Gaming machine

The gaming machine uses a storage and notification system to execute varied notifications based on game conditions, enhancing player engagement and interest through dynamic gameplay experiences.

JP2026078789APending Publication Date: 2026-05-15NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2024-10-29
Publication Date
2026-05-15

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and interest through varied and dynamic notification systems.

Method used

The gaming machine incorporates a storage means, notification means, and notification control means to execute predetermined, specific, and special notifications based on game conditions, using sensors, display devices, and audio-visual effects to create engaging gameplay experiences.

Benefits of technology

Enhances player interest by providing dynamic and personalized notifications, improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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    Figure 2026078789000001_ABST
Patent Text Reader

Abstract

To provide gaming machines that can enhance the enjoyment of the game. [Solution] A predetermined notification can be executed when predetermined conditions are met triggered by the operation of the launch handle; a specific notification can be executed in a specific manner when the sub-RAM stores information indicating that the number of times a jackpot game is awarded is the first time; a specific notification can be executed in a specific manner when the sub-RAM stores information indicating that the number of times a jackpot game is awarded is the second time; a predetermined notification can be executed in a first manner when the sub-RAM stores information indicating that the number of times a jackpot game is awarded is the first time; a second notification can be executed when the sub-RAM stores information indicating that the number of times a jackpot game is awarded is the second time.
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Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine is configured to be able to execute notifications regarding various types of information. For example, in the gaming machine described in Patent Document 1, it is possible to execute a notification regarding a privilege given to a player.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Today, it is desired to improve the interest of a gaming machine by further elaborating on the device.

Means for Solving the Problems

[0005] The gambling machine that solves the above problems comprises a storage means capable of storing information relating to the game status, a notification means for executing notifications, a notification control means for controlling the notification means, and an operation means, wherein the notifications include predetermined notifications, specific notifications, and special notifications, the predetermined notifications can be executed when predetermined conditions are met triggered by the operation of the operation means, the specific notifications can be executed in a specific manner when the execution conditions for the specific notifications are met in a first situation in which first information is stored in the storage means, the specific notifications can be executed in the specific manner when the execution conditions for the specific notifications are met in a second situation in which second information is stored in the storage means, the predetermined notifications can be executed in a first manner when the predetermined conditions are met in the first situation, the specific notifications can be executed in a second manner when the predetermined conditions are met in the second situation, the special notifications can be executed in a special situation in which special information is stored in the storage means, and the predetermined notifications can be executed when the predetermined conditions are met. [Effects of the Invention]

[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawing]

[0007] [Figure 1] Figure 1 is a schematic perspective view of a pachinko game machine. [Figure 2] Figure 2 is a schematic front view of the game board. [Figure 3] Figure 3 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 4] Figure 4 shows an example of how a prescribed notification is executed. [Figure 5] Figure 5 shows an example of how the notification of regulations is implemented. [Figure 6] Figure 6 shows an example of a special notice and an example of how a special notice is implemented. [Figure 7] Figure 7 shows an example of how a specific notification is implemented. [Figure 8]Figure 8 is a flowchart showing an example of the first notification execution process. [Figure 9] Figure 9 is a flowchart showing an example of the second notification execution process. [Figure 10] Figure 10 is a flowchart showing an example of the third notification execution process. [Figure 11] Figure 11 is a flowchart showing an example of the fourth notification execution process. [Figure 12] Figures 12(a) and 12(b) show examples of the execution methods of specific notices and prescribed notices. [Figure 13] Figures 13(a) and 13(b) show examples of the execution methods of specific notices and prescribed notices. [Figure 14] Figures 14(a) to 14(c) show examples of the execution methods of specific notices, special notices, and prescribed notices. [Figure 15] Figures 15(a) to 15(c) show examples of the execution methods of specific notices, special notices, and prescribed notices. [Figure 16] This is a flowchart showing an example of the first notification execution process in the second embodiment. [Figure 17] Figures 17(a) and 17(b) show examples of the execution methods of the specific notification and the prescribed notification in the second embodiment. [Figure 18] Figures 18(a) to 18(c) show examples of the execution methods of specific notices, special notices, and prescribed notices in the second embodiment. [Modes for carrying out the invention]

[0008] (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.

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

[0010] The pachinko gaming machine 10 includes a speaker SP. The speaker SP is capable of executing an effect (hereinafter referred to as a sound effect) that outputs a predetermined sound. For example, the predetermined sound is a music, a human voice (sound), a sound effect, and the like. The pachinko gaming machine 10 includes a decorative lamp LA. The decorative lamp LA is capable of executing an effect (hereinafter referred to as a light emission effect) by lighting, blinking, and extinguishing a built-in light emitter (not shown).

[0011] The pachinko gaming machine 10 includes a firing handle HD that is operated when firing a game ball. As an example, the firing handle HD is provided on the front surface side (front side) of the mounting frame 11b. As an example, the game balls are periodically fired so that the number of balls fired per minute is about 100 when the firing handle HD is being operated. The pachinko gaming machine 10 includes a specific sensor TSE for detecting that the firing handle HD is being operated (see FIG. 3). As an example, the specific sensor TSE is a capacitance sensor that detects a change in capacitance within a detection range. The specific sensor TSE is a sensor capable of detecting that the firing handle HD is being operated by being able to detect that a player is touching the firing handle HD. The firing handle HD is an example of an operating means.

[0012] The pachinko gaming machine 10 includes a performance button BT. The performance button BT is configured to include a single operable part (operation part). As an example, the performance button BT is configured to include a button-type operation part that can be pushed in. The pachinko gaming machine 10 includes a cross button JB. The cross button JB is configured to include a plurality of operable parts respectively. As an example, the cross button JB is configured to include an up button JBu, a down button JBd, a left button JBl, and a right button JBr as a plurality of operable parts respectively. As an example, each of the up button JBu, the down button JBd, the left button JBl, and the right button JBr is configured to include a button-type operation part that can be pushed in.

[0013] As shown in FIG. 2, on the front surface of the game board YB, a game area YBa having a substantially circular shape in a front view is formed. A display window YBb is formed substantially at the center of the game area YBa. On the left side of the game area YBa, a launch passage YBc for guiding a game ball launched by an operation of the launch handle HD into the game area YBa is formed. The game board YB includes a backflow prevention valve YBd for preventing the game ball launched by an operation of the launch handle HD from flowing back reversely into the launch passage YBc.

[0014] The pachinko gaming machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first hold display device 19c, a second hold display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e are provided at positions visible to the player on the game board YB.

[0015] The first special symbol display device 19a is capable of executing the first special symbol variation game (hereinafter referred to as the first special game), which displays a predetermined symbol in a variable manner and then ultimately displays the first special symbol in a stopped position. The second special symbol display device 19b is capable of executing the second special symbol variation game (hereinafter referred to as the second special game), which displays a predetermined symbol in a variable manner and then ultimately displays the second special symbol in a stopped position. Each special symbol is a symbol used to notify the result of an internal lottery (a lottery for winning special symbols). Hereinafter, the first special game and the second special game will be collectively referred to as the "special game". Special symbols include a jackpot symbol as the result of a jackpot display and a losing symbol as the result of a losing display. If a jackpot is won in the lottery for winning special symbols, the jackpot symbol will be displayed in a stopped position in the special game. After that, a jackpot game is awarded after the special game in which the jackpot symbol was displayed in a stopped position ends.

[0016] The first hold display device 19c displays information that allows for the identification of the number of times the first special game has been held in abeyance because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the first hold number). The second hold display device 19d displays information that allows for the identification of the number of times the second special game has been held in abeyance because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the second hold number). As an example, the upper limit for each hold number is 4. However, the upper limit for each hold number may be 1 to 3, or 5 or more. Also, the upper limits for the first hold number and the second hold number may be different.

[0017] The regular symbol display device 19e is capable of running a regular game in which predetermined symbols are displayed in a variable manner, and finally a regular symbol is displayed in a stopped position. The regular symbol is a symbol used to notify the result of an internal lottery (a lottery for winning regular symbols). There are regular winning symbols and regular losing symbols. If the lottery for winning regular symbols is won, the regular winning symbol is displayed in a stopped position during the regular game. After the regular game in which the regular winning symbol was displayed ends, a regular winning game is awarded.

[0018] The pachinko game machine 10 may be equipped with a normal hold display device, a right-hand play display device, and a round display device. The normal hold display device displays information that can identify the number of normal games (hereinafter referred to as the normal hold count) in which the execution of the normal game is suspended because the hold condition has been met but the start condition has not yet been met. The right-hand play display device displays information that instructs the player to play to the right. Playing to the right means firing the game ball with a stronger firing intensity so that the game ball flows down the area to the right of the display window YBb within the game area YBa. Firing the game ball with a weaker firing intensity so that the game ball flows down the area to the left of the display window YBb within the game area YBa is called playing to the left. The round display device notifies the upper limit of the number of round games, which will be described later.

[0019] The pachinko game machine 10 is equipped with a performance display device EH. The performance display device EH has a display area R capable of displaying an image. The performance display device EH is assembled to the game board YB so that the display area R can be viewed through the display window YBb. As an example, the performance display device EH is a liquid crystal display device. The performance display device EH is capable of performing performances (hereinafter referred to as "display performances") that display predetermined objects as images. For example, predetermined objects include performance patterns, characters, scenery, letters, numbers, and symbols. The performance display device EH, speaker SP, and decorative lamp LA are each performance devices capable of performing performances. The performance display device EH, speaker SP, and decorative lamp LA form a performance device group ES consisting of multiple performance devices. That is, the performance device group ES includes the performance display device EH, speaker SP, and decorative lamp LA. The performance device group ES is an example of a notification means that performs notifications. Notifications are performed to inform the player of information regarding the pachinko game machine 10. In other words, players can recognize information about the pachinko machine 10 through various notifications. Here, "recognizable information" may be achieved by directly notifying the information or by indirectly notifying the information. Direct notification of information may include, for example, displaying a string of characters that represents the information itself, or outputting an audio recording that reads out a string of characters that represents the information itself. Indirect notification of information may include making it possible to identify the type of notification by having a different manner from other notifications. In other words, notifications are made in any manner, such as suggestion, indication, or notification.

[0020] As an example, the display effects in the EH display device include a variable symbol game using multiple rows of symbols (hereinafter referred to as the "effect game"). In the effect game, after the multiple rows of symbols are displayed in a variable manner, the final combination of symbols (hereinafter referred to as the "symbol combination") is displayed in a fixed position. The effect game starts together with the special game. The effect game ends together with the special game. In the effect game, the symbol combination corresponding to the special symbol displayed in the special game is displayed in a fixed position. When a winning symbol is displayed in the special game, the winning symbol combination is displayed in the effect game. When a losing symbol is displayed in the special game, the losing symbol combination is displayed in the effect game. Hereinafter, the first special game and the effect game executed in conjunction with it will be collectively referred to as the "first variable game". Also, the second special game and the effect game executed in conjunction with it will be collectively referred to as the "second variable game". Also, the first variable game and the second variable game will be collectively referred to as the "variable game".

[0021] The game's presentation may include a "reach" presentation. A reach presentation is a presentation that forms a "reach" and ultimately stops displaying a predetermined combination of symbols. For example, a reach is a state in which the same presentation symbols are temporarily stopped in the left and right rows of presentation symbols, and the presentation symbols in the middle row of presentation symbols continue to change. There are two types of reach presentations: normal reach presentations and super reach presentations. In the following explanation, normal reach presentations may be referred to as NR presentations and super reach presentations as SR presentations. SR presentations have a higher probability of resulting in a big win compared to NR presentations. As an example, SR presentations are executed via NR presentations.

[0022] The game area YBa has multiple entry points (ball entry points) into which game balls can be entered. The entry points include at least a first start point 12, a second start point 13, and a large entry point 14. The first start point 12 is an entry point into which game balls are entered in order to fulfill the conditions for awarding prize balls and the conditions for starting the first variable game. The first start point 12 is located below the performance display device EH and is open at all times so that game balls can be entered. The game board YB is equipped with a first start sensor SE1 that detects game balls that have entered the first start point 12 (see Figure 3).

[0023] The second starting opening 13 is a prize-winning opening into which game balls are inserted to fulfill the conditions for awarding prize balls and for starting the second variable game. The second starting opening 13 is located to the right of the first starting opening 12. The second starting opening 13 is equipped with a standard opening / closing piece 13a, which is exemplified by a door. When a normal winning game is not awarded, the second starting opening 13 is closed so that game balls cannot enter or are difficult to enter. When a normal winning game is awarded, the second starting opening 13 is opened so that game balls can enter or are easy to enter. The game board YB is equipped with a standard solenoid SL1 as a means for operating the standard opening / closing piece 13a (see Figure 3). The game board YB is equipped with a second starting sensor SE2 for detecting game balls that have entered the second starting opening 13 (see Figure 3). The second starting opening 13 is a so-called "standard electric mechanism".

[0024] The large prize slot 14 is a slot into which game balls are entered in order to fulfill the conditions for awarding prize balls. The large prize slot 14 is located in the lower right of the performance display device EH. The large prize slot 14 is equipped with a special opening / closing piece 14a, which is one example of a door shape. The large prize slot 14 is closed to prevent game balls from entering when a jackpot game has not been awarded. The large prize slot 14 is opened to allow game balls to enter or to facilitate their entry when a jackpot game has been awarded. The game board YB is equipped with a special solenoid SL2 as a means for operating the special opening / closing piece 14a (see Figure 3). The game board YB is equipped with a count sensor SE3 for detecting game balls that have entered the large prize slot 14 (see Figure 3).

[0025] A gate 17 is provided in the game area YBa. The gate 17 is located to the right of the game area YBa and above the second starting gate 13 and the big prize gate 14. The gate 17 has a gate opening 17a that is always open to allow game balls to enter. A gate sensor SE4 is provided in the gate opening 17a to detect game balls entering and passing through (see Figure 3). The gate 17 is an entry point into which game balls are entered in order to fulfill the conditions for starting a normal game. The gate 17 is an entry point into which game balls are entered but the conditions for awarding prize balls are not fulfilled.

[0026] The game area YBa has an outlet 18 into which game balls can be entered. The outlet 18 is an entry point for collecting game balls that did not enter the first starting opening 12, the second starting opening 13, or the big prize opening 14 from the game area YBa.

[0027] In this embodiment, the launch intensity of the game balls can be adjusted by adjusting the amount of operation of the launch handle HD. By adjusting the launch intensity, the game balls will pass through either the left or right region of the game board YB. Specifically, when the launch intensity is below a predetermined value, the game balls are more likely to flow down the left region of the game board YB, and when the launch intensity is above a predetermined value, they are more likely to pass through the right region of the game board YB. In particular, in this embodiment, when the launch intensity of the game balls is set to maximum, almost all of the game balls will pass through the right region of the game board YB.

[0028] When a game ball flows down the left side of the game board YB, it has the potential to enter the first starting opening 12. On the other hand, when a game ball flows down the right side of the game board YB, it has the potential to enter the second starting opening 13, the big prize opening 14, and the gate 17. In particular, in this embodiment, when a game ball flows down the right side of the game board YB, if it does not enter the second starting opening 13, and the big prize opening 14 is open, it has a high probability of entering the big prize opening 14.

[0029] Next, I will explain the jackpot game. In a jackpot game, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the 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 is played for a predetermined number of times, during which the large prize slot 14 is opened. Each round of games ends when a predetermined number of game balls enters the slot, or when a predetermined amount of time has elapsed. During the rounds, the large prize slot 14 is opened in a predetermined opening pattern. Each round of games includes a round sequence of events. In a jackpot game, once the final round of games has finished, a predetermined sequence of events is played for a set period of time (hereinafter referred to as the ending time). For example, this sequence of events is an ending sequence that signals the end of the jackpot game. The jackpot game ends when the ending time has elapsed. In the following explanation, the period from the start of a jackpot game until the opening time has elapsed may be referred to as the opening period, the period from the end of the opening period until the end of the final round of gameplay may be referred to as the round period, and the period from the end of the round period until the end of the jackpot game may be referred to as the ending period.

[0030] This explains the functions of the Pachinko game machine 10. The pachinko game machine 10 is equipped with a probability variation function (hereinafter referred to as the probability variation function). The probability variation function is a function that changes the probability of winning a jackpot in the special symbol winning lottery (hereinafter referred to as the jackpot probability). Pachinko game machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function is not activated, and a high probability state in which the probability variation function is activated. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is advantageous for the player because it makes it easier to win a jackpot in the special symbol winning lottery. The high probability state is what is known as the "probability variation state (probability variation state)".

[0031] 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 the ball into the second starting opening 13. The pachinko game machine 10 has two states in which the probability of a game ball entering the second starting opening 13 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 starting opening 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of a game ball entering the second starting opening 13 increases. Since it becomes easier for game balls to enter the second starting opening 13 in the high ball entry rate state, it becomes a favorable state for the player (easy ball entry state).

[0032] For example, a high ball entry rate state can be achieved by performing one of the three controls described below, either by selecting one arbitrarily or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low ball entry rate state. The second control is a control that changes the probability of winning the normal win lottery (normal win probability) to a higher probability than in the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start opening 13 in one normal win game longer than in the low ball entry rate state. The opening time extension control should be at least one of the following: a control that increases the number of times the second start opening 13 is opened in one normal win game compared to the low ball entry rate state, and a control that makes the single opening time of the second start opening 13 in a normal win game longer than in the low ball entry rate state.

[0033] A high ball-scoring rate state can also be achieved by combining it with the fourth control described below. The fourth control is a 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. When special symbol variation time reduction control is performed, a high ball-scoring rate state becomes a special symbol variation time reduction state (time-saving state), while a low ball-scoring rate state becomes a special symbol non-variation time reduction state (non-time-saving state).

[0034] The game state in the pachinko game machine 10 is determined by a combination of whether or not the probability variation function is activated and whether or not the ball entry assistance function is activated. In the following explanation, a game state that is both a low probability state and a low ball entry rate state is referred to as a "low probability non-time reduction state". A game state that is both a high probability state and a low ball entry rate state is referred to as a "high probability non-time reduction state". A game state that is both a low probability state and a high ball entry rate state is referred to as a "low probability time reduction state". A game state that is both a high probability state and a high ball entry rate state is referred to as a "high probability time reduction state". The low probability time reduction state is a game state that is more advantageous to the player than the low probability non-time reduction state. The low probability time reduction state is a game state that is more advantageous to the player than the high probability non-time reduction state in terms of the ball entry rate into the second starting port 13. The high probability non-time reduction state is a game state that is more advantageous to the player than the low probability non-time reduction state. The high probability non-time-saving state is a more advantageous game state for the player than the low probability time-saving state, in terms of the probability of winning a jackpot. The high probability time-saving state is a more advantageous game state for the player than the low probability non-time-saving state. The high probability time-saving state is a more advantageous game state for the player than the low probability time-saving state. The high probability time-saving state is a more advantageous game state for the player than the high probability non-time-saving state.

[0035] Next, we will explain the electrical configuration of the pachinko game machine 10. As shown in Figure 3, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back (rear) side of the game board YB. The main board 40 and the sub-board 50 are connected in such a way that control signals (control commands) can be output in one direction from the main board 40 to the sub-board 50. The main board 40 performs predetermined processing and outputs control signals to the sub-board 50. The sub-board 50 performs predetermined processing based on the control signals input from the main board 40.

[0036] The main board 40 will now be described. The main board 40 comprises a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes processes related to the progress of the game by executing the main control program. The main ROM 42 stores the main control program, judgment values ​​used for various judgments and lotteries, and tables.

[0037] The main ROM 42 stores multiple types of variation patterns. A variation pattern is information that identifies the variation time from the start to the end of a variation game. A variation pattern is information that identifies the variation content (presentation content) of a variation game. There are two types of variation patterns: jackpot variation patterns and losing variation patterns. Jackpot variation patterns identify the variation content in a presentation game that, after a reach presentation, ultimately displays a jackpot combination of symbols. Losing variation patterns identify the variation content in a presentation game that, after a reach presentation, or without a reach presentation, ultimately displays a losing combination of symbols. Details of variation patterns will be described later.

[0038] The main RAM 43 stores various information that is rewritten according to the processing results of the main CPU 41. For example, the information stored in the main RAM 43 includes flags, counters, and timers. As an example, the pachinko game machine 10 is configured to be able to back up (retain) at least a portion of the information stored in the main RAM 43 even when the power supply is cut off. As an example, the pachinko game machine 10 is equipped with a backup power supply and is configured to be able to back up at least a portion of the information stored in the main RAM 43 even when the power supply is cut off, by power supplied from the backup power supply. Alternatively, the pachinko game machine 10 may be configured to be able to back up at least a portion of the information stored in the main RAM 43 even after the power supply is cut off, by having the main RAM 43 be a non-volatile memory that can retain its contents even when the power supply is cut off.

[0039] As an example, among the information stored in the main RAM 43, information that is backed up even when the power supply is cut off (hereinafter referred to as backup information) includes game information related to the progress of the game. As an example, game information includes information related to special games, information related to jackpot games, and information related to the game state. Information related to special games includes, for example, information that can identify the number of special reserves, various random number information, information that can identify the lottery results of the winning lottery (jackpot and minor win), information that can identify the variation pattern of the special game, and information that can identify the special symbols derived in the special game. Information related to jackpot games includes information that can identify the progress of the jackpot game. Information related to the game state includes information that can identify the operation status of the probability variation function and the ball entry assistance function (including the remaining number of operations). The main RAM 43 is an example of a storage means capable of storing information related to the game state.

[0040] The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to generate software random numbers through random number generation processing by the main CPU 41. The main board 40 includes a RAM clear switch 46. For example, the RAM clear switch 46 is configured to include an operating part that can be pressed. The main CPU 41 can receive an operation signal that can identify the operating state of the RAM clear switch 46. The operating state of the operating part is information indicating whether or not the operating part is being operated. In other words, the operating state of the operating part includes a state in which the operating part is being operated and a state in which the operating part is not being operated.

[0041] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, the gate sensor SE4, and the specific sensor TSE. The main CPU 41 can individually input the detection signals output by the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4 when they detect a game ball. The main CPU 41 can also input the detection signal output by the specific sensor TSE when it detects the operation of the launch handle HD. The main board 40 is connected to the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main CPU 41 can individually control the display content of the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main board 40 is connected to the ordinary solenoid SL1 and the special solenoid SL2, respectively. The main CPU 41 can control the opening mode of the second starting opening 13 by controlling the operation of the ordinary solenoid SL1. The main CPU 41 can control the opening mode of the big prize opening 14 by controlling the operation of the special solenoid SL2.

[0042] Next, the sub-board 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 performs processing related to the game's presentation by executing a sub-control program. The sub-ROM 52 stores the sub-control program and judgment values ​​used for predetermined lotteries. The sub-ROM 52 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-RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RAM 53 includes flags, counters, and timers. The sub-board 50 is configured to generate software random numbers through random number generation processing by the sub-CPU 51. The sub-board 50 may also include a random number generation circuit and be configured to generate hardware random numbers using this random number generation circuit. The sub-RAM 53 is an example of a storage means capable of storing information related to the game's status.

[0043] Sub-board 50 is connected to the performance display device EH. Sub-CPU 51 can control the display content in the display area R of the performance display device EH. Sub-board 50 is connected to the speaker SP. Sub-CPU 51 can control the output content of the speaker SP. Sub-CPU 51 is an example of sound control means for controlling the speaker SP as a sound output means. Sub-board 50 is connected to the decorative lamp LA. Sub-CPU 51 can control the light emission mode of the decorative lamp LA. Sub-CPU 51 is an example of notification control means for controlling the performance device group ES as a notification means.

[0044] Sub-board 50 is connected to the performance button BT. Sub-CPU 51 can receive an operation signal indicating the operation status of performance button BT. Sub-board 50 is connected to the directional buttons JB. For example, sub-CPU 51 can receive an operation signal indicating the operation status of the up button JBu. For example, sub-CPU 51 can receive an operation signal indicating the operation status of the down button JBd. For example, sub-CPU 51 can receive an operation signal indicating the operation status of the left button JBl. For example, sub-CPU 51 can receive an operation signal indicating the operation status of the right button JBr.

[0045] Next, we will explain the various processes performed by the main CPU 41. This section explains the power-on process. When the main CPU 41 starts up due to the commencement of power supply, it executes a power-on process. During the power-on process, the main CPU 41 determines whether the RAM clear switch 46 has been operated based on the operation signal of the RAM clear switch 46. If the RAM clear switch 46 has been operated, the main CPU 41 initializes the backup information. After initializing the backup information, the main CPU 41 stores a control command (hereinafter referred to as an initialization command) that can identify that the backup information has been initialized in the output buffer of the main RAM 43. For example, the control command stored in the output buffer is output to the sub-board 50 when an output condition is met. For example, one control command is output to the sub-board 50 each time an output condition is met. For example, the output condition is met every predetermined control cycle (e.g., 4ms). The control command stored in the output buffer is an example of backup information. The control command stored in the output buffer is an example of game information. After that, the main CPU 41 terminates the power-on process. If the RAM clear switch 46 is not operated, the main CPU 41 does not initialize the backup information, but instead stores a control command (hereinafter referred to as a recovery command) that identifies that the backup information was not initialized in the output buffer of the main RAM 43. After that, the main CPU 41 terminates the power-on process. In the following description, when simply referred to as the output buffer, it refers to the output buffer of the main RAM 43.

[0046] Next, we will explain the timer interrupt processing that is performed at predetermined control cycles (e.g., 4ms). As an example, timer interrupt processing includes special symbol input processing, special symbol start processing, and specific sensor detection processing.

[0047] This section explains the special symbol input process. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the first start opening 12 based on whether or not it has received a detection signal from the first start sensor SE1. If a game ball has entered the first start opening 12, the main CPU 41 determines whether or not the first reserved number stored in the main RAM 43 is less than the upper limit. If the first reserved number is less than the upper limit, the main CPU 41 updates the first reserved number by adding 1. Thus, the reservation condition for the first special game can be met if the first reserved number is less than the upper limit and a game ball is detected by the first start sensor SE1. Subsequently, the main CPU 41 controls the first reserved display device 19c to display information that allows for the identification of the updated first reserved number. The main CPU 41 stores a control command (hereinafter referred to as the first reserved number command) that allows for the identification of the added first reserved number in the output buffer.

[0048] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used for the special symbol lottery, winning symbol random numbers used to determine the winning symbols, and variation pattern random numbers used to determine the variation pattern. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the first special game and that the storage order of the random number information can be identified. The 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 random number information used for the first special game in the main RAM 43, the pachinko game machine 10 can postpone its execution until the start conditions for the first special game are met.

[0049] When the main CPU 41 has stored random number information for the first special game in the main RAM 43, and the game ball has not entered the first start opening 12, and the first reserve number is not less than the upper limit, the main CPU 41 determines whether or not 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 opening 13. If a game ball has entered the second start opening 13, the main CPU 41 determines whether or not the second reserve number stored in the main RAM 43 is less than the upper limit. If the second reserve number is less than the upper limit, the main CPU 41 updates the second reserve number by adding 1. The main CPU 41 controls the second reserve display device 19d to display information that allows for the identification of the second reserve number after the addition. The main CPU 41 stores a control command that allows for the identification of the second reserve number after the addition (hereinafter referred to as the second reserve number command) in the output buffer. The reserve conditions for the second special game can be met if the second reserve number is less than the upper limit and a game ball is detected by the second start sensor SE2.

[0050] Next, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information to be used for the second special game and the order in which the random number information is stored. By storing the random number information to be used for the second special game in the main RAM 43, the pachinko game machine 10 can suspend the execution of the second special game until the start conditions for the second special game are met. If the random number information for the second special game is stored in the main RAM 43, and no game balls have entered the second start opening 13, and the second reserve number is not less than the upper limit, the main CPU 41 terminates the special symbol input process.

[0051] Next, we will explain the process for initiating the special symbol display. The main CPU 41 determines whether the conditions for starting a special game are met. The main CPU 41 makes a positive determination if neither a jackpot game nor a special game is currently in progress, while making a negative determination if either a jackpot game or a special game is currently in progress. If the conditions for starting a special game are not met, the main CPU 41 terminates the special symbol start process. If the conditions for starting a special game are met, the main CPU 41 determines whether the second reserve number is greater than zero.

[0052] If the second reserve number is greater than zero, the main CPU 41 performs the process of executing the second special game. Specifically, the main CPU 41 updates the second reserve number by subtracting 1. The main CPU 41 controls the second reserve display device 19d to display information that allows for the identification of the second reserve number after the subtraction. The main CPU 41 stores a second reserve number command that allows for the identification of the second reserve number after the subtraction in the output buffer. Next, the main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the second special game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot. The main CPU 41 performs the jackpot lottery with a jackpot probability corresponding to the current probability state.

[0053] If a jackpot is won, the main CPU 41 performs the jackpot variation process. In the jackpot variation process, the main CPU 41 uses random numbers that can be identified from the random number information to perform a jackpot symbol lottery and determines the jackpot symbols to be displayed in the second special game. The main CPU 41 uses random numbers that can be identified from the 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 CPU 41 terminates the special symbol start process. As an example, one jackpot variation pattern is a jackpot variation pattern that identifies the variation content that ultimately displays the jackpot symbol combination after going through the NR (No-Reach) effect in the performance game. As an example, one jackpot variation pattern is a jackpot variation pattern that identifies the variation content that ultimately displays the jackpot symbol combination after going through the SR (Super-Reach) effect in the performance game.

[0054] If a big win is not achieved, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be displayed in the second special game. The main CPU 41 uses random numbers that can be identified from random number information to perform a spin pattern determination lottery and determines a spin pattern from among multiple losing spin patterns. After that, the main CPU 41 terminates the special symbol start process. As an example, one losing spin pattern is a spin pattern that specifies the content of the spin that ultimately displays a losing combination of symbols without going through a reach animation in the performance game. As an example, one losing spin pattern is a spin that specifies the content of the spin that ultimately displays a losing combination of symbols after going through an NR animation in the performance game. As an example, one losing spin pattern is a spin that specifies the content of the spin that ultimately displays a losing combination of symbols after going through an SR animation in the performance game.

[0055] If the second reserve number is zero, the main CPU 41 determines whether the first reserve number is greater than zero. If the first special reserve number is zero, the main CPU 41 determines whether to store the wait command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can identify whether or not the wait command has been output. The wait command is a control command that can identify that the game has been controlled to a wait state. The wait state is a state in which a variable game is not in progress and a jackpot game is not in progress.

[0056] For example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has already been output, it terminates the special symbol start process without storing the wait command in the output buffer. For example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has not yet been output, it stores the wait command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can determine that a wait command has already been output. After that, the main CPU 41 terminates the special symbol start process.

[0057] If the first reserved number is greater than zero, the main CPU 41 performs the process of executing the first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that allows for the identification of the first reserved number after the subtraction. The main CPU 41 stores the first reserved number command that allows for the identification of the first reserved number after the subtraction in the output buffer. Next, the main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the first special game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot. The main CPU 41 performs the jackpot lottery with a jackpot probability corresponding to the current probability state.

[0058] If a jackpot is won, the main CPU 41 performs the jackpot variation process. In the jackpot variation process, the main CPU 41 uses a random number that can be identified from the random number information to draw for the jackpot symbols and determines which jackpot symbols will be displayed in the first special game. The main CPU 41 uses a random number that can be identified from the random number information to draw for the variation pattern and determines a variation pattern from among several jackpot variation patterns. After that, the main CPU 41 finishes the special symbol start process.

[0059] If a jackpot is not won, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be displayed in the first special game. The main CPU 41 uses random numbers that can be identified from the random number information to perform a spin pattern determination lottery and determines a spin pattern from among multiple losing spin patterns. After that, the main CPU 41 terminates the special symbol start process. In the jackpot spin process and the losing spin process, the main CPU 41 stores the spin start command and the special symbol command in the output buffer. The spin start command is a control command that can identify the spin pattern determined in each spin process and the start of the spin game. The special symbol command is a control command that can identify the special symbol (jackpot symbol or losing symbol) determined in each spin process. As an example, the spin start command and the special symbol command are different control commands when the spin process for the first special game is executed and when the spin process for the second special game is executed. The main CPU 41 updates the output information in the main RAM 43 during the jackpot variation processing and the loss variation processing so that it can identify that a wait command has not yet been output.

[0060] When the special symbol start process is completed, the main CPU 41 executes either the first special game or the second special game through a process separate from the special symbol start process. When executing the first special game, the main CPU 41 controls the first special symbol display device 19a to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the main CPU 41 stores a control command that can identify the end of the variation game (hereinafter referred to as the variation end command) in the output buffer.

[0061] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start displaying a predetermined symbol in a variable pattern. The main CPU 41 measures the variable time specified in the variable pattern. When the variable time specified in the variable pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the variable time specified in the variable pattern has elapsed, the main CPU 41 stores a variable end command in the output buffer. As described above, the main CPU 41 is configured to perform a winning lottery triggered by a game ball entering the start slot by executing the special symbol input process and the special symbol start process.

[0062] This section explains the process for detecting specific sensors. In the specific sensor detection process, the main CPU 41 determines whether or not a detection signal from the specific sensor TSE has been input. If a detection signal from the specific sensor TSE has been input, the main CPU 41 refers to the specific sensor detection flag stored in the main RAM 43. If the specific sensor detection flag is on, the main CPU 41 terminates the specific sensor detection process. If the specific sensor detection flag is off, the main CPU 41 stores a control command (hereinafter referred to as a specific command) that can identify that the launch handle HD has been operated in the output buffer. After that, the main CPU 41 turns on the specific sensor detection flag and terminates the specific sensor detection process. If no detection signal from the specific sensor TSE has been input, the main CPU 41 turns off the specific sensor detection flag and terminates the specific sensor detection process.

[0063] This explains the processing of winning games. The jackpot game processing is the process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, it executes the jackpot game processing after the special game ends. Based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing, the main CPU 41 identifies the type of jackpot game. The main CPU 41 then awards the identified type of jackpot game. As an example, there are first jackpots and second jackpots. A first jackpot is a jackpot based on the first jackpot symbol among the jackpot symbols. A second jackpot is a jackpot based on a second jackpot symbol that is different from the first jackpot symbol. In the following explanation, a jackpot game based on a first jackpot will be referred to as a first jackpot game, and a jackpot game based on a second jackpot will be referred to as a second jackpot game.

[0064] First, the main CPU 41 increments and updates the number of times a jackpot has been awarded since power was supplied to the pachinko machine 10 by 1. Then, depending on the type of jackpot being awarded, the main CPU 41 increments and updates either the number of times the first jackpot has been awarded since power was supplied to the pachinko machine 10, or the number of times the second jackpot has been awarded since power was supplied to the pachinko machine 10, by 1. The main CPU 41 stores control commands (hereinafter referred to as "award count commands") that can specify the updated jackpot count, the number of times the first jackpot has been awarded, and the number of times the second jackpot has been awarded in the output buffer. The number of times a jackpot game is awarded, the number of times a first jackpot game is awarded, and the number of times a second jackpot game is awarded are information stored in the main RAM 43 and are non-backup information that is initialized when power supply is started.

[0065] Furthermore, when the number of times the second jackpot game has been awarded after addition reaches a specific number (for example, 4), the main CPU 41 sets a special flag that can identify that the number of times the second jackpot game has been awarded has reached a specific number. The special flag is information stored in the main RAM 43 and is an example of backup information. The special flag is an example of game information. In other words, the special flag is erased when the backup information is initialized. As an example, if the main CPU 41 does not initialize the backup information in the power-on process described above, it stores a control command (hereinafter referred to as a special command) that can identify whether the special flag is on or off in the output buffer.

[0066] Subsequently, the main CPU 41 stores a control command (hereinafter referred to as the opening command) that can identify the start of the opening time in the output buffer. For example, the opening command may include information that can identify the type of jackpot game. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. That is, the main CPU 41 controls the special solenoid SL2 using the opening control data for the identified jackpot game to open the large prize winning slot 14. For example, the main CPU 41 controls the special solenoid SL2 to keep the large prize winning slot 14 open until a quantity condition or a time condition is met.

[0067] The main CPU 41 performs the processing necessary to execute such round games until the number of round games specified for the jackpot game is completed. For example, both the first jackpot game and the second jackpot game are specified to consist of 10 round games. For example, each round game is specified to have a quantity condition in which 10 game balls enter the large prize slot 14. For example, each round game is specified to have a time condition in which 29 seconds have elapsed. As described above, when the launch intensity of the game balls is set to maximum, almost all game balls pass through the right-hand area of ​​the game board YB. Also, when a game ball flows down the right-hand area of ​​the game board YB, if it does not enter the second starting slot 13 and the large prize slot 14 is open, it has a high probability of entering the large prize slot 14.

[0068] The main CPU 41 stores a control command (hereinafter referred to as a round command) that can identify the start of a jackpot round in the output buffer each time a round of game is started. When the final round of game is finished, the main CPU 41 stores a control command (hereinafter referred to as an ending start command) that can identify the start of the ending time in the output buffer. When the ending time has elapsed, the main CPU 41 terminates the jackpot game. The main CPU 41 stores a control command (hereinafter referred to as an ending end command) that can identify the elapsed ending time in the output buffer.

[0069] This section explains the game state transition process, which involves changing the game state. Game state transition processing includes probability transition processing, which transitions the probability state, and ball entry rate transition processing, which transitions the ball entry rate state. For example, game state transition processing is executed after the jackpot game processing is completed. For example, in game state transition processing, the ball entry rate transition processing is executed in the order of probability transition processing.

[0070] First, let me explain the process for transferring the ball entry rate. In the ball entry rate transition process, the main CPU 41 sets an activation flag in the main RAM 43 when the first or second jackpot game ends. In other words, the main CPU 41 controls the game to a high ball entry rate state when the first or second jackpot game ends. After the second jackpot game ends, the main CPU 41 counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the main RAM 43 each time a special game is started. When the number of special games executed after the jackpot game ends reaches the activation count, the main CPU 41 clears the activation flag stored in the main RAM 43. In other words, after the second jackpot game ends, the main CPU 41 controls the game to a low ball entry rate state when the activation count of the special game ends. After the first jackpot game ends, the main CPU 41 does not clear the activation flag until the next jackpot game is awarded. When the main CPU 41 initiates a jackpot game and the activation flag is set, it clears the activation flag. In other words, the main CPU 41 controls the game to a low ball entry rate state while the jackpot game is in progress.

[0071] Next, we will explain the probability transition process. In the probability transition process, when the first jackpot game ends, the main CPU 41 sets a high probability flag in the main RAM 43. In other words, when the first jackpot game ends, the main CPU 41 controls the system to a high probability state. After that, the main CPU 41 does not clear the high probability flag until the next jackpot game is awarded. In other words, when the first jackpot game ends, the main CPU 41 controls the system to a high probability state until the next jackpot game is awarded. When the second jackpot game ends, the main CPU 41 does not set a high probability flag in the main RAM 43. In other words, when the second jackpot game ends, the main CPU 41 controls the system to a low probability state.

[0072] Through probability transition processing and ball entry rate transition processing, after the first jackpot game ends, the pachinko machine 10 is controlled to a high probability state and a high ball entry rate state. In other words, after the first jackpot game ends, the pachinko machine 10 is controlled to a high probability time-saving state. After the second jackpot game ends, the pachinko machine 10 is controlled to a low probability state and a high ball entry rate state. Subsequently, when the special game for the specified number of activations ends, the pachinko machine 10 is controlled to a low ball entry rate state. In other words, after the second jackpot game ends, the pachinko machine 10 is controlled to a low probability time-saving state, and then, triggered by the end of the special game for the specified number of activations, is controlled to a low probability non-time-saving state.

[0073] Thus, the main CPU 41 can control the game state to be more advantageous to the player, triggered by the end of a jackpot game. In other words, the pachinko game machine 10 can execute a variable game based on the result of the jackpot lottery, and after the end of the variable game, a game state that is more advantageous to the player is granted based on the result of the jackpot lottery. The first jackpot game is a jackpot game in which the game state is controlled to be more advantageous after the end of the jackpot game compared to after the end of the second jackpot game.

[0074] For example, when the game state changes, the main CPU 41 stores a control command that can identify the current game state (hereinafter referred to as a state specification command) in the output buffer. In other words, there are state specification commands that can identify a low probability non-time-saving state, a low probability time-saving state, a high probability non-time-saving state, and a high probability time-saving state. For example, when power supply is started or when the game state changes, the main CPU 41 stores a state specification command that can identify the current game state in the output buffer.

[0075] This section explains the normal pattern input process. The normal symbol input process is an example of timer interrupt processing. In the normal symbol input process, the main CPU 41 determines whether a game ball has entered the gate 17 based on whether or not it has received a detection signal from the gate sensor SE4. If a game ball has entered the gate 17, the main CPU 41 determines whether or not the number of normal reserved balls stored in the main RAM 43 is less than the upper limit. For example, the upper limit for the number of normal reserved balls is 4. If the number of normal reserved balls is less than the upper limit, the main CPU 41 updates the number of normal reserved balls by adding 1.

[0076] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used for the lottery of winning regular symbols, and winning symbol random numbers used for determining regular symbols. The main CPU 41 stores the random number information in such a way that the storage order of the random number information can be specified.

[0077] Next, we will explain the process for starting the normal pattern. The normal symbol start process is an example of timer interrupt processing. In the normal symbol start process, the main CPU 41 determines whether the conditions for starting a normal game are met. The main CPU 41 makes a positive determination if neither a normal win game nor a normal game is in progress, and a negative determination if either a normal win game or a normal game is in progress. If the conditions for starting a normal game are not met, the main CPU 41 terminates the normal symbol start process. If the conditions for starting a normal game are met, the main CPU 41 determines whether the normal reserve count is greater than zero. If the normal reserve count is zero, the main CPU 41 terminates the normal symbol start process.

[0078] If the normal reserve count is greater than zero, the main CPU 41 performs the process of executing the normal game. Specifically, the main CPU 41 updates the normal reserve count by subtracting 1. The main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the normal game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a normal win lottery to determine whether or not to award a normal win. The main CPU 41 performs the normal win lottery at a normal win probability corresponding to the current ball entry rate state. For example, the normal win probability in a high ball entry rate state is 1 or approximately 1. For example, the normal win probability in a low ball entry rate state is zero or approximately zero.

[0079] If a regular win is achieved, the main CPU 41 performs a regular win variation process. In the regular win variation process, the main CPU 41 uses a random number of regular win symbols that can be identified from the random number information to draw regular win symbols and determines which regular win symbols will be displayed as stops in the regular game. If a regular win is not achieved, the main CPU 41 performs a regular loss variation process. In the regular loss variation process, the main CPU 41 determines which regular loss symbols will be displayed as stops in the regular game.

[0080] The main CPU 41 determines a variation pattern from among several normal variation patterns according to the ball entry rate state. For example, when the current ball entry rate state is low, the main CPU 41 determines a variation pattern with a longer variation time compared to when the current ball entry rate state is high. Note that there may be multiple variation patterns that can be determined for each ball entry rate state. In this case, the main CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among the multiple normal variation patterns. After determining the variation pattern, the main CPU 41 terminates the normal symbol start process.

[0081] When the normal symbol start process is completed, the main CPU 41 executes the normal game through a process separate from the normal symbol start process. When the main CPU 41 executes the normal game, it controls the normal symbol display device 19e to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process.

[0082] This explains the normal gameplay process. The normal win game processing is the process for granting a normal win game. When the main CPU 41 stops and displays a normal win symbol in a normal game, it executes the normal win game processing after the normal game for the normal win has ended. The main CPU 41 controls the normal solenoid SL1 using the opening control data corresponding to the normal win symbol determined in the normal symbol start processing, and opens the second start port 13.

[0083] Next, we will explain the various processes performed by the sub-CPU 51. This section explains the game's presentation and processing. The performance game processing is the process of executing a performance game as one of the display effects associated with a special game while the special game is running. When the sub-CPU 51 receives a variation start command and a special symbol command, it controls the performance device group ES, including the performance display device EH, to execute the performance game.

[0084] The sub-CPU 51 determines the symbol combinations to be displayed in the performance game based on the special symbol command. The sub-CPU 51 determines the winning symbol combination when it is possible to identify the winning symbol from the special symbol command. For example, a winning symbol combination is a symbol combination in which multiple performance symbols are the same. The sub-CPU 51 determines the losing symbol combination when it is possible to identify the losing symbol from the special symbol command. When determining the losing symbol combination, the sub-CPU 51 determines a losing symbol combination that includes a reach if the conditions for executing a reach performance (hereinafter referred to as the reach condition) are met. For example, a losing symbol combination that includes a reach is a symbol combination in which, among multiple performance symbols, the performance symbols in the left and right columns are the same, while the performance symbols in the middle column are different. When determining the losing symbol combination, the sub-CPU 51 determines a losing symbol combination that does not include a reach if the reach condition is not met. For example, a losing combination of symbols that does not include a reach is a combination of multiple different symbols used in the animation. For example, the sub-CPU 51 determines whether or not the reach condition is met based on the variation pattern that can be identified from the input variation start command.

[0085] The sub-CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. Based on the determined variation content, the sub-CPU 51 controls the performance display device EH to start displaying the variation of the performance symbols in each symbol row. In other words, the sub-CPU 51 starts the performance game.

[0086] The sub-CPU 51 temporarily stops displaying the symbol combinations when a predetermined timing arrives after the start of the performance game. The sub-CPU 51 stops displaying the symbol combinations in a finalized state when a variation end command is input. The sub-CPU 51 may also stop displaying the symbol combinations in a finalized state when the variation time specified in the variation pattern has elapsed. In this case, the variation end command may be omitted.

[0087] An example of a notification that can be executed in a pachinko game machine 10 is described below. Notifications that can be executed in the pachinko game machine 10 may include prescribed notifications. Prescribed notifications are notifications that allow the status of the pachinko game machine 10 to be recognized. For example, a prescribed notification is a notification that allows the number of times a jackpot game has been awarded to be recognized. For example, a prescribed notification is executed in a manner corresponding to the number of times a jackpot game has been awarded. Prescribed notifications include, for example, a prescribed notification in a first manner, a prescribed notification in a second manner, and a prescribed notification in a third manner.

[0088] As shown in Figure 4, as an example, a predetermined notification may include a predetermined image SG. The predetermined image SG is an image that can recognize the number of times a jackpot game has been awarded. Also, as an example, a predetermined notification may include a predetermined sound. The predetermined sound is a sound that can recognize the number of times a jackpot game has been awarded. For example, the predetermined image SG could be a first predetermined image SG1, a second predetermined image SG2, and a third predetermined image SG3. For example, the predetermined sound could be a first predetermined sound, a second predetermined sound, and a third predetermined sound.

[0089] The first predetermined notification may be executed when the number of times a jackpot game has been awarded is the first number. In other words, the first predetermined notification is a notification that makes it recognizable that the number of times a jackpot game has been awarded is the first number. The first number is, for example, 10 or more. As an example, the first predetermined notification consists of a first predetermined image SG1 and a first predetermined sound. The first predetermined image SG1 is an image that makes it recognizable that the number of times a jackpot game has been awarded is the first number. The first predetermined sound is a sound that makes it recognizable that the number of times a jackpot game has been awarded is the first number. As an example, the first predetermined image SG1 may include an image that imitates a predetermined character. As an example, the first predetermined sound may include a sound that imitates the sound of a predetermined character reading a predetermined string of characters.

[0090] The prescribed notification according to the second aspect may be executed when the number of times a jackpot game is awarded is the second time. In other words, the prescribed notification according to the second aspect is a notification that makes it possible to recognize that the number of times a jackpot game is awarded is the second time. The second time is, for example, a number less than the first time. The second time is, for example, 5 to 9. Note that the second time may be a number greater than the first time. As an example, the prescribed notification according to the second aspect consists of a second prescribed image SG2 and a second prescribed sound. The second prescribed image SG2 is an image that makes it possible to recognize that the number of times a jackpot game is awarded is the second time. The second prescribed sound is a sound that makes it possible to recognize that the number of times a jackpot game is awarded is the second time. As an example, the second prescribed image SG2 may include an image that imitates a predetermined character. As an example, the first prescribed image SG1 and the second prescribed image SG2 may be partially or entirely the same. For example, the first predetermined image SG1 and the second predetermined image SG2 may contain the same image that imitates the same character, or they may contain different images that imitate the same character (for example, with different facial expressions or costumes), or they may contain images that imitate different characters. For example, the second predetermined sound may contain a sound that imitates the voice of a predetermined character reading a predetermined string of characters. For example, the first predetermined sound and the second predetermined sound may be partially or entirely the same.

[0091] The third type of notification may be executed when the number of times a jackpot game is awarded is the third time. In other words, the third type of notification is a notification that makes it recognizable that the number of times a jackpot game is awarded is the third time. The third time is, for example, a number less than the first time. The third time is, for example, a number less than the second time. The third time is, for example, 0 to 4. The third time may also be a number greater than one or both of the first time and the second time. As an example, the third type of notification consists of a third predetermined image SG3 and a third predetermined sound. The third predetermined image SG3 is an image that makes it recognizable that the number of times a jackpot game is awarded is the third time. The third predetermined sound is a sound that makes it recognizable that the number of times a jackpot game is awarded is the third time. As an example, the third predetermined image SG3 may include an image that imitates a predetermined character. As an example, the first predetermined image SG1 and the third predetermined image SG3 may be partially or entirely the same. For example, the first predetermined image SG1 and the third predetermined image SG3 may contain the same image that imitates the same character, or they may contain different images that imitate the same character, or they may contain images that imitate different characters. For example, the second predetermined image SG2 and the third predetermined image SG3 may be partially or entirely the same. For example, the second predetermined image SG2 and the third predetermined image SG3 may contain the same image that imitates the same character, or they may contain different images that imitate the same character, or they may contain images that imitate different characters. In other words, the first predetermined image SG1, the second predetermined image SG2, and the third predetermined image SG3 may, partially or entirely, contain the same image that imitates the same character, or they may contain different images that imitate the same character, or they may contain images that imitate different characters. For example, the third predetermined sound may include a sound that imitates the sound of a predetermined character reading a predetermined string of characters. For example, the first predetermined sound and the third predetermined sound may be partially or entirely the same. For example, the second designated tone and the third designated tone may be partially or entirely the same.

[0092] Notifications that can be executed in the pachinko game machine 10 may include predefined notifications. Predefined notifications are notifications that allow the status of the pachinko game machine 10 to be recognized. For example, a predefined notification is a notification that allows the number of times a particular jackpot game has been awarded to be recognized. A particular jackpot game is, for example, a second jackpot game. In other words, for example, the number of times a particular jackpot game has been awarded is the number of times the second jackpot game has been awarded. For example, a predefined notification is a notification that can be executed during a particular jackpot game (during a second jackpot game). A predefined notification can also be said to be a jackpot animation that can be executed during a particular jackpot game. For example, a predefined notification is an episode animation in which an episode progresses when a particular jackpot game is awarded. For example, a predefined notification is executed in a manner corresponding to the number of times a particular jackpot game has been awarded. There are, for example, four types of regulations: regulations in the first type, regulations in the second type, regulations in the third type, and regulations in the fourth type.

[0093] As shown in Figure 5, as an example, a prescribed notification may include a prescribed image KG. A prescribed image KG is an image that can recognize the number of times a particular jackpot game has been awarded. Also, as an example, a prescribed notification may include a prescribed sound. A prescribed sound is a sound that can recognize the number of times a particular jackpot game has been awarded. For example, a prescribed image KG may include a first prescribed image KG1, a second prescribed image KG2, a third prescribed image KG3, and a fourth prescribed image KG4. For example, a prescribed sound may include a first prescribed sound, a second prescribed sound, a third prescribed sound, and a fourth prescribed sound.

[0094] The notification of the provisions according to the first aspect may be executed when the number of times a particular jackpot game is awarded is the fourth time. In other words, the notification of the provisions according to the first aspect is a notification that makes it recognizable that the number of times a particular jackpot game is awarded is the fourth time. The fourth time is, for example, 4. In other words, the fourth time is the specific number mentioned above. For example, the fourth time may be less than or more than the first time. For example, the fourth time may be less than or more than the second time. For example, the fourth time may be less than or more than the third time. For example, the notification of the provisions according to the first aspect consists of a first provision image KG1 and a first provision sound. The first provision image KG1 is an image that makes it recognizable that the number of times a particular jackpot game is awarded is the fourth time. The first provision sound is a sound that makes it recognizable that the number of times a particular jackpot game is awarded is the fourth time. For example, the first provision image KG1 may include an image that imitates a predetermined character. For example, the first specified sound may include a predetermined sound effect, background music, voice, etc.

[0095] The second type of notification may be issued when the number of times a particular jackpot game is awarded is the fifth time. In other words, the second type of notification is a notification that makes it possible to recognize that the number of times a particular jackpot game is awarded is the fifth time. The fifth time is, for example, a number less than the fourth time. The fifth time is, for example, 3. The fifth time may also be a number greater than the fourth time. For example, the fifth time may be less than or greater than the first time. For example, the fifth time may be less than or greater than the second time. For example, the fifth time may be less than or greater than the third time.

[0096] As an example, the notification of the provisions according to the second aspect consists of a second provision image KG2 and a second provision sound. The second provision image KG2 is an image that makes it recognizable that the number of times a particular jackpot game is awarded is the fifth time. The second provision sound is a sound that makes it recognizable that the number of times a particular jackpot game is awarded is the fifth time. As an example, the second provision image KG2 may include an image that imitates a predetermined character. As an example, the first provision image KG1 and the second provision image KG2 may be the same in part or in whole. As an example, the first provision image KG1 and the second provision image KG2 may include the same image that imitates the same character, or they may include different images that imitate the same character, or they may include images that imitate different characters. As an example, the second provision sound may include a predetermined sound effect, background music, voice, etc. As an example, the first provision sound and the second provision sound may be the same in part or in whole.

[0097] The notification of the provisions according to the third form may be given when the number of times a particular jackpot game is awarded is the 6th time. In other words, the notification of the provisions according to the third form is a notification that makes it possible to recognize that the number of times a particular jackpot game is awarded is the 6th time. The 6th time is, for example, a number less than the 4th time. The 6th time is, for example, a number less than the 5th time. The 6th time is, for example, 2. The 6th time may also be a number greater than one or both of the 4th time and the 5th time. For example, the 6th time may be less than or greater than the 1st time. For example, the 6th time may be less than or greater than the 2nd time. For example, the 6th time may be less than or greater than the 3rd time.

[0098] As an example, a notification of regulations according to the third aspect comprises a third regulation image KG3 and a third regulation sound. The third regulation image KG3 is an image that allows recognition that the number of times a particular jackpot game is awarded is the sixth time. The third regulation sound is a sound that allows recognition that the number of times a particular jackpot game is awarded is the sixth time. As an example, the third regulation image KG3 may include an image that imitates a predetermined character. As an example, the first regulation image KG1 and the third regulation image KG3 may be the same in part or in whole. As an example, the first regulation image KG1 and the third regulation image KG3 may include the same image that imitates the same character, or they may include different images that imitate the same character, or they may include images that imitate different characters. As an example, the second regulation image KG2 and the third regulation image KG3 may be the same in part or in whole. For example, the second specified image KG2 and the third specified image KG3 may contain the same image that imitates the same character, or they may contain different images that imitate the same character, or they may contain images that imitate different characters. In other words, the first specified image KG1, the second specified image KG2, and the third specified image KG3 may contain, in part or in whole, the same image that imitates the same character, or they may contain different images that imitate the same character, or they may contain images that imitate different characters. For example, the third specified sound may include a predetermined sound effect, background music, voice, etc. For example, the first specified sound and the third specified sound may be, in part or in whole. For example, the second specified sound and the third specified sound may be, in part or in whole.

[0099] The fourth type of notification may be issued when the number of times a particular jackpot game is awarded is the seventh time. In other words, the fourth type of notification is a notification that makes it possible to recognize that the number of times a particular jackpot game is awarded is the seventh time. The seventh time is, for example, a number less than the fourth time. The seventh time is, for example, a number less than the fifth time. The seventh time is, for example, a number less than the sixth time. The seventh time is, for example, 1. Note that the seventh time may be less than some or all of the fourth to sixth times. For example, the seventh time may be less than or more than the first time. For example, the seventh time may be less than or more than the second time. For example, the seventh time may be less than or more than the third time.

[0100] As an example, a notification of regulations according to the fourth aspect consists of a fourth regulation image KG4 and a fourth regulation sound. The fourth regulation image KG4 is an image that makes it recognizable that the number of times a particular jackpot game is awarded is the seventh time. The fourth regulation sound is a sound that makes it recognizable that the number of times a particular jackpot game is awarded is the seventh time. As an example, the fourth regulation image KG4 may include an image that imitates a predetermined character. As an example, the first regulation image KG1 and the fourth regulation image KG4 may be the same in part or in whole. As an example, the first regulation image KG1 and the fourth regulation image KG4 may include the same image that imitates the same character, or they may include different images that imitate the same character, or they may include images that imitate different characters. As an example, the second regulation image KG2 and the fourth regulation image KG4 may be the same in part or in whole. For example, the second specified image KG2 and the fourth specified image KG4 may contain the same image that imitates the same character, or they may contain different images that imitate the same character, or they may contain images that imitate different characters. For example, the third specified image KG3 and the fourth specified image KG4 may be partially or entirely the same. For example, the third specified image KG3 and the fourth specified image KG4 may contain the same image that imitates the same character, or they may contain different images that imitate the same character, or they may contain images that imitate different characters. In other words, the first specified image KG1, the second specified image KG2, the third specified image KG3, and the fourth specified image KG4 may, partially or entirely, contain the same image that imitates the same character, or they may contain different images that imitate the same character, or they may contain images that imitate different characters. For example, the fourth specified sound may include predetermined sound effects, background music, voices, etc. For example, the first tonic and the fourth tonic may be partially or entirely the same. For example, the second tonic and the fourth tonic may be partially or entirely the same. For example, the third tonic and the fourth tonic may be partially or entirely the same.

[0101] Notifications that can be executed in the pachinko game machine 10 may include special notifications. Special notifications are notifications that can recognize the status of the pachinko game machine 10. For example, a special notification is a notification that can recognize the number of times a particular jackpot game has been awarded. For example, a special notification is a notification that can recognize that the number of times a particular jackpot game has been awarded is the fourth time. For example, a special notification is a notification that can be executed in a standby state. As mentioned above, a prescribed notification is executed for a particular jackpot game. For this reason, a special notification can also be said to be a notification that can recognize the number of times the prescribed notification has been executed. For example, a special notification may be executed when the number of times a particular jackpot game has been awarded is the fourth time.

[0102] As shown in Figure 6, as an example, a special notification may include a special image TG1. Special image TG1 is an image that allows recognition that the number of times a particular jackpot game has been awarded is the fourth time. As an example, special image TG1 is an image that allows recognition that the number of times a particular jackpot game has been awarded is the fourth time, by being displayable when the number of times a particular jackpot game has been awarded is the fourth time. Also, as an example, a special notification may include a special sound. The special sound is a sound that allows recognition that the number of times a particular jackpot game has been awarded is the fourth time. As an example, special image TG1 may include a predetermined object (image). As an example, the special sound may include a predetermined sound effect, background music, voice, etc. As an example, the special sound is a sound that allows recognition that the number of times a particular jackpot game has been awarded is the fourth time, by being outputtable when the number of times a particular jackpot game has been awarded is the fourth time.

[0103] Notifications that can be executed in the pachinko game machine 10 may include special notifications. Special notifications are notifications that can recognize the status of the pachinko game machine 10. For example, a special notification is a notification that can recognize the number of times a particular jackpot game has been awarded. For example, a special notification is a notification that can recognize that the number of times a particular jackpot game has been awarded is the 5th time. For example, a special notification is a notification that can be executed in a standby state. As mentioned above, a prescribed notification is executed for a particular jackpot game. For this reason, a special notification can also be said to be a notification that can recognize the number of times the prescribed notification has been executed. For example, a special notification may be executed when the number of times a particular jackpot game has been awarded is the 5th time.

[0104] For example, a special notification may include a special image TG2. Special image TG2 is an image that allows recognition that the number of times a particular jackpot game has been awarded is the 5th time. For example, special image TG2 is an image that allows recognition that the number of times a particular jackpot game has been awarded is the 5th time, by being displayable when the number of times a particular jackpot game has been awarded is the 5th time. Also, for example, a special notification may include a special sound. The special sound is a sound that allows recognition that the number of times a particular jackpot game has been awarded is the 5th time. For example, special image TG2 may include a predetermined object (image). For example, the special sound may include a predetermined sound effect, background music, voice, etc. For example, the special sound is a sound that allows recognition that the number of times a particular jackpot game has been awarded is the 5th time, by being outputtable when the number of times a particular jackpot game has been awarded is the 5th time.

[0105] Notifications that can be executed in the pachinko game machine 10 may include specific notifications. Specific notifications are notifications that allow recognition of the status of the pachinko game machine 10. For example, a specific notification is a notification that allows recognition of being in a standby state. For example, a specific notification is a notification that can be executed in a standby state. For example, a specific notification is a notification that allows recognition of the number of times a jackpot game has been awarded. For example, a specific notification is executed in a manner corresponding to the number of times a jackpot game has been awarded. Specific notifications include, for example, a specific notification in a first manner and a specific notification in a second manner.

[0106] As shown in Figure 7, a specific notification may include a specific image DM. Also, as an example, a specific notification may include a specific sound. Examples of specific image DMs include a first specific image DM1 and a second specific image DM2. Examples of specific sounds include a first specific sound and a second specific sound.

[0107] As an example, the first type of notification may be executed when the number of times a jackpot game is awarded is the first or second time. In other words, the first type of notification is a notification that makes it possible to recognize that the number of times a jackpot game is awarded is the first or second time. As an example, the first type of notification consists of a first type image DM1 and a first type sound. The first type image DM1 is an image that makes it possible to recognize that the number of times a jackpot game is awarded is the first or second time. The first type image DM1 is an image that makes it possible to recognize that it is in a standby state. The first type sound is a sound that makes it possible to recognize that the number of times a jackpot game is awarded is the first or second time. The first type sound is a sound that makes it possible to recognize that it is in a standby state. As an example, the first type image DM1 may include a predetermined object (image). As an example, the first type image DM1 is a demo movie. As an example, the first type sound may include a predetermined sound effect, background music, voice, etc.

[0108] As an example, the second type of specific notification may be executed when the number of times a jackpot game has been awarded is the third time. In other words, the second type of specific notification is a notification that makes it possible to recognize that the number of times a jackpot game has been awarded is the third time. As an example, the second type of specific notification consists of a second specific image DM2 and a second specific sound. The second specific image DM2 is an image that makes it possible to recognize that the number of times a jackpot game has been awarded is the third time. The second specific image DM2 is an image that makes it possible to recognize that the system is in a standby state. The second specific sound is a sound that makes it possible to recognize that the number of times a jackpot game has been awarded is the third time. The second specific sound is a sound that makes it possible to recognize that the system is in a standby state. As an example, the second specific image DM2 may include a predetermined object (image). As an example, the second specific image DM2 is a demo movie. As an example, the first specific image DM1 and the second specific image DM2 may be partially or entirely the same. As an example, the second specific sound may include a predetermined sound effect, background music, voice, etc. For example, the first specific tone and the second specific tone may be partially or entirely the same.

[0109] Next, we will explain the process for executing various notifications. First, we will explain the first notification execution process for executing a prescribed notification. The first notification execution process is performed when the sub-CPU 51 is in a standby state and inputs a specific command or a variation start command. As described above, the specific command is output from the main board 40 based on the operation of the launch handle HD. In other words, the predetermined notification is executed when the player attempts to start playing. As an example, the sub-CPU 51 does not execute the first notification execution process while a special notification is being executed. In other words, the predetermined notification is not executed while a special notification is being executed.

[0110] As shown in Figure 8, when the first notification execution process starts, the sub-CPU 51 determines in step S100 whether the number of times a jackpot game has been awarded is less than the first number. For example, the sub-CPU 51 determines whether the number of times a jackpot game has been awarded is less than the first number by referring to award count information that can identify the number of times a jackpot game has been awarded, which is stored in the sub-RAM 53. For example, the award count information is updated by the sub-CPU 51 that inputs the award count command, based on the number of times a jackpot game has been awarded, which is identified from the award count command. At this time, the sub-CPU 51 updates the award count information so that it can also identify the number of times a first jackpot game has been awarded and the number of times a second jackpot game has been awarded, which are identified from the award count command. For example, the award count information can be initialized by operating predetermined operating means such as the performance button BT and the cross button JB in a predetermined manner. For example, the sub-CPU 51 stores in the sub-RAM 53 information that allows it to identify the number of times a jackpot game has been awarded, the number of times a first jackpot game has been awarded, and the number of times a second jackpot game has been awarded, when it is initialized. Then, the sub-CPU 51 updates the award count information by taking the difference between the number of times each award has been awarded identified based on this information and the number of times each award has been awarded identified from the award count command, and using this difference as the number of times a jackpot game has been awarded, the number of times a first jackpot game has been awarded, and the number of times a second jackpot game has been awarded.

[0111] If the number of times a jackpot game is awarded is not less than the first number (step S100: NO), that is, if the number of times a jackpot game is awarded is the first number, the sub-CPU 51 controls the performance display device EH and the speaker SP in step S101 to execute a predetermined notification according to the first mode. After that, the sub-CPU 51 terminates the first notification execution process.

[0112] If the number of times a jackpot game is awarded is less than the first number (step S100: YES), the sub-CPU 51 determines in step S102 whether the number of times a jackpot game is awarded is less than the second number. If the number of times a jackpot game is awarded is not less than the second number (step S102: NO), that is, if the number of times a jackpot game is awarded is the second number, the sub-CPU 51 controls the performance display device EH and the speaker SP in step S103 to execute a predetermined notification according to the second form. After that, the sub-CPU 51 terminates the first notification execution process.

[0113] If the number of times a jackpot game is awarded is less than the second number (step S102: YES), that is, if the number of times a jackpot game is awarded is the third number, the sub-CPU 51 controls the performance display device EH and the speaker SP in step S104 to execute a predetermined notification according to the third form. After that, the sub-CPU 51 terminates the first notification execution process.

[0114] As an example, in the first notification execution process, when the sub-CPU 51 executes a predetermined notification, if a specific notification is currently being executed, it controls the display device EH and speaker SP to execute the predetermined notification instead of the specific notification that is currently being executed. In other words, the specific notification terminates upon the execution of the predetermined notification.

[0115] Next, we will explain the second notification execution process for executing a specific notification. The second notification execution process is an operation that can be performed when the system is in a standby state. For example, the second notification execution process is executed at predetermined intervals (for example, every 3 minutes) when the system is in a standby state. The predetermined interval occurs every time a predetermined period of time longer than the execution time of a specific notification has elapsed.

[0116] As shown in Figure 9, when the second notification execution process starts, the sub-CPU 51 determines in step S200 whether the number of times a jackpot game has been awarded is the third time. If the number of times a jackpot game has been awarded is not the third time (step S200: NO), that is, if the number of times a jackpot game has been awarded is the first or second time, the sub-CPU 51 controls the performance display device EH and the speaker SP in step S201 to execute a specific notification according to the first mode. After that, the sub-CPU 51 terminates the second notification execution process.

[0117] If the number of times a jackpot game is awarded is the third time (step S200: YES), the sub-CPU 51 controls the performance display device EH and the speaker SP in step S202 to execute a specific notification according to the second form. After that, the sub-CPU 51 terminates the second notification execution process.

[0118] Next, we will explain the third notification execution process for executing the prescribed notification. The third notification execution process is performed when the first round of a specific jackpot game begins.

[0119] As shown in Figure 10, when the third notification execution process starts, the sub-CPU 51 determines in step S300 whether the number of times a specific jackpot game has been awarded is less than the fourth number. If the number of times a specific jackpot game has been awarded is not less than the fourth number (step S300: NO), that is, if the number of times a specific jackpot game has been awarded is the fourth number, the sub-CPU 51 controls the performance display device EH and the speaker SP in step S301 so that the prescribed notification according to the first mode is executed. After that, the sub-CPU 51 terminates the third notification execution process.

[0120] Furthermore, if the sub-CPU 51 has already executed a notification according to the first mode since power was supplied to the pachinko machine 10, it may choose not to execute the notification according to the first mode. In other words, after the sub-CPU 51 executes a notification according to the first mode because the number of times a particular jackpot game has been awarded has reached the fourth time, it may choose not to execute the notification according to the first mode until the number of times the particular jackpot game has been awarded is reset. In this case, the sub-CPU 51 may execute a different jackpot animation (for example, a jackpot animation that is executed when it is not a particular jackpot game) in place of the jackpot animation that is the notification. A different jackpot animation executed during a particular jackpot game can be said to be a notification that recognizes that the number of times the particular jackpot game has been awarded is greater than the fourth time.

[0121] If the number of times a particular jackpot game is awarded is less than the fourth number (step S300: YES), the sub-CPU 51 determines in step S302 whether the number of times a particular jackpot game is awarded is less than the fifth number. If the number of times a particular jackpot game is awarded is not less than the fifth number (step S302: NO), that is, if the number of times a particular jackpot game is awarded is the fifth number, the sub-CPU 51 controls the performance display device EH and the speaker SP in step S303 to execute the prescribed notification according to the second mode. After that, the sub-CPU 51 terminates the third notification execution process.

[0122] If the number of times a particular jackpot game is awarded is less than the 5th time (step S302: YES), the sub-CPU 51 determines in step S304 whether the number of times a particular jackpot game is awarded is less than the 6th time. If the number of times a particular jackpot game is awarded is not less than the 6th time (step S304: NO), that is, if the number of times a particular jackpot game is awarded is the 6th time, the sub-CPU 51 controls the performance display device EH and the speaker SP in step S305 to execute the prescribed notification according to the third mode. After that, the sub-CPU 51 terminates the third notification execution process.

[0123] If the number of times a particular jackpot game is awarded is less than the 6th time (step S304: YES), that is, if the number of times a particular jackpot game is awarded is the 7th time, the sub-CPU 51 controls the performance display device EH and the speaker SP in step S306 to execute the prescribed notification according to the 4th form. After that, the sub-CPU 51 terminates the 3rd notification execution process.

[0124] Next, we will explain the special notification and the fourth notification execution process for executing the special notification. For example, the fourth notification execution process is executed when a specific jackpot game ends.

[0125] As shown in Figure 11, when the fourth notification execution process starts, the sub-CPU 51 determines in step S400 whether the number of times a particular jackpot game has been awarded is less than the fourth number. If the number of times a particular jackpot game has been awarded is not less than the fourth number (step S400: NO), that is, if the number of times a particular jackpot game has been awarded is the fourth number, the sub-CPU 51 controls the performance display device EH and speaker SP in step S401 to execute a special notification. After that, the sub-CPU 51 terminates the fourth notification execution process. The sub-CPU 51 can execute special notifications until the award count information is initialized.

[0126] If the number of times a particular jackpot game is awarded is less than the fourth number (step S400: YES), the sub-CPU 51 determines in step S402 whether the number of times a particular jackpot game is awarded is less than the fifth number. If the number of times a particular jackpot game is awarded is less than the fifth number (step S402: YES), that is, if the number of times a particular jackpot game is awarded is the sixth or seventh number, the sub-CPU 51 terminates the fourth notification execution process.

[0127] If the number of times a particular jackpot game has been awarded is not less than the 5th award (step S402: NO), that is, if the number of times a particular jackpot game has been awarded is the 5th award, the sub-CPU 51 controls the performance display device EH and speaker SP in step S403 to execute a special notification. After that, the sub-CPU 51 terminates the 4th notification execution process. The sub-CPU 51 can continue to execute special notifications until the number of times a particular jackpot game has been awarded is no longer the 5th award, such as when a new jackpot game is awarded or the award count information is initialized.

[0128] Next, we will explain the fifth notification execution process for executing special notifications. For example, the fifth notification execution process is performed when the sub-CPU 51 inputs a special command. In other words, the fifth notification execution process is performed when a special flag is set when power supply is started (when the number of times a specific jackpot game has been awarded has reached the fourth time when power supply is cut off).

[0129] In the fifth notification execution process, the sub-CPU 51 controls the performance display device EH and speaker SP to execute a special notification. At this time, if a special notification is already being executed, the sub-CPU 51 controls the performance display device EH and speaker SP to continue executing the currently running special notification. After that, the sub-CPU 51 terminates the fifth notification execution process. The sub-CPU 51 can execute special notifications until the number of times the notification is assigned is initialized.

[0130] An example of how the above-mentioned notifications are implemented will be explained. Figure 12(a) shows a situation where a specific notification is executed when the number of times a jackpot game has been awarded is the first time. In this case, because the number of times a jackpot game has been awarded is the first time, the specific notification is executed in the first form. That is, the first specific image DM1 is displayed on the performance display device EH. Also, the first specific sound is output from the speaker SP. Now, suppose the player tries to start playing and operates the launch handle HD. As a result, a specific command is output from the main board 40. When the sub-CPU 51 receives the specific command, it executes the first notification execution process, thereby controlling the performance display device EH and the speaker SP to execute a predetermined notification. As a result, the predetermined notification is executed in the pachinko game machine 10.

[0131] As shown in Figure 12(b), when the number of times a jackpot is awarded is the first number, a predetermined notification according to the first mode is executed. In other words, the first predetermined image SG1 is displayed on the performance display device EH. Also, the first predetermined sound is output from the speaker SP. As described above, the sub-CPU 51 executes a predetermined notification (a predetermined notification according to the first mode) instead of a specific notification (a specific notification according to the first mode). As a result, the first predetermined image SG1 is displayed on the performance display device EH instead of the first specific image DM1. Also, the first predetermined sound is output from the speaker SP instead of the first specific sound.

[0132] Figure 13(a) shows a situation where a specific notification is executed when the number of times a jackpot game has been awarded is the second time. In this case, because the number of times a jackpot game has been awarded is the second time, the specific notification is executed in the first manner. That is, the first specific image DM1 is displayed on the performance display device EH. Also, the first specific sound is output from the speaker SP. Now, suppose the player tries to start playing and operates the launch handle HD. As a result, a specific command is output from the main board 40. When the sub-CPU 51 receives the specific command, it executes the first notification execution process, thereby controlling the performance display device EH and the speaker SP to execute a predetermined notification. As a result, the predetermined notification is executed in the pachinko game machine 10.

[0133] As shown in Figure 13(b), since the number of times a jackpot is awarded is the second number, a predetermined notification according to the second mode is executed. In other words, the second predetermined image SG2 is displayed on the performance display device EH. Also, the second predetermined sound is output from the speaker SP. As described above, the sub-CPU 51 executes a predetermined notification (a predetermined notification according to the second mode) instead of a specific notification (a specific notification according to the first mode). As a result, the second predetermined image SG2 is displayed on the performance display device EH instead of the first specific image DM1. Also, the second predetermined sound is output from the speaker SP instead of the first specific sound.

[0134] Thus, the specific notification can be executed in the first mode after a predetermined time has elapsed since the system was controlled to a standby state while the sub-RAM 53, acting as a storage means, was storing information indicating the number of times a jackpot game has been awarded is the first time. The specific notification can also be executed in the first mode after a predetermined time has elapsed since the system was controlled to a standby state while the sub-RAM 53, acting as a storage means, was storing information indicating the number of times a jackpot game has been awarded is the second time. The information indicating the number of times a jackpot game has been awarded is an example of the first information. The information indicating the number of times a jackpot game has been awarded is an example of the second information. The situation in which the sub-RAM 53, acting as a storage means, is storing information indicating the number of times a jackpot game has been awarded is an example of the first situation. The situation in which the sub-RAM 53, acting as a storage means, is storing information indicating the number of times a jackpot game has been awarded is an example of the second situation. The elapsed time since the system was controlled to a standby state is an example of the execution conditions for the specific notification. The first mode in which the specific notification is executed is an example of the specific mode.

[0135] Furthermore, the predetermined notification can be executed in the first mode by operating the launch handle HD when the sub-RAM 53, which serves as a storage means, stores information indicating that the number of times a jackpot game has been awarded is the first time. Furthermore, the predetermined notification can be executed in the second mode by operating the launch handle HD when the sub-RAM 53, which serves as a storage means, stores information indicating that the number of times a jackpot game has been awarded is the second time. The execution of the first notification process by operating the launch handle HD is an example of a predetermined condition being met triggered by the operation of the operating means.

[0136] As described above, the first notification execution process is performed in the standby state when the sub-CPU 51 inputs a specific command, as well as when it inputs a variation start command. Therefore, the execution mode of the predetermined notification explained using Figures 12 and 13 is valid even if the trigger for its execution is replaced with the start of the variation game without the launch handle HD being operated.

[0137] In other words, the predetermined notification can be executed when a game ball enters the first start port 12 or the second start port 13, triggering the start of a variable game. The predetermined notification can be executed in the first mode when the variable game starts without the launch handle HD being operated, while the sub-RAM 53, which acts as a storage means, stores information indicating that the number of times a jackpot game has been awarded is the first time. The predetermined notification can also be executed in the second mode when the variable game starts without the launch handle HD being operated, while the sub-RAM 53, which acts as a storage means, stores information indicating that the number of times a jackpot game has been awarded is the second time.

[0138] A situation in which a variable game starts without the launch handle HD being operated can occur, for example, after a so-called "grape" occurs, in the standby state, when the grape is resolved, and as a result, the game balls flowing down the game board YB enter the first start port 12 or the second start port 13. The grape is resolved, for example, by the passage of time or by an external impact. Another situation in which a variable game starts without the launch handle HD being operated can occur, for example, by directly inserting game balls into the first start port 12 or the second start port 13 during inspection at the time of shipment (manufacturing) of the pachinko game machine 10 (so-called "maintenance").

[0139] Figure 14(a) shows a situation where a special notification is executed when the number of times a jackpot game has been awarded is the first or second time, and the number of times a specific jackpot game has been awarded is the fourth time (specific number). In this case, because the number of times a jackpot game has been awarded is the first or second time, the special notification is executed in the first manner. Also, as described above, a special notification is executed when the number of times a specific jackpot game has been awarded reaches the fourth time (specific number). In other words, in this situation, a special notification is executed. For this reason, the first specific image DM1 and the special image TG1 are displayed on the performance display device EH. As an example, the special image TG1 is displayed with priority over the first specific image DM1. Here, displaying with priority means that the image that is displayed with priority is displayed on a relatively earlier layer. As an example, the image that is displayed with priority may or may not overlap part or all of the other image. Furthermore, prioritizing the display of an image may mean that the prioritized image is displayed relatively larger, or that it is displayed in a way that is easy to notice, such as by including animation.

[0140] Furthermore, because the specific notification and special notification according to the first mode are being executed, the speaker SP outputs the first specific sound and the special sound. For example, the special sound is output in priority to the first specific sound. Here, outputting in priority means that the sound outputting in priority is output as a relatively louder sound. Note that the special sound may be output in priority to the first specific sound because the first specific sound is not output. Also, outputting in priority may mean that the frequency range is relatively different from other sounds output at the same time. Now, suppose that while the specific notification and special notification according to the first mode are being executed, the player tries to start playing and operates the launch handle HD. As a result, the main board 40 outputs a specific command. The sub-CPU 51 has input the specific command, but does not execute the first notification execution process because the special notification is being executed. In other words, the sub-CPU 51 does not execute the predetermined notification.

[0141] As shown in Figure 14(b), when a player attempts to start a game and operates the launch handle HD while the specific notification and special notification according to the first mode are being executed, the predetermined notification is not executed, and the specific notification (specific notification according to the first mode) and special notification continue to be executed. Now, let's assume that the power supply to the pachinko game machine 10 is temporarily cut off. That is, let's assume that the power supply to the pachinko game machine 10 is cut off, and then the power supply is restored. From the premise, when the power supply is cut off, the pachinko game machine 10 has reached a specific number of times a specific jackpot game has been awarded. For this reason, a special flag is set in the main RAM 43. When the power supply is restored, the main CPU 41 outputs a special command because the special flag is set. The sub-CPU 51 executes the fifth notification execution process because it has received the special command. As a result, the special notification is executed.

[0142] As shown in Figure 14(c), when the special notification is executed, the special image TG1 is displayed on the performance display device EH. Additionally, a special sound is output from the speaker SP. However, due to the temporary interruption of power supply, the special notification according to the first mode ends. That is, the first special image DM1 is not displayed on the performance display device EH, and the first special sound is not output from the speaker SP.

[0143] Thus, even if the launch handle HD is operated while a special flag is set in the main RAM 43 as a memory means, the predetermined notification is not executed, and the special notification can be executed. Also, when the power supply is cut off while the special flag is set in the main RAM 43, and then the power supply is restarted, the special flag is retained. This makes it possible to execute the special notification when the power supply is restarted. The setting of a special flag in the main RAM 43 is an example of special information being stored in a memory means. The situation in which the special flag is set in the main RAM 43 is an example of a special situation. The operation of the launch handle HD in a special situation is an example of an event that satisfies a predetermined condition in a special situation. Note that the fact that the predetermined notification is not executed even when an event that satisfies a predetermined condition regarding the execution of the predetermined notification occurs may include the fact that the predetermined condition is not satisfied even when an event that satisfies a predetermined condition occurs, and the fact that the predetermined notification is not executed even when the predetermined condition is satisfied.

[0144] Figure 15(a) shows a situation where a specific notification is executed when the number of times a jackpot game has been awarded is the second time, and the number of times a particular jackpot game has been awarded is the fifth time. In this case, because the number of times a jackpot game has been awarded is the second time, the specific notification is executed in the first manner. As mentioned above, a special notification is executed when the number of times a particular jackpot game has been awarded reaches the fifth time. In other words, in this situation, a special notification is executed. For this reason, the first specific image DM1 and the special image TG2 are displayed on the performance display device EH. As an example, the special image TG2 is displayed with priority over the first specific image DM1.

[0145] Furthermore, the speaker SP outputs a first specific sound and a special sound. For example, the special sound is output in priority to the first specific sound. Now, suppose the player tries to start playing and operates the launch handle HD. As a result, the main board 40 outputs a specific command. When the sub-CPU 51 receives the specific command, it executes the first notification execution process, thereby controlling the performance display device EH and the speaker SP to execute a predetermined notification. As a result, the predetermined notification is executed in the pachinko game machine 10.

[0146] As shown in Figure 15(b), since the number of times a jackpot game is awarded is the second number, a predetermined notification according to the second mode is executed. That is, the second predetermined image SG2 is displayed on the performance display device EH. Also, the second predetermined sound is output from the speaker SP. As described above, the sub-CPU 51 executes a predetermined notification (a predetermined notification according to the second mode) instead of a specific notification (a specific notification according to the first mode). As a result, the second predetermined image SG2 is displayed on the performance display device EH instead of the first specific image DM1. Also, the second predetermined sound is output from the speaker SP instead of the first specific sound. Meanwhile, the special notification continues to be executed on the performance display device EH and the speaker SP. That is, the special image TG2 continues to be displayed on the performance display device EH. For example, the special image TG2 is displayed with priority over the second predetermined image SG2. Also, the special sound continues to be output from the speaker SP. For example, the special sound is output with priority over the second predetermined sound.

[0147] Now, let's assume that the power supply to the pachinko game machine 10 is temporarily cut off. That is, let's assume that the power supply to the pachinko game machine 10 is cut off, and then the power supply is restored. As per the premise, when the power supply is cut off, the number of times a specific jackpot game has been awarded to the pachinko game machine 10 has not reached a specific number. Therefore, the special flag is not set in the main RAM 43. When the power supply is restored, the main CPU 41 does not output a special command because the special flag is not set. The sub-CPU 51 executes the fifth notification execution process because it has received a special command. Therefore, even when the power supply is restored, the special notification is not executed. Also, because the power supply was temporarily cut off, the predetermined notification (predetermined notification according to the second mode) and the special notification are terminated (see Figure 15(c)).

[0148] Thus, a special notification can be executed when the main RAM 43 and sub-RAM 53, which serve as memory means, store information indicating that the number of times a particular jackpot game has been awarded is the fifth time (the number of times the second jackpot game has been awarded, and the award count information). At this time, the predetermined notification can be executed by operating the launch handle HD. In addition, the number of times a jackpot game has been awarded, the number of times the first jackpot game has been awarded, and the number of times the second jackpot game has been awarded, which are stored in the main RAM 43, are initialized when the power supply is cut off and then restored. Also, the information stored in the sub-RAM 53 is not retained when the power supply is cut off. In other words, the award count information is initialized when the power supply is cut off and then restored. The information indicating that the number of times a particular jackpot game has been awarded is the fifth time (the number of times the second jackpot game has been awarded, and the award count information) is an example of special information. A situation in which information indicating that the number of times a particular jackpot game has been awarded is the 5th time is an example of a special situation.

[0149] The effects of this embodiment will now be explained. (1-1) As described above, according to this embodiment, the specific notification is executed in the same first manner regardless of whether the number of times the jackpot game is awarded is the first or second time. On the other hand, the predetermined notification is executed in the first manner when the number of times the jackpot game is awarded is the first time by operating the launch handle HD, and is executed in the second manner when the number of times the jackpot game is awarded is the second time by operating the launch handle HD. In other words, the predetermined notification can be executed in a manner appropriate to the situation. Thus, the entertainment value of the predetermined notification can be enhanced.

[0150] (1-2) Furthermore, when the number of times a particular jackpot game has been awarded is the fourth time, a special notification is issued instead of the prescribed notification. This makes it possible to issue a situation-appropriate notification when the number of times a particular jackpot game has been awarded is the fourth time.

[0151] (1-3) Furthermore, when the number of times a particular jackpot game has been awarded is the 5th time, both the prescribed notification and the special notification can be executed. This makes it possible to execute notifications appropriate to the situation when the number of times a particular jackpot game has been awarded is the 5th time.

[0152] (1-4) Furthermore, even if the launch handle HD is not operated, the predetermined notification is executed in the first manner when the number of times the jackpot game is awarded is the first number, and when the number of times it is the second number, it is executed in the second manner, when the game ball enters the first start port 12 or the second start port 13. This allows the predetermined notification to be suitably executed even when the launch handle HD is not operated. For example, when a player is about to start playing on the pachinko game machine 10, the grapes that were generated in the pachinko game machine 10 may be eliminated by the impact transmitted when the player sits down on the chair set up for playing the pachinko game machine 10. In such a situation, a situation may occur where the standby state ends when the game ball enters the first start port 12 or the second start port 13 before the player operates the launch handle HD. Even in such cases, when a game ball enters the first start port 12 or the second start port 13, a predetermined notification is executed, allowing the player to recognize information regarding the pachinko game machine 10 through the predetermined notification at the start of the game.

[0153] (1-5) Furthermore, when the number of times a particular jackpot game has been awarded is the 4th time, the power supply is cut off, and even when the power supply is restored afterward, a special flag is retained. In other words, the state in which information indicating that the number of times a particular jackpot game has been awarded is the 4th time is retained. On the other hand, when the number of times a particular jackpot game has been awarded is the 5th time, when the power supply is cut off, and then when the power supply is restored afterward, the information indicating that the number of times a particular jackpot game has been awarded is not retained. In this way, by creating cases where the power supply is restored or not restored depending on the circumstances when the power supply is cut off, it is possible to provide notifications according to the situation.

[0154] (Second Embodiment) The second embodiment of the gaming 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.

[0155] In the second embodiment, if the number of times a jackpot game is awarded is the third time, the predetermined notification is not executed. That is, in step S102 of the first notification execution process, if the number of times a jackpot game is awarded is less than the second time (step S102: YES), the sub-CPU 51 terminates the first notification execution process without executing the process of step S104 in the first embodiment (see Figure 16). As an example, in this case, if the sub-CPU 51 is executing a specific notification, it controls the performance display device EH and the speaker SP to terminate the specific notification.

[0156] An example of how various notifications are executed in the second embodiment will be described. Figure 17(a) shows a situation where a specific notification is executed when the number of times a jackpot game has been awarded is the third time. In this case, because the number of times a jackpot game has been awarded is the third time, the specific notification is executed in the second manner. That is, the second specific image DM2 is displayed on the performance display device EH. Also, the second specific sound is output from the speaker SP. Now, suppose the player tries to start a game and operates the launch handle HD. As a result, a specific command is output from the main board 40. When the sub-CPU 51 receives the specific command, it executes the first notification execution process. The sub-CPU 51 does not execute the predetermined notification because the number of times a jackpot game has been awarded is the third time. Also, in the first notification execution process, the sub-CPU 51 controls the performance display device EH and the speaker SP to terminate the specific notification that is currently being executed. As a result, the display of the second specific image DM2 ends on the performance display device EH, and the output of the second specific sound from the speaker SP ends (see Figure 17(b)).

[0157] Figure 18(a) shows a situation where a specific notification is issued when the number of times a jackpot game has been awarded is the 3rd time, and the number of times a particular jackpot game has been awarded is the 5th time. The situation where the number of times a jackpot game has been awarded is the 3rd time, and the number of times a particular jackpot game has been awarded is the 5th time, when the number of times the 2nd jackpot game has been awarded is the 5th time (3), and the number of times the 1st jackpot game has been awarded is less than the difference between the 3rd and 5th times (0 or 1).

[0158] At this time, since the number of times a jackpot game has been awarded is the third time, the specific notification is executed in the second manner. Also, as mentioned above, when the number of times a specific jackpot game has been awarded reaches the fifth time, a special notification is executed. In other words, in this situation, a special notification is executed. For this reason, the second specific image DM2 and the special image TG2 are displayed on the performance display device EH. As an example, the special image TG2 is displayed with priority over the second specific image DM2.

[0159] Furthermore, the speaker SP outputs a second specific sound and a special sound. For example, the special sound is output in priority to the second specific sound. Now, suppose the player tries to start playing and operates the launch handle HD. As a result, a specific command is output from the main board 40. When the sub-CPU 51 receives the specific command, it executes the first notification execution process. The sub-CPU 51 does not execute the predetermined notification because the number of times a jackpot game has been awarded is the third time. Also, in the first notification execution process, the sub-CPU 51 controls the display device EH and the speaker SP to terminate the specific notification that is currently being executed. As a result, the display device EH stops displaying the second specific image DM2, and the speaker SP stops outputting the second specific sound (see Figure 18(b)).

[0160] Meanwhile, the special image TG2 is continuously displayed on the performance display device EH, and the special sound is continuously output from the speaker SP (see Figure 18(b)). Here, assume that the number of times the bonus is awarded is initialized by operating a predetermined operating means in a predetermined manner. As explained in the first embodiment, the special notification ends when the number of times the bonus is awarded for a particular jackpot game is no longer the 5th time. In other words, the special notification ends because the number of times the bonus is awarded is initialized. Therefore, the display of the special image TG2 ends on the performance display device EH, and the output of the special sound from the speaker SP ends (see Figure 18(c)).

[0161] Thus, in this embodiment, the specific notification can be executed after a predetermined time has elapsed since the system was controlled to a standby state while the sub-RAM 53, which serves as a storage means, was storing information indicating that the number of times a jackpot game has been awarded is the third time. On the other hand, even if the launch handle HD is operated while the sub-RAM 53, which serves as a storage means, is storing information indicating that the number of times a jackpot game has been awarded is the third time, the predetermined notification will not be executed.

[0162] Therefore, when the sub-RAM 53, which acts as a memory device, stores information indicating that the number of times a particular jackpot game has been awarded is the 5th time, the predetermined notification will not be executed even if the launch handle HD is operated when the sub-RAM 53, which acts as a memory device, stores information indicating that the number of times a jackpot game has been awarded is the 3rd time. The special notification then ends when the information indicating that the number of times a particular jackpot game has been awarded is erased (initialized) from the sub-RAM 53, which acts as a memory device.

[0163] The effects of this embodiment will now be explained. (2-1) According to this embodiment, the specific notification can be executed regardless of whether the number of times a jackpot game is awarded is the first, second, or third time. On the other hand, the predetermined notification is executed in the first manner when the number of times a jackpot game is awarded is the first time, executed in the second manner when it is the second time, and not executed when it is the third time. This makes it possible to execute notifications according to the situation.

[0164] (2-2) When the number of times a particular jackpot game has been awarded is the 5th time, when the number of times a jackpot game has been awarded is the 1st time or the 2nd time, both a specific notification and a prescribed notification can be issued. On the other hand, when the number of times a jackpot game has been awarded is the 3rd time, only a special notification can be issued. Furthermore, when the award count information indicating that the number of times a particular jackpot game has been awarded is the 5th time is deleted, the special notification can be terminated. Therefore, even when the number of times a particular jackpot game has been awarded is the 5th time, it is possible to determine whether the number of times a jackpot game has been awarded is the 1st time, the 2nd time, or the 3rd time. In addition, it is easy to recognize that the number of times a particular jackpot game has been awarded is no longer the 5th time based on the termination of the special notification.

[0165] 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. The examples given are that the form of the prescribed notification may differ depending on the number of times a jackpot game has been awarded, but it is not limited to these examples. For example, the form of the prescribed notification may differ depending on either or both the game situation and the performance situation. For example, the form of the prescribed notification may differ depending on the information indicating the number of times an event other than a jackpot game has occurred. For example, the form of the prescribed notification may differ depending on the number of times a particular jackpot game has been awarded, or depending on the number of variable games played during a predetermined period. Also, for example, the form of the prescribed notification may differ depending on the number of prize balls awarded during a predetermined period, or depending on the number of valid balls (number of game balls that reached the game area YBa) during a predetermined period, or depending on the number of jackpot games awarded during a predetermined period, or depending on the number of times a particular jackpot game has been awarded. Also, for example, the form of the prescribed notification may differ depending on the number of times a performance (for example, a particular performance) has been performed during a predetermined period. Furthermore, as an example, the form of the prescribed notification may be the number of times, within a prescribed period, the game state has been controlled from the first game state to a second game state that is more advantageous than the first game state. In this case, the second game state may be a game state that is even more advantageous than another game state that is more advantageous than the first game state. The prescribed period may be any period, and may be the entire period since the start of power supply, a period of consecutive wins, or a period of non-consecutive wins. Also, when it is not the prescribed period, the form of the prescribed notification may differ depending on the above information in the prescribed period. In this case, there may be multiple prescribed periods, and the form of the prescribed notification may differ depending on the information in any of the multiple prescribed periods (for example, the period with the most occurrences).

[0166] Furthermore, as an example, the form of the prescribed notification may differ depending on information other than the number of occurrences of a prescribed event. As an example, the form of the prescribed notification may differ depending on the customization status of the pachinko game machine 10. In this case, the prescribed notification can be said to be a notification of the current customization status. As an example, the form of the prescribed notification may differ depending on the current performance mode. A performance mode is associated with one or more game states. Multiple performance modes may be associated with one game state. As an example, there may be performance modes that are relatively advantageous to the player and performance modes that are relatively disadvantageous. As an example, the pachinko game machine 10 may be capable of issuing a notification that recognizes the current performance mode. Furthermore, as an example, the form of the prescribed notification may be determined (generated, counted, selected, etc.) based on one or more arbitrary pieces of information from the above-mentioned information. Furthermore, the form of each of the above-mentioned notifications may also differ depending on arbitrary information. The situations in which information for determining the type of notification is stored correspond to the first to third situations.

[0167] In addition to prescribed notifications, regulated notifications, specific notifications, special notifications, and special offers, other notifications may be available in the pachinko game machine 10. These other notifications may include, for example, expectation notifications indicating the likelihood of receiving a bonus. In this case, specific expectation notifications, which may be part or all of the expectation notifications, may take precedence over prescribed notifications by storing special information (information indicating that the number of times a particular jackpot game is awarded is the fourth time).

[0168] The priority of various notices may be changed at will. In other words, prescribed notices may have a higher or lower priority than specific notices. Also, prescribed notices may have a higher or lower priority than standard notices. Also, prescribed notices may have a higher or lower priority than special notices. Also, prescribed notices may have a higher or lower priority than special notices. Also, specific notices may have a higher or lower priority than standard notices. Also, specific notices may have a higher or lower priority than special notices. Also, standard notices may have a higher or lower priority than special notices. Also, standard notices may have a higher or lower priority than special notices.

[0169] • Various types of notifications may be issued under any circumstances. That is, prescribed notifications may be issued at the same time as any one or more notifications from among specific notifications, regulation notifications, special notifications, and special notifications. Also, specific notifications may be issued at the same time as any one or more notifications from among regulation notifications, special notifications, and special notifications. Also, regulation notifications may be issued at the same time as any one or more notifications from among special notifications and special notifications. In this case, while a special notification is being issued, some or all of any one or more notifications from among prescribed notifications, specific notifications, and regulation notifications may be restricted. Also, while a special notification is being issued, some or all of any one or more notifications from among prescribed notifications, specific notifications, and regulation notifications may be restricted. Also, while a regulation notification is being issued, some or all of any one or more notifications from among prescribed notifications, specific notifications, special notifications, and special notifications may be restricted. Also, while a specific notification is being issued, some or all of any one or more notifications from among prescribed notifications, regulation notifications, special notifications, and special notifications may be restricted. Furthermore, while a prescribed notification is being issued, some or all of one or more of the following types of notifications—specific notifications, prescribed notifications, special notifications, and special notices—may be restricted.

[0170] When deleting grant count information, the operation method may differ depending on the grant count information. For example, the operation method for initializing grant count information may differ when the grant count for a particular jackpot game is the 4th time and when it is the 5th time. In this case, the operation method when the grant count for a particular jackpot game is the 4th time may be more complex than when it is the 5th time. Note that a different operation method for a predetermined operating means may include a different operating means being operated on. In other words, a different operation method for a predetermined operating means may include a first operation method and a second operation method that operate on one of the first and second operating means, and an operation method that operates on both.

[0171] The pachinko game machine 10 does not need to have some or all of the performance buttons BT and the cross buttons JB. The example given for the trigger for the fulfillment of the predetermined conditions for the execution of the predetermined notification is the operation of the launch handle HD, but this is not limited to this. For example, the predetermined conditions may be fulfilled when an operation means other than the launch handle HD (e.g., the performance button BT or the directional buttons JB, etc.) is operated. Furthermore, the conditions may be fulfilled when one or more of these operation means are operated in a predetermined manner.

[0172] The manner in which the above various notifications are performed may be changed as appropriate. For example, each of the above various notifications may consist of one or more elements arbitrarily selected from the following: display of predetermined information (image) by the performance display device EH, output of predetermined sound by the speaker SP, predetermined illumination by the decorative lamp LA, and predetermined operation by the movable body.

[0173] The performance display device EH is not limited to being composed of one display unit capable of displaying various images, but may be composed of multiple display units. The performance display device EH may be composed in combination with a movable body configured to enable predetermined operations. Some or all of the one or more display units constituting the performance display device EH may be provided on the game board YB or on the mounting frame 11b.

[0174] The first and second variation games may be executed in the order in which the pending conditions are met. The pachinko game machine 10 can employ a specification that grants a high probability state until the next big win game, a specification that grants a high probability state until the player wins a fall-out lottery (so-called fall-out specification), or a specification that grants a high probability state until a specified number of variable games are completed (so-called ST specification). The pachinko game machine 10 can employ a specification that grants a high probability state on the condition that the game ball passes through a specific area (so-called V probability variation specification). The pachinko game machine 10 may also have a specification that combines the fall-out specification and the V probability variation specification. The pachinko game machine 10 may also have a specification that combines the ST specification and the V probability variation specification.

[0175] • The special symbol winning lottery may include not only the big win lottery but also the minor win lottery. If a minor win is achieved in the winning lottery, a minor win game (winning game) will be awarded after the special game ends. For example, the high probability non-time-saving state may be a state in which the number of times a minor win is achieved per unit time (frequency), or the number of times a minor win game is awarded per unit time (frequency), is increased compared to the low probability non-time-saving state (a so-called minor win rush specification). In other words, the high probability non-time-saving state may be a state in which a specific number of balls is more likely to increase.

[0176] The pachinko game machine 10 may be equipped with a complete function. The complete function is a function that controls the game to a stopped state when the maximum difference (so-called MY) after power-on reaches a predetermined number. For example, the maximum difference is counted by adding according to the awarding of prizes and subtracting from zero as the game medium is used. In addition, a complete function activation notification may be executed in response to the activation of the complete function, which allows the user to recognize that the complete function has been activated. While the complete function activation notification is being executed, the execution of some or all of the various notifications may be restricted. For example, while the complete function activation notification is being executed, the execution of a predetermined notification may be restricted. Also, for example, while the complete function activation notification is being executed, the execution of a specific notification may be restricted.

[0177] • Minor wins may be triggered by a game ball entering the starting slot, without going through a winning lottery. Furthermore, if the system is configured to allow for minor wins, it may adopt a specification classified as Type 2, in which a major win occurs when a game ball passes through the major prize slot 14 or a special area within another major prize slot.

[0178] The main CPU 41, main ROM 42, main RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed as desired.

[0179] The pachinko game machine 10 may have a sub-board 50 as a sub-overall control board, and may also have a display control board that specializes in controlling the performance display device EH, a light emission control board that specializes in controlling the decorative lamp LA, and a sound control board that specializes in controlling the speaker SP, separate from the sub-board 50. The sub-board may include such a sub-overall control board and other boards that control the performance. In addition, in this embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single board. Furthermore, the display control board, the light emission control board, and the sound control board may be arbitrarily combined to form one or more boards.

[0180] 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 equivalent to the winning game in a pachinko game machine 10.

[0181] Furthermore, some slot machines are configured to allow control over the game state, with multiple game states having different probabilities of winning specific roles such as the replay role (re-play role) during the role lottery. A game state in which the probability of winning specific roles such as the replay role is higher than in the normal game state (the so-called RT state) is advantageous for the player because it increases the number of balls held or reduces the number of balls held compared to the normal game state.

[0182] Furthermore, some slot machines can be controlled to a state (so-called AT state) in which the operation of the stop button to win a predetermined combination is announced. The AT state is advantageous for the player because it makes it easier to win the predetermined combination compared to the normal game state, resulting in an increase in the number of balls held, or a decrease in the number of balls held compared to the normal game state. Some slot machines that can be controlled to the AT state can perform a performance that mimics a bonus game in the AT state, or the number of balls held increases more easily in the AT state than in a bonus game. In such slot machines, the AT state can be said to be equivalent to a winning game in a pachinko game machine 10.

[0183] The technical concepts that can be understood from the above embodiments and modified examples are described below. (Note 1) A gaming machine comprising: a storage means capable of storing information relating to the game status; a notification means for executing notifications; a notification control means for controlling the notification means; and an operation means, wherein the notifications include predetermined notifications and specific notifications, the predetermined notifications are executable when predetermined conditions are met triggered by the operation of the operation means, the specific notifications are executable in a specific manner when the execution conditions for the specific notifications are met in a first situation in which first information is stored in the storage means, the specific notifications are executable in the specific manner when the execution conditions for the specific notifications are met in a second situation in which second information is stored in the storage means, the predetermined notifications are executable in a first manner when the predetermined conditions are met in the first situation, and are executable in a second manner when the predetermined conditions are met in the second situation.

[0184] (Note 2) A gaming machine comprising: a storage means capable of storing information relating to the game status; a notification means for executing notifications; a notification control means for controlling the notification means; and an operation means, wherein the notifications include predetermined notifications, specific notifications, and special notifications, the predetermined notifications are executable when predetermined conditions are met triggered by the operation of the operation means, the specific notifications are executable in a specific manner when the execution conditions for the specific notifications are met in a first situation in which first information is stored in the storage means, the specific notifications are executable in the specific manner when the execution conditions for the specific notifications are met in a second situation in which second information is stored in the storage means, the predetermined notifications are executable in a first manner when the predetermined conditions are met in the first situation, and the specific notifications are executable in a second manner when the predetermined conditions are met in the second situation, and even if an event occurs in a special situation in which special information is stored in the storage means that the predetermined conditions are met, the predetermined notifications are not executed and the special notifications are executable.

[0185] (Note 3) A gaming machine comprising: a storage means capable of storing information relating to the game status; a notification means for executing notifications; a notification control means for controlling the notification means; and an operation means, wherein the notifications include predetermined notifications, specific notifications, and special notifications, the predetermined notifications are executable when predetermined conditions are met triggered by the operation of the operation means, the specific notifications are executable in a specific manner when the execution conditions for the specific notifications are met in a first situation in which first information is stored in the storage means, the specific notifications are executable in the specific manner when the execution conditions for the specific notifications are met in a second situation in which second information is stored in the storage means, the predetermined notifications are executable in a first manner when the predetermined conditions are met in the first situation, the specific notifications are executable in a second manner when the predetermined conditions are met in the second situation, the special notifications are executable in a special situation in which special information is stored in the storage means, and the predetermined notifications are executable when the predetermined conditions are met.

[0186] (Note 4) A gaming machine comprising: a storage means capable of storing information relating to the game status; a notification means for executing notifications; a notification control means for controlling the notification means; and an operation means, wherein the notifications include predetermined notifications and specific notifications, the predetermined notifications are executable when predetermined conditions are met triggered by the operation of the operation means, the specific notifications are executable when the execution conditions for the specific notifications are met in a first situation in which first information is stored in the storage means, the specific notifications are executable when the execution conditions for the specific notifications are met in a second situation in which second information is stored in the storage means, and the specific notifications are executable when the execution conditions for the specific notifications are met in a third situation in which third information is stored in the storage means, the predetermined notifications are executable in a first manner when the predetermined conditions are met in the first situation, the specific notifications are executable in a second manner when the predetermined conditions are met in the second situation, and the predetermined notifications are not executed even if the predetermined conditions are met in the third situation.

[0187] (Note 5) The system comprises a storage means capable of storing information relating to the game status, a notification means for executing notifications, a notification control means for controlling the notification means, and an operation means, wherein the notifications include predetermined notifications, specific notifications, and special notifications, the predetermined notifications can be executed when predetermined conditions are met triggered by the operation of the operation means, the specific notifications can be executed when the execution conditions for the specific notifications are met in a first situation in which first information is stored in the storage means, the specific notifications can be executed when the execution conditions for the specific notifications are met in a second situation in which second information is stored in the storage means, and the specific notifications can be executed when the execution conditions for the specific notifications are met in a third situation in which third information is stored in the storage means, and the predetermined notifications are the A gaming machine that can be executed in the first mode when the predetermined conditions are met in the first situation, can be executed in the second mode when the predetermined conditions are met in the second situation, the predetermined notification is not executed even if the predetermined conditions are met in the third situation, the special notification can be executed in a special situation in which special information is stored in the storage means, the predetermined notification can be executed when the predetermined conditions are met while the first information is stored in the storage means, the predetermined notification is not executed even if the predetermined conditions are met while the third information is stored in the storage means, and the special notification is terminated when the special information is erased from the storage means or when other information is stored in place of the special information in the storage means.

[0188] (Note 6) The gaming machine as described in (Note 2), wherein the notification includes a special notification, the special notification can be executed in special circumstances in which special information is stored in the storage means, the predetermined notification can be executed when the predetermined conditions are met, the special information is retained when the power supply is interrupted in the special circumstances and then restarted, and the special information is not retained when the power supply is interrupted in the special circumstances and then restarted.

[0189] (Note 7) A gaming machine as described in any of (Notes 1) to (Note 6), wherein, while the execution of the specified notification is underway, the specified conditions are met in the first situation, allowing the specified notification to be executed in lieu of the specified notification, and while the execution of the specified notification is underway, the specified conditions are met in the second situation, allowing the specified notification to be executed in lieu of the specified notification.

[0190] (Note 8) The prescribed notification can be executed when special conditions are met triggered by a game ball entering a specific ball entry slot, the prescribed notification can be executed in the first manner when the special conditions are met but the prescribed conditions are not met in the first situation, and the prescribed notification can be executed in the second manner when the special conditions are met but the prescribed conditions are not met in the second situation, as described in any of (Notes 1) to (Note 7).

[0191] (Note 9) The aforementioned notification includes a specific expectation notification regarding the expected probability of the bonus being granted, and the aforementioned specific expectation notification can be executed in priority over the aforementioned prescribed notification when the aforementioned special conditions are met, according to any of the gaming machines described in (Note 1) to (Note 8). [Explanation of Symbols]

[0192] BT…Performance button DM…Specific image DM1…First specific image DM2…Second specific image EH…Performance display device ES…Performance device group HD…Launch handle JB…Cross buttons JBd…Down button JBl…Left button JBr…Right button JBu…Up button KG…Standard image KG1…First standard image KG2…Second standard image KG3…Third standard image KG4…Fourth standard image LA…Decorative lamp R…Display area SE1…First start sensor SE2…Second start sensor SE3…Count sensor SE4…Gate sensor SG…Predetermined image SG1…First predetermined image SG2…Second predetermined image SG3…Third predetermined image SL1…Normal solenoid SL2…Special solenoid SP…Speaker TG1…Special image TG2…Special image TSE…Specific sensor YB…Game board YBa…Game area YBb…Display window YBc…Launch passage YBd…Return prevention valve 10…Pachinko game machine 11…Frame 11a…Outer frame 11b…Mounting frame 12…First start opening 13…Second start opening 13a…Normal opening / closing piece 14…Big prize opening 14a…Special opening / closing piece 17…Gate 17a…Gate opening 18…Out opening 19a…First special symbol display device 19b…Second special symbol display device 19c…First hold display device 19d…Second hold display device 19e…Normal symbol display device 40…Main board 41…Main CPU 42…Main ROM 43…Main RAM 44…Random number generation circuit 46…RAM clear switch 50…Sub board 51…Sub CPU 52…Sub ROM 53…Sub RAM

Claims

[Claim 1] A storage means capable of storing information regarding the game situation, Notification means for executing notifications, A notification control means for controlling the notification means, Equipped with an operating means, The aforementioned notifications include prescribed notifications, specific notifications, and special notifications. The aforementioned predetermined notification can be executed when a predetermined condition is met, triggered by the operation of the aforementioned operating means. The aforementioned specific notification can be executed in a specific manner when the execution conditions for the specific notification are met in a first situation in which the first information is stored in the storage means, and can be executed in the aforementioned specific manner when the execution conditions for the specific notification are met in a second situation in which the second information is stored in the storage means. The aforementioned prescribed notification can be executed in the first manner if the prescribed conditions are met in the first situation, and can be executed in the second manner if the prescribed conditions are met in the second situation. A gaming machine that can execute the special notification in special circumstances in which special information is stored in the storage means, and can execute the predetermined notification when the predetermined conditions are met.