lottery. Generally, if a small jackpot is won in the small jackpot lottery, a small jackpot game is awarded after the special game ends. The gaming machine of the embodiment may be embodied as a gaming machine that can be controlled to a state (so-called small jackpot rush) in which the number of times (frequency) a small jackpot is won per unit time or the number of times (frequency) a small jackpot game is awarded per unit time is increased compared to a normal game state, for example.
[0215] In the above embodiment, for example, when the setting operation unit of the setting device 44 is operated to the ON state and the clear switch 45 is operated to the OFF state and power supply is started, the setting confirmation mode may be entered. In the setting confirmation mode, the set setting value may be notified but the set value may not be changed. The setting confirmation mode may be ended when the setting operation unit of the setting device 44 is operated to the OFF state. Also, in the above embodiment, when the setting operation unit of the setting device 44 is operated to the OFF state and power supply is started, the various backed-up information may be reset and restored.
[0216] The number of set values that can be set as the setting value is not limited to six, from the first set value to the sixth set value. For example, the number of set values that can be set may be less than six, or may be seven or more. For example, the number of set values that can be set may be one. Furthermore, the gaming machine does not need to be one in which set values can be set. Furthermore, the situation does not need to be a set value that is currently set or has been set, and does not need to be related to the set value. Therefore, the first situation and the second situation do not need to be related to the set value. For example, the situation may be related to the probability of winning a jackpot lottery. For example, the first situation may be a situation in which a jackpot lottery is held with a winning probability when the first set value is set, and the second situation may be a situation in which a jackpot lottery is held with a winning probability when the sixth set value is set.
[0217] The gaming machine of the above embodiment may be embodied as a smart pachinko gaming machine (so-called Sumapachi). A smart pachinko gaming machine is sometimes called a managed gaming machine. Like the gaming machine 10, a smart pachinko gaming machine can launch gaming balls into the gaming area 21. On the other hand, a smart pachinko gaming machine manages the number of gaming balls owned by a player using electronic data. Physical gaming balls can be launched into the gaming area 21 by consuming gaming balls (gaming value) managed as electronic data. In such a smart pachinko gaming machine, when gaming balls are awarded as prize balls, they are awarded using electronic data. That is, gaming balls as gaming media may not only be physical, but also be managed as electronic data. Similarly, gaming value may be physical or managed as electronic data.
[0218] The above-described embodiments may be applied to slot machines. In slot machines, a player can set a bet (also called a wager) by operating a MAXBET or inserting a medal. After setting the bet, a start lever serving as a start control is operated, causing multiple reels to spin. After the multiple reels have spun, a stop button serving as a stop control is operated, causing the corresponding reel to stop spinning. When all reels have stopped spinning, a prize may be awarded according to the symbol combination that has stopped. Some slot machines are capable of implementing a navigation effect (a so-called "navigation effect") that guides a player through the operation of a stop button. A navigation effect can also be interpreted as an effect that prompts a player to operate a stop button. In slot machines, a player sets a bet (a so-called "bet amount") and plays a variable game, resulting in the consumption of gaming media equal to the bet. On the other hand, in a slot machine, when a prize is awarded according to the symbol combination that stops, game media may be awarded. Some slot machines can be controlled with an assist time (so-called AT). For example, in a slot machine, the number of game media acquired during an assist time may be applied to the number of balls acquired during a winning streak in the above embodiment. Furthermore, in a slot machine that can execute multiple types of assist times, the number of game media acquired during a specific type of assist time may be applied to the number of balls acquired during a winning streak in the above embodiment. Furthermore, some slot machines award a bonus game (enter a bonus state) when a symbol combination corresponding to a bonus role stops. For example, the number of game media acquired during a bonus game may be included in the number equivalent to the number of balls acquired during a winning streak in the above embodiment (e.g., the number of game media acquired during the assist time). In addition, in a slot machine, the assist time can be regarded as a winning game, the bonus game can be regarded as a winning game, or both the assist time and the bonus game can be regarded as winning games.
[0219] The slot machine may be a gaming machine that uses gaming media other than medals. For example, the slot machine may be embodied as a gaming machine that uses gaming balls (pachinko balls) as the gaming medium. Alternatively, the gaming medium may be managed by data (information). The slot machine may be a so-called managed gaming machine. That is, the slot machine may be a smart slot (also known as a "Sma-Slot"). That is, the slot machine may be a medalless gaming machine. In a medalless gaming machine, the number of medals held, including medals loaned from a slot unit, may be stored as data (information) instead of or in addition to credits. The number of medals held is also referred to as balls or medals held. Medals in a medalless gaming machine can also be considered virtual media. The virtual media corresponds to gaming value.
[0220] In the above embodiment, the sub-substrate 50 may be a sub-general control substrate, and a display control substrate that specializes in controlling the performance display device 25, a light-emitting control substrate that specializes in controlling the decorative lamps 17, and a sound control substrate that specializes in controlling the speaker 18 may be provided separately from the sub-substrate 50. Such a sub-general control substrate and substrates that control other performances may be included in the sub-substrate (sub-controller). Also, the main CPU 41 of the main substrate 40 and the sub-CPU 51 of the sub-substrate 50 may be mounted on a single substrate. Also, in the above modified example, the display control substrate, light-emitting control substrate, and sound control substrate may be arbitrarily combined to form a single substrate or multiple substrates.
[0221] The information display panel 22 may be provided with a remaining number display unit that displays the number of prize balls remaining to be paid out to the player. The information display panel 22 may be provided with a round number display unit that displays the number of rounds of play during a jackpot game. Furthermore, the various display units of the information display panel 22 do not need to be provided on the same member (in the above embodiment, the information display panel 22); for example, some or all of the display units may be provided on a member separate from the other display units.
[0222] Next, the technical ideas that can be understood from the above-described embodiment and modified examples will be described. [1] A gaming machine that can be controlled to a special state that is advantageous to a player, comprising: a setting means that can set information that can identify which of a plurality of situations including a first situation and a second situation that is more advantageous than the first situation is the situation; an effect execution means that can execute an effect; and an effect control means that can control the effect execution means, wherein the effects include specific effects that can be executed in an execution mode depending on the situation, and the specific effects can be customized when the specific effects are being executed.
[0223] [2] A gaming machine that can be controlled to a special state that is advantageous to a player, comprising: a setting means that can set information that can identify which of a plurality of situations including a first situation and a second situation that is more advantageous than the first situation is the situation; an effect execution means that can execute an effect; and an effect control means that can control the effect execution means, wherein the effects include specific effects that can be executed in an execution mode according to the situation, and when the specific effects are being executed, the specific effects that occur after the specific effects can be customized.
[0224] [3] A gaming machine that can be controlled to a special state that is advantageous to a player, comprising: a setting means that can set information that can identify which of a plurality of situations including a first situation and a second situation that is more advantageous than the first situation is the situation; an effect execution means that can execute an effect; and an effect control means that can control the effect execution means, wherein the effects include specific effects and predetermined effects, the specific effects can be executed in an execution manner according to the situation, the predetermined effects are effects related to the gaming medium, the predetermined effects cannot be customized, and the specific effects can be customized.
[0225] [4] A gaming machine that can be controlled to a special state that is advantageous to a player, comprising: a setting means that can set information that can identify which of a plurality of situations including a first situation and a second situation that is more advantageous than the first situation is the situation; an effect execution means that can execute an effect; and an effect control means that can control the effect execution means, wherein the effects include a specific effect and a special effect that can be executed in parallel with the specific effect, and the specific effect can be executed in an execution manner according to the situation, and both the specific effect and the special effect can be customized.
[0226] [5] A gaming machine described in any one of technical ideas [1] to [4], in which at least one of the probability of execution of the specific effect and whether or not the specific effect is executed varies depending on the situation, so that the execution mode of the specific effect varies depending on the situation.
[0227] [6] A gaming machine that can be controlled to a special state that is advantageous to a player, comprising: a setting means that can set information that can identify which of a plurality of states including a first state and a second state that is more advantageous than the first state is the state; an effect execution means that can execute an effect; and an effect control means that can control the effect execution means, wherein the effects include specific effects and special effects, and the specific effects and the special effects can be executed in an execution manner according to the state, and the special effects cannot be customized, while the specific effects can be customized.
[0228] [7] A gaming machine according to the technical idea [6], in which at least one of the probability of execution of the specific effect and whether or not the specific effect is executed varies depending on the situation, so that the execution mode of the specific effect varies depending on the situation, and at least one of the probability of execution of the special effect and whether or not the special effect is executed varies depending on the situation, so that the execution mode of the special effect varies depending on the situation.
[0229] [8] There are multiple types of effect execution means, and the effect execution means for executing the specific effect is different from the effect execution means for executing the special effect. A gaming machine described in technical idea [6] or technical idea [7]. [Explanation of symbols]
[0230] 10...Pachinko gaming machine (gaming machine) 17...Decorative lamp 18...Speaker 22...Information display panel 25...Performance display device 26...First start gate 27...Second start gate 29...Large prize gate 31...Gate 34...Out gate 40...Main board 41...Main CPU 42...Main ROM 43...Main RWM 44...Setting device 45...Clear switch 46...Display 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RWM 60...Power supply unit B1...Up button B2...Right button B3...Down button B4...Left button EB...Performance button
Claims
[Claim 1] In a gaming machine that can be controlled to a special state that is advantageous to a player, a setting means for setting information that can identify which of a plurality of situations including a first situation and a second situation that is more advantageous than the first situation; a performance execution means capable of executing a performance; A performance control means capable of controlling the performance execution means, The performance includes specific performances, The specific performance can be executed in an execution mode according to the situation, A gaming machine characterized in that, when the specific effect is being executed, the specific effect can be customized.
Citation Information
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