Gaming machine

The gaming machine maintains player interest by managing different game states and display transitions to prevent immediate recognition of state changes, enhancing engagement through controlled method displays.

JP2026052967APending Publication Date: 2026-03-25NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-12
Publication Date
2026-03-25

AI Technical Summary

Technical Problem

Gaming machines face a decline in interest due to players recognizing changes in relatively advantageous or disadvantageous states based on notified gaming methods.

Method used

The gaming machine incorporates state control means to manage different game methods, display means for executing performance displays, and control mechanisms that prevent displaying one method while another is ongoing, allowing transitions and timed executions.

Benefits of technology

This approach helps maintain player interest by preventing immediate recognition of state changes and enhancing engagement through controlled transitions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To prevent a decline in interest [Solution] The display device can execute a first display (such as a normal mode name image and a normal background image) in the first state (normal state), and a second display (such as an ending display and a result image) in the second state (consecutive win state). During the display of a display corresponding to the game state, it is possible to execute a game method display different from the game method display (such as a first game method image and a second game method image) corresponding to the game state.
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Description

Technical Field

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

Background Art

[0002] Conventionally, among pachinko gaming machines, which are a type of gaming machine, there are those having a plurality of states with different recommended gaming methods. For example, in the gaming machine described in Patent Document 1, it is possible to notify the recommended gaming method.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In such a gaming machine, there was a risk that the interest would decline because it was possible to recognize a change to a relatively advantageous state or a relatively disadvantageous state from the notification of the gaming method.

Means for Solving the Problems

[0005] The gambling machine that solves the above problems comprises a state control means capable of controlling a state that includes at least a first state recommending a first game method and a second state recommending a second game method, a display means, and a control means for controlling the display means, wherein the display means is capable of executing a first performance display in the first state and a second performance display in the second state, and the second performance display includes a predetermined second performance display that suggests or notifies that the second state has started and a specific second performance display that suggests or notifies that the second state has ended, and the display means is unable to execute a first method display corresponding to the first game method while the predetermined second performance display is being executed, is capable of executing a second method display corresponding to the second game method, is capable of executing the second method display while the specific second performance display is being executed, and is capable of executing the first method display after the execution of the second method display.

[0006] The gambling machine that solves the above problems comprises a state control means capable of controlling a state that includes at least a first state recommending a first game method and a second state recommending a second game method, a display means, and a control means for controlling the display means, wherein the display means is capable of executing a first performance display in the first state and a second performance display in the second state, and the second performance display includes a predetermined second performance display that suggests or notifies that the second state has started and a specific second performance display that suggests or notifies that the second state has ended, and the display means is unable to execute a first method display corresponding to the first game method while the predetermined second performance display is being executed, is capable of executing a second method display corresponding to the second game method, is capable of executing the second method display while the specific second performance display is being executed, is capable of executing the first performance display after the execution of the specific second performance display, and is capable of executing the second method display for a predetermined period of time after the start of the first performance display. [Effects of the Invention]

[0007] According to the present invention, it is possible to suppress the decline in interest. [Brief explanation of the drawing]

[0008] [Figure 1] Figure 1 is a schematic diagram illustrating a pachinko game machine. [Figure 2] Figure 2 is a schematic diagram illustrating the game board. [Figure 3] Figure 3 is a schematic diagram illustrating the passageway inside the grand prize area. [Figure 4] Figure 4 is an explanatory diagram showing an example of the electrical configuration of a pachinko game machine. [Figure 5] Figure 5 is an explanatory diagram showing an example of a performance mode. [Figure 6] Figure 6 is an explanatory diagram showing an example of a display mode in the performance mode. [Figure 7] Figure 7 is an explanatory diagram showing an example of the display for the first game method. [Figure 8] Figure 8 is an explanatory diagram showing an example of a display for the second game method. [Figure 9] Figure 9 is an explanatory diagram showing an example of a specific second display. [Figure 10] Figures 10(a) to 10(e) are explanatory diagrams showing examples of display patterns when the game state transitions. [Figure 11] Figures 11(a) to 11(c) are explanatory diagrams showing examples of display patterns when the time-saving state ends. [Figure 12] Figure 12 is an explanatory diagram showing an example of the display when a winning streak (winning game) ends. [Figure 13] Figure 13 is an explanatory diagram showing an example of the display when the continuous win state (time-saving state) ends. [Figure 14] Figure 14 is an explanatory diagram showing an example of the display when the winning streak ends in the second embodiment. [Figure 15] Figure 15 is an explanatory diagram showing an example of the display when the winning streak ends in the third embodiment. [Modes for carrying out the invention]

[0009] (First Embodiment) The following describes the first embodiment of a pachinko gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective.

[0010] As shown in Figure 1, the pachinko game machine 10, an example of a gaming machine, is a non-sealed type in which the player can touch the game balls (balls held). In a non-sealed type pachinko game machine 10, when the conditions for paying out prize balls are met, prize balls are actually paid out. The pachinko game machine 10 may also be a sealed type in which the game balls are stored and managed internally, and the player cannot touch the game balls (balls held). In a sealed type pachinko game machine 10, even if the conditions for paying out prize balls are met, the number of game balls stored internally increases, but no game balls are actually paid out. In this specification, "paying out prize balls" is not limited to actually paying out game balls, but is intended to include increasing the number of game balls stored internally.

[0011] The pachinko game machine 10 comprises a frame 11 and a game board 20. The frame 11 supports the game board 20. A game area 20a is formed on the front side of the game board 20, through which game balls can flow down. The frame 11 comprises an outer frame 11a, a middle frame 11b, and a front frame 11c. The middle frame 11b is supported in a manner that allows it to be opened and closed relative to the outer frame 11a. The front frame 11c is supported in a manner that allows it to be opened and closed relative to the middle frame 11b. The outer frame 11a is fixed to the island equipment using fasteners such as nails. The middle frame 11b has a portion to which the game board 20 is attached and holds the game board 20 attached to that portion. An opening 11d is formed in the front frame 11c. The front frame 11c is equipped with transparent protective glass (not shown). The protective glass seals the opening 11d. With the game board 20 held in the middle frame 11b, the game area 20a is aligned with the opening 11d and is visible through the protective glass via the opening 11d.

[0012] The pachinko gaming machine 10 includes an audio output device 13. As an example, the audio output device 13 is a speaker provided on the front frame 11c. The audio output device 13 is capable of executing an effect (hereinafter referred to as an audio effect) of outputting a predetermined audio. For example, the predetermined audio includes sound effects, lines, and music (BGM), etc. The pachinko gaming machine 10 includes a decorative lighting device 14. As an example, the decorative lighting device 14 is provided on the front side of the front frame 11c and on the game board 20. The decorative lighting device 14 is capable of executing an effect (hereinafter referred to as a lighting effect) by lighting, blinking, and extinguishing a light-emitting body (not shown). As an example, the light-emitting body included in the decorative lighting device 14 is an LED.

[0013] The pachinko gaming machine 10 includes a firing handle 18. The firing handle 18 is configured to enable an operation for instructing the firing of a game ball. The game balls are fired at a predetermined interval during the operation of the firing handle 18. As an example, the predetermined interval is an interval during which the number of game balls fired per minute is less than 100. As an example, the predetermined interval may be an interval during which the number of game balls fired per minute is approximately 100. The firing handle 18 is provided at the lower right corner portion of the front frame 11c. The pachinko gaming machine 10 may include a lending button for instructing the lending of game balls and an end button for instructing the end of the game.

[0014] The game board 20 will be described. As shown in FIGS. 1 and 2, a game area 20a having a substantially circular shape in a front view is defined on the front surface of the game board 20. That is, the game board 20 has a game area 20a through which game balls can flow down. A display window 20b is formed substantially at the center of the game area 20a. An inlet 20c through which game balls fired by the operation of the firing handle 18 flow into the game area 20a is formed in the upper left of the game area 20a.

[0015] The pachinko game machine 10 is equipped with a performance display device 15. For example, the performance display device 15 has an image display device capable of displaying images. The performance display device 15 is assembled to the game board 20 so that the display area 15a of the image display device can be viewed through the display window 20b. For example, the performance display device 15 is a liquid crystal display device. The performance display device 15 is capable of performing a performance (hereinafter referred to as a display performance) that displays a predetermined image. For example, the predetermined image is an image of a performance pattern, character, landscape, letter, number, and symbol. In the following description, when it is simply said that these characters, etc. are "displayed", it means that these characters, etc. are displayed as images. For example, the sound output device 13, the decorative light-emitting device 14, and the performance display device 15 are each performance devices capable of performing a performance, and form a performance execution device group 16 including multiple performance devices. The performance display device 15 is an example of a display means.

[0016] As shown in Figure 2, the game board 20 is equipped with a first special symbol display device 19a. The first special symbol display device 19a is capable of executing a symbol variation game (hereinafter referred to as the first special game) in which predetermined symbols are displayed in a variable manner and finally a special symbol is displayed in a stopped manner. The game board 20 is equipped with a second special symbol display device 19b. The second special symbol display device 19b is capable of executing a symbol variation game (hereinafter referred to as the second special game) in which predetermined symbols are displayed in a variable manner and finally a special symbol is displayed in a stopped manner. The special symbol is a symbol used to notify the result of the special symbol winning lottery. The special symbol winning lottery is an example of an internal lottery. For example, the special symbol is displayed in a stopped manner for a special stop time. For example, the special stop time is 0.5 seconds. Hereinafter, when the first special game and the second special game are not distinguished, they may be collectively referred to as the "special game".

[0017] Special symbols include, at least, jackpot symbols as a result of a jackpot display, minor jackpot symbols as a result of a minor jackpot display, and losing symbols as a result of a losing display. In the pachinko game machine 10, it is possible to win a jackpot in the special symbol winning lottery. In the pachinko game machine 10, if a jackpot is won in the special symbol winning lottery, the jackpot symbol is displayed in a special game. After the end of the special game, a jackpot game that is advantageous to the player occurs. Details of the jackpot game will be described later. In the pachinko game machine 10, if a jackpot is not won in the special symbol winning lottery, it is possible to win a minor jackpot. In the pachinko game machine 10, if a minor jackpot is won in the special symbol winning lottery, the minor jackpot symbol is displayed in a special game. After the end of the special game, a minor jackpot game that is advantageous to the player occurs. Details of the minor jackpot game will be described later.

[0018] In pachinko machine 10, if a big win or a small win is not achieved in the special symbol lottery, a losing symbol will be displayed in the special game. If a losing symbol is displayed in the special game, neither a big win game nor a small win game will occur. Hereafter, when big win games and small win games are not distinguished, they may be collectively referred to as "winning games." Also, a special game in which a big win symbol is displayed may be referred to as a "big win special game." Also, a special game in which a small win symbol is displayed may be referred to as a "small win special game." Also, "big win special games" and "small win special games" may be collectively referred to as "winning special games." Also, a special game in which a losing symbol is displayed may be referred to as a "losing special game."

[0019] The game board 20 is equipped with a first special hold display device 19c. The first special hold display device 19c displays information that can identify the number of times the first special game has been played (hereinafter referred to as the first special hold count) whose execution is suspended because the hold condition has been met but the start condition has not been met. There is an upper limit to the first special hold count. For example, the upper limit for the first special hold count is 4. The game board 20 is equipped with a second special hold display device 19d. The second special hold display device 19d displays information that can identify the number of times the second special game has been played (hereinafter referred to as the second special hold count) whose execution is suspended because the hold condition has been met but the start condition has not been met. There is an upper limit to the second special hold count. For example, the upper limit for the second special hold count is 4.

[0020] The game board 20 is equipped with a normal symbol display device 19e. The normal symbol display device 19e is capable of executing a symbol variation game (hereinafter referred to as a normal game) in which predetermined symbols are displayed in a variable manner and finally a normal symbol is displayed in a stopped manner. A normal symbol is a symbol used to notify the result of a normal symbol winning lottery. A normal symbol winning lottery is an example of an internal lottery. For example, a normal symbol is displayed for a normal stop time. For example, the normal stop time is 0.004 seconds. There are at least normal winning symbols and normal losing symbols. In the pachinko game machine 10, if the normal symbol winning lottery is won, the normal winning symbol is displayed in a stopped manner during the normal game. After the normal game ends, a normal winning game occurs. In the pachinko game machine 10, if the normal symbol winning lottery is not won, the normal losing symbol is displayed in a stopped manner during the normal game. In a normal game, if a losing symbol is displayed when the game stops, a normal winning game does not occur. The game board 20 is equipped with a normal hold display device 19f. The normal hold display device 19f displays information that allows identification of the number of normal games (hereinafter referred to as the normal hold number) whose execution is being held in abeyance because the hold condition has been met but the start condition has not yet been met. There is an upper limit to the normal hold number. For example, the upper limit for the normal hold number is 4. The game board 20 may also be equipped with a right-hand play display device that displays information instructing right-hand play as described later, and a round display device that notifies the upper limit of the number of round games as described later.

[0021] The game board 20 has multiple prize slots formed to open into the game area 20a. These multiple prize slots are slots into which game balls can be entered. The multiple prize slots include at least a first start slot 22, a second start slot 23, and a large prize slot 24. The first start slot 22 is a prize slot into which game balls are entered in order to satisfy the conditions for paying out prize balls and the conditions for starting the first special game. For example, the first start slot 22 is located below the display device 15 and is open at all times so that game balls can be entered. The game board 20 is equipped with a first start sensor SE1 that detects game balls that have entered the first start slot 22 (see Figure 4).

[0022] The second starting opening 23 is a prize entry opening into which game balls are inserted to fulfill the conditions for paying out prize balls and the conditions for starting the second special game. The second starting opening 23 is located to the right of the first starting opening 22. The second starting opening 23 is equipped with an opening / closing piece 23a, which is one example of a plate shape. The second starting opening 23 is closed and opened by the opening / closing piece 23a. In other words, the opening / closing piece 23a can be in a closed state or an open state. The second starting opening 23 is opened when a normal winning game occurs. When the second starting opening 23 is open, game balls can be inserted. The second starting opening 23 is closed when a normal winning game does not occur. When the second starting opening 23 is closed, game balls cannot be inserted, or it is more difficult to insert game balls when it is closed compared to when it is open. As an example, the second starting opening 23 is always open to the left. For example, the opening / closing piece 23a is embedded in the game board 20 when it is in the closed state. For example, when the opening / closing piece 23a is in the open state, game balls can flow down its upper surface. For example, the opening / closing piece 23a is provided so that its upper surface slopes downward to the right. For example, when the opening / closing piece 23a is in the open state, game balls flowing down its upper surface are guided to the second start opening 23. In other words, when the opening / closing piece 23a is in the open state, game balls flow down its upper surface and enter the second start opening 23. For example, for at least a portion of the time while the opening / closing piece 23a is displaced from the open state to the closed state, game balls can flow down its upper surface. Therefore, game balls can enter the second start opening 23 even while the opening / closing piece 23a is displaced from the open state to the closed state. The game board 20 is equipped with a standard solenoid SL1 as a means to open and close the opening / closing piece 23a of the second start opening 23 (see Figure 4). The game board 20 is equipped with a second start sensor SE2 that detects game balls that have entered the second start opening 23 (see Figure 4). The opening / closing piece 23a of the second start opening 23 is a so-called "standard electric mechanism".

[0023] The large prize slot 24 is a slot into which game balls are inserted to fulfill the conditions for the payout of prize balls. The large prize slot 24 is located to the right of the performance display device 15. The large prize slot 24 is located above the second start slot 23. The large prize slot 24 is equipped with an opening / closing piece 24a, which is one example of a teardrop shape. The large prize slot 24 is closed and opened by the opening / closing piece 24a. In other words, the opening / closing piece 24a can be in a closed state or an open state. The large prize slot 24 is opened when a winning game occurs. When the large prize slot 24 is open, game balls can be inserted. The large prize slot 24 is closed when a winning game does not occur. When the large prize slot 24 is closed, game balls cannot be inserted. As an example, the opening / closing piece 24a takes the open state by rotating approximately one-quarter of a turn to the left around its lower part from the closed state. In other words, when the large prize opening 24 is open, the game ball flows down the inner wall surface (upper surface) of the opening / closing piece 24a before entering the large prize opening 24. The game board 20 is equipped with a special solenoid SL2 as a means to cause the opening / closing piece 24a of the large prize opening 24 to open and close (see Figure 4). The game board 20 is equipped with a count sensor SE3 to detect game balls that have entered the large prize opening 24 (see Figure 4). The opening / closing piece 24a of the large prize opening 24 is a so-called "special electric mechanism".

[0024] As shown in Figure 3, the game board 20 is provided with a passage 26 through which game balls that have entered the large prize opening 24 can pass. The passage 26 is provided to branch into a first passage 26a and a second passage 26b at the branching section 27. The pachinko game machine 10 is provided with a distribution shutter 28. The distribution shutter 28 is provided at the branching section 27. The distribution shutter 28 can take on a first state and a second state. When the distribution shutter 28 takes on the first state, game balls that have entered the large prize opening 24 are distributed to the first passage 26a. When the distribution shutter 28 takes on the second state, game balls that have entered the large prize opening 24 are distributed to the second passage 26b. The game board 20 is provided with a distribution solenoid SL3 as a means to operate the distribution shutter 28 so that it can take on a first state and a second state (see Figure 4).

[0025] The game board 20 is equipped with a specific sensor SE4 that detects game balls passing through a specific area in the first passage 26a. In this embodiment, the specific area is the so-called "V area". For example, when a minor win occurs and the large prize opening 24 is opened, if a game ball that enters the large prize opening 24 passes through the specific area, a major win is triggered when the game ball passes through the specific area. In other words, the pachinko game machine 10 in this embodiment is a game machine (a so-called "Type 1 and Type 2 mixed machine") that has a major win game that is triggered when a major win is won in the winning lottery, and a major win game that is triggered when a minor win is won in the winning lottery.

[0026] The game board 20 is equipped with a gate 29. The gate 29 is located to the upper right of the display device 15. The gate 29 is located above the second start opening 23 and the big prize opening 24. The gate 29 has a gate opening 29a that is always open to allow game balls to enter. The game board 20 is equipped with a gate sensor SE5 that detects game balls that enter the gate opening 29a and pass through the gate 29 (see Figure 4). The gate 29 is an entry point into which game balls are entered in order to fulfill the start conditions of a normal game. The gate 29 is an entry point into which game balls are entered but the conditions for paying out prize balls are not fulfilled.

[0027] In the pachinko game machine 10, the player can adjust the launch strength of the game ball by operating the launch handle 18, and launch the game ball into the left area to the left of the display window 20b and the right area to the right of the display window 20b. For example, when the launch strength is adjusted to be stronger and the game ball is launched (hereinafter referred to as "right-handed shot"), the game ball is more likely to be guided downwards into the right-handed area. When the game ball flows downwards into the right-handed area, it can enter the second starting opening 23, the large prize opening 24, and the gate 29. Right-handed shots require the game ball to be launched with force to reach the right-handed area, so the launch strength is adjusted to the maximum strength or slightly weaker than the maximum strength.

[0028] On the other hand, when the launching force is adjusted to be weaker and the game ball is launched (hereinafter referred to as left-handed play), the game ball is more easily guided to flow down into the left-hand region. When the game ball flows down into the left-hand region, it can enter the first starting port 22. Left-handed play does not require the game ball to be launched with as much force as right-handed play, so the force is adjusted to prevent the launched game ball from reaching the right-hand region. In the pachinko game machine 10, when right-handed play is performed, a path for the game ball is formed by game components such as game nails so that the game ball cannot enter the first starting port 22. The game components may be arranged to restrict entry into the first starting port 22 when right-handed play is performed, or they may be arranged to make it more difficult for the game ball to enter the first starting port 22 compared to when left-handed play is performed.

[0029] The left region is the area located to the left of the center line CL, which bisects the game area 20a when the game board 20 is viewed from the front. The right region is the area located to the right of the center line CL when the game board 20 is viewed from the front. Game balls launched by operating the launch handle 18 are guided to the inlet 20c located in the upper left of the game area 20a and flow into the game area 20a. In other words, the left region is also the region closer to the inlet 20c. The right region is also the region further away from the inlet 20c. Game balls guided down through the left region pass to the left of the display device 15, which is located in the center of the game area 20a when viewed from the front. After that, the game balls head towards the outlet 31, which is located at the bottom of the game area 20a. Game balls guided down through the right region pass to the right of the display device 15, which is located in the center of the game area 20a when viewed from the front. After that, the game balls head towards the exit 31.

[0030] Next, I will explain the functions of the pachinko game machine 10. The pachinko game machine 10 is equipped with a ball entry assistance function. The ball entry assistance function is a function to assist in the entry of game balls into the second start opening 23. The pachinko game machine 10 has two states in which the probability of a game ball entering the second start opening 23 (hereinafter referred to as the ball entry rate) differs: a low ball entry rate state in which the ball entry assistance function is not activated, and a high ball entry rate state in which the ball entry assistance function is activated. In the high ball entry rate state, the probability of a game ball entering the second start opening 23 is higher than in the low ball entry rate state. The high ball entry rate state is advantageous for the player because it makes it easier for game balls to enter the second start opening 23. The high ball entry rate state can also be described as an electric support state that supports entry into the second start opening 23, which is a normal electric mechanism.

[0031] A high ball-scoring rate state is achieved by one or more of the following three controls. As an example, the first control to achieve a high ball-scoring rate state is a control to shorten the fluctuation time of the normal symbols, which shortens the fluctuation time of the normal game (e.g., the average fluctuation time) compared to when the ball-scoring rate state is low. As an example, this control to shorten the fluctuation time of the normal symbols can be achieved by making at least some of the fluctuation patterns that define the fluctuation time of the normal game different between the low ball-scoring rate state and the high ball-scoring rate state.

[0032] As an example, the second control to achieve a high ball entry rate state is an opening time extension control that makes the total opening time of the second start port 23 in one normal win game (for example, the average total opening time) longer than when the ball entry rate state is reached. As an example, the opening time extension control is at least one of the following: a control that makes the number of times the second start port 23 is opened in one normal win game greater than when the ball entry rate state is reached, and a control that makes the single opening time of the second start port 23 in a normal win game longer than when the ball entry rate state is reached. As an example, the opening time extension control can be achieved by changing the execution rate of normal win games in which the opening pattern of the second start port 23 in a normal win game is different in the low ball entry rate state and the high ball entry rate state. In other words, when a normal win game is executed in the high ball entry rate state, the opening time extension control can be achieved by making it easier for normal win games with a longer total opening time of the second start port 23 to be executed compared to the low ball entry rate state. As an example, the opening pattern specifies the number of times the second start port 23 is opened, the opening time, and the opening timing (closing timing).

[0033] The third control to achieve a high ball-scoring rate state is the special symbol variation time reduction control, which shortens the variation time of the special game (for example, the average variation time) compared to the low ball-scoring rate state. As an example, the special symbol variation time reduction control can be achieved by making at least some of the variation patterns that define the variation time of the special game different between the low ball-scoring rate state and the high ball-scoring rate state. Details of the variation patterns will be described later. When the special symbol variation time reduction control is performed, the high ball-scoring rate state becomes the special symbol variation time reduction state (hereinafter referred to as the "time reduction state"), and the low ball-scoring rate state becomes the special symbol non-variation time reduction state (hereinafter referred to as the "non-time reduction state").

[0034] Next, we will explain the types of minor wins and how to play the game. Minor wins occur depending on the type of minor win. The type of minor win is determined by the type of minor win symbol (special symbol). In other words, minor wins occur depending on the type of special symbol. There may be one type of minor win or multiple types. Each minor win symbol in the special symbols includes one or more types of special symbols. For example, there is one type of minor win. In other words, there is one type of minor win. In the following explanation, for the sake of clarity, the special symbol winning draw may be simply referred to as the winning draw.

[0035] In a minor win game, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the minor win opening time). For example, this sequence of events is an opening sequence that signals the start of the minor win game. After the minor win opening time has elapsed, one round of play is performed in which the large prize winning slot 24 is opened.

[0036] In a minor prize game, the round game ends when a predetermined number of game balls enters the machine, a predetermined time limit is reached, or a game ball passes through a specific area. For example, the maximum number of game balls is 10. In other words, in a minor prize game, the round game ends when the number condition is met by 10 game balls entering the machine. For example, the maximum time limit is 1.7 seconds. In other words, in a minor prize game, the round game ends when the time condition is met by 1.7 seconds. Note that the maximum number of game balls may vary depending on the type of minor prize game. The maximum time limit may also vary depending on the type of minor prize game.

[0037] In a minor win game, the large prize opening 24 is opened in a predetermined opening manner (opening pattern) during the round game. For example, in a minor win game, the large prize opening 24 is open for 1.7 seconds and then closed for 0.5 seconds during the round game. In a minor win game, the distribution shutter 28 operates in a predetermined distribution manner (distribution pattern) during the round game. For example, in a minor win game, the distribution shutter 28 takes a second state when the round game starts. Subsequently, the distribution shutter 28 takes a first state when a specific number of game balls enter the large prize opening 24 during the round game. Each minor win game has a specified number. For example, the specified number is 1. As described above, game balls that enter the large prize opening 24 may pass through a specific area of ​​the first passage 26a when the distribution shutter 28 takes a first state. In other words, in a minor win game, the conditions for triggering the win can be met when a specific number of game balls enter the large prize slot 24 during a round of play.

[0038] In round games, predetermined effects are performed. For example, these predetermined effects are round effects that allow the player to recognize that a round game of a minor win game is in progress. In a minor win game, once the round game ends, predetermined effects are performed for a predetermined period of time (hereinafter referred to as the minor win ending time). For example, these predetermined effects are ending effects that allow the player to recognize that the minor win game has ended. The minor win game ends as the minor win ending time elapses. In a minor win game, if the round game ends due to the fulfillment of the trigger conditions, a major win game will occur after the minor win game ends. In other words, the trigger conditions are conditions that, when met, trigger the occurrence of a major win game.

[0039] Next, we will explain the types of jackpots and the jackpot gameplay. A jackpot game occurs depending on the type of jackpot and the type of minor win. The type of jackpot is determined by the type of jackpot symbol (special symbol). In other words, a jackpot game occurs depending on the type of special symbol.

[0040] There are two types of jackpot games: the first jackpot game and the second jackpot game. The first jackpot game is a jackpot game that occurs when a jackpot is won in the winning lottery. For example, there may be one type of jackpot or multiple types. The special symbol jackpot includes one type or multiple types of special symbols. The second jackpot game is a jackpot game that occurs when the conditions for occurrence are met in the minor jackpot game. In other words, the second jackpot game is a jackpot game based on winning a minor jackpot in the winning lottery.

[0041] In a jackpot game, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the jackpot opening time). For example, this sequence of events is an opening sequence that signals the start of a jackpot game. After the opening time has elapsed, a round of games that open the large prize slot 24 is played up to a predetermined number of times. For example, the maximum number of rounds for both the first and second jackpot games is 10. However, in the case of a second jackpot game that occurs when the conditions for occurrence are met in a minor win game, the one round of games played in the minor win game is included in the maximum number of rounds. In other words, the actual number of rounds of games that open the large prize slot 24 in the second jackpot game is 9. Note that in the case of a second jackpot game that occurs when the conditions for occurrence are met in a minor win game, the round of games may start without the opening time having elapsed.

[0042] In a jackpot game, one round ends when either a predetermined maximum number of game balls enters the machine, or a predetermined maximum time has elapsed. For example, the maximum number of balls is 10. In other words, one round ends when the number condition is met by 10 game balls entering the machine. For example, the maximum time is 25 seconds. In other words, one round ends when the time condition is met by 25 seconds having elapsed.

[0043] In round games, the large prize winning slot 24 is opened in a predetermined opening manner (opening pattern). In round games, predetermined effects are performed. For example, the predetermined effects are round effects that allow the player to recognize that a round game of a jackpot game is in progress. In a jackpot game, once the final round game is completed, predetermined effects are performed for a predetermined time (hereinafter referred to as the jackpot ending time). For example, the predetermined effects are ending effects that allow the player to recognize that the jackpot game has ended. The jackpot game ends as the jackpot ending time elapses. In the following explanation, when distinguishing between opening effects in minor win games and opening effects in jackpot games, they will be referred to as minor win opening effects and jackpot opening effects, respectively. Similarly, when distinguishing between round effects in minor win games and round effects in jackpot games, they will be referred to as minor win round effects and jackpot round effects, respectively. Furthermore, when distinguishing between ending sequences for minor wins and ending sequences for major wins, they will be referred to as minor win ending sequences and major win ending sequences, respectively.

[0044] The following describes the effects that the pachinko game machine 10 can perform. The effects can be performed by one of the multiple effects devices that make up the effects execution device group 16, or by the cooperation of multiple effects devices.

[0045] The display effects in the display device 15 include a symbol variation game (hereinafter referred to as the "effect game") using effect symbols (decorative symbols). The display device 15 can display multiple symbol rows. Each symbol row consists of multiple effect symbols and is also called a reel. Each of the multiple effect symbols consists of the numbers "1" to "8" as identification information for identifying the result of the winning lottery. For example, effect symbols are symbols that have decorations such as characters or patterns attached to the Arabic numerals "1" to "8", and are symbols that diversify the display effects. In the effect game, the effect symbols are displayed in a variable manner in each of the multiple symbol rows, and then the effect symbols are displayed in a fixed position in each of the multiple symbol rows, so that the combination of effect symbols (hereinafter referred to as the "symbol combination") is displayed in a fixed position. In other words, in the effect game, the identification information of multiple rows is displayed in a variable manner, and then the identification information of multiple rows is displayed in a fixed position. For example, the performance game is performed by displaying (scrolling) the performance symbols in the left, middle, and right symbol columns in a predetermined direction.

[0046] For example, a performance game can consist of a first performance game and a second performance game that is different from the first performance game. The first performance game is a performance game that is executed in conjunction with the first special game. The second performance game is a performance game that is executed in conjunction with the second special game. For example, a performance game starts and ends together with the special game. In a performance game, a combination of symbols corresponding to the special symbols that are displayed when stopped in the special game is displayed. For example, in a performance game, when a jackpot symbol is displayed when stopped in the special game, the jackpot symbol combination is displayed. For example, a jackpot symbol combination is a combination where the identification information (numbers) of all the performance symbols in the symbol rows are the same, such as

[0777] (a so-called symbol match). For example, in a performance game, when a minor win symbol is displayed when stopped in the special game, the minor win symbol combination is displayed. For example, a minor win symbol combination is one in which all the symbols in a row have the same identification information (numbers), such as

[0777] . For example, in a special game, when a losing symbol is displayed during the special game, a losing symbol combination is displayed. For example, a losing symbol combination is one in which all the symbols in a row have different identification information (numbers), such as

[0787] and

[0468] . A special game and the special game performed in response to that special game are examples of variable games. In the following explanation, the first special game and the first special game performed in response to that first special game may be collectively referred to as the first variable game. Also, the second special game and the second special game performed in response to that second special game may be collectively referred to as the second variable game.

[0047] The game may include a reach animation. A reach animation is an animation that forms a reach and ultimately stops displaying a predetermined combination of symbols. Hereafter, the state in which a reach is formed may be referred to as the reach state. A reach is the state just before a winning combination of symbols is formed. For example, in a reach, such as [7↓7], the animation symbols are displayed in a random row of symbols (for example, the middle row of symbols), and the animation symbols containing the same identification information (numbers) are displayed stopped in multiple rows of symbols different from that row (hereinafter referred to as reach-forming rows, for example, the left and right row of symbols). There are two types of reach animations: a normal reach animation (hereinafter referred to as an N reach animation) and a super reach animation (hereinafter referred to as an SP reach animation), which has a higher probability of resulting in a win in this game compared to an N reach animation.

[0048] The electrical configuration of the pachinko game machine 10 will be explained. As shown in Figure 4, the pachinko game machine 10 includes a main board 80 and a sub-board 90 on the back (rear) side of the game board 20. The main board 80 and the sub-board 90 are connected in such a way that various control commands (control signals) can be output in one direction from the main board 80 to the sub-board 90. The main board 80 performs predetermined processing and outputs control signals to the sub-board 90. The sub-board 90 performs predetermined processing based on the control commands input from the main board 80.

[0049] The main board 80 will now be described. The main board 80 comprises a main control CPU 81, a main control ROM 82, a main control RWM 83, and a random number generation circuit 84. The main control CPU 81 executes processes related to the progress of the game by executing the main control program. The main control ROM 82 stores the main control program, judgment values ​​used for various judgments and lotteries, and tables. The main control ROM 82 stores multiple types of variation patterns. A variation pattern is information that can identify the variation time from the start to the end of a special game. A variation pattern is information that can identify the variation content of a special game. For example, a variation pattern can identify the performance time and performance content of a performance game.

[0050] There are three types of variation patterns: big win patterns, small win patterns, and losing patterns. In games based on big win patterns, the winning combination of symbols is displayed after a reach animation. In games based on small win patterns, the winning combination of symbols is displayed without a reach animation. In games based on losing patterns, the losing combination of symbols is displayed either after a reach animation or without a reach animation.

[0051] The main control RWM 83 stores various information that is rewritten according to the processing results of the main control CPU 81. For example, the information stored by the main control RWM 83 includes flags, counters, and timers. The random number generation circuit 84 generates hardware random numbers. The main board 80 may be configured to generate software random numbers through the random number generation process by the main control CPU 81.

[0052] The main board 80 is connected to each of the sensors SE1 to SE5. The main control CPU 81 can receive detection signals output by each of the sensors SE1 to SE5 when they detect a game ball. The main board 80 is connected to each of the display devices 19a to 19f. The main control CPU 81 can control the display content of each of the display devices 19a to 19f. The main board 80 is connected to each of the solenoids SL1 to SL3. By controlling the operation of each of the solenoids SL1 and SL2, the main control CPU 81 can control the opening modes of the second starting opening 23 and the large prize opening 24, respectively. By controlling the operation of the distribution solenoid SL3, the main control CPU 81 can control the distribution mode of the distribution shutter 28.

[0053] Next, we will describe the sub-board 90. The sub-board 90 comprises a sub-control CPU 91, a sub-control ROM 92, and a sub-control RWM 93. The sub-control CPU 91 performs processing related to the game's presentation by executing a sub-control program. The sub-control ROM 92 stores the sub-control program and judgment values ​​used for predetermined lotteries. The sub-control ROM 92 also stores display presentation data used for display presentations, light-emitting presentation data used for light-emitting presentations, and sound presentation data used for sound presentations. The sub-control RWM 93 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored by the sub-control RWM 93 includes flags, counters, and timers. The sub-board 90 is configured to generate software random numbers through random number generation processing by the sub-control CPU 91. The sub-board 90 may also include a random number generation circuit and be capable of generating hardware random numbers.

[0054] Sub-board 90 is connected to the performance display device 15. Sub-control CPU 91 can control the display content of the performance display device 15. Sub-control CPU 91 is an example of a control means for controlling the display means. Sub-board 90 is connected to the audio output device 13. Sub-control CPU 91 can control the output content of the audio output device 13. Sub-board 90 is connected to the decorative light-emitting device 14. Sub-control CPU 91 can control the light-emitting mode of the decorative light-emitting device 14.

[0055] Next, we will explain the various processes performed by the main control CPU 81 of the main board 80. This section explains special input processing. The main control CPU 81 executes a special input process as one of the timer interrupt processes performed at predetermined control cycles (e.g., 4ms). In the special input process, the main control CPU 81 determines whether a game ball has entered the first start opening 22 based on whether or not a detection signal has been input from the first start sensor SE1. If a game ball has entered the first start opening 22, the main control CPU 81 determines whether or not the first special reserve number stored in the main control RWM 83 is less than the upper limit. If the first special reserve number is less than the upper limit, the main control CPU 81 updates the first special reserve number by adding 1. In other words, the reserve condition for the first special game is met when the first special reserve number is less than the upper limit and a game ball is detected by the first start sensor SE1. The main control CPU 81 controls the first special reserve display device 19c to display information that allows for the identification of the updated first special reserve number. The main control CPU 81 outputs a control command (hereinafter referred to as the special reserve command) that can identify the first special reserve number after the update to the sub-board 90.

[0056] Next, the main control CPU 81 acquires the random numbers generated by the random number generation circuit 84 and stores the first random number information based on the acquired random numbers in the main control RWM 83. For example, the random numbers may be winning random numbers used for the special symbol winning lottery, symbol random numbers used for determining the winning symbols, and variation pattern random numbers used for determining the variation pattern. The first random number information is stored in a way that allows for the identification of information for the first special game and its storage order. The first random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the first random number information in the main control RWM 83, the pachinko game machine 10 can postpone the execution of the first special game until the start conditions are met.

[0057] When the main control CPU 81 stores the first random number information in the main control RWM 83, if a game ball has not entered the first start port 22, or if the first special reserve number is not less than the upper limit, it determines whether a detection signal has been input from the second start sensor SE2, based on whether or not a game ball has entered the second start port 23. If a game ball has entered the second start port 23, the main control CPU 81 determines whether or not the second reserve number stored in the main control RWM 83 is less than the upper limit. If the second reserve number is less than the upper limit, the main control CPU 81 updates the second reserve number by adding 1. The main control CPU 81 controls the second special reserve display device 19d to display information that allows identification of the second reserve number after the addition. The reserve condition for the second special game is met when the second special reserve number is less than the upper limit and a game ball is detected by the second start sensor SE2.

[0058] Next, the main control CPU 81 acquires the random numbers generated by the random number generation circuit 84 and stores the first random number information based on the acquired random numbers in the main control RWM 83. The second random number information is stored in a way that allows it to be identified as information to be used in the second special game and in a specific storage order. The second random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the second random number information in the main control RWM 83, the pachinko game machine 10 can postpone the execution of the second special game until the start conditions are met.

[0059] The first special commencement process will be explained. The main control CPU 81 executes the first special start process as one of the timer interrupt processes. The main control CPU 81 determines whether the start conditions for the first special game are met. For example, the start conditions for the first special game may include not being in the middle of a special game. For example, the start conditions for the first special game may include not being in the middle of a release condition. For example, the release condition is met during a winning game. In other words, the main control CPU 81 may determine that the start conditions for the first special game are met if it is not during a winning game and not during a special game. On the other hand, the main control CPU 81 determines that the start conditions for the special game are not met if it is in the middle of a winning game or during a special game. If the start conditions for the first special game are not met, the main control CPU 81 terminates the first special start process. If the start conditions for the first special game are met, the main control CPU 81 determines whether the number of first special reserves is greater than zero. If the number of first special reserves is zero, the main control CPU 81 terminates the first special start process.

[0060] If the first special reserve number is greater than zero, the main control CPU 81 deducts 1 from the first special reserve number and updates it. The main control CPU 81 controls the first special reserve display device 19c to display information that allows identification of the first special reserve number after the deduction. Next, the main control CPU 81 obtains the first stored information from the main control RWM 83 among the first random number information. The main control CPU 81 uses the winning random number identified from the obtained first random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot as a special symbol win lottery. The main control CPU 81 performs the jackpot lottery with a probability corresponding to the current probability state. For example, if the pachinko game machine 10 does not have multiple probability states, it performs a jackpot lottery with a fixed probability regardless of the current game state.

[0061] If a jackpot is won, the main control CPU 81 performs the jackpot variation process. In the jackpot variation process, the main control CPU 81 uses a symbol random number that can be identified from the first random number information to perform a first symbol lottery and determines the jackpot symbol of the special symbol to be displayed in the first special game. If there is only one type of jackpot symbol that can be displayed in the first special game, the system may be configured to determine one type of jackpot symbol without performing the first symbol lottery. The main control CPU 81 uses a variation pattern random number that can be identified from the first random number information to perform a variation pattern determination lottery and determines a variation pattern from among multiple jackpot variation patterns. After that, the main control CPU 81 terminates the first special start process.

[0062] If a big win is not achieved, the main control CPU 81 uses the winning random number identified from the acquired first random number information to perform a minor win lottery (minor win determination) to determine whether or not a minor win is achieved as a special symbol win lottery. The main control CPU 81 performs the minor win lottery with a certain probability regardless of the current game state. For example, the probability of winning a minor win may be lower than the probability of winning a big win, the same as the probability of winning a big win, or higher than the probability of winning a big win.

[0063] If a minor win is achieved, the main control CPU 81 performs minor win variation processing. In minor win variation processing, the main control CPU 81 uses a symbol random number that can be identified from the first random number information to perform a second symbol lottery and determines the minor win symbol that will be displayed as a special symbol in the second special game. If there is only one type of minor win symbol that can be displayed as a special symbol in the second special game, the system may be configured to determine one type of minor win symbol without performing a second symbol lottery. The main control CPU 81 uses a variation pattern random number that can be identified from the second random number information to perform a variation pattern determination lottery and determines a variation pattern from among multiple minor win variation patterns. After that, the main control CPU 81 terminates the second special start processing.

[0064] If a minor win is not achieved, the main control CPU 81 performs a losing spin process. In the losing spin process, the main control CPU 81 uses a symbol random number that can be identified from the first random number information to perform a third symbol lottery and determines the losing symbol for the special symbol to be displayed in the first special game. If there is only one type of losing symbol, the system may determine the losing symbol without performing a third symbol lottery. The main control CPU 81 uses a spin pattern random number that can be identified from the first random number information to perform a spin pattern determination lottery and determines a spin pattern from among multiple losing spin patterns, either with or without a near-win. After that, the main control CPU 81 terminates the first special game start process.

[0065] The second special commencement procedure will now be explained. The main control CPU 81 executes the second special start process as one of the timer interrupt processes. The main control CPU 81 determines whether the start conditions for the second special game are met. For example, the start conditions for the second special game may include not being in the middle of a special game. For example, the start conditions for the second special game may include not being in the middle of a release condition. In other words, the main control CPU 81 may determine that the start conditions for the second special game are met if the game is not in a winning state and the special game is not in progress. On the other hand, the main control CPU 81 determines that the start conditions for the special game are not met if the game is in a winning state or the special game is in progress. If the start conditions for the second special game are not met, the main control CPU 81 terminates the second special start process. If the start conditions for the second special game are met, the main control CPU 81 determines whether the number of second special reserves is greater than zero. If the number of second special reserves is zero, the main control CPU 81 terminates the second special start process.

[0066] If the second special reserve number is greater than zero, the main control CPU 81 deducts 1 from the second special reserve number and updates it. The main control CPU 81 controls the second special reserve display device 19d to display information that can identify the second special reserve number after the deduction. Next, the main control CPU 81 obtains the first stored information from the second random number information from the main control RWM 83. The main control CPU 81 uses the winning random number identified from the obtained second random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot as a special symbol win lottery. The main control CPU 81 performs the jackpot lottery with a jackpot probability according to the current probability state.

[0067] If a jackpot is won, the main control CPU 81 performs the jackpot variation process. In the jackpot variation process, the main control CPU 81 uses a symbol random number that can be identified from the second random number information to perform a fourth symbol lottery and determines the jackpot symbol of the special symbol to be displayed in the second special game. If there is only one type of jackpot symbol that can be displayed in the second special game, the system may be configured to determine one type of jackpot symbol without performing the fourth symbol lottery. The main control CPU 81 uses a variation pattern random number that can be identified from the second random number information to perform a variation pattern determination lottery and determines a variation pattern from among multiple jackpot variation patterns. After that, the main control CPU 81 terminates the second special start process.

[0068] If a big win is not achieved, the main control CPU 81 uses the winning random number identified from the acquired second random number information to perform a minor win lottery (minor win determination) to determine whether or not a minor win is achieved as a special symbol win lottery. The main control CPU 81 performs the minor win lottery with a certain probability regardless of the current game state. For example, the probability of winning a minor win may be lower than the probability of winning a big win, the same as the probability of winning a big win, or higher than the probability of winning a big win. For example, the probability of winning a minor win in the second special symbol win lottery may be the same as the probability of winning a minor win in the first special symbol win lottery, higher than the probability of winning a minor win in the first special symbol win lottery, or lower than the probability of winning a minor win in the first special symbol win lottery.

[0069] If a minor win is achieved, the main control CPU 81 performs minor win variation processing. In minor win variation processing, the main control CPU 81 uses a symbol random number that can be identified from the second random number information to draw for the fifth symbol and determines the minor win symbol that will be displayed as a special symbol in the second special game. If there is only one type of minor win symbol that can be displayed as a special symbol in the second special game, the system may be configured to determine one type of minor win symbol without performing the fifth symbol draw. The main control CPU 81 uses a variation pattern random number that can be identified from the second random number information to draw for variation patterns and determines a variation pattern from among multiple minor win variation patterns. After that, the main control CPU 81 terminates the second special game start processing.

[0070] If a minor win is not achieved, the main control CPU 81 performs a losing spin process. In the losing spin process, the main control CPU 81 uses a random symbol that can be identified from the second random number information to draw for the sixth symbol and determines the losing symbol for the special symbol to be displayed in the second special game. If there is only one type of losing symbol, the system may determine the losing symbol without performing the sixth symbol draw. The main control CPU 81 uses a random spin pattern that can be identified from the second random number information to draw for the spin pattern and determines a spin pattern from among multiple losing spin patterns, either with or without a near-win. After that, the main control CPU 81 terminates the second special game start process.

[0071] As an example, when the main control CPU 81 performs a variation pattern determination lottery in the second special start process, it performs the variation pattern determination lottery in such a way that the expected variation time is shorter than when it performs the variation pattern determination lottery in the first special start process. Here, the expected variation time of the first variation game is the sum of the products of the variation time set for each variation pattern that can be determined in the first special start process and the determination rate of that variation pattern. Similarly, the expected variation time of the second variation game is the sum of the products of the variation time set for each variation pattern that can be determined in the second special start process and the determination rate of that variation pattern. In other words, the expected variation time of the first variation game can be said to be the average variation time according to the determination rate of the variation patterns of the first variation game. Likewise, the expected variation time of the second variation game can be said to be the average variation time according to the determination rate of the variation patterns of the second variation game. By performing the variation pattern determination lottery as described above, the expected variation time when the second variation game is executed is shorter than the expected variation time when the first variation game is executed.

[0072] The main control CPU 81 outputs a special symbol start command and a special symbol command to the sub-board 90 during the big win variation processing, small win variation processing, and losing variation processing. The special symbol start command is a control command that can specify the variation pattern determined in each variation processing in the special start processing and the start of the variation game. The special symbol command is a control command that can specify the special symbol (big win symbol, small win symbol, or losing symbol) determined in each variation processing. Note that the special symbol start command and the special symbol command are different control commands when the variation processing of the first special game is executed and when the variation processing of the second special game is executed.

[0073] When the first special start process or the second special start process is completed, the main control CPU 81 executes the first special game or the second special game through a process separate from the first special start process and the second special start process. Specifically, when the main control CPU 81 has completed the first special start process, it executes the first special game. When executing the first special game, the main control CPU 81 controls the first special symbol display device 19a to start displaying the variation of a predetermined symbol. The main control CPU 81 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main control CPU 81 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special start process. Also, when the variation time defined in the variation pattern has elapsed, the main control CPU 81 outputs a control command that can identify the end of the variation game (hereinafter referred to as the variation end command for special symbols) to the sub-board 90.

[0074] When the main control CPU 81 has finished the second special start process, it executes the second special game. When executing the second special game, the main control CPU 81 controls the second special symbol display device 19b to start displaying the variation of a predetermined symbol. The main control CPU 81 measures the variation time specified in the variation pattern. When the variation time specified in the variation pattern has elapsed, the main control CPU 81 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special start process. Also, when the variation time specified in the variation pattern has elapsed, the main control CPU 81 outputs a variation end command for the special symbol to the sub-board 90.

[0075] This explains how to handle minor wins in the game. The minor win game processing is the process for generating a minor win game. The main control CPU 81 generates a minor win game after the special game in which the minor win symbols are stopped and displayed has ended. As an example, the main control CPU 81 generates a minor win game by operating the opening and closing piece 24a of the main prize opening 24 according to a predetermined operation pattern. Specifically, the main control CPU 81 identifies the type of minor win game based on the minor win symbols (type of minor win) determined in the second special start processing. The main control CPU 81 generates the identified type of minor win game.

[0076] First, the main control CPU 81 updates the opening information to indicate that the opening condition is currently met. The opening information is information that can identify whether or not the opening condition is currently met. The opening information is stored in the main control RWM 83. Next, the main control CPU 81 outputs a control command (hereinafter referred to as the "minor win opening command") to the sub-board 90 that can identify the start of the minor win opening time. When the minor win opening time has elapsed, the main control CPU 81 executes the round game. The main control CPU 81 outputs a control command (hereinafter referred to as the "minor win round command") to the sub-board 90 that can identify the start of the round game of the minor win game. The main control CPU 81 controls the special solenoid SL2 using the opening control data corresponding to the identified minor win game to control the opening mode of the large prize opening 24. After the start of the round game, when the number condition, time condition, or occurrence condition is met, the main control CPU 81 controls the special solenoid SL2 to close the large prize opening 24. In other words, the main control CPU 81 terminates a round game when the number of game balls detected by the count sensor SE3 reaches the upper limit, when the upper limit time for a round game has elapsed, or when a game ball is detected by the specific sensor SE4. When the round game ends, the main control CPU 81 outputs a control command (hereinafter referred to as the "minor win ending command") that can identify the start of the minor win ending time to the sub-board 90. When the minor win ending time has elapsed, the main control CPU 81 terminates the minor win game. When the round game ends due to the number condition or the time condition, the main control CPU 81 updates the release information to indicate that the release condition is not currently met. In other words, the main control CPU 81 does not update the release information when a major win game is executed immediately following a minor win game.

[0077] This explains the processing of winning games. The jackpot game processing is the process for generating a jackpot game. The main control CPU 81 generates a jackpot game after the end of a special game in which the jackpot symbols are stopped and displayed, or after the end of a minor jackpot game in which the round game has ended due to the fulfillment of the generation conditions. As an example, the main control CPU 81 generates a jackpot game by operating the opening and closing piece 24a of the large prize slot 24 according to a predetermined operation pattern. Specifically, when the main control CPU 81 generates a jackpot game after the end of a special game in which the jackpot symbols are stopped and displayed, it identifies the type of jackpot game based on the jackpot symbols (type of jackpot) determined in the first special start processing or the second special start processing. On the other hand, when the main control CPU 81 generates a jackpot game after a minor win game has ended due to the fulfillment of the conditions for its occurrence, it identifies the type of jackpot game based on the minor win symbols (type of minor win) determined in the first special start process or the second special start process. The main control CPU 81 then generates the identified type of jackpot game.

[0078] First, the main control CPU 81 updates the opening information to indicate that the opening conditions are being met. Next, the main control CPU 81 outputs a control command (hereinafter referred to as the jackpot opening command) to the sub-board 90 that can identify the start of the jackpot opening time. Once the jackpot opening time has elapsed, the main control CPU 81 initiates a round game. Specifically, the main control CPU 81 controls the special solenoid SL2 using the opening control data corresponding to the identified jackpot game to control the opening behavior of the large prize slot 24. After the start of the round game, the main control CPU 81 controls the special solenoid SL2 to close the large prize slot 24 when the number of game balls detected by the count sensor SE3 reaches the upper limit, or when the upper limit time for the round game has elapsed. In other words, the main control CPU 81 terminates the round game. The main control CPU 81 repeatedly performs this process of initiating a round game until the maximum number of round games specified for the jackpot game have ended. The main control CPU 81 outputs a control command (hereinafter referred to as the "jackpot round command") to the sub-board 90 that can identify the start of a jackpot round game each time a round of jackpot game is started. When the final round of jackpot game is finished, the main control CPU 81 outputs a control command (hereinafter referred to as the "jackpot ending command") to the sub-board 90 that can identify the start of the jackpot ending time. When the jackpot ending time has elapsed, the main control CPU 81 terminates the jackpot game. The main control CPU 81 updates the opening information to indicate that the opening conditions are not currently met. During minor jackpot games and jackpot games, the large prize slot 24 is opened, and game balls can easily enter the large prize slot 24 while it is open. For this reason, during minor jackpot games and jackpot games, it is recommended to play by shooting to the right to get game balls into the large prize slot 24.

[0079] This section explains the game state transition process, which involves changing the game state. The main control CPU 81 controls the game state by storing information such as flags in the main control RWM 83.

[0080] When a jackpot game ends, the main control CPU 81 controls the game state according to the type of jackpot game. For example, after the first jackpot game ends, or after the second jackpot game ends, the main control CPU 81 controls the game to a time-saving state. When the main control CPU 81 controls the game to a time-saving state after the first jackpot game ends, or after the second jackpot game ends, it updates a time-saving state flag so that it can identify that the game should be controlled to a time-saving state.

[0081] The main control CPU 81 controls the game to a non-time-saving state when it is in a time-saving state and the termination condition corresponding to the type of time-saving state is met. For example, when the main control CPU 81 is in a time-saving state, it determines that the termination condition for the time-saving state has been met when the number of executions of the special game after being controlled to the time-saving state reaches a predetermined upper limit. For example, the upper limit is 100 times. For example, the predetermined number is 1 time. For example, when the main control CPU 81 is in a time-saving state, it determines that the termination condition for the time-saving state has been met when a big win game occurs. On the other hand, when the main control CPU 81 is in a time-saving state, it does not determine that the termination condition for the time-saving state has been met when a small win game occurs. Furthermore, when the main control CPU 81 terminates a small win game, it does not change the game state (time-saving state or non-time-saving state) based on the termination of the small win game. In other words, there is no change in the game state (time-saving state or non-time-saving state) as a result of a minor win occurring. Therefore, the game state during and at the end of a minor win may be either a time-saving state or a non-time-saving state, depending on the game state at the time the minor win occurred.

[0082] When the termination condition for the time-saving state is met, the main control CPU 81 controls the game to a non-time-saving state and updates the time-saving state flag stored in the main control RWM 83 so that the game state after control to the non-time-saving state can be identified. In other words, when the main control CPU 81 controls the game to a non-time-saving state, it updates the time-saving state flag so that it can be identified that the game is being controlled to a non-time-saving state.

[0083] For example, when the game state changes, the main control CPU 81 outputs a control command (hereinafter referred to as a state specification command) that can identify the current game state to the sub-board 90. There are two types of state specification commands: one that can identify a non-time-saving state and another that can identify a time-saving state. For example, when power supply is started, the main control CPU 81 outputs a state specification command that can identify the current game state to the sub-board 90.

[0084] This section explains the normal input processing. The main control CPU 81 performs normal input processing as one of the timer interrupt processes. When the main control CPU 81 receives a detection signal from the gate sensor SE5, it determines whether the normal hold count stored in the main control RWM 83 is less than the upper limit. If the normal hold count is not less than the upper limit, the main control CPU 81 terminates normal input processing. If the normal hold count is less than the upper limit, the main control CPU 81 updates the normal hold count by incrementing it by 1. The main control CPU 81 outputs a control command (hereinafter referred to as the normal hold count command) that can specify the updated normal hold count to the sub-board 90. Next, the main control CPU 81 acquires the random numbers generated by the random number generation circuit 84 and stores normal random number information based on the acquired random numbers in the main control RWM 83. For example, the random numbers include normal winning random numbers used for the normal symbol winning lottery, normal symbol random numbers used for determining normal winning symbols, and normal variation pattern random numbers used for determining variation patterns for normal symbols. After that, the main control CPU 81 terminates normal input processing.

[0085] This section explains the normal startup process. The main control CPU 81 executes a normal start process as one of the timer interrupt processes. The main control CPU 81 determines whether the conditions for starting a normal game are met. The main control CPU 81 makes a positive determination if it is neither in a normal winning game nor in the execution of a normal game, and a negative determination if it is in a normal winning game or in the execution of a normal game. If the conditions for starting a normal game are not met, the main control CPU 81 terminates the normal start process. If the conditions for starting a normal game are met, the main control CPU 81 determines whether the normal reserve count is greater than zero. If the normal reserve count is zero, the main control CPU 81 terminates the normal start process.

[0086] If the normal reserve count is not zero, the main control CPU 81 deducts 1 from the normal reserve count and updates it. The main control CPU 81 controls the normal reserve display device 19f to display information that allows identification of the normal reserve count after the deduction. The main control CPU 81 obtains the first stored normal random number information from the main control RWM 83. The main control CPU 81 uses the normal winning random number identified from the obtained normal random number information to perform a normal win lottery (normal win determination) to determine whether or not to award a normal win as a normal symbol win lottery. The main control CPU 81 performs a normal win lottery with a normal win probability according to the current game state. The normal win probability differs when the game is not in a time-saving state and when it is in a time-saving state. For example, the normal win probability when the game is not in a time-saving state is zero. For example, the normal win probability when the game is in a time-saving state is 1 / 1. Furthermore, if the probability of a normal win is zero or 1 / 1, the main control CPU 81 may decide whether or not to award a normal win by omitting the normal win lottery.

[0087] Next, the main control CPU 81 performs a normal symbol lottery using normal symbol random numbers that can be identified from the normal random number information, and determines the normal winning symbol to be displayed as a stop symbol in the normal game. For example, the main control CPU 81 performs the normal symbol lottery to determine the type of normal winning symbol at a rate corresponding to the current game state. If there is only one type of normal winning symbol, the system may be configured to determine that one type of normal winning symbol without performing a normal symbol lottery.

[0088] The main control CPU 81 determines the variation pattern for the normal symbols, which is set to have a predetermined variation time for the normal game. For example, when the game is not in a time-saving state, the main control CPU 81 determines one first normal variation pattern from one or more first normal variation patterns, each with a predetermined first variation time. On the other hand, when the game is in a time-saving state, the main control CPU 81 determines one second normal variation pattern from one or more second normal variation patterns, each with a predetermined second variation time shorter than the first variation time. For example, the main control CPU 81 determines the variation pattern for the normal symbols according to the result of the normal symbol lottery. Due to this method of determining the variation pattern according to the game state, the variation time of the normal game is shortened during the time-saving state.

[0089] Once the variation pattern for the regular symbols is determined, the main control CPU 81 starts the regular game on the regular symbol display device 19e. Subsequently, when the variation time specified in the determined variation pattern for the regular symbols has elapsed, the main control CPU 81 stops and displays the regular winning symbol corresponding to the result of the regular symbol lottery.

[0090] This explains the normal gameplay process. For example, the main control CPU 81 controls the normal solenoid SL1 so that in a normal winning game, the opening pattern is such that the opening is performed for a normal opening time, followed by a closing time. For example, the normal opening time is the time during which a game ball can easily enter the second start opening 23 while it is open. In other words, in a normal winning game, a game ball can easily enter the second start opening 23 while it is open. For example, the normal opening time is 5.4 seconds. For example, the normal closing time is 0.008 seconds.

[0091] Thus, in a non-time-saving state, a regular win is not possible. In other words, the second starting gate 23 is not opened, so the game ball cannot enter the second starting gate 23. For this reason, in a non-time-saving state, it is recommended to play with left-handed shooting unless you are in a winning game. On the other hand, in a time-saving state, a regular win is possible. In other words, a regular win game can occur when a regular win game is played. And in a regular win game, the game ball can easily enter the second starting gate 23 while it is open. For this reason, in a time-saving state, it is recommended to play with right-handed shooting to get the game ball into the second starting gate 23. Thus, in a non-time-saving state, playing with left-handed shooting makes it easier to win than playing with right-handed shooting. For this reason, in a non-time-saving state, playing with left-handed shooting makes it easier to receive bonuses than playing with right-handed shooting. On the other hand, in a shortened play mode, playing with the right hand makes it easier to receive bonuses than playing with the left hand.

[0092] The various processes performed by the sub-control CPU 91 of the sub-board 90 will be described below. The sub-control CPU 91 controls the performance execution device group 16 to execute predetermined performances and predetermined notifications based on various control commands input from the main board 80.

[0093] This section explains the process for executing the big win animation in order to trigger the small win animation. The minor win animation processing is the process for executing animations (minor win animations) during minor win gameplay. When the sub-control CPU 91 receives a minor win opening command, it controls the animation execution device group 16 to execute the minor win opening animation. When the sub-control CPU 91 receives a minor win round command, it controls the animation execution device group 16 to execute the minor win round animation. When the sub-control CPU 91 receives a minor win ending start command, it controls the animation execution device group 16 to execute the minor win ending animation. When the sub-control CPU 91 receives a minor win ending end command, it controls the animation execution device group 16 to end the minor win ending animation.

[0094] This section explains the process for executing the jackpot animation. The jackpot animation processing is the process of executing the animations (jackpot animations) during jackpot gameplay. When the sub-control CPU 91 receives a jackpot opening command, it controls the animation execution device group 16 to execute the jackpot opening animation. When the sub-control CPU 91 receives a jackpot round command, it controls the animation execution device group 16 to execute the jackpot round animation. When the sub-control CPU 91 receives a jackpot ending start command, it controls the animation execution device group 16 to execute the jackpot ending animation. When the sub-control CPU 91 receives a jackpot ending end command, it controls the animation execution device group 16 to end the jackpot ending animation.

[0095] This section explains the process for running the game's presentation. When the sub-control CPU 91 receives a variation start command and a special symbol command, it determines the symbol combination to be displayed in the performance game based on the variation pattern that can be identified from the variation start command and the special symbol that can be identified from the special symbol command. For example, if the sub-control CPU 91 can identify a jackpot symbol from the special symbol command, it determines the jackpot symbol combination. For example, a jackpot symbol combination is a symbol combination in which multiple performance symbols are the same performance symbol. For example, if the sub-control CPU 91 can identify a minor jackpot symbol from the special symbol command, it determines the minor jackpot symbol combination. For example, a minor jackpot symbol combination is a symbol combination in which multiple performance symbols are the same performance symbol.

[0096] For example, the sub-control CPU 91 determines a losing symbol combination when it can identify a losing symbol from a special symbol command. When determining a losing symbol combination, the sub-control CPU 91 determines a losing symbol combination that includes a reach, or a losing symbol combination that does not include a reach, based on a variation pattern that can be identified from the variation start command. For example, a losing symbol combination that includes a reach is a symbol combination in which the left and right columns of multiple performance symbols are the same performance symbols, while the middle column has different performance symbols. For example, a losing symbol combination that does not include a reach is a symbol combination in which multiple performance symbols are each different performance symbols.

[0097] When the sub-control CPU 91 determines the combination of symbols to be stopped and displayed in the performance game, it controls the performance execution device group 16, including the performance display device 15, to start displaying the variation of the performance symbols in each symbol row. In other words, the sub-control CPU 91 starts the performance game. If the sub-control CPU 91 wants to execute a pre-announcement performance during the execution of the performance game, it controls the performance execution device group 16, including the performance display device 15, to execute the pre-announcement performance. A pre-announcement performance is a performance that suggests or notifies the player whether or not a favorable situation is about to occur. As an example, a pre-announcement performance is a performance that allows the player to recognize the degree to which a favorable situation is about to occur (hereinafter referred to as the degree of favorability).

[0098] As an example, the sub-control CPU 91 temporarily stops displaying the symbol combination when a predetermined timing arrives after the start of the performance game. Subsequently, the sub-control CPU 91 stops displaying the symbol combination in a final state when a variation end command is input. As an example, the sub-control CPU 91 may also stop displaying the symbol combination in a final state when the variation time specified in the variation pattern has elapsed. In this case, the variation end command may be omitted. If a variation end command is input before a predetermined timing arrives after the start of the performance game, the sub-control CPU 91 stops displaying the symbol combination in a final state without temporarily stopping displaying it when the variation end command is input.

[0099] Next, I will explain the presentation modes. As shown in Figure 5, as an example, there are two performance modes: normal mode and chance mode. For example, when power is supplied to the pachinko machine 10, it remains in normal mode. Regardless of whether the pachinko machine 10 is in normal mode or chance mode, after a jackpot game ends, it remains in chance mode. Subsequently, when the conditions for ending the time-saving state are met, the pachinko machine 10 returns to normal mode in accordance with being controlled to a non-time-saving state. In other words, chance mode is a performance mode that can be maintained during a winning streak period. The winning streak period includes the period during which a winning game occurs and the period during which the machine is controlled to a time-saving state. On the other hand, normal mode is a performance mode that can be maintained during a normal period (non-winning streak period). The state of being in a normal period (hereinafter referred to as the normal state) is an example of the first state. The state of being in a winning streak period (hereinafter referred to as the winning streak state) is an example of the second state.

[0100] As shown in Figure 6, the display area 15a of the performance display device 15 can display a mode image of a type corresponding to the current performance mode, as well as a background image. For example, when in normal mode, the normal mode name image Gm1 and the normal background image Gh1 can be displayed. The normal mode name image Gm1 is, for example, an image that mimics the string "Normal Mode" written horizontally from right to left. The normal background image Gh1 is, for example, an image that mimics the "sea". For example, when in chance performance mode, the chance mode name image Gm2 and the chance background image Gh2 can be displayed. The chance mode name image Gm2 is, for example, an image that mimics the string "Chance Mode" written horizontally from right to left. The chance background image Gh2 is, for example, an image that mimics the "mountain". In other words, in the normal state as the first state, the normal mode name image Gm1 and the normal background image Gh1 can be displayed. The normal mode name image Gm1 is an example of the first performance display. The normal mode name image Gm1 is an example of the first performance display that includes the display of a specific string. The normal background image Gh1 is an example of the first performance display. Furthermore, in the second state, the continuous win state, the Chance Mode name image Gm2 and the Chance background image Gh2 can be displayed. The Chance Mode name image Gm2 is an example of the second performance display. The Chance background image Gh2 is an example of the second performance display.

[0101] For example, the display area 15a of the display device 15 can display images of game methods corresponding to the game method recommended to the player. For example, the game method images include a first game method image corresponding to a first game method and a second game method image corresponding to a second game method. The first game method image is an image that makes it recognizable that the first game method is recommended. The second game method image is an image that makes it recognizable that the second game method is recommended. For example, the first game method is the game method recommended in the normal state, which is the first state. In other words, the first game method is "playing with the left hand". For example, the second game method is the game method recommended in the continuous win state, which is the second state. In other words, the second game method is "playing with the right hand".

[0102] As shown in Figure 7, for example, the first game method image may include the first game method image Yg1. For example, the first game method image Yg1 may include an arrow image that mimics a leftward-pointing arrow. For example, the first game method image Yg1 may include a text image that mimics the string of characters "Please return to leftward play" written horizontally to the right. The first game method image Yg1 is an image that can be recognized as recommending the first game method, "leftward play". For example, the first game method image Yg1 is displayed in a manner that suggests a leftward direction. For example, the first game method image Yg1 (text image or arrow image) may be displayed in a manner that includes an animation such as a wave to the left. The first game method image Yg1 is an example of a first method display corresponding to the first game method.

[0103] As shown in Figure 8, for example, the second game method image may include a second game method image Yg2a according to the first embodiment and a second game method image Yg2b according to the second embodiment. For example, the second game method image Yg2a may include an arrow image that mimics a rightward-pointing arrow. For example, the second game method image Yg2a may include a character image that mimics the string of characters "Right-Hit" written horizontally to the right. For example, the second game method image Yg2b may include an arrow image that mimics a rightward-pointing arrow. For example, the second game method image Yg2b is an image with a smaller display area than the first game method image Yg1 and the second game method image Yg2a. The second game method image Yg2a according to the first embodiment is an example of a second method display corresponding to the second game method. The second game method image Yg2b according to the second embodiment is an example of a second method display corresponding to the second game method. For example, the images Yg2a and Yg2b for the second game method are displayed in a manner that suggests a rightward direction. For instance, the images Yg2a and Yg2b for the second game method (text images or arrow images) are displayed in a manner that includes animations such as a wave moving to the right.

[0104] As shown in Figure 9, the display area 15a of the performance display device 15 can display a result image Kg in accordance with the end of the continuous win state, which is the second state. For example, the result image Kg may include a ball count image that allows recognition of the total number of prize balls awarded during the continuous win period, or the number of game balls (difference in balls) acquired during the continuous win period. For example, the ball count image may include an image that mimics the string "GET" written horizontally from right to left, and an image that mimics Arabic numerals indicating the number of game balls. For example, the result image Kg may include a period image corresponding to the length of the continuous win period (an image that allows recognition of the length of the continuous win period). For example, the period image may include an image that mimics the string "TIME" written horizontally from right to left, and an image that mimics Arabic numerals and symbols indicating the duration of the continuous win period. For example, the result image Kg may include a count image that allows recognition of the number of winning games (e.g., jackpot games) that occurred during the continuous win period. For example, the count image may include an image that mimics the string "BONUS" written horizontally from right to left, and an image that mimics Arabic numerals indicating the number of winning games. Result image Kg is an example of a second performance display that can be executed in the continuous win state as the second state. Result image Kg is an example of a specific second performance display that suggests or notifies that the continuous win state as the second state has ended. Result image Kg is an example of a specific second performance display that includes the display of a predetermined string of characters.

[0105] This section describes the controls for displaying these images. Figure 10(a) shows the situation when a win is achieved in the normal state. At this time, the sub-control CPU 91 controls the display device 15 to display the normal mode name image Gm1 and the normal background image Gh1, depending on whether it is in the normal state (non-time-saving state).

[0106] As shown in Figure 10(b), when a winning game is started, the sub-control CPU 91 controls the performance display device 15 to execute the opening performance. The opening performance as a display performance is an example of a second performance display that can be executed in the continuous win state as the second state. The opening performance as a display performance is an example of a predetermined second performance display that suggests or notifies that the continuous win state as the second state has started. Furthermore, when a winning game is started, the sub-control CPU 91 controls the performance display device 15 to display the second game method image Yg2a according to the first mode. On the other hand, when a winning game is started, the sub-control CPU 91 does not display the first game method image Yg1. In other words, when the opening performance is executed, the performance display device 15 is unable to display the first game method image Yg1 corresponding to the first game method, but can display the second game method image Yg2a according to the first mode corresponding to the second game method.

[0107] As shown in Figure 10(c), once the opening time has elapsed, the sub-control CPU 91 controls the display device 15 to terminate the opening animation. Also, once the opening time has elapsed, the sub-control CPU 91 controls the display device 15 to terminate the display of the second game method image Yg2a according to the first mode. Once the round game starts after the opening time has elapsed, the sub-control CPU 91 controls the display device 15 to execute the round animation. Once the round game starts, the sub-control CPU 91 controls the display device 15 to display the second game method image Yg2b according to the second mode.

[0108] As shown in Figure 10(d), when the final round of gameplay ends, the sub-control CPU 91 controls the display device 15 to end the round's effects. Also, when the final round of gameplay ends, the sub-control CPU 91 controls the display device 15 to execute the ending effects. On the other hand, when the final round of gameplay ends, the sub-control CPU 91 controls the display device 15 to continue displaying the second game method image Yg2b according to the second aspect. In other words, the second game method image Yg2b according to the second aspect can be displayed while the ending effects are being executed.

[0109] For example, when a round of play, which is the first (final) round of a minor win game, ends, the sub-control CPU 91 displays a game mode image according to the game state after the minor win game has ended. As shown in Figure 10(e), if the game state after a minor win is not a time-saving state, the sub-control CPU 91 controls the performance display device 15 to end the display of the second game method image Yg2b according to the second mode, based on the fact that a predetermined amount of time has elapsed since the start of the ending performance. Also, if the game state after a minor win is not a time-saving state, the sub-control CPU 91 controls the performance display device 15 to display the first game method image Yg1, based on the fact that one hour has elapsed since the start of the ending performance. In other words, if the continuous win state ends after the end of the ending performance, the sub-control CPU 91 displays the first game method image Yg1 corresponding to the subsequent game state during the execution of the ending performance. For example, one hour is a time shorter than the time obtained by dividing the minor win ending time by 2. In other words, during the execution of the ending performance, the first game method image Yg1 is displayed for a longer period than the second game method image Yg2b according to the second mode. The ending sequence is an example of a second sequence display that can be performed in the second state, which is a winning streak state. The ending sequence is an example of a specific second sequence display that suggests or notifies that the winning streak state, which is the second state, is ending. Note that the first hour may be the time obtained by dividing the minor win ending time by 2, or it may be a time longer than the time obtained by dividing the minor win ending time by 2.

[0110] As shown in Figure 11(a), when the game ends and the system is controlled to a time-saving state, the sub-control CPU 91 controls the display device 15 to display the chance mode name image Gm2 and the chance background image Gh2, depending on the continuous win state (time-saving state). At this time, the sub-control CPU 91 controls the display device 15 to continue displaying the second game method image Yg2b according to the second embodiment.

[0111] As shown in Figure 11(b), when the continuous win state (time-saving state) ends, the sub-control CPU 91 controls the display device 15 to display the result image Kg. For example, after a big win game ends (after being controlled to the time-saving state), the sub-control CPU 91 displays the result image Kg in accordance with the execution of the maximum number of special games. At this time, the sub-control CPU 91 controls the display device 15 to continue displaying the second game method image Yg2b according to the second embodiment. In other words, while the result image Kg is being displayed, the second game method image Yg2b according to the second embodiment can be displayed.

[0112] As shown in Figure 11(c), the sub-control CPU 91 controls the display device 15 to terminate the display of the second game method image Yg2b according to the second mode, based on the fact that two hours have elapsed since the display of the result image Kg. The sub-control CPU 91 also controls the display device 15 to display the first game method image Yg1, based on the fact that a predetermined amount of time has elapsed since the display of the result image Kg. In other words, the sub-control CPU 91 displays the first game method image Yg1, which corresponds to the subsequent game state, while the result image Kg is being displayed. For example, the second hour is shorter than the time obtained by dividing the display time of the result image Kg by 2. In other words, while the result image Kg is being displayed, the first game method image Yg1 is displayed for a longer period than the second game method image Yg2b according to the second mode. Note that the second hour may be the time obtained by dividing the display time of the result image Kg by 2, or it may be longer than the time obtained by dividing the display time of the result image Kg by 2.

[0113] A specific example of the display mode of the display device 15 when the second state, the continuous win state (winning game), ends will be explained. At time T00 in Figure 12, the situation is shown where a winning game has started while the game is in the normal state (non-time-saving state) as the first state. Here, it is assumed that a minor win game has started. As a result, the opening animation is executed on the performance display device 15. The performance display device 15 also displays the image Yg2a of the second game method according to the first mode. At time T01, it is assumed that the final round of the game, which is one round, has ended. As a result, the ending animation is executed on the performance display device 15. The performance display device 15 also displays the image Yg2b of the second game method according to the second mode. Here, it is assumed that the final round of the game, which is one round, has ended without the trigger conditions being met. In other words, after the minor win game ends, the game returns to the normal state (non-time-saving state) as the first state. Therefore, at time T02, once one hour has elapsed since the start of the ending sequence, the display device 15 displays the first game method image Yg1, which corresponds to the first game method recommended in the normal state as the first state, instead of the second game method image Yg2b. This allows the player to recognize the game method after the ending sequence has finished in advance. At this time, as described above, the first game method image Yg1 is displayed in a manner that suggests a leftward direction, accompanied by an animation such as a wave moving to the left.

[0114] Subsequently, at time T03, when the continuous win state (minor win game) as the second state ends, the ending sequence is terminated on the performance display device 15. Also, when the continuous win state (minor win game) as the second state ends, the normal mode name image Gm1 and the normal background image Gh1 are displayed on the performance display device 15. Furthermore, when the continuous win state (minor win game) as the second state ends, the display of the first game method image Yg1 is terminated on the performance display device 15. Note that the first game method image Yg1 may continue to be displayed for a predetermined time after the continuous win state (minor win game) as the second state ends.

[0115] Next, we will explain a specific example of the display mode of the performance display device 15 when the second state, the continuous win state (time-saving state), ends. Figure 13 shows the situation at time T10 when the game is in the second state, which is a continuous win state (time-saving state). Then, at time T11, after the jackpot game has ended (after being controlled to the time-saving state), the maximum number of special games is executed. As a result, the result image Kg is displayed on the display device 15. At this time, the display device 15 continues to display the second game method image Yg2b according to the second mode. At time T12, two hours have elapsed since the result image Kg was displayed, and the display device 15 displays the first game method image Yg1 instead of the second game method image Yg2b according to the second mode. This allows the player to recognize in advance the game method after the display of the result image Kg has ended. At this time, as described above, the first game method image Yg1 is displayed in a manner that suggests a leftward direction, accompanied by an animation such as a wave moving to the left.

[0116] Subsequently, at time T13, when the continuous win state (time-saving state) as the second state ends, the display device 15 stops displaying the result image Kg. Also, when the continuous win state (time-saving state) as the second state ends, the display device 15 displays the normal mode name image Gm1 and the normal background image Gh1. Also, when the continuous win state (time-saving state) as the second state ends, the display device 15 stops displaying the first game method image Yg1. Note that the first game method image Yg1 may continue to be displayed for a predetermined time after the continuous win state (time-saving state) as the second state ends.

[0117] Thus, in the performance display device 15, during the execution of the ending performance, the first game method image Yg1 can be displayed as a first method display after the second game method image Yg2b in a second mode as a second method display. Also, in the performance display device 15, during the display of the result image Kg, the first game method image Yg1 can be displayed as a first method display after the second game method image Yg2b in a second mode as a second method display. As described above, the result image Kg may include a ball count image, a period image, and a number of times image as images that mimic a predetermined string of characters. The first game method image Yg1 is displayed in a display mode that suggests a direction (left direction) opposite to the display direction (right direction) of the predetermined string of characters.

[0118] Furthermore, as mentioned above, the first time during which the second game method image Yg2b in the second mode is displayed during the execution of the ending sequence is shorter than the execution time of the ending sequence (minor win ending time) divided by 2. For this reason, during the execution of the ending sequence, the length of the display period (first period) of the second game method image Yg2b in the second mode (until the first time has elapsed) is different from the length of the display period (second period) of the first game method image Yg1 (from the time the first time has elapsed until the ending sequence ends). Also, as mentioned above, the second time during which the second game method image Yg2b in the second mode is displayed during the execution of the result image Kg is shorter than the display time of the result image Kg divided by 2. Therefore, during the display of the result image Kg, the length of the display period (first period) of the second game method image Yg2b according to the second aspect (until the second time has elapsed) is different from the length of the display period (second period) of the first game method image Yg1 (from the time the second time has elapsed until the ending sequence is finished).

[0119] The effects of this embodiment will now be explained. (1-1) According to this embodiment, since the first game method image Yg1 can be executed during the execution of the ending sequence, a game method corresponding to the normal state, which is the subsequent game state, can be recommended during the execution of the ending sequence. This makes it easier for the player to play using the game method corresponding to the normal state during the execution of the ending sequence. As a result, the period from the end of the ending sequence to the start of a new variable game can be shortened. In other words, the period during which no variable game is being played after the end of the ending sequence can be shortened. Thus, a decrease in enjoyment can be suppressed.

[0120] (1-2) According to this embodiment, since the first game method image Yg1 can be executed while the result image Kg is displayed, a game method corresponding to the normal state, which is the subsequent game state, can be recommended while the result image Kg is displayed. This makes it easier for the player to play using the game method corresponding to the normal state while the result image Kg is displayed. As a result, the period from when the display of the result image Kg ends until a new variable game starts can be shortened. In other words, the period during which a variable game is not being played after the display of the result image Kg ends can be shortened. Thus, a decrease in enjoyment can be suppressed.

[0121] (1-3) In particular, the first game method image Yg1 is displayed in a manner that suggests a direction opposite to the display direction of a predetermined string (result image Kg) (animation to the left). Therefore, players can easily recognize that the first game method image Yg1 is being displayed while the result image Kg is being displayed.

[0122] (1-4) Furthermore, during the execution of the ending sequence, the display period of the second game method image Yg2b in the second mode and the first game method image Yg1 are different. Therefore, the presentation (display) of each game method during the execution of the ending sequence can be optimized.

[0123] (1-5) In particular, during the execution of the ending sequence, the display period of the first game method image Yg1 is longer than that of the second game method image Yg2b according to the second mode. Therefore, during the execution of the ending sequence, players can easily recognize the game method corresponding to the normal state, which is the subsequent game state.

[0124] (1-6) Furthermore, during the execution of the result image Kg, the second game method image Yg2b according to the second embodiment and the first game method image Yg1 have different display periods. Therefore, the presentation (display) of each game method during the display of the result image Kg can be optimized.

[0125] (1-7) In particular, during the execution of the result image Kg, the display period of the first game method image Yg1 is longer than that of the second game method image Yg2b according to the second embodiment. Therefore, during the execution of the result image Kg, the player can easily recognize the game method corresponding to the normal state, which is the subsequent game state.

[0126] (Second Embodiment) A second embodiment of the pachinko game machine 10 will now be described. In the following description, the same configurations and controls as those described in the previously described embodiments will be denoted by the same reference numerals, and their detailed descriptions will be omitted or simplified.

[0127] In the second embodiment, when the continuous winning state as the second state ends, the image Yg2b of the second game method according to the second mode continues to be displayed even after the first or second time has elapsed. Furthermore, in the second embodiment, when the normal state as the first state starts thereafter, the image Yg2b of the second game method according to the second mode continues to be displayed until a predetermined time has elapsed, even after the normal background image Gh1 (normal mode name image Gm1) has been displayed, which is another difference from the first embodiment. As an example, the amount of time that the image Yg2b of the second game method according to the second mode continues to be displayed after the normal background image Gh1 (normal mode name image Gm1) has been displayed varies depending on the circumstances when the continuous winning state as the second state ends.

[0128] For example, when the normal state as the first state begins due to the end of a winning game (minor winning game), the image Yg2b of the second game method according to the second aspect will continue to be displayed until the third time has elapsed, even after the normal background image Gh1 (normal mode name image Gm1) has been displayed. Also, for example, when the normal state as the first state begins due to the end of a time-saving state, the image Yg2b of the second game method according to the second aspect will continue to be displayed until the fourth time has elapsed, even after the normal background image Gh1 (normal mode name image Gm1) has been displayed. As an example, the third time and the fourth time are shorter than the display time of the first game method image Yg1 that is executed afterward. As an example, the fourth time is longer than the third time. Note that the fourth time may be shorter than the third time, or it may be the same as the third time.

[0129] In the second embodiment, a specific example of the display mode of the performance display device 15 when the second state, which is the continuous win state (winning game), ends will be described. At time T20 in Figure 14, the situation is shown when the game is in the second state, which is a winning streak state (winning game). Subsequently, at time T21, the winning streak state (winning game) as the second state ends. Here, it is assumed that the minor win game has ended. In other words, the normal state as the first state begins. When the normal state begins, the sub-control CPU 91 controls the display device 15 to display the normal mode name image Gm1 and the normal background image Gh1. Furthermore, even after the normal state begins, the sub-control CPU 91 controls the display device 15 to continue displaying the second game method image Yg2b according to the second mode. At this time, the second game method image Yg2b according to the second mode is displayed in a manner that suggests a rightward direction, as described above, and is accompanied by an animation such as a wave moving to the right.

[0130] At time point T22, three hours have elapsed since the start of the normal state. After three hours have elapsed since the start of the normal state, the sub-control CPU 91 controls the performance display device 15 to terminate the display of the second game method image Yg2b according to the second mode. After three hours have elapsed since the start of the normal state, the sub-control CPU 91 controls the performance display device 15 to display the first game method image Yg1. In other words, after three hours have elapsed since the start of the normal state, the performance display device 15 displays the first game method image Yg1 instead of the second game method image Yg2b according to the second mode. Then, at time point T23, when the display time of the first game method image Yg1 has ended, the sub-control CPU 91 controls the performance display device 15 to terminate the display of the first game method image Yg1.

[0131] In the second embodiment, a specific example of the display mode of the performance display device 15 when the second state, the continuous win state (time-saving state), ends will be described. For example, in the second embodiment, the display mode of the performance display device 15 when the continuous win state (time-saving state) as the second state ends is similar to the display mode when the continuous win state (winning game) as the second state ends in the second embodiment, as described with reference to Figure 14.

[0132] Specifically, when the second state, the continuous win state (time-saving state), ends, the first state, the normal state, begins. The second state, the continuous win state (time-saving state), ends after the jackpot game ends (after being controlled to the time-saving state), when the maximum number of special games are executed. When the normal state begins, the sub-control CPU 91 controls the display device 15 to display the normal mode name image Gm1 and the normal background image Gh1. Furthermore, even after the normal state begins, the sub-control CPU 91 controls the display device 15 to continue displaying the second game method image Yg2b according to the second mode (see time T21 in Figure 14). At this time, the second game method image Yg2b according to the second mode is displayed in a manner that suggests a rightward direction, as described above, and is accompanied by an animation such as a wave moving to the right.

[0133] When the fourth time has elapsed since the start of the normal state, the sub-control CPU 91 controls the performance display device 15 to terminate the display of the second game method image Yg2b according to the second mode. Also, when the fourth time has elapsed since the start of the normal state, the sub-control CPU 91 controls the performance display device 15 to display the first game method image Yg1 (see Figure 14, time T22). In other words, when the fourth time has elapsed since the start of the normal state, the performance display device 15 displays the first game method image Yg1 instead of the second game method image Yg2b according to the second mode. After the display time of the first game method image Yg1 has ended, the sub-control CPU 91 controls the performance display device 15 to terminate the display of the first game method image Yg1 (see Figure 14, time T23).

[0134] Thus, the performance display device 15 can display the normal background image Gh1 (normal mode name image Gm1) after the execution of the ending performance. Furthermore, the second game method image Yg2b in the second form as a second method display can be displayed for a predetermined period (first period) until the third time has elapsed after the start of displaying the normal background image Gh1 (normal mode name image Gm1). Furthermore, the performance display device 15 can display the normal background image Gh1 (normal mode name image Gm1) after the end of displaying the result image Kg. Furthermore, the second game method image Yg2b in the second form as a second method display can be displayed for a predetermined period (first period) until the fourth time has elapsed after the start of displaying the normal background image Gh1 (normal mode name image Gm1). As described above, the normal mode name image Gm1 may include an image that mimics a specific string of characters. Furthermore, the second game method image Yg2b according to the second embodiment (the second game method image Yg2a according to the first embodiment) is displayed in a display mode that suggests the same direction (rightward) as the display direction (rightward) of a specific string of characters.

[0135] Furthermore, as mentioned above, the third time during which the second game method image Yg2b according to the second embodiment is displayed is shorter than the display time of the first game method image Yg1. In other words, the length of the display period (first period) of the second game method image Yg2b according to the second embodiment is different from the length of the display period (second period) of the first game method image Yg1. Furthermore, as mentioned above, the fourth time during which the second game method image Yg2b according to the second embodiment is displayed is shorter than the display time of the first game method image Yg1. In other words, the length of the display period (first period) of the second game method image Yg2b according to the second embodiment is different from the length of the display period (second period) of the first game method image Yg1.

[0136] The effects of this embodiment will now be explained. (2-1) According to this embodiment, even after the normal background image Gh1 (normal mode name image Gm1) is displayed, the second game method image Yg2b according to the second embodiment can be displayed for a predetermined period of time. Therefore, when the continuous win state (winning game) as the second state ends, a period can be provided for the player to savor the afterglow of having been controlled in the continuous win state (winning game) as the second state. Thus, a decline in enjoyment can be suppressed.

[0137] (2-2) Similarly, when the second state, which is the continuous win state (time-saving state), ends, a period can be provided to allow the player to savor the afterglow of having been controlled in the second state, which is the continuous win state (time-saving state). Thus, a decline in enjoyment can be suppressed.

[0138] (2-3) Furthermore, as described above, the first game method image Yg1 can be executed in a manner that suggests a direction opposite to the display direction of the result image Kg (a predetermined string of characters). Therefore, if the first game method image Yg1 is displayed when the display of the result image Kg ends, the player will easily recognize the first game method image Yg1. In other words, when the first game method image Yg1 is displayed, it is difficult for the player to savor the feeling of having been controlled to the second state, which is the continuous win state (time-saving state). Therefore, by continuing to display the second game method image Yg2b according to the second manner, a period of savoring the feeling can be provided.

[0139] (2-4) Furthermore, the second game method image Yg2b according to the second embodiment can be executed in a manner that suggests the same direction as the display direction of the normal mode name image Gm1 (a specific string of characters), making it easier to savor the moment.

[0140] (Third embodiment) A third embodiment of the pachinko game machine 10 will be described. The third embodiment differs from the first and second embodiments in that, in addition to the situation in which the continuous win state as the second state ends when a minor win game ends and when a time-saving state ends, it also includes a situation in which the continuous win state ends when a major win game ends.

[0141] As an example, in the third embodiment, the jackpot game may include a third jackpot game in addition to, or in place of, the first jackpot game. As an example, the main control CPU 81 controls the game to a non-time-saving state after the end of the third jackpot game. In other words, the third jackpot game is a jackpot game that is controlled to a non-time-saving state after its end. The third jackpot game is a jackpot game that occurs when a jackpot is won in the winning lottery. The pachinko game machine 10 may also include a fourth jackpot game in addition to, or in place of, the second jackpot game. As an example, the fourth jackpot game is a jackpot game that is controlled to a non-time-saving state after its end. As an example, the fourth jackpot game is a jackpot game that occurs when a minor win is won in the winning lottery.

[0142] A specific example of the display mode of the performance display device 15 when the continuous win state, which is the second state, ends will be explained below. Figure 15 shows the situation at time T30 when the game is in the second state, which is a winning streak state (during a winning game). Here, we assume that the game is in the middle of a round of the third jackpot game. Subsequently, at time T31, we assume that the ending sequence of the third jackpot game has started. Therefore, the ending sequence is executed (displayed) on the presentation display device 15. For example, the sub-control CPU 91 controls the presentation display device 15 to execute the ending sequence for five hours (see time T32).

[0143] Time point T33 shows the situation when the game is in the second state, which is a continuous win state (time-saving state). Here, it is assumed that after the first jackpot game has ended (after being controlled to the time-saving state), the maximum number of special games has been executed. Therefore, the display device 15 shows the result image Kg. For example, the sub-control CPU 91 controls the display device 15 to display the result image Kg over a sixth time period that is different from the fifth time period (see time point T34). The sixth time period may be shorter or longer than the fifth time period. Also, the sixth time period may be the same as the fifth time period.

[0144] Thus, specific second-stage displays that suggest or announce the end of the second state include an ending sequence that can be executed based on the fulfillment of the first condition, and a result image (Kg) that can be displayed based on the fulfillment of the second condition. The start of the ending sequence for the third jackpot game is an example of the fulfillment of the first condition. The execution of the maximum number of special games is an example of the fulfillment of the second condition. Furthermore, the length of the period (first period) during which the second-stage display (ending sequence) based on the fulfillment of the first condition can be executed (until the fifth hour has elapsed) is different from the length of the period (second period) during which the second-stage display (result image (Kg)) based on the fulfillment of the second condition can be executed (until the sixth hour has elapsed).

[0145] The effects of this embodiment will now be explained. (3-1) According to this embodiment, the duration of execution of a specific second performance indicator that suggests or notifies that the second state has ended differs depending on whether it is executed based on the fulfillment of the first condition or based on the fulfillment of the second condition. Therefore, a specific second performance indicator can be suitably executed depending on the situation. Thus, a decrease in interest can be suppressed.

[0146] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. In the first embodiment, a pachinko game machine 10 is provided as an example in which the first method display (first game method image Yg1) can be executed in place of the second method display (second game method image Yg2b according to the second aspect) during the execution of a specific second performance display (ending performance and result image Kg), but the machine is not limited to this. For example, the pachinko game machine 10 may be configured to execute the first method display in place of the second method display before the start of a specific second performance display. Also, for example, the pachinko game machine 10 may be configured to execute the first method display in place of the second method display at the start of a specific second performance display. Also, for example, the pachinko game machine 10 may be configured to execute the first method display in place of the second method display at the end of a specific second performance display. Also, for example, the pachinko game machine 10 may be configured to execute the first method display in place of the second method display after the end of a specific second performance display.

[0147] The above embodiment illustrates a pachinko game machine 10 configured to change the game state at the end of a specific second performance display (ending performance and result image Kg), but it is not limited to this. For example, the pachinko game machine 10 may be configured to change the game state after the end of a specific second performance display. In other words, the pachinko game machine 10 may be configured to change the game state after the start of the first performance display. In this case, after starting the first method display while the specific second performance display is being executed, a variable game can be started during the execution of the first method display when a game ball enters an entry point that is accessible during gameplay using the first game method. As an example, the game state may change during the execution of the first performance display, or the game state may change after the end of the first performance display. Also, for example, the pachinko game machine 10 may be configured to change the game state during the execution of a specific second performance display. In other words, the pachinko machine 10 may be configured so that the game state changes before the start of the first performance display. Alternatively, the pachinko machine 10 may be configured so that the game state changes when a specific second performance display starts, or so that the game state changes before the start of a specific second performance display.

[0148] There may be specific situations in which a particular second display (ending display and result image Kg) is not executed. For example, a specific situation is an irregular situation. In a specific situation, for example, the first method display (first game method image Yg1) or the second method display (second game method images Yg2a, Yg2b) may be displayed in a different manner than when the situation is not specific. A specific situation may include, for example, a situation in which the mini-win game ends without the conditions for occurrence being met in the mini-win game, by including in the termination conditions of the continuous win state (time-saving state) as the second state the execution of a predetermined number of mini-win games or the execution of a predetermined number of mini-win variation games. In this case, the second method display may be executed during the ending period of the mini-win game, the display manner of the second method display may be changed after the execution of the second method display, the first method display may be executed after the execution of the second method display, or the first method display may be executed without executing the second method display. Furthermore, it is not necessary to perform the first method display and the second method display during the ending period of a minor win game. Also, it is possible to continue performing the second method display even after the end of the minor win game, or to perform the first method display at the end of the minor win game.

[0149] Furthermore, the specific circumstances may include a situation in which the power supply is interrupted before the execution of a specific second performance indication, and then the power supply is restored thereafter. In this case, one or both of the first and second performance indications may not be performed during the period in which the specific second performance indication would have been performed if the power supply had not been interrupted.

[0150] In the second embodiment, when the normal state as the first state is started, the display modes of the first method display (first game method image Yg1) and the second method display (second game method images Yg2a, Yg2b) may differ depending on the number of second variable games that are pending. For example, when the normal state as the first state is started and no second variable games are pending, the first method display may be executed without continuing to execute the second method display (second game method image Yg2b in the second mode). In other words, when the normal state as the first state is started and no second variable games are pending, the first method display may be executed instead of the second method display. Also, for example, when the normal state as the first state is started, at least one of the display times of the first method display and the second method display may differ depending on the number of second variable games that are pending.

[0151] - The display mode of the second method display (second game method image Yg2b in the second mode) may be changed while a specific second performance display (ending performance and result image Kg) is being executed. In this case, the first method display does not need to be executed while a specific second performance display is being executed. For example, the display mode of the second method display can be changed so that the second method display is difficult to recognize. For example, the sub-control CPU 91 displays the second game method image Yg2b in the second mode in a manner that makes it appear to gradually fade out, and controls the performance display device 15 so that the display of the second game method image Yg2b in the second mode finally ends. Specifically, if a winning game (e.g., a minor win game) is started when the first state is the normal state (non-time-saving state), the sub-control CPU 91 controls the performance display device 15 so that the display of the second game method image Yg2b in the second mode ends when 1 hour has elapsed since the start of the ending performance. Furthermore, when the sub-control CPU 91 starts displaying the result image Kg, it controls the display device 15 so that it ends the display of the second game method image Yg2b in the second mode when two hours have elapsed since the start of displaying the result image Kg. By controlling it in this way, the pachinko game machine 10 can change the display mode of the second method display (second game method image Yg2b in the second mode) while a specific second performance display (ending performance or result image Kg) is being executed.

[0152] According to this, it becomes difficult to recognize the second method display (second game method image Yg2b according to the second form) while a specific second presentation display (ending presentation and result image Kg) is being executed, thus preventing the player from playing the game using the second game method while a specific second presentation display is being executed. In such a situation, there is a risk that the player may suffer disadvantages by playing the game using the second game method, but this can be prevented. Therefore, a decline in enjoyment can be prevented.

[0153] In the above embodiment, left-handed play was given as the first play method and right-handed play as the second play method, but the invention is not limited to these. For example, the first and second play methods may be any play methods. The pachinko machine 10 may also be configured to be playable by one or more play methods different from the first and second play methods. A play method may include, for example, launching game balls toward a specific play area, launching game balls with the aim of getting game balls into a specific ball entry point, launching game balls at a specific timing, launching a specific number of game balls, and launching game balls with a specific intensity. A play method may also include, for example, combining several of these methods.

[0154] In the above embodiment, the first display is exemplified as a normal mode name image Gm1 and a normal background image Gh1, but it is not limited to these. For example, the first display can be any display that can be executed in the first state.

[0155] In the above embodiment, the second performance display is exemplified by an opening performance, an ending performance, and a result image Kg, but is not limited to these. For example, the second performance display may be any display that can be performed in the second state. For example, a predetermined second performance display may be performed in any manner that suggests or notifies that the second state is starting. For example, a specific second performance display may be performed in any manner that suggests or notifies that the second state is ending.

[0156] The pachinko game machine 10 may be equipped with a normal ball entry opening where the conditions for paying out prize balls can be met when a game ball enters. For example, the normal ball entry opening may be located in a position (right-side area) where it is easier for game balls to enter when playing the second game method (right-handed play) than when playing the first game method (left-handed play). In this case, when playing using the second game method in the first state, the number of prize balls awarded per unit time tends to be higher than when playing using the first game method. For this reason, even if the second game method display (second game method images Yg2a, Yg2b) is executed while the first performance display (normal mode name image Gm1 and normal background image Gh1) is executed, the player is less likely to suffer any disadvantage.

[0157] The ending sequence may include a display sequence that shows a predetermined string of characters written horizontally from right to left. In this case, the player will easily recognize that the first game method image Yg1 is being displayed while the ending sequence is being shown.

[0158] The lottery results in the winning draw and the determination ratio of each lottery result may be changed at will. For example, in the winning draw for special symbols, a specific result may be determined. As an example, if a specific result is determined in the winning draw for special symbols, the game may be controlled to a time-saving state based on the fact that the specific result has been derived. For example, a specific result may be determined when a player does not win in the winning draw for special symbols. In other words, if a player does not win in the winning draw for special symbols, the game may be controlled to a time-saving state based on the fact that the result of the winning draw has been derived.

[0159] The pachinko game machine 10 may be equipped with a probability variation function. For example, as a pachinko game machine 10 equipped with a probability variation function, it can adopt a specification that grants a high probability state until the next big win game, a specification that grants a high probability state until the fall-out lottery is won (a so-called fall-out machine), or a specification that grants a high probability state until a predetermined number of variable games are completed (a so-called ST machine). In addition, as a pachinko game machine 10 equipped with a probability variation function, it can adopt a specification that grants a high probability state on the condition that the game ball passes through a specific area in the big prize entry opening 24 (a so-called V probability variation machine). The pachinko game machine 10 may also have a specification that mixes the specifications of a fall-out machine and the specifications of a V probability variation machine. In the high probability state, the method of playing may differ from when it is not in the low probability state (non-high probability state). In this case, the high probability state is an example of a second state. That is, a display effect that suggests or notifies that it is controlled to be in the high probability state is an example of a predetermined second effect display. Furthermore, any display or effect that suggests or indicates a change from a high-probability state to another state is an example of a specific second-stage display. In other words, any effect that suggests or indicates a win in the fall-out lottery is an example of a specific second-stage display.

[0160] • The pachinko game machine 10 may adopt specifications classified as Type 2, also known as "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing wings (opening and closing members) of the ball entry device (large prize entry hole) open, and a jackpot is triggered when the game ball that entered the ball entry device enters the special prize entry hole.

[0161] The main control CPU 81, main control ROM 82, main control RWM 83, and random number generation circuit 84 may be configured on a single chip. The specific configuration of the game board 20 may be changed as desired.

[0162] The sub-board 90 may be used as a sub-overall control board, and a display control board specializing in controlling the performance display device 15, a light emission control board specializing in controlling the decorative light emission device 14, and a sound control board specializing in controlling the sound output device 13 may be provided separately from the sub-board 90. The sub-board may include such a sub-overall control board and other boards that control the performance. In this embodiment, the main control CPU 81 and the sub-control CPU 91 may be mounted on a single board. The display control board, light emission control board, and sound control board may be arbitrarily combined to form one or more boards.

[0163] The above embodiment may be applied to a slot machine. In a slot machine, the bet amount (also called the stake) can be set by operating the BET button or inserting tokens. In a slot machine, after the bet amount is set, when the start lever is operated, multiple reels rotate. In a slot machine, after the multiple reels have rotated, when the stop button is operated, the rotation of the corresponding reel stops. Then, in a slot machine, when all the reels have stopped rotating, a prize (awarding of tokens, re-play) is given according to the combination of symbols that stopped. In a slot machine, the period from when the start lever is operated with the bet amount set until all the reels have stopped rotating is included in at least one spinning game. In addition, some slot machines have a prize draw, and it is possible to win a bonus prize in the prize draw. In such a slot machine, when a bonus prize is won by deriving a combination of symbols corresponding to a bonus prize on the winning line, a bonus game is awarded. The bonus game is an example of the second state.

[0164] Furthermore, some slot machines are configured to allow control over one of several game states, each with a different probability of winning a specific role, such as a replay role (re-play role), during the role lottery. A game state where the probability of winning a specific role, such as a replay role, is higher than the normal state (the so-called RT state) is advantageous for the player because it increases the number of tokens held or decreases less than in the normal state. The RT state is an example of the second state.

[0165] Furthermore, some slot machines can be controlled to a state (so-called AT state) in which the operation of the stop buttons to win a specific combination is announced. The AT state is advantageous for the player because it makes it easier to win the specific combination compared to the normal state, resulting in an increase in the number of tokens held, or a decrease in the number of tokens held compared to the normal state. Some slot machines that can be controlled to the AT state can perform effects that mimic bonus games in the AT state, or the number of tokens held increases more easily in the AT state than in bonus games. In such slot machines, the AT state can be said to be a pseudo-bonus game. The AT state is an example of the second state.

[0166] For example, operating the stop button to win a prize corresponding to the first state is an example of the first gameplay method. Operating the stop button to win a prize corresponding to the second state is an example of the second gameplay method. Prizes corresponding to each state are prizes that are easier to win in each state compared to other states. Here, being easier to win means being easier to win in the prize draw, and when you win the prize draw, the corresponding symbol combination is more likely to stop. Specifically, when you win the prize draw, the corresponding symbol combination is more likely to stop, which means that when you play using the gameplay method corresponding to each state, the symbol combination is more likely to stop.

[0167] The technical concepts that can be understood from the above embodiments and modified examples are described below. (Note 1) A gaming machine comprising: a state control means capable of controlling a state that includes at least a first state recommending a first method of play and a second state recommending a second method of play; a display means; and a control means for controlling the display means, wherein the display means is capable of executing a first performance display in the first state and a second performance display in the second state, and the second performance display includes a predetermined second performance display that suggests or notifies that the second state has started and a specific second performance display that suggests or notifies that the second state has ended, and the display means is unable to execute a first method display corresponding to the first method of play and is capable of executing a second method display corresponding to the second method of play when the predetermined second performance display is executed, is capable of executing the second method display while the specific second performance display is being executed, is capable of changing the display mode of the second method display while the specific second performance display is being executed, or is capable of executing the first method display after the execution of the second method display.

[0168] (Note 2) A gaming machine comprising: a state control means capable of controlling a state that includes at least a first state recommending a first method of playing and a second state recommending a second method of playing; a display means; and a control means for controlling the display means, wherein the display means is capable of executing a first performance display in the first state and a second performance display in the second state, and the second performance display includes a predetermined second performance display that suggests or notifies that the second state has started and a specific second performance display that suggests or notifies that the second state has ended, and the display means is unable to execute a first method display corresponding to the first method of playing and is capable of executing a second method display corresponding to the second method of playing when the predetermined second performance display is executed, is capable of executing the second method display while the specific second performance display is being executed, is capable of executing the first performance display after the specific second performance display has been executed, and is capable of executing the second method display for a predetermined period of time after the start of the first performance display.

[0169] (Note 3) The system comprises state control means capable of controlling states that include at least a first state recommending a first method of play and a second state recommending a second method of play, a display means, and a control means for controlling the display means, wherein the display means is capable of executing a first performance display in the first state and a second performance display in the second state, and the second performance display includes a predetermined second performance display that suggests or notifies that the second state has started and a specific second performance display that suggests or notifies that the second state has ended, and the display means is capable of controlling the state A gaming machine in which, upon execution of a predetermined second performance display, a first method display corresponding to a first game method becomes unexecutable, a second method display corresponding to a second game method becomes executable, the second method display is executable while the particular second performance display is being executed, the display mode of the second method display is changeable while the particular second performance display is being executed, or the first method display is executable after the execution of the second method display, the particular second performance display includes the display of a predetermined string of characters, and the first method display is executable in a manner that suggests a direction opposite to the display direction of the predetermined string of characters.

[0170] (Note 4) The system includes state control means capable of controlling states that include at least a first state recommending a first method of play and a second state recommending a second method of play, a display means, and a control means for controlling the display means, wherein the display means is capable of executing a first performance display in the first state and a second performance display in the second state, and the second performance display includes a predetermined second performance display that suggests or notifies that the second state has started and a specific second performance display that suggests or notifies that the second state has ended, and the display means is capable of controlling a state that includes a first performance display in the first state and a second state that suggests or notifies that the second state has ended A gaming machine in which, upon execution of a second performance display, the first method display corresponding to the first game method becomes unexecutable, the second method display corresponding to the second game method becomes executable, the second method display is executable during the execution of a specific second performance display, the first performance display is executable after the execution of a specific second performance display, the second method display is executable for a predetermined period after the start of the first performance display, the specific second performance display includes the display of a predetermined string of characters, and the first method display is executable in a manner that suggests a direction opposite to the display direction of the predetermined string of characters.

[0171] (Note 5) The system comprises state control means capable of controlling states that include at least a first state recommending a first method of play and a second state recommending a second method of play, a display means, and a control means for controlling the display means, wherein the display means is capable of executing a first performance display in the first state and a second performance display in the second state, and the second performance display includes a predetermined second performance display that suggests or notifies that the second state has started and a specific second performance display that suggests or notifies that the second state has ended, and the display means is capable of controlling the state A gaming machine in which, upon execution of a predetermined second performance display, a first method display corresponding to a first game method becomes unexecutable, a second method display corresponding to a second game method becomes executable, the second method display is executable during the execution of a specific second performance display, the first performance display is executable after the execution of a specific second performance display, the second method display is executable for a predetermined period after the start of the first performance display, the first performance display includes the display of a specific string of characters, and the second method display is executable in a manner that suggests the same direction as the display direction of the specific string of characters.

[0172] (Note 6) The system comprises state control means capable of controlling states that include at least a first state recommending a first method of play and a second state recommending a second method of play, a display means, and a control means for controlling the display means, wherein the display means is capable of executing a first performance display in the first state and a second performance display in the second state, and the second performance display includes a predetermined second performance display that suggests or notifies that the second state has started and a specific second performance display that suggests or notifies that the second state has ended, and the display means A gaming machine in which, upon execution of the predetermined second performance display, the first method display corresponding to the first game method cannot be executed, the second method display corresponding to the second game method can be executed, the second method display can be executed while the specific second performance display is being executed, the display mode of the second method display can be changed while the specific second performance display is being executed, or the first method display can be executed after the execution of the second method display, and during the execution of the specific second performance display, the length of the period during which the second method display can be executed and the length of the period during which the first method display can be executed are different.

[0173] (Note 7) The system includes state control means capable of controlling states that include at least a first state recommending a first method of play and a second state recommending a second method of play, a display means, and a control means for controlling the display means, wherein the display means is capable of executing a first performance display in the first state and a second performance display in the second state, and the second performance display includes a predetermined second performance display that suggests or notifies that the second state has started and a specific second performance display that suggests or notifies that the second state has ended, and the display means is capable of executing the predetermined second performance display Accordingly, a gaming machine in which a first method display corresponding to a first game method cannot be executed, a second method display corresponding to a second game method can be executed, the second method display can be executed while a specific second performance display is being executed, the first performance display can be executed after the execution of the specific second performance display, the second method display can be executed for a predetermined period after the start of the first performance display, the first method display can be executed after the execution of the second method display, and the length of the period during which the second method display can be executed and the length of the period during which the first method display can be executed are different.

[0174] (Note 8) The system includes state control means capable of controlling states that include at least a first state recommending a first game method and a second state recommending a second game method, a display means, and a control means for controlling the display means, wherein the display means is capable of executing a first performance display in the first state and a second performance display in the second state, and the second performance display includes a predetermined second performance display that suggests or notifies that the second state has started and a specific second performance display that suggests or notifies that the second state has ended, and the display means executes a first method display corresponding to the first game method in conjunction with the execution of the predetermined second performance display. A gaming machine that is unable to perform a game, is capable of executing a second method display corresponding to a second game method, is capable of executing the second method display while the specific second performance display is being executed, is capable of changing the display mode of the second method display while the specific second performance display is being executed, or is capable of executing the first method display after the execution of the second method display, and the specific second performance display includes a second performance display that can be executed based on the fulfillment of a first condition and a second performance display that can be executed based on the fulfillment of a second condition different from the first condition, and the length of the period during which the second performance display based on the fulfillment of the first condition can be executed is different from the length of the period during which the second performance display based on the fulfillment of the second condition can be executed.

[0175] (Note 9) The system includes state control means capable of controlling states that include at least a first state recommending a first game method and a second state recommending a second game method, a display means, and a control means for controlling the display means, wherein the display means is capable of executing a first performance display in the first state and a second performance display in the second state, and the second performance display includes a predetermined second performance display that suggests or notifies that the second state has started and a specific second performance display that suggests or notifies that the second state has ended, and the display means is capable of executing a first method display corresponding to the first game method in conjunction with the execution of the predetermined second performance display. A gaming machine that is capable of executing a second method display corresponding to a second game method, can execute the second method display while the specific second performance display is being executed, can execute the first performance display after the execution of the specific second performance display, can execute the second method display for a predetermined period after the start of the first performance display, and the specific second performance display includes a second performance display that can be executed based on the fulfillment of a first condition and a second performance display that can be executed based on the fulfillment of a second condition different from the first condition, and the length of the period during which the second performance display based on the fulfillment of the first condition can be executed is different from the length of the period during which the second performance display based on the fulfillment of the second condition can be executed.

[0176] (Note 10) A gaming machine according to any of Notes 1 to 9, which, after starting the first method display while the specific second display is being performed, triggers the start of a variable game while the first method display is being performed when a game ball enters an entry point that can be used during gameplay by the first game method.

[0177] (Note 11) A gaming machine described in any of Notes 1 to 10, wherein, in the first state, when the game is played using the second game method, the number of game media provided per unit time tends to be greater than when the game is played using the first game method.

[0178] (Note 12) A gaming machine described in any of Notes 1 to 11, in which, when the game is played using the first game method in the first state, the bonus is more likely to be awarded than when the game is played using the second game method. [Explanation of symbols]

[0179] CL...Center line Gh1...Normal background image Gh2...Chance background image Gm1...Normal mode name image Gm2...Chance mode name image Kg...Result image SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Specific sensor SE5...Gate sensor SL1...Normal solenoid SL2...Special solenoid SL3...Distribution solenoid Yg1...First game method image Yg2a,Yg2b...Second game method image 10...Pachinko game machine 11...Frame 11a...Outer frame 11b...Inner frame 11c...Front frame 11d...Opening 13...Sound output device 14...Decorative light-emitting device 15...Performance display device 15a...Display area 16...Performance execution device group 18...Launch handle 19a...First special symbol display device 19b...Second special symbol display device 19c...First special hold display device 19d...Second special hold display device 19e…Normal symbol display device 19f…Normal hold display device 20…Game board 20a…Game area 20b…Display window 20c…Inlet 22…First start opening 23…Second start opening 23a…Opening / closing piece 24…Big prize opening 24a…Opening / closing piece 26…Passage 26a…First passage 26b…Second passage 27…Branching section 28…Distribution shutter 29…Gate 29a…Gate opening 31…Outlet 80…Main board 81…Main control CPU 82…Main control ROM 83…Main control RWM 84…Random number generation circuit 90…Sub-board 91…Sub-control CPU 92…Sub-control ROM 93…Sub-control RWM

Claims

1. A state control means capable of controlling a state that includes at least a first state recommending a first method of play and a second state recommending a second method of play, Display means and The system comprises control means for controlling the display means, The display means is capable of executing a first performance display in the first state, and a second performance display in the second state. The second performance indicator includes a predetermined second performance indicator that suggests or notifies that the second state has begun, and a specific second performance indicator that suggests or notifies that the second state has ended. In the display means, upon execution of the predetermined second display, the first method display corresponding to the first game method becomes unusable, while the second method display corresponding to the second game method becomes usable. During the execution of the aforementioned specific second performance display, the second method display can be executed. A gaming machine that can change the display mode of the second method display while the specific second display is being executed, or can execute the first method display after the execution of the second method display.

2. A state control means capable of controlling a state that includes at least a first state recommending a first method of play and a second state recommending a second method of play, Display means and The system comprises control means for controlling the display means, The display means is capable of executing a first performance display in the first state, and a second performance display in the second state. The second performance indicator includes a predetermined second performance indicator that suggests or notifies that the second state has begun, and a specific second performance indicator that suggests or notifies that the second state has ended. In the display means, upon execution of the predetermined second display, the first method display corresponding to the first game method becomes unusable, while the second method display corresponding to the second game method becomes usable. A gaming machine that can execute the second method display while the specific second performance display is being executed, can execute the first performance display after the execution of the specific second performance display, and can execute the second method display for a predetermined period of time after the start of the first performance display.

Citation Information

Patent Citations

  • Game machine

    JP2020157151A