Gaming machine
The gaming machine addresses the lack of player engagement by displaying special images and performances that suggest winning probabilities, thereby enhancing the gaming experience through immersive visual and auditory interactions.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2026-03-13
- Publication Date
- 2026-05-19
AI Technical Summary
Existing gaming machines fail to effectively enhance player interest by consistently displaying images that suggest winning probabilities, limiting the game's engagement and enjoyment.
A gaming machine with a display mechanism that shows a special image suggesting winning probability, accompanied by a performance that overlaps with a predetermined image after a specific game, enhancing the visual and auditory experience.
Improves player engagement and enjoyment by providing a more immersive and interactive gaming experience through enhanced visual and auditory effects.
Smart Images

Figure 2026083379000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, in a pachinko gaming machine which is an example of a gaming machine, a variable game is executed based on a winning lottery result, and various images are displayed in relation to the variable game. For example, the gaming machine of Patent Document 1 can execute an effect that makes the player expect a win by displaying an image of a decorative symbol displayed during the execution of the variable game again in a plurality of consecutive variable games to be executed thereafter.
Prior Art Documents
Patent Documents
[0003]
Patent Document Ⅰ
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, when making the player expect a win by displaying the same image in a plurality of consecutive variable games, it is expected to further improve the interest in the game by further elaborating.
Means for Solving the Problems
[0005] The gambling machine that solves the above problems is a gambling machine comprising a display means for displaying an image and a winning lottery means for performing a winning lottery, wherein the display means is capable of displaying a special image in a special display area that suggests the probability of winning in the winning lottery, the display means is capable of executing a predetermined performance based on the establishment of a starting trigger, and when the variable game in which the predetermined performance is started is designated as a specific variable game, the predetermined performance may be executed until a special variable game is executed after the specific variable game has finished, and after the predetermined performance is executed, the predetermined performance image displayed by the predetermined performance is displayed so as to overlap with the special image, and in the state where the predetermined performance image overlaps, a part of the special image is visible. [Effects of the Invention]
[0006] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of a pachinko game machine. [Figure 2] This is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 3] This is a diagram showing the variation pattern. [Figure 4] This diagram shows the layout of the display area for displaying the running image and the pending image. [Figure 5] This diagram shows the types of special display modes for running images and pending images. [Figure 6] Figures (a) to (d) show the different presentation patterns for the hold branching effect. [Figure 7] This diagram shows the presentation patterns for the hold branching effect. [Figure 8] This is a timing chart showing an example of a hold branching animation and a hold animation. [Figure 9] This is a timing chart showing an example of a hold branching animation. [Figure 10]This is a timing chart showing an example of a hold branching animation and a hold animation. [Modes for carrying out the invention]
[0008] The following describes one embodiment of a pachinko game machine. In the following description, up, down, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. As shown in Figure 1, the pachinko game machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to the island equipment and a mounting frame 11b for mounting various game components. A frame window 11c is formed in the mounting frame 11b. A game board YB having a game area YBa is assembled to the mounting frame 11b. The mounting frame 11b includes protective glass (not shown) that seals the frame window 11c. The game area YBa of the game board YB is covered by the protective glass.
[0009] The pachinko game machine 10 is equipped with a launch handle HD. For example, the launch handle HD is located in the lower right portion of the mounting frame 11b. In the pachinko game machine 10, game balls are launched toward the game area YBa with an intensity corresponding to the amount of operation (rotation) of the launch handle HD.
[0010] The pachinko game machine 10 is equipped with a speaker SP. For example, the speaker SP is located on the front of the mounting frame 11b. The speaker SP is capable of performing a sound effect (hereinafter referred to as a sound effect) that outputs a predetermined sound. The predetermined sound may be music, sound effects, etc.
[0011] The pachinko game machine 10 is equipped with a decorative lamp LA. For example, the decorative lamp LA is provided on the front of the mounting frame 11b. The decorative lamp LA is capable of performing effects (hereinafter referred to as "lighting effects") by lighting, flashing, and extinguishing a built-in light-emitting element (not shown).
[0012] A roughly circular game area YBa is defined on the front of the game board YB when viewed from the front. The game board YB is mounted on the mounting frame 11b so that the game area YBa is visible through the frame window 11c. A display window YBb is formed approximately in the center of the game area YBa.
[0013] The pachinko game machine 10 is equipped with a first special symbol display device 19a and a second special symbol display device 19b as display devices capable of displaying a special symbol variation game (hereinafter referred to as a special game). The special symbol variation game includes a first special symbol variation game (hereinafter referred to as the first special game) and a second special symbol variation game (hereinafter referred to as the second special game). In a special game, predetermined symbols are displayed in a variable manner, and finally, a special symbol is displayed in a stopped manner. The special symbol is a symbol used to notify the result of an internal lottery (a lottery for winning a special symbol). The first special symbol display device 19a displays the first special game. The second special symbol display device 19b displays the second special game. In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "stopped display" means a state in which the type of displayed symbol does not change. With respect to symbols, "stopped display" and "derived" have the same meaning. In the pachinko game machine 10, the second special game is executed preferentially over the first special game. The first special game and the second special game are not executed simultaneously or in parallel. The special symbols include at least a jackpot symbol, which is an example of a jackpot display result, and a losing symbol, which is an example of a losing display result. The special symbols may also include a minor win symbol, which is an example of a minor win display result. In the pachinko game machine 10, if a jackpot is won in the special symbol winning lottery (hereinafter referred to as the special winning lottery), the jackpot symbol is derived in the special game, and after the special game for that jackpot is completed, a jackpot game is awarded. The special winning lottery is an example of a winning lottery.
[0014] The pachinko gaming machine 10 includes a first special hold display device 19c and a second special hold display device 19d as display devices for displaying information capable of specifying the number of special games on hold. The first special hold display device 19c displays information capable of specifying the number of first special games (hereinafter referred to as the first special hold number) whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet. The second special hold display device 19d displays information capable of specifying the number of second special games (hereinafter referred to as the second special hold number) whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet. As an example, the upper limit values of the first special hold number and the second special hold number are each 4.
[0015] The game board YB includes a normal symbol display device 19e. The normal symbol display device 19e displays a normal game. In the normal game, a predetermined symbol is variably displayed, and finally a normal symbol is derived. The normal symbol is a symbol for notifying the result of an internal lottery (lottery for winning the normal symbol). The normal symbol includes a normal winning symbol and a normal losing symbol. In the present embodiment, when winning the lottery for winning the normal symbol (hereinafter referred to as the normal winning lottery), a normal winning symbol is derived in the normal game, and after the end of the normal game, a normal winning game is awarded. The pachinko gaming machine 10 includes a normal hold display device 19f. The normal hold display device 19f displays information capable of specifying the number of normal games (normal hold number) whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet.
[0016] The pachinko gaming machine 10 includes an effect display device EH as an example of display means for displaying an image. The effect display device EH has an image display area R capable of displaying an image. The image display area R is, for example, a liquid crystal panel, an organic EL panel, or the like. The effect display device EH is assembled to the game board YB so that the image display area R can be visually recognized through the display window YBb when viewed from the front. The effect display device EH is capable of executing an effect (hereinafter referred to as a display effect) of displaying an image imitating a predetermined character or character.
[0017] In the performance display device EH, as one of the display performances, a performance symbol variation game (hereinafter referred to as a performance game) is displayed. In the performance game, a plurality of columns of performance symbols EZ are variably displayed, and finally a combination of performance symbols EZ (hereinafter referred to as a symbol combination) is derived. The performance symbol EZ (decoration symbol) is a symbol decorated with decorations such as characters and patterns, and is a symbol for diversifying the display performance. As an example, the performance game of this embodiment is performed by variably displaying (scroll-displaying) the performance symbols EZ of the left symbol column, the middle symbol column, and the right symbol column in a predetermined direction respectively.
[0018] The performance game starts together with the special game and ends together with the special game. In the performance game, a symbol combination corresponding to the special symbol derived in the special game is derived. When a jackpot symbol is derived in the special game, in the performance game, a jackpot symbol combination is derived. The jackpot symbol combination is a symbol combination in which the performance symbols EZ in all columns become the same performance symbol, such as "777". When a losing symbol is derived in the special game, in the performance game, a losing symbol combination is derived. The losing symbol combination is, as an example, a symbol combination in which the performance symbols EZ in at least a part of the columns are different from the performance symbols EZ in other columns, such as "778" and "787". Thus, the pachinko machine 10 has a special game and a performance game executed corresponding to the special game. In the following description, the special game and the performance game are collectively referred to as a "variation game".
[0019] In the game, a reach animation may be performed. A reach animation is an animation in the game that forms a reach and ultimately leads to a predetermined combination of symbols. A reach is a state in which the same animation symbol EZ is stopped and displayed in multiple specific rows of symbols (for example, the left row and the right row of symbols), and the animation symbol EZ continues to be displayed in other rows of symbols (for example, the middle row of symbols). There are two types of reach animations: a normal reach animation (hereinafter referred to as NR animation) and a super reach animation (hereinafter referred to as SR animation), which develops after the NR animation is performed and has a higher probability of awarding a jackpot after the end of the spinning game compared to the NR animation (hereinafter referred to as jackpot probability). An NR animation is an example of a normal reach animation. An SR animation is an example of a special reach animation.
[0020] The pachinko game machine 10 is equipped with a first start port 12. The first start port 12 is always open so that game balls can be inserted into it. The pachinko game machine 10 is equipped with a first start sensor SE1 that detects game balls that have entered the first start port 12 (see Figure 2). In the pachinko game machine 10, when a game ball is detected by the first start sensor SE1, the conditions for holding the first special game may be met, and the conditions for paying out a predetermined number of prize balls are also met.
[0021] The pachinko game machine 10 includes a second start port 13 that opens into the game area YBa. The pachinko game machine 10 includes a second start sensor SE2 that detects game balls that have entered the second start port 13 (see Figure 2). In the pachinko game machine 10, when a game ball is detected by the second start sensor SE2, the conditions for holding the second special game may be met, and the conditions for paying out a predetermined number of prize balls may also be met. The pachinko game machine 10 includes a standard variable member 13a that can operate between an open state in which game balls can enter the second start port 13 and a closed state in which game balls cannot enter the second start port 13. In the closed state, game balls can enter the second start port 13, but it may be more difficult for them to enter compared to the open state. The pachinko game machine 10 includes a standard solenoid SL1 as an example of a means for operating the standard variable member 13a (see Figure 2). The normally adjustable member 13a is operated to the open state during normal gameplay.
[0022] The pachinko game machine 10 is equipped with a large prize opening 14 that opens into the game area YBa. The pachinko game machine 10 is equipped with a special variable member 14a, which is an example of a means that can operate between an open state in which game balls can enter the large prize opening 14 and a closed state in which game balls cannot enter the large prize opening 14. In the closed state, game balls can enter the large prize opening 14, but it may be more difficult to enter than in the open state. The pachinko game machine 10 is equipped with a special solenoid SL2 as an example of a means that operates the special variable member 14a (see Figure 2). The special variable member 14a is operated to the open state in a game where a special symbol is hit. The pachinko game machine 10 is equipped with a count sensor SE3 that detects game balls that have entered the large prize opening 14 (see Figure 2). In the pachinko game machine 10, when a game ball is detected by the count sensor SE3, the conditions for paying out a predetermined number of prize balls are met.
[0023] The pachinko game machine 10 is equipped with a gate 17 through which game balls flowing down the game area YBa can pass (enter). The pachinko game machine 10 is equipped with a gate sensor SE4 that detects game balls passing through the gate 17 (see Figure 2). The pachinko game machine 10 is configured such that when a game ball is detected by the gate sensor SE4, the conditions for holding a normal game may be met, while the conditions for paying out prize balls are not met.
[0024] In this embodiment, the performance display device EH, speaker SP, and decorative lamp LA are each performance devices that execute performances and constitute a group of performance devices DE (see Figure 2). The group of performance devices DE is not limited to including all of the performance display device EH, speaker SP, and decorative lamp LA, but may be composed of one or more performance devices that can be arbitrarily selected from among these performance devices.
[0025] Next, we will explain the game state of the pachinko machine 10. The pachinko game machine 10 is equipped with a probability variation function that changes the probability of winning a jackpot to a high probability, an entry assistance function that assists in the entry of game balls into the second start opening 13, and a time reduction function that shortens the variation time of special games. The game state in the pachinko game machine 10 is composed of a combination of the operating states (operated and inoperable) of these functions.
[0026] This section explains the probability variation function (hereinafter referred to as the probability variation function). The pachinko game machine 10 has multiple probability states, each with a different probability of winning a jackpot. These multiple probability states include a low probability state and a high probability state, where the probability of winning a jackpot is higher than in the low probability state. When the probability variation function is activated, the probability state shifts from the low probability state to the high probability state, increasing the likelihood of winning a jackpot. Therefore, the high probability state is advantageous for the player. The high probability state is what is known as the "probability variation state (probability variation state)".
[0027] Let me explain the ball entry assistance function. The ball entry assistance function is a function that supports the entry of game balls into the second starting port 13, and is a so-called "electric support function". The pachinko game machine 10 has multiple ball entry rate states, which are states in which the rate of game balls entering the second starting port 13 differs. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the entry rate is higher than that of the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state shifts from the low ball entry rate state to the high ball entry rate state, making it easier to meet the conditions for starting the second special game. For this reason, the high ball entry rate state is advantageous for the player.
[0028] For example, a high ball-scoring rate state can be achieved by executing one of the three controls described below, or by executing a combination of multiple controls. The first control is a control that shortens the variation time of a normal game compared to the low ball-scoring rate state. The second control is a control that changes the probability of a normal win in a normal win lottery to a higher probability than in the low ball-scoring rate state. The second control may be a control in which the normal win lottery itself is not performed in the low ball-scoring rate state, but in the high ball-scoring rate state, the normal win lottery is performed at a predetermined probability. The third control is a control that lengthens the total opening time of the normal variable member 13a in one normal win game compared to the low ball-scoring rate state. As for the third control, it is preferable to perform at least one of the following controls: a control that increases the number of times the normal variable member 13a is opened in one normal win game compared to the low ball-scoring rate state, and a control that lengthens the opening time of the normal variable member 13a in one normal win game compared to the low ball-scoring rate state.
[0029] Next, we will explain the time-saving function (hereinafter referred to as the time-saving function). The pachinko game machine 10 has multiple variation time states, each with a different variation time (average variation time) for the special game. These multiple variation time states include a long variation time state and a short variation time state, in which the average variation time of at least the second special game is shorter than that of the long variation time state. When the time-saving function is activated, the variation time state shifts from the long variation time state to the short variation time state, increasing the number of special games that can be played in a unit of time. In other words, the efficiency of consuming the reserved special games is improved. In this embodiment, the time-saving function operates in conjunction with the ball entry assistance function. That is, the time-saving function operates together with the ball entry assistance function and is deactivated together with the ball entry assistance function.
[0030] In this embodiment, there are three game states: a normal state, a first advantageous state, and a second advantageous state. The normal state is a game state in which the probability variation function, ball entry assistance function, and time reduction function are all inactive. The first advantageous state is a game state in which the probability variation function, ball entry assistance function, and time reduction function are all inactive. The second advantageous state is a game state in which the probability variation function is inactive, but the ball entry assistance function and time reduction function are inactive. The pachinko game machine 10 is not limited to having three game states, and some or all of them may be different game states in which the functions that are activated among the probability variation function, ball entry assistance function, and time reduction function are changed. Furthermore, there may be one or two game states, or four or more.
[0031] Next, I will explain what a jackpot is. The pachinko game machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. The type of jackpot symbol is also the type of jackpot. Jackpot symbols are classified into one or more types. In this embodiment, they are classified into two types: specific symbols and normal symbols. In the pachinko game machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).
[0032] 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 identifies the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a round of games is played up to a predetermined maximum number of times, during which the large prize slot 14 is opened. Each round of games ends when a predetermined maximum number of game balls enter the slot, or when a predetermined maximum time has elapsed. In the round of games, the large prize slot 14 is opened in a predetermined opening pattern. A round sequence of events is performed during each round of games. In a jackpot game, once the final round of games has ended, 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 identifies the end of a jackpot game. The jackpot game ends when the ending time has elapsed.
[0033] In the pachinko game machine 10, the game state after the jackpot game ends is controlled according to the type of jackpot symbol (type of jackpot). For example, for certain symbols, the game state is controlled to a first advantageous state from the end of the jackpot game until the next jackpot game is awarded. For normal symbols, the game state is controlled to a second advantageous state from the end of the jackpot game until a predetermined number of special games are completed, or until the next jackpot game is awarded. However, the game state after the jackpot game may be controlled to a first advantageous state if the game ball that entered the large prize pocket 14 passes through a specific area (the so-called V-zone), and if it does not pass through the specific area, the game state after the jackpot game may be controlled to a second advantageous state.
[0034] Next, we will explain the electrical configuration of the pachinko game machine 10. As shown in Figure 2, 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 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.
[0035] The main board 40 will be explained in detail. The main board 40 comprises a CPU 41, a ROM 42, an RWM 43, and a random number generation circuit 44. The CPU 41 executes processes related to the progress of the game by running the main control program. The ROM 42 stores the main control program, judgment values used for various judgments and lotteries, and tables. The ROM 42 stores multiple types of variation patterns. A variation pattern is information that can identify the variation time from the start to the end of a special game.
[0036] As shown in Figure 3, the variation patterns include jackpot variation patterns, losing reach variation patterns, and losing variation patterns. The jackpot variation patterns include variation pattern HP2, in which an NR (No-Reach) animation is performed in the performance game and a jackpot symbol combination is ultimately derived, and variation pattern HP4, in which an NR animation is performed followed by an SR (Super-Reach) animation and a jackpot symbol combination is ultimately derived. The losing reach variation patterns include variation pattern HP3, in which an NR animation is performed in the performance game and a losing symbol combination is ultimately derived, and variation pattern HP5, in which an NR animation is performed followed by an SR (Super-Reach) animation and a losing symbol combination is ultimately derived. In addition, there is a losing variation pattern HP1, in which no reach animation is performed in the performance game and a losing symbol combination is ultimately derived. RWM43 stores various information that is rewritten according to the processing result of CPU41. As an example, the information that RWM43 stores is flags, counters, and timers. The random number generation circuit 44 generates hardware random numbers.
[0037] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The CPU 41 can receive detection signals output by each of the sensors SE1 to SE4 when they detect a game ball. The main board 40 is connected to a plurality of display units 19a to 19f. The CPU 41 can control the display content of the plurality of display units 19a to 19f. The main board 40 is connected to solenoids SL1 and SL2. The CPU 41 can control the opening modes of the second start opening 13 and the big prize opening 14.
[0038] Next, we will describe the sub-board 50. The sub-board 50 comprises a CPU 51, a ROM 52, and an RWM 53. The CPU 51 performs processing related to the game's presentation by executing a sub-control program. The ROM 52 stores the sub-control program and judgment values used for predetermined lotteries. The ROM 52 also stores display presentation data used for display presentations, light-emitting presentation data used for light-emitting presentations, and sound presentation data used for sound presentations. The RWM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the RWM 53 includes flags, counters, and timers. The sub-board 50 is configured to generate software random numbers through random number generation processing by the CPU 51.
[0039] Sub-board 50 is connected to the performance display device EH. The CPU 51 can control the display content of the performance display device EH. Sub-board 50 is connected to the speaker SP. The CPU 51 can control the output content of the speaker SP. Sub-board 50 is connected to the decorative lamp LA. The CPU 51 can control the light emission mode of the decorative lamp LA.
[0040] Next, we will explain the various processes performed by CPU41. The CPU 41 performs timer interrupt processing, such as special symbol input processing and special symbol start processing, at predetermined control cycles (for example, every 4ms).
[0041] This section explains the special symbol input process. The 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 CPU 41 determines whether or not the first special reserve number stored in the RWM 43 is less than the upper limit (4 in this embodiment). If the first special reserve number is less than the upper limit, the CPU 41 updates the first special reserve number by adding 1. The CPU 41 controls the first special reserve display device 19c to display information that allows identification of the updated first special reserve number. Thus, the reserve condition for the first special game is met when the first special reserve number is less than the upper limit and a game ball is detected by the first start sensor SE1.
[0042] Next, the 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 RWM 43. For example, the random numbers may be winning random numbers used in the special winning lottery, winning symbol random numbers used to determine the winning symbols, and variation pattern random numbers used to determine the variation pattern. The 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 RWM 43, the pachinko game machine 10 can postpone the execution of the first special game until the start conditions for the first special game are met.
[0043] When the CPU 41 stores random number information for the first special game in the RWM 43, if no game ball has entered the first start port 12 and the number of first special reserves is not less than the upper limit, the CPU 41 determines whether a detection signal has been input from the second start sensor SE2 to determine whether a game ball has entered the second start port 13. If a game ball has entered the second start port 13, the CPU 41 determines whether the number of second special reserves stored in the RWM 43 is less than the upper limit (4 in this embodiment). If the number of second special reserves is less than the upper limit, the CPU 41 updates the number of second special reserves by adding 1. The CPU 41 controls the second special reserve display device 19d to display information that allows identification of the updated number of second special reserves. Thus, the reserve condition for the second special game is met when the number of second special reserves is less than the upper limit and a game ball is detected by the second start sensor SE2.
[0044] Next, the CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the RWM 43. The CPU 41 stores the random number information in a manner that allows it to identify that it is random number information to be used for the second special game and in 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 RWM 43, the pachinko game machine 10 can postpone 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 RWM 43, and no game balls have entered the second start port 13, and the number of second special reserves is not less than the upper limit, the CPU 41 terminates the special symbol input process.
[0045] In the special symbol input process, if the CPU 41 has stored the random number information for the first special game in the RWM 43, it performs command setting processing. Command setting processing is included in the special symbol input process.
[0046] In the command setting process, CPU 41 determines whether the numerical value corresponding to the acquired winning random number is a winning value that will result in a special winning lottery described later, or a losing value that will result in a loss. Next, if it is a winning value, CPU 41 identifies a winning variation pattern to be selected from among the winning variation patterns based on the numerical value corresponding to the acquired variation pattern random number. Then, CPU 41 stores a winning pre-read command as a control command in the output buffer based on the identified information. The winning pre-read command can identify information indicating the first special reserve number when the random number was acquired, information indicating that the numerical value corresponding to the acquired winning random number is a winning value, and information indicating the winning variation pattern selected by the numerical value corresponding to the acquired variation pattern random number.
[0047] On the other hand, if the value is an outlier, the CPU 41 identifies a variation pattern to be selected from a group of variation patterns consisting of outlier variation patterns and outlier reach variation patterns, based on the numerical value corresponding to the acquired variation pattern random number. Then, the CPU 41 stores an outlier look-ahead command as a control command in the output buffer based on the identified information. The outlier look-ahead command can identify information indicating the first special reserve number when the random number was acquired, information indicating that the numerical value corresponding to the acquired winning random number is an outlier, and information indicating the variation pattern selected by the numerical value corresponding to the acquired variation pattern random number.
[0048] The jackpot pre-read command or the loss pre-read command stored in the output buffer is output to the CPU 51 of the sub-board 50 in the output processing of the next cycle and beyond. The command setting process in this embodiment is performed for the first special game and not for the second special game. The CPU 41 that has set the jackpot pre-read command or the loss pre-read command performs processing related to the second special game in the special symbol input processing described above. In the following description, when the jackpot pre-read command and the loss pre-read command are not distinguished, they will be referred to as "pre-read command". In the command setting process of this embodiment, each time a game ball is detected by the CPU 41 and the first start sensor SE1, a variation pattern indicating the variation content (including variation time) of the variation game (first special game) whose execution is suspended is identified.
[0049] Next, we will explain the process for initiating the special pattern. CPU41 determines whether the conditions for starting a special game are met. CPU41 makes a positive determination if it is not during a jackpot game and the special game is not in progress. CPU41 makes a negative determination if it is during a jackpot game or the special game is in progress. If the conditions for starting a special game are not met, CPU41 terminates the special symbol start process. If the conditions for starting a special game are met, CPU41 determines whether the second special reserve number is greater than zero. If the second special reserve number is zero, CPU41 determines whether the first special reserve number is greater than zero. If the first special reserve number is zero, CPU41 terminates the special symbol start process.
[0050] If the first special reserve number is greater than zero, the CPU 41 performs the process of executing the first special game. Specifically, the CPU 41 decrements the first special reserve number by 1 and updates it. The CPU 41 controls the first special reserve display device 19c to display information that allows identification of the updated first special reserve number. The CPU 41 obtains the first stored random number information from the RWM 43 among the random number information for the first special game. The CPU 41 uses the winning random number identified from the obtained random number information to perform a special win lottery (jackpot determination) to determine whether or not a jackpot has been won. The CPU 41 performs the special win lottery at a jackpot probability corresponding to the current probability state (whether or not the probability variation function is activated). The CPU 41 that performs the special win lottery is an example of a win lottery means.
[0051] If a jackpot is won, CPU 41 performs a jackpot variation process. In the jackpot variation process, CPU 41 uses a random number that can be determined from the random number information to draw for the jackpot symbols and determines the jackpot symbols to be derived in the first special game. CPU 41 uses a random number that can be determined from the random number information to draw for the variation pattern and determines the jackpot variation pattern. After that, CPU 41 terminates the special symbol start process.
[0052] If a jackpot is not won, the CPU 41 performs a losing spin process. In the losing spin process, the CPU 41 determines the losing symbols to be derived in the first special game. The CPU 41 uses random numbers that can be identified from the random number information to perform a spin pattern determination lottery and determines either a losing reach spin pattern with a reach, or a losing spin pattern without a reach. After that, the CPU 41 terminates the special symbol start process. In this embodiment, whether to execute a reach animation in the animation game is determined by whether to determine a losing spin pattern or a losing reach spin pattern, but it is also possible to determine whether or not to execute a reach animation and then determine either a losing reach spin pattern or a losing spin game according to the result of that determination.
[0053] If the second special reserve number is greater than zero, CPU 41 performs the process to execute the second special game. The process to execute the second special game is the same as the process to execute the first special game, but with "first special game" replaced by "second special game" and "first special reserve number" replaced by "second special reserve number," so a detailed explanation is omitted. In other words, CPU 41 subtracts the second special reserve number, performs a special win lottery, and performs one of the following variable processes based on the result of the special win lottery, before ending the special symbol start process.
[0054] The CPU 41 outputs a spin start command and a special symbol command to the sub-board 50 during the jackpot spin processing and the loss spin processing. The spin start command is a control command that can specify the spin pattern determined in each spin processing and the start of the spin game. The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each spin processing. Note that the spin start command and the special symbol command are different control commands when the spin processing of the first special game is executed and when the spin processing of the second special game is executed.
[0055] When the special symbol start process is completed, the CPU 41 executes either the first special game or the second special game through a process separate from the special symbol start process. Specifically, when the CPU 41 executes the first special game, it controls the first special symbol display device 19a to start displaying the variation of a predetermined symbol. The CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the CPU 41 controls the first special symbol display device 19a to derive the special symbol determined in the special symbol start process. Also, when the variation time defined in the variation pattern has elapsed, the CPU 41 outputs a control command that can identify the end of the variation game (hereinafter referred to as the variation end command) to the sub-board 50.
[0056] When the CPU 41 is to execute the second special game, it controls the second special symbol display device 19b to start displaying a predetermined symbol variation. The CPU 41 measures the variation time specified in the variation pattern. When the variation time specified in the variation pattern has elapsed, the CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. Also, when the variation time specified in the variation pattern has elapsed, the CPU 41 outputs a variation end command to the sub-board 50.
[0057] Next, we will explain the processing of jackpot wins. The jackpot game processing is the process for awarding a jackpot game. When the CPU 41 derives a jackpot symbol in a special game, it executes the jackpot game processing after the special game for the jackpot has ended. Based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing, the CPU 41 identifies the type of jackpot game. The CPU 41 then awards the identified type of jackpot game.
[0058] First, the CPU 41 outputs a control command (hereinafter referred to as the opening command) to the sub-board 50 that can identify the start of the opening time. Once the opening time has elapsed, the CPU 41 performs processing to execute a round game. That is, the CPU 41 controls the special solenoid SL2 using the identified opening control data for the jackpot game to open the jackpot opening 14. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit, or when the above-mentioned upper limit time has elapsed, the CPU 41 controls the special solenoid SL2 to close the jackpot opening 14, thereby ending the round game. The CPU 41 repeats this processing to execute a round game until the maximum number of round games specified for the jackpot game have been completed. Each time a round game is started, the CPU 41 outputs a control command (hereinafter referred to as the round command) to the sub-board 50 that can identify the start of the round game.
[0059] When the final round of gameplay ends, CPU 41 outputs a control command (hereinafter referred to as the ending start command) to sub-board 50 that can identify the start of the ending time. When the ending time has elapsed, CPU 41 terminates the jackpot game. CPU 41 may also be configured to output a control command (hereinafter referred to as the ending end command) to sub-board 50 that can identify the elapsed ending time.
[0060] This section explains the probability transition process, which involves changing the probability state. When CPU 41 finishes a jackpot game based on a specific symbol, it stores a high probability flag in RWM 43. In other words, CPU 41 controls the game to a high probability state. On the other hand, when CPU 41 finishes a jackpot game based on a normal symbol, it does not store a high probability flag in RWM 43. In other words, CPU 41 controls the game to a low probability state. When CPU 41 starts a jackpot game and a high probability flag is stored, it erases that high probability flag. In other words, CPU 41 controls the game to a low probability state during a jackpot game.
[0061] This section describes the process of transitioning the ball entry rate state and the fluctuation time state. When a jackpot game based on a specific symbol or a jackpot game based on a normal symbol ends, CPU 41 stores an activation flag in RWM 43. In other words, CPU 41 controls the game to a high ball entry rate state and a short fluctuation time state. When a special game that has been played for the number of times it has been activated after the end of a jackpot game based on a normal symbol ends, CPU 41 clears the activation flag stored in RWM 43. In other words, after a jackpot game based on a normal symbol ends and the special game that has been activated for the number of times it has been activated ends, CPU 41 controls the game to a low ball entry rate state and a long fluctuation time state. When a jackpot game is started and an activation flag is stored, CPU 41 clears the activation flag. In other words, during a jackpot game, CPU 41 controls the game to a low ball entry rate state and a long fluctuation time state. Furthermore, when the CPU 41 transitions to a different game state (probability state, ball entry rate state, and variation time state), it outputs a control command to the sub-board 50 that allows the player to identify the new game state.
[0062] Next, we will explain the various processes performed by the CPU 51 on the sub-board 50. First, let's explain the process of triggering a big win. The jackpot animation processing is the process of executing the animations that occur during a jackpot game (hereinafter referred to as the jackpot animation). When the CPU 51 receives an opening command, it controls the animation device group DE to execute the opening animation. When the CPU 51 receives a round command, it controls the animation device group DE to execute the round animation. When the CPU 51 receives an ending start command, it controls the animation device group DE to execute the ending animation. When the CPU 51 receives an ending end command, it controls the animation device group DE to end the ending animation.
[0063] 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 being played. When the CPU 51 receives a variation start command and a special symbol command, it controls the performance device group DE, including the performance display device EH, to execute the performance game corresponding to the special game. For example, when the CPU 51 receives a variation start command, it selects a performance pattern (performance content) for the performance game based on the variation pattern that can be identified from the control command. Also, when the CPU 51 receives a special symbol command, it determines the symbol combination to be derived in the performance game based on the special symbol that can be identified from the command. If the CPU 51 can identify a winning symbol from the special symbol command, it determines the winning symbol combination. If the CPU 51 can identify a losing symbol from the special symbol command, it determines the losing symbol combination.
[0064] Furthermore, the CPU 51 determines whether the conditions for executing a reach animation (hereinafter referred to as the reach condition) are met. For example, the reach condition is met when a winning variation pattern or a losing reach variation pattern is determined. When the reach condition is met and the winning symbols can be identified from the special symbol command, the CPU 51 determines the EZ animation symbols that constitute the winning symbol combination as the EZ animation symbols for the reach. When the reach condition is met and the losing symbols can be identified from the special symbol command, the CPU 51 determines a losing symbol combination that includes a reach. When the reach condition is not met and the losing symbols can be identified from the special symbol command, the CPU 51 determines a losing symbol combination that does not include a reach.
[0065] The CPU 51 starts the performance game by controlling the performance display device EH to begin displaying the variations of each performance symbol EZ upon input of a variation start command. The CPU 51 controls the performance display device EH so that the performance game is played according to the selected performance pattern during the variation time defined in the variation pattern. The CPU 51 can control the performance device group DE to execute various effects while the performance game is running. If the CPU 51 identifies a variation pattern in which an NR effect is executed from the input variation start command, it controls the performance device group DE so that the NR effect is executed at a predetermined timing after the performance game has started. If the CPU 51 identifies a variation pattern in which an SR effect is executed from the input variation start command, it controls the performance device group DE so that the SR effect is executed at a predetermined timing after the performance game has started.
[0066] Then, after starting the performance game, CPU 51 derives the symbol combinations when a variation end command is input. Alternatively, CPU 51 may derive the symbol combinations based on the elapsed variation time defined in the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.
[0067] Next, we will describe the screen layout when displaying the execution image H0 and the pending images H1 to H4 in the image display area R of the performance display device EH. As shown in Figure 4, in the image display area R, a performance game is displayed that changes the performance symbol EZ, as indicated by the white arrow in the figure. Below the image display area R, the hold display areas HR1 to HR4 are set to be arranged from left to right in this order, and are areas that display hold images H1 to H4, which correspond to the number of performance games that are currently being held. Hold display area HR1 displays hold image H1, which indicates the first (first) held special game (number of holds = 1). Hold display area HR2 displays hold image H2, which indicates the second (second) held special game (number of holds = 2). Hold display area HR3 displays hold image H3, which indicates the third (third) held special game (number of holds = 3). Hold display area HR4 displays hold image H4, which indicates the fourth (last) held special game (number of holds = 4). In other words, hold display areas HR1 to HR4 each correspond to special games with a hold count of 1 to 4, respectively. The reserved images H1-H4 are displayed according to the number of reserved balls in the first special game when the game is in the normal state. On the other hand, when the game is in the first or second advantageous state, the reserved images H1-H4 are displayed according to the number of reserved balls in the second special game. Reserved images H1-H4 are circular in shape, for example.
[0068] To the left of the pending display areas HR1 to HR4, there is an execution display area HR0, which is set up to display the execution image H0 related to the currently running performance game. For example, in the pachinko game machine 10, when a new special game is pending and the number of pending games becomes 4, and the pending image H4 is displayed in the pending display area HR4, the pending image H4 will be displayed in the order of pending display area HR4 → HR3 → HR2 → HR1 each time a previously pending special game is started. When the conditions for starting the special game are met and the special game is started (played), the pending image H1 displayed in the pending display area HR1 moves from the pending display area HR1 to the execution display area HR0 and is displayed as the execution image H0. That is, the shape of the execution image H0 is also circular, similar to the pending images H1 to H4. When the pending image H1 moves from the pending display area HR1 to the execution display area HR0, the area of the pending image H1 expands, so the area of the execution image H0 becomes larger than the area of the pending image H1. Thus, the execution image H0 is a different image from the performance symbol EZ, and is displayed in the execution display area HR0 during the execution of the variable game. The execution image H0 is an example of a special image.
[0069] In pachinko machine 10, even when a special game is pending, pending images H1-H4 are not displayed during the execution of an SR (Super Rare) effect. Similarly, even when a special game is in progress, execution image H0 is not displayed during the execution of an SR effect. In other words, during the execution of a special game in which an SR effect is performed, execution image H0 and pending images H1-H4 are displayed during the period from the start of the special game until the start of the SR effect. On the other hand, during the execution of a special game in which an SR effect is not performed, execution image H0 and pending images H1-H4 are displayed from the start of the special game until its end.
[0070] The reserved images H1 to H4 can be displayed in two ways: a white display and a special display that is not white. Regardless of whether reserved images H1 to H4 are displayed in the white display or the special display, they will be displayed in the various display ways from the moment the special game corresponding to reserved images H1 to H4 is reserved. In the pachinko game machine 10, by displaying one of the reserved images H1 to H4 shown on the performance display device EH in the special display, it is possible to perform a reserved image pre-reading performance that suggests the expected probability of a big win in the special game corresponding to reserved images H1 to H4 and the content of the performance game to be performed during the execution of the special game. In this embodiment, the reserved image pre-reading performance is performed for the first special game in the normal state.
[0071] This section explains the special display modes for the pending images H1 to H4. As shown in Figure 5, there are four types of special display modes for the held images H1 to H4, each with a different color. The expected probability of a jackpot and the content of the performance are suggested differently depending on the type of display mode for the held images H1 to H4. The blue display mode suggests a higher probability of a jackpot than the white display mode, and also suggests that an NR or SR performance will be executed in the performance game. The green display mode suggests a higher probability of a jackpot than the white and blue display modes, and, similar to the blue display mode, suggests that an NR or SR performance will be executed in the performance game. The red display mode suggests a higher probability of a jackpot than the white, blue, and green display modes, and also suggests that an SR performance will be executed in the performance game. The rainbow display mode suggests a higher probability of a jackpot than the white, blue, green, and red display modes, and also suggests that a winning combination of symbols will be derived in the performance game.
[0072] As described above, in this embodiment, when the special game is started (played) due to the fulfillment of the conditions for starting the special game, the held image H1 moves to the execution display area HR0 and is displayed as the execution image H0. For this reason, in this embodiment, the execution image H0 is displayed in the same display manner as the held image H1 immediately before the conditions for starting the special game are fulfilled. That is, the display manner of the execution image H0 also includes white, blue, green, red, and rainbow display manners, similar to the display manners of the held images H1 to H4. The display manner of the execution image H0 suggests the expected probability of winning the special game corresponding to the execution image H0 and the content of the performance game that is performed during the execution of the special game. In this embodiment, the display manner of the held images H1 to H4 does not change from the time they are displayed until they are displayed as the execution image H0. Among the display manners of the execution image H0, the white display manner is an example of the first manner, and the blue and green display manners are examples of the second manner. Furthermore, among the display modes of the execution image H0, the red display mode and the rainbow display mode are examples of the third mode.
[0073] When the hold pre-read animation is executed and the hold image H1 is displayed in a special display mode, if the conditions for starting the special game are met, the execution image H0 will also be displayed in the same special display mode as the hold image H1 immediately before the conditions for starting the special game were met. In this embodiment, the display mode of the execution image H0 suggests the expected probability of a big win in the special game corresponding to the execution image H0 and the content of the animation game to be performed during the execution of the special game.
[0074] This section explains the process for displaying pending status. The hold display process is a process performed by the CPU 51 in the normal state when a pre-read command is input, and it is a process for displaying hold images H1 to H4. When the CPU 51 receives a pre-read command, it stores the value of the pre-read command in the memory area of the RWM 53 corresponding to the first special hold number that can be identified from the pre-read command. The RWM 53 has memory areas corresponding to the first special hold number = 1, the first special hold number = 2, the first special hold number = 3, and the first special hold number = 4. The RWM 53 also has a memory area corresponding to the first special game that is currently running. In the following explanation, the memory area corresponding to the special game that is currently running will be referred to as the memory area corresponding to the first special hold number = 0. For example, when the CPU 51 receives a pre-read command that can identify the first special hold number = 3, it stores the value of the command in the memory area corresponding to the first special hold number = 3 that can be identified.
[0075] When CPU 51 receives a look-ahead command, it checks if a special display flag is stored in RWM 53. The special display flag is stored in RWM 53 when either the execution image H0 or any of the pending images H1 to H4 are displayed in a special display mode. If the special display flag is stored in RWM 53, CPU 51 determines that the pending image to be displayed will be in white, regardless of the type of variation pattern that can be identified from the input look-ahead command.
[0076] If no special display flag is stored in RWM53, CPU51 identifies the variation pattern of the first special game from the input pre-read command. Based on the identified variation pattern, CPU51 determines the display mode of the hold image to be displayed in the hold display area corresponding to the number of first special hold identified from the input pre-read command, and displays the hold image in the determined display mode. At this time, CPU51 determines the display mode of the hold image from different tables depending on the type of variation pattern identified.
[0077] When CPU 51 identifies fluctuation pattern HP1, which is normally a miss, it determines the display mode of the held image from the first fluctuation table. The first fluctuation table is the table in which the display mode of the held image is determined to be white. In other words, when CPU 51 identifies fluctuation pattern HP1 from the input pre-read command, it decides not to execute the held pre-read animation.
[0078] When CPU 51 identifies either fluctuation pattern HP2 or HP3 in which the NR effect is executed, it determines the display mode of the held image from the second fluctuation table by drawing a predetermined random number. The second fluctuation table is a table that determines one of the following display modes for the held image: white, blue, green, or rainbow. Depending on whether the identified fluctuation pattern is fluctuation pattern HP2 (jackpot) or fluctuation pattern HP3 (miss), the distribution values of random numbers corresponding to each display mode differ in the second fluctuation table, with the probability of a jackpot increasing in the order of white < blue < green < rainbow. Note that if the identified fluctuation pattern is fluctuation pattern HP3, the distribution values of random numbers corresponding to the rainbow display mode are set to 0.
[0079] Similarly, when CPU 51 identifies either variation pattern HP4 or HP5 in which the SR effect is executed, it determines the display mode of the held image from the third variation table by drawing predetermined random numbers. The third variation table is a table that determines one of the following display modes for the held image: white, blue, green, red, and rainbow. Depending on whether the identified variation pattern is variation pattern HP4 (jackpot) or variation pattern HP5 (miss), the distribution values of random numbers corresponding to each display mode differ in the third variation table, with the probability of a jackpot increasing in the order of white < blue < green < red < rainbow. Note that if the identified variation pattern is variation pattern HP5, the distribution values of random numbers in the third variation table are set to 0 for the rainbow display mode.
[0080] Next, the CPU 51 stores a value that identifies the display mode of the determined hold image in the memory area of the RWM 53 corresponding to the first special hold number that can be identified from the pre-read command. In the following explanation, the value that identifies the display mode of the hold image stored in the memory area corresponding to the first special hold number will be referred to as the "hold identifiable value". The CPU 51 determines the display mode of the hold images H1 to H4 to be displayed in the hold display areas HR1 to HR4 by referring to the hold identifiable value stored corresponding to the first special hold number. Then, the CPU 51 controls the performance display device EH to display the hold image in the hold display area corresponding to the first special hold number that can be identified from the pre-read command, among the hold display areas HR1 to HR4, in the display mode determined as described above. By executing this process, the CPU 51 can make it clear that the probability of a big win is higher when the hold pre-read performance is executed than when the hold pre-read performance is not executed. In addition, if the CPU 51 displays the hold image in a special display mode, it stores a special display flag in the RWM 53.
[0081] When CPU 51 receives the command to start the variation of the first special game, it stores the value of the pre-read command and the specific hold value stored in the memory area corresponding to the first special hold number = 1 in the memory area corresponding to the first special hold number = 0 in RWM 53. CPU 51 stores the value of the pre-read command and the specific hold value stored in the memory area corresponding to the first special hold number = 2 in the memory area corresponding to the first special hold number = 1. CPU 51 stores the value of the pre-read command and the specific hold value stored in the memory area corresponding to the first special hold number = 3 in the memory area corresponding to the second special hold number = 2. CPU 51 stores the value of the pre-read command and the specific hold value stored in the memory area corresponding to the first special hold number = 4 in the memory area corresponding to the first special hold number = 3. At this time, CPU 51 erases the value of the pre-read command and the specific hold value stored in the memory area corresponding to the first special hold number = 4.
[0082] Next, we will explain the hold effect in the pachinko game machine 10. In the pachinko game machine 10, when the execution image H0 is displayed in blue or green, and the variable game that starts when the execution image H0 is displayed is a variable game based on the variable pattern HP3 (NR effect (miss)), a hold effect can be performed in which the execution image H0, which is displayed in a special display mode, is retained even after the end of the variable game. In this specification, when we say "the image is retained," we mean that the image is continuously displayed in the same display mode over a period of time during which multiple consecutive variable games are executed. In the following description, when the execution image H0 is displayed in blue or green, and the variable game that starts when the execution image H0 is displayed is based on the variable pattern HP3, it is referred to as a "specific variable game."
[0083] The hold effect is an effect that can be executed by a lottery using a predetermined random number when a predetermined condition is met when a specific variable game starts. The predetermined condition is that one or more variable games held in reserve when the specific variable game starts include a variable game based on variable pattern HP4 or variable pattern HP5 in which the SR effect is executed. In the following explanation, when one or more variable games held in reserve when the specific variable game starts include one variable game based on variable pattern HP4 or variable pattern HP5, that variable game will be referred to as a "special variable game". If multiple variable games based on variable pattern HP4 or variable pattern HP5 are held in reserve when the specific variable game starts, the variable game that is executed first among those multiple reserved variable games will be referred to as a "special variable game". In other words, a special variable game is a variable game that is held in reserve when the specific variable game starts and is executed one to four times after the specific variable game.
[0084] When the hold effect is executed, the execution image H0, displayed in blue or green, is held from the time the execution image H0 is displayed until a predetermined timing during the execution of a special variation game that is performed after the specific variation game has ended. The predetermined timing is a set timing that is before the timing at which a reach effect (NR effect) can be started during the execution of the special variation game. In the pachinko game machine 10, the execution of the hold effect suggests that an NR effect or SR effect will be executed not only during the execution of the specific variation game, but also after the specific variation game has ended, during the execution of a variation game that is started up to a predetermined timing during the execution of the special variation game. When the hold effect is executed, the execution image H0 suggests the expected probability of a big win in the special game based on variation pattern HP4 or variation pattern HP5 that is performed after the special game that is started when the execution image H0 is displayed, and the content of the effect game that is performed during the execution of the special game. On the other hand, when the hold effect is not executed, the execution image H0 suggests the expected probability of a big win in the special game that is started when the execution image H0 is displayed, and the content of the effect game that is performed during the execution of the special game.
[0085] Furthermore, in the pachinko game machine 10, when the execution image H0 is held until a predetermined timing during the execution of a special variation game, the display mode of the execution image H0 may change to a display mode that indicates a higher probability of winning than the display mode of the execution image H0 currently being displayed. For example, if the execution image H0 is displayed in blue or green when a specific variation game is started and is held until a predetermined timing during the execution of the special variation game, the display mode of the execution image H0 may change from blue or green to red at the predetermined timing.
[0086] Next, we will explain the hold branching effect that is performed during the execution of a specific variable game. The Hold Branch effect is an effect that is executed during the execution of an NR effect during the execution of a specific variable game. Specifically, the Hold Branch effect is an effect that is executed during the execution of an NR effect when the variable game that was started when the execution image H0 is displayed in blue or green is a variable game based on the variable pattern HP3. The Hold Branch effect has a success effect result and a failure effect result. When the Hold Branch effect results in a success effect, it becomes possible to determine whether the Hold effect will be executed. In other words, the Hold Branch effect is an effect that allows the player to understand whether or not the Hold effect will be executed. The Hold Branch effect is an example of a specific effect. The success effect result of the Hold Branch effect is an example of the first result, and the failure effect result of the Hold Branch effect is an example of the second result.
[0087] As shown in Figures 6(a) to (d), the hold branching effect is an effect in which the result of a successful or unsuccessful effect depends on whether or not the hold image HG, which consists of the string "HOLD", is displayed overlapping the execution image H0. Figures 6(a) to (d) show an example of the hold branching effect. Figure 6(a) shows the situation in which the NR effect is being executed during the execution of a specific variable game. At this time, the execution image H0 is displayed in blue. Subsequently, as shown in Figure 6(b), after a predetermined time has elapsed since the start of the NR effect, the hold image HG is displayed in the image display area R, and an effect is executed in which the hold image HG moves toward the execution display area HR0.
[0088] As shown in Figure 6(c), if the hold branching animation is successful, the hold image HG, which has moved toward the execution display area HR0, is displayed overlapping with the execution image H0. At this time, because the hold image HG is displayed on a layer prior to the execution image H0, a part of the execution image H0 becomes invisible, but the display mode of the execution image H0 remains identifiable. In the following explanation, the image displayed with the hold image HG and the execution image H0 overlapping is referred to as the hold continuation image. The hold continuation image is an example of a predetermined image. The display of the hold continuation image makes it possible to identify that the hold branching animation has been successful. The hold continuation image is displayed until the end of the variable game immediately preceding the special variable game. As mentioned above, the special variable game is a variable game that is executed one to four times after a specific variable game. Therefore, the hold continuation image is displayed until the end of any of the variable games: the specific variable game, the variable game one time after the specific variable game, the variable game two times after the specific variable game, and the variable game three times after the specific variable game. Thus, the hold-continue image may be displayed continuously until the specific variation game ends, or it may continue to be displayed even after the specific variation game has ended.
[0089] As shown in Figure 6(d), if the hold branching animation fails, the hold image HG, which has moved toward the execution display area HR0, is erased before it overlaps with the execution image H0. In other words, the hold continuation image is not displayed. Thus, in the hold branching animation, the hold image HG moves toward the execution display area HR0, and if the hold branching animation is successful, the hold image HG and the execution image H0 are displayed overlapping. For this reason, the hold branching animation can be said to be an animation that suggests that the result of the hold branching animation may be a successful result. Furthermore, by executing such a hold branching animation during the execution of the NR animation during the execution of a specific variable game, it becomes possible to determine whether or not the hold animation will be executed before the specific variable game ends.
[0090] This section describes the hold animation process that allows CPU 51 to execute the hold animation and the hold branch animation. When the CPU 51 receives a command to start the variation of the first special game, it identifies a variation pattern that can be determined from the input variation start command, and also refers to the reserved value stored in the memory area corresponding to the first special reserved number = 0 of the RWM 53, thereby determining the display mode of the execution image H0.
[0091] If the CPU 51 identifies variation pattern HP3 from the input variation start command and determines that the display mode of execution image H0 is either blue or green, the CPU 51 decides to execute the hold branch effect. However, if the CPU 51 does not identify variation pattern HP3 from the input variation start command, or does not determine that the display mode of execution image H0 is either blue or green, the CPU 51 decides not to execute the hold branch effect.
[0092] If it is decided to execute the hold branching sequence, the CPU 51 refers to the value of the pre-read command stored in the memory area corresponding to each of the first special hold numbers = 1 to 4 of the RWM 53 (hereinafter, these memory areas are collectively referred to as the hold memory area). The CPU 51 then determines whether a value of a pre-read command that can identify variation pattern HP4 or variation pattern HP5 is stored in the hold memory area. If a value of a pre-read command that can identify variation pattern HP4 or variation pattern HP5 is stored in the hold memory area, the CPU 51 stores in the variation counter of the RWM 53 a value that can identify the first special hold number corresponding to the memory area where the value of the pre-read command is stored. Furthermore, the CPU 51 stores in the RWM 53 a value that can identify the variation pattern (either variation pattern HP4 or variation pattern HP5) identified from the value of the pre-read command that can identify variation pattern HP4 or variation pattern HP5 as variation pattern information for the special variation game. For example, if a value for a pre-read command that can identify the variation pattern HP4 is stored in the memory area corresponding to the first special reserve number = 1, the CPU 51 stores "1" in the variation counter and also stores a value that can identify the variation pattern HP4 as variation pattern information for the special variation game.
[0093] Furthermore, if multiple pre-read command values that can identify variation pattern HP4 or variation pattern HP5 are stored in the reserved memory area, the CPU 51 stores in the variation counter a value that can identify the first special reserved number corresponding to the memory area where the variation game is executed first among the multiple memory areas where the pre-read command values are stored. In addition, the CPU 51 stores in the RWM 53 a value that can identify the variation pattern identified from the pre-read command value stored in the memory area where the variation game is executed first among the multiple memory areas where the pre-read command values that can identify variation pattern HP4 or variation pattern HP5 are stored, as variation pattern information for the special variation game. For example, suppose that the memory area corresponding to the first special reserved number = 2 stores a pre-read command value that can identify variation pattern HP5, and the memory area corresponding to the first special reserved number = 4 stores a pre-read command value that can identify variation pattern HP4. In this case, the CPU 51 stores "2" in the variation counter and also stores a value that can identify variation pattern HP5 as variation pattern information for the special variation game.
[0094] Furthermore, if a pre-read command value that can identify variable pattern HP4 or variable pattern HP5 is stored in the hold memory area, the CPU 51 stores the hold-enabled information in the RWM 53 as information that can identify that the hold effect is in a state where it can be executed. On the other hand, if a pre-read command value that can identify variable pattern HP4 or variable pattern HP5 is not stored in the hold memory area, the CPU 51 does not store the hold-enabled information in the RWM 53.
[0095] By having the CPU 51 perform such processing, the pachinko game machine 10 can determine whether or not a variation game based on variation pattern HP4 or variation pattern HP5, in which an SR effect is executed, is included in one or more variation games that are held in reserve when a specific variation game is started (whether or not a predetermined condition is met).
[0096] Next, the CPU 51 determines whether or not to execute the hold animation based on the hold-possible information stored in the RWM 53, the variation pattern information of the special variation game, and the value of the variation counter. If the hold-possible information is not stored in the RWM 53, the CPU 51 decides not to execute the hold animation. On the other hand, if the hold-possible information is stored in the RWM 53, the CPU 51 determines whether or not to execute the hold animation by drawing a predetermined random number based on the variation pattern that can be identified from the variation pattern information of the special variation game (hereinafter referred to as the special variation pattern) and the value of the variation counter.
[0097] Specifically, the CPU 51 determines whether to execute the hold animation in such a way that when the value of the fluctuation counter is between 2 and 4, the proportion of executions of the special fluctuation pattern as a jackpot pattern is higher than when the value is 1.
[0098] If a decision is made as to whether or not to execute the hold animation, the CPU 51 determines the animation pattern for the hold branch animation based on the decision as to whether or not to execute the hold animation. As shown in Figure 7, the hold branching animation has multiple animation patterns defined, from animation patterns EP1 to EP8. Animation pattern EP1 is the animation pattern that results in a failure in the hold branching animation. On the other hand, animation patterns EP2 to EP8 are the animation patterns that result in a success in the hold branching animation.
[0099] The performance patterns EP2 to EP5 are performance patterns that can be determined when the display mode of the retained execution image H0 is blue, and the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game differs depending on the type of performance pattern. Similarly, the performance patterns EP6 to EP8 are performance patterns that can be determined when the display mode of the retained execution image H0 is green, and the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game differs depending on the type of performance pattern.
[0100] For example, performance pattern EP2 is a performance pattern that can be determined when the display mode of the held execution image H0 is blue, and the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game is also blue. For example, performance pattern EP7 is a performance pattern that can be determined when the display mode of the held execution image H0 is green, and the final display mode of the execution image H0 displayed after a predetermined timing during the execution of the special variation game is red.
[0101] The CPU 51 determines the presentation pattern for the hold branching presentation using different tables depending on whether it has decided not to perform the hold presentation or to perform it. Furthermore, if the CPU 51 has decided to perform the hold presentation, it determines the presentation pattern for the hold branching presentation using different tables depending on whether the display mode identified from the hold-specific value stored in the memory area corresponding to the first special hold number = 0 of the RWM 53 is a blue display mode or a green display mode.
[0102] If CPU 51 decides that the hold animation will not be executed, it determines the animation pattern for the hold branch animation from the first animation table. The first animation table is the table in which animation pattern EP1 is determined. In other words, if CPU 51 decides that the hold animation will not be executed, it determines the animation pattern that results in a failed animation.
[0103] On the other hand, the CPU 51 decides that a hold animation will be executed, and if the display mode identified from the specific hold value stored in the memory area corresponding to the first special hold number = 0 of the RWM 53 is the blue display mode, it determines the animation pattern for the hold branch animation from the second animation table by drawing predetermined random numbers based on the special variation pattern. The second animation table is a table in which one of the animation patterns EP2 to EP5 is determined as the animation pattern for the hold branch animation. In the second animation table, the distribution value of random numbers corresponding to each animation pattern differs depending on whether the special variation pattern is a winning variation pattern or a losing variation pattern, and the random numbers are distributed so that the final display mode of the execution image H0 is blue < green < red < rainbow in order of increasing probability of winning the special variation game. Note that in the second animation table, if the special variation pattern is a losing variation pattern, the random numbers are distributed so that the distribution value corresponding to the rainbow display mode is 0.
[0104] Furthermore, if the CPU 51 decides that a hold animation will be executed, and the display mode identified from the specific hold value stored in the memory area corresponding to the first special hold number = 0 of the RWM 53 is the green display mode, then the CPU 51 determines the animation pattern for the hold branch animation from the third animation table by drawing predetermined random numbers based on the special variation pattern. The third animation table is a table in which one of the animation patterns EP6 to EP8 is determined as the animation pattern for the hold branch animation. In the third animation table, the distribution value of random numbers corresponding to each animation pattern differs depending on whether the special variation pattern is a winning variation pattern or a losing variation pattern, and the random numbers are distributed so that the final display mode of the execution image H0 increases in the order of green < red < rainbow. Note that in the third animation table, if the special variation pattern is a losing variation pattern, the random numbers are distributed so that the distribution value corresponding to the rainbow display mode is 0.
[0105] When the CPU 51 decides to execute the hold branching animation and determines the animation pattern for the hold branching animation, it controls the animation display device EH to execute the hold branching animation based on the determined animation pattern at a predetermined time after the NR animation has started. In particular, when the CPU 51 determines an animation pattern for the hold branching animation that results in a successful animation, it controls the animation display device EH to display the hold image HG superimposed on the execution image H0 at a predetermined timing during the execution of the hold branching animation.
[0106] Furthermore, if the CPU 51 decides to execute the hold animation, after a specific variation game ends, the CPU 51 decrements the value of the variation counter stored in the RWM 53 by 1 each time a variation start command is entered. The CPU 51 can determine that a special variation game has started when the decremented value of the variation counter becomes 0, and can also determine that a predetermined timing has been reached during the execution of the special variation game by counting the elapsed time since the start of the special variation game.
[0107] If the CPU 51 decides to execute the hold effect, it controls the effect display device EH to continue displaying the execution image H0 in the display mode at the start of the specific variable game until a predetermined timing during the execution of the special variable game. Furthermore, the CPU 51 determines the timing at which the SR effect will start by counting the elapsed time since the start of the special variable game. Then, the CPU 51 controls the effect display device EH to display the execution image H0 in the final display mode defined by the effect pattern of the determined hold branch effect during the period from the predetermined timing during the execution of the special variable game until before the SR effect starts. If the CPU 51 does not decide to execute the hold effect, it clears the execution image H0 when the specific variable game ends and controls the effect display device EH to display the execution image H0 again when the variable start command for the next variable game after the specific variable game is entered.
[0108] Furthermore, if the CPU 51 decides to execute the hold effect, it updates the value of the pre-read command without updating the hold-specific value stored in the memory area corresponding to the first special hold number = 0, even if a variation start command is entered, up to a predetermined timing during the execution of the special variation game. Then, at a predetermined timing during the execution of the special variation game, the CPU 51 stores a hold-specific value that can identify the final display mode defined by the effect pattern of the hold branch effect in the memory area of the RWM 53 corresponding to the first special hold number = 0. By executing this process, even if the hold effect is executed, the memory area of the RWM 53 corresponding to the first special hold number = 0 stores a hold-specific value that can identify the display mode of the displayed execution image H0 during the period from the start of the specific variation game until before the SR effect starts during the execution of the special variation game.
[0109] Furthermore, when the CPU 51 determines the presentation pattern for the hold branch presentation that results in a successful presentation, it controls the presentation display device EH to continue displaying the hold continuation image until the special variation game starts. In addition, when the special variation game ends, the CPU 51 erases the variation pattern information and hold-possible information for the special variation game stored in the RWM 53.
[0110] Next, we will explain the special display flag clearing process performed by CPU 51. When the "end variation" command is entered, CPU 51 checks if a special display flag is stored in RWM 53. If the special display flag is stored, CPU 51 checks if the value of the variation counter is greater than 0. The variation counter stores a value greater than 0 from the time it is decided to execute the hold branching animation when a hold animation is performed until the special variation game starts. Therefore, when CPU 51 determines that the value of the variation counter is greater than 0 when the "end variation" command is entered, it can determine that the period is from the time it is decided to execute the hold branching animation when a hold animation is performed until the special variation game ends. If the value of the variation counter is not greater than 0 when the "end variation" command is entered, CPU 51 clears the special display flag. On the other hand, if the value of the variation counter is greater than 0 when the "end variation" command is entered, CPU 51 does not clear the special display flag. When CPU 51 performs this process, if a hold animation is to be executed, the hold pre-read animation will not be executed during the period from after the execution of the hold branch animation is decided until the end of the special variation game, even if CPU 51 inputs a pre-read command.
[0111] Next, with reference to Figures 8 to 10, we will describe an example of the hold branching effect and the effect when the hold effect is executed. First, with reference to Figure 8, we will describe an example in which, when the execution of the hold effect is decided, the execution image H0 is held from the execution of a specific variable game until a predetermined timing during the execution of a special variable game one round after the specific variable game, and the display form of the execution image H0 does not change at the predetermined timing.
[0112] As shown in Figure 8, at time T01, a variable game (specific variable game) based on the variable pattern HP3 (NR effect (miss)) is started. While the variable game is running, the execution image H0 is displayed in blue in the execution display area HR0. Then, at time T02, the NR effect is started, and at time T03, after a predetermined time has elapsed since the start of the NR effect, the hold branch effect is started. The hold branch effect is executed based on the effect pattern EP2, resulting in a success effect result at time T04. At this time, the hold image HG is displayed overlapping with the execution image H0. That is, the display of the hold continuation image makes it possible to identify that the hold effect is being executed. The hold branch effect ends at time T04, before the specific variable game ends. After the hold branch effect ends, the hold continuation image is displayed until time T05, when the specific variable game ends.
[0113] At time point T05, when a variable game (special variable game) based on variable pattern HP5 is started, the hold image HG is hidden, while the execution image H0 is retained. That is, the hold continuation image is no longer displayed. At this time, the hold image H1 that was displayed in the hold display area HR1 during the execution of the specific variable game does not move to the execution display area HR0, and the execution image H0 that was displayed during the execution of the specific variable game continues to be displayed. Furthermore, even when a predetermined time has elapsed since the start of the variable game (time point T06), the execution image H0 maintains its blue display mode. Subsequently, the execution image H0 displayed in blue mode is displayed until time point T07, before the SR effect starts, and then it is hidden during the period when the SR effect is executed from time point T07 to T08. Then, when the next variable game starts, the execution image H0 is displayed anew.
[0114] Next, referring to Figure 9, we will explain an example of a case where the hold branching animation is executed even though the execution of the hold animation has not been decided. The following explanation will omit parts that overlap with the above explanation.
[0115] As shown in Figure 9, even if the execution of the hold effect is not decided, if the execution image H0 is displayed in blue (or green) at the start of the variation, the hold branch effect will start at time T13, a predetermined time has elapsed since the start of the NR effect during the execution of the specific variation game. The hold branch effect is executed based on the effect pattern EP1, resulting in a failure effect. At this time, the hold continuation image is not displayed at time T14 when the hold branch effect ends. The execution image H0 displayed in blue becomes invisible at time T15 when the specific variation game ends. Then, when the next variation game starts, the execution image H0 is displayed again.
[0116] Next, referring to Figure 10, we will explain an example in which, when the execution of the hold effect is decided, the execution image H0 is held from the time of execution of a specific variable game until a predetermined timing during execution of a special variable game two rounds after the specific variable game, and the display mode of the execution image H0 changes at the predetermined timing.
[0117] As shown in Figure 10, when a specific variable game starts at time T21, the execution image H0 is displayed in green. Subsequently, at time T23, the hold branching animation starts. The hold branching animation is executed based on animation pattern EP7, resulting in a successful animation outcome. At time T24, the display of the hold continuation image begins.
[0118] At time T25, the specific variable game ends, and a variable game based on variable pattern HP1 (normal miss) begins as the variable game one round after the specific variable game. At this time, the hold continuation images (execution image H0 and hold image HG) are retained.
[0119] Subsequently, at time T26, when a variable game (special variable game) based on variable pattern HP5 is started, the hold image HG is hidden, while the execution image H0 is retained. That is, the hold continuation image is no longer displayed. Then, at a predetermined time (time T27) after a set amount of time has elapsed since the start of the variable game, the display mode of the execution image H0 changes from green to red. In this way, the display mode of the retained execution image H0 may change from green (or blue) to red (or rainbow) at a predetermined timing during the execution of the special variable game. After that, the execution image H0 displayed in red is displayed until time T28, before the SR effect starts, and then it is hidden during the period when the SR effect is executed from time T28 to T29. Then, when the next variable game starts, the execution image H0 is displayed again.
[0120] Thus, in the performance display device EH, if the execution image H0 is displayed in blue or green in the execution display area HR0, the execution image H0 displayed in blue or green may be retained until a predetermined timing during the execution of the special variation game which is performed after the end of the specific variation game. During the execution of the specific variation game, a reach effect (NR effect) is performed, so the execution image H0 will be retained after the reach effect is performed. Also, at a predetermined timing during the execution of the special variation game, the display mode of the execution image H0 may or may not change. After the predetermined timing during the execution of the special variation game, the SR effect is performed.
[0121] Furthermore, in the performance display device EH, if the result of the hold branching performance is a success performance, the hold performance is executed, and the execution image H0 is held until a predetermined timing during the execution of the special variation game. On the other hand, if the result of the hold branching performance is a failure performance, the hold performance is not executed, and the execution image H0 is hidden after the specific variation game ends.
[0122] The effects of this embodiment will now be explained. (1) Targeting the execution image H0 that suggests the probability of a big win, the hold effect can be executed when the execution image H0 is displayed in blue or green, which indicates a higher probability of a big win than the white display, at the start of a variable game. Generally, if the hold effect is not executed, even if the execution image H0 is displayed in blue or green when the variable game starts, the execution image H0 disappears when the variable game ends and the player's sense of anticipation is lost. In contrast, when the hold effect is executed, the execution image H0 displayed in blue or green may be retained until a predetermined timing during the execution of a special variable game that is executed after the start of the variable game (specific variable game) has ended. Therefore, when the hold effect is executed, the sense of anticipation that can be felt from the display of the execution image H0 can be maintained not only during the execution of the start of the variable game, but also until a predetermined timing during the execution of a special variable game that is executed after the end of the variable game. Furthermore, compared to targeting images that do not suggest the probability of a big win on their own, such as performance symbols, the effect of displaying the same image in multiple consecutive variable games can be enhanced. Therefore, it is possible to enhance the enjoyment of the game.
[0123] (2) The execution image H0 is a different image from the performance symbol EZ, and is an image that is displayed in the execution display area HR0 during the execution of the variable game. Therefore, during the execution of the variable game, while the player's attention is drawn to the performance symbol EZ that is displayed in the variable, the player can also infer the probability of a big win and the content of the performance from the display of the execution image H0, which is different from the performance symbol EZ.
[0124] (3) After a reach animation (NR animation) is performed during the execution of a specific variable game, the execution image H0 may be retained. Therefore, if the execution image H0 is retained after a reach animation results in a loss, it is possible to lift the spirits of the player who was disappointed by the loss of the reach animation, and to continue to make them expect a big win until the special variable game ends.
[0125] (4) There are two types of reach animations: NR animations and SR animations, which have a higher probability of winning than NR animations. After the execution image H0 is held, the SR animation is executed during the special variation game. Therefore, by holding the execution image H0, it is possible to make the player aware that the SR animation will be executed during the special variation game, and to make them expect that a winning combination of symbols will be derived in the SR animation.
[0126] (5) A special variable game is a variable game that is held in reserve when a specific variable game is started, and is executed one to four times after the specific variable game. For example, if multiple variable games are held in reserve when a specific variable game is started, and an execution image H0 displayed in blue or green is retained after the specific variable game has finished, it can be expected that one of the multiple variable games that were held in reserve when the specific variable game was started will result in a jackpot. Furthermore, when the execution image H0 is retained after the specific variable game has finished, it can be provided with the enjoyment of imagining which of the multiple variable games that were held in reserve when the specific variable game was started is most likely to result in a jackpot.
[0127] (6) When the execution image H0 is held until a predetermined timing during the execution of a special variation game that is executed 2 to 4 times after a specific variation game, the expectation of a big win is relatively higher than when it is held until a predetermined timing during the execution of a special variation game that is executed 1 time after a specific variation game. For this reason, when the execution image H0 is held until a predetermined timing during the execution of a special variation game that is executed 2 to 4 times after a specific variation game, the expectation of a big win can be further heightened compared to when the execution image H0 is held until a predetermined timing during the execution of a special variation game that is executed 1 time after a specific variation game. Furthermore, when the execution image H0 is held, particular attention can be drawn to whether or not the execution image H0 will be held until a predetermined timing in the variation game that is executed 2 times after a specific variation game, thereby improving the enjoyment of the game.
[0128] (7) If the execution image H0 is held until a predetermined timing during the execution of the special variation game, the display mode of the execution image H0 may change from a blue or green display mode to a red or rainbow display mode, which has a higher probability of winning a jackpot than the current display mode, at the predetermined timing. Therefore, attention can be drawn to whether or not the display mode of the execution image H0 changes at the predetermined timing, and the expectation can be raised that it will change to a display mode with a higher probability of winning a jackpot.
[0129] (8) The predetermined timing during the execution of the special variation game is a timing earlier than the timing at which a reach animation can be started during the execution of the special variation game. Therefore, if the execution image H0 is retained, during the execution of the special variation game, the expectation of a big win can be estimated from the display of the execution image H0 at the predetermined timing before the reach animation is performed, and the player can then enjoy the reach animation that is performed after the predetermined timing.
[0130] (9) At a predetermined timing during the execution of the special variation game, whether the display mode of the execution image H0 changes from a blue or green display mode to a red or rainbow display mode or does not change, the execution image H0 is continuously displayed from the predetermined timing until before the SR performance is executed. Therefore, regardless of the display mode of the execution image H0 at the predetermined timing, the probability of a big win can be predicted from the display mode of the execution image H0 during the period from the predetermined timing until before the SR performance is executed. Furthermore, once the SR performance has started, regardless of which special display mode the execution image H0 was in before the SR performance started, the player can enjoy the SR reach performance without being distracted by the execution image H0.
[0131] (10) The hold branching effect is an effect that suggests that the result of the hold branching effect may be a success effect. Therefore, when the hold branching effect is executed, the player can be made aware that the execution image H0 may be retained until a predetermined timing during the execution of the special variation game which is executed after a specific variation game. Thus, the player can be made to pay attention to whether or not the hold branching effect is executed during the execution of a variation game. If the hold branching effect results in a success effect, the execution image H0 will be retained until a predetermined timing during the execution of the special variation game, while if the effect is a failure effect, the execution image H0 will be hidden after the specific variation game ends. Thus, the player can be made to expect a success effect in the hold branching effect, and if the effect is a success effect, the player can be made to be certain that the execution image H0 will be retained until a predetermined timing during the execution of the special variation game, thereby raising the player's expectations.
[0132] (11) The hold branching animation ends before the specific spin game ends. If the result of the hold branching animation is a success animation, a hold continuation image that identifies the success animation result will be displayed from the end of the hold branching animation until the end of the spin game immediately preceding the special spin game. For example, even if a player misses the result of the hold branching animation, if the result of the hold branching animation is a success animation, they can understand that it was a success animation result by checking the display of the hold continuation image from the end of the hold branching animation until the end of the spin game immediately preceding the special spin game. The hold continuation image will be displayed until the specific spin game ends. Therefore, compared to the case where the hold continuation image is not displayed, it is easier to understand before the specific spin game ends that the execution image H0 will be retained even after the specific spin game ends. As a result, before the specific spin game ends, it is possible to make the player expect that the special spin game executed after the specific spin game will result in a jackpot, thus preventing the player from being disappointed when the specific spin game ends without a jackpot.
[0133] (12) The hold continuation image will continue to be displayed until the previous spin game ends. In other words, when the displayed hold continuation image disappears, the player will be able to identify that the special spin game has started. Therefore, the timing of when the special spin game will start can be made known to the player, and thus the special spin game can be made to attract particular attention.
[0134] (13) When the execution image H0 is being held, the reserved images H1 to H4 are not displayed in a special display mode. Therefore, compared to the case where the reserved images H1 to H4 can be displayed in a special display mode when the execution image H0 is being held, it is easier to draw attention to the held execution image H0.
[0135] (14) At a predetermined timing during the execution of the special variation game, the display mode of the execution image H0 may change from a blue or green display mode to a red or rainbow display mode. Therefore, even if the hold image is displayed in a blue or green display mode when the hold pre-reading effect is executed, the hold effect is executed after the hold image is displayed as the execution image H0, so that the display mode of the execution image H0 will change to a red or rainbow display mode at a predetermined timing during the execution of the special variation game.
[0136] The embodiments described above can be implemented with the following modifications. Furthermore, the embodiments described above and the following modifications can be combined with each other to the extent that they do not contradict each other technically.
[0137] The expected value suggested by the execution image H0 and the pending images H1-H4 in the above embodiment was the expected value of a big win, but it may also be the expected value of the sum of the expected value of a big win and the expected value of a small win, or it may be the expected value of a small win only.
[0138] In the above embodiment, the SR performance was a reach performance with a higher probability of winning a jackpot than the NR performance. However, the SR performance may also be a reach performance with a higher combined probability of winning a jackpot and winning a minor jackpot than the NR performance, or it may be a reach performance with a high probability of winning a minor jackpot.
[0139] - When the execution image H0 is retained, the probability of a big win is higher when it is retained until a predetermined timing during the execution of a special variation game that is executed 2 to 4 times after a specific variation game, compared to when it is retained until a predetermined timing during the execution of a special variation game that is executed 1 time after a specific variation game, but this is not limited to this. The combined probability of a big win and a small win may be higher when it is retained until a predetermined timing during the execution of a special variation game that is executed 2 to 4 times after a specific variation game, compared to when it is retained until a predetermined timing during the execution of a special variation game that is executed 1 time after a specific variation game.
[0140] - After the execution image H0 is held, the SR effect may not be executed during the execution of the special variation game. In this case, for example, the predetermined condition may be that, in the one or more variation games held when a specific variation game is started, a variation game based on any of the variation patterns HP2, HP3 in which the NR effect is executed, and variation patterns HP4, HP5 in which the SR effect is executed is included. Furthermore, for example, if the SR effect is not executed during the execution of the special variation game, the display mode of the execution image H0, which is held in a blue or green display mode, should not change at a predetermined timing. Moreover, even if the SR effect is not executed during the execution of the special variation game, the NR effect should be executed. With this, by holding the execution image H0, it is possible to make it clear that the NR effect will be executed during the execution of the special variation game, but not that the SR effect will be executed, although it is possible to make it clear that there is a possibility that the SR effect will be executed. Furthermore, since it becomes possible to understand that the SR effect will be executed when the display mode of the execution image H0 changes at a predetermined timing, attention can be drawn even more to whether or not the display mode of the execution image H0 changes at a predetermined timing.
[0141] The special display modes for the execution image H0 and the pending images H1-H4 were defined as the four types shown in Figure 5, but are not limited to these. For example, in addition to the four types of special display modes shown in Figure 5, there may also be a flashing display mode. In this case, the flashing display mode should be a display mode with a higher probability of winning than the white display mode and a lower probability of winning than the blue display mode. Furthermore, the flashing display mode may be a display mode included in the second mode. Also, for example, the special display modes may not include one or more of the four types of special display modes shown in Figure 5. For example, the special display modes may not include the blue display mode, nor the green display mode. Also, for example, the special display modes may not include the blue display mode or the rainbow display mode.
[0142] - If the execution image H0 is displayed in a blue or green display mode, the NR or SR effect may not be executed during the execution of the variable game that started when the execution image H0 was displayed. In other words, the second mode of the execution image H0 and the hold images H1 to H4 may be a display mode that has a higher probability of winning than the first mode, and may be a display mode that suggests that the reach effect may or may not be executed during the execution of the variable game that started when the execution image H0 was displayed. In this case, it is preferable that the execution image H0 may be displayed in the second mode during the execution of the variable game based on the variable patterns HP1 to HP5. Furthermore, even if the execution image H0 is displayed in the second mode when the variable game based on the variable patterns HP1 and HP3 is started, it is preferable that the hold effect be executed in the same way as in the above embodiment by allowing the execution image H0 to be retained after the end of the variable game. In other words, in a specific variable game that starts when the execution image H0 is displayed in the second mode, the execution image H0 may be retained whether or not the reach effect is executed. According to this, it is possible to expect that the execution image H0 will be retained regardless of whether or not a reach animation is performed during the execution of a specific variable game. In this case, it is preferable to make it possible to perform a hold branch animation for a predetermined period even during the execution of a variable game based on variable pattern HP1. Alternatively, as in this example of modification, the execution image H0 may be retained after the end of a variable game based on variable pattern HP1, but not after the end of a variable game based on variable pattern HP3. In other words, the execution image H0 may not be retained after a reach animation is performed.
[0143] - If the execution image H0 is held until a predetermined timing during the execution of the special variation game, there may be cases where a reach animation is performed during the execution of the special variation game and cases where a reach animation is not performed. In this case, it is preferable that the decision on whether or not to perform the hold animation is made when the specific variation game starts, regardless of whether or not the predetermined conditions are met. Furthermore, similar to the above example of modification, the second form of the execution image H0 and the held images H1 to H4 is a display form that has a higher probability of winning than the first form, and is a display form that suggests that there may be cases where a reach animation is performed during the execution of the variation game that starts when the execution image H0 is displayed, and cases where it is not performed.
[0144] If the execution image H0 is held until a predetermined timing during the execution of the special variation game, the NR effect or SR effect may be executed during the execution of the special variation game. In this case, the predetermined condition is that the condition is met when one or more variation games that are held in reserve when the specific variation game is started include a variation game based on variation patterns HP2 to HP5.
[0145] As in the above embodiment, assuming that the "variation display" and "stop display" of the EZ performance symbol are performed during the execution of the variable game, in the variable game that starts when the start conditions for the special game are met, the EZ performance symbol may be stopped after the variation display of the EZ performance symbol has been performed multiple times. In this case, the reach performance may be performed in the final variation display among the multiple variation displays of the EZ performance symbol. In addition to or instead of the final variation display, the reach performance may be performed in the variation display performed before the final variation display, such as the first variation display and the variation display performed between the first and final variation displays.
[0146] The presentation mode of the hold branching effect is not limited to the presentation mode of the embodiment described above. For example, the presentation mode of the hold branching effect may be a presentation that suggests that the hold image HG will be displayed at a specific position in an image display area R different from the execution display area HR0. If the presentation result is successful, the hold image HG may be displayed at the specific position, while if the presentation result is unsuccessful, the hold image HG may not be displayed in the image display area R. In this case, the hold image HG that was displayed at the specific position when the presentation result was successful may be displayed as the hold continuation image. In this case, if the presentation result is successful in the hold branching effect, the hold image HG will not be displayed overlapping with the execution image H0. In other words, the entire execution image H0 will remain visible even while the hold continuation image is displayed.
[0147] The timing at which the hold continuation image disappears can be any timing after the end of the specific variation game. For example, it may be displayed until a predetermined time has elapsed after the end of the specific variation game. Thus, the hold continuation image may be displayed from the end of the hold branching effect until at least the end of the specific variation game. This modified example, as in the above embodiment, makes it easier for players to understand that the execution image H0 will be retained even after the end of the specific variation game, compared to the case where the hold continuation image is not displayed, before the end of the specific variation game. As a result, it is possible to make players expect that the special variation game executed after the specific variation game will result in a jackpot before the end of the specific variation game, thus preventing disappointment when the specific variation game ends without a jackpot.
[0148] - If the execution image H0 is held until a predetermined timing during the execution of a special variation game, and the special variation game is the variation game two rounds after a specific variation game, the hold branching animation may be executed at a predetermined timing even during the execution of the variation game that is executed one round after the specific variation game. In this case, the hold branching animation executed in the variation game that is executed one round after the specific variation game should result in a success animation, similar to the hold branching animation executed during the execution of the specific variation game. Furthermore, in any of the multiple executions of the hold branching animation, the hold continuation image should be hidden at the timing when the variation game in which the hold branching animation is executed ends.
[0149] The pachinko game machine 10 may have multiple types of performance modes. In this case, depending on the type of performance mode, one or both of the background image displayed on the performance display device EH and the sound output from the speaker SP may differ during the execution of the variable game. Furthermore, depending on the type of performance mode, the shapes of the execution image H0 and the hold images H1 to H4 may differ. In addition, depending on the type of performance mode, there may be performance modes in which the hold branching performance and the hold performance are executed, and performance modes in which the hold branching performance and the hold performance are not executed.
[0150] In the above embodiment, the hold branching animation may be prevented from being executed when the hold animation is performed. In this case, it is possible to determine whether the execution image H0 is retained after the next variation game starts, based on whether the execution image H0 is hidden when the specific variation game ends after the execution image H0 is displayed in blue or green.
[0151] In the above embodiment, the execution image H0 may be retained until a predetermined timing during the execution of a variable game that is performed one to four times after a specific variable game, but is not limited to this. The execution image H0 may be retained until a predetermined timing during the execution of a variable game that is performed one to three times after a specific variable game, or it may be retained until a predetermined timing during the execution of a variable game that is performed one or two times after a specific variable game.
[0152] - If the execution image H0 is being held, and the power supply to the pachinko machine 10 is interrupted and then restored, the execution image H0 may be prevented from being displayed. In other words, if the power supply to the pachinko machine 10 is interrupted and then restored, the execution image H0 may no longer be held. Then, when the first variable game starts after the power supply is restored, the execution image H0 may be displayed anew. In this case, it is preferable to control the display device EH to display the execution image H0 anew when the CPU 51 inputs a variable start command. Alternatively, the execution image H0 may be displayed anew when the next variable game after a special variable game starts after the power supply is restored. In this case, it is preferable that the pachinko machine 10 has a backup power supply and that the value of the variable counter stored in the RWM 53 is backed up when the power supply is interrupted. After power supply is restored, the value of the backed-up variation counter is decremented by 1 each time the CPU 51 inputs a variation start command. When the value of the variation counter becomes 0, the display device EH is controlled to display a new execution image H0 when the variation start command for the next variation game is input.
[0153] • Regardless of whether the execution image H0 is retained, the execution image H0 may not be displayed during the execution of the SR performance. On the other hand, the execution image H0 may be displayed during the execution of the SR performance, regardless of whether the execution image H0 is retained or not. If the execution image H0 is displayed during the execution of the SR performance, the system may be configured so that, at a predetermined timing during the execution of the SR performance, the display mode of the execution image H0 can change to a display mode that has a higher probability of winning than the currently displayed display mode of the execution image H0.
[0154] During the execution of the SR (Super Rare) effect, the pending images H1-H4 may or may not be displayed. - When the SR (Super Rare) effect starts, the execution image H0 may be hidden, and after the SR effect ends, before the variable game in which the SR effect was performed ends, the hidden execution image H0 may be made to reappear. Then, when the variable game in which the SR effect was performed ends, the reappeared execution image H0 may be made to disappear again.
[0155] Each time a special game is started, the held image moves in the order of display area HR4→HR3→HR2→HR1→HR0, and at the moment the held image moves, the display mode of the held image may change to a display mode that has a higher probability of winning than the display mode of the held image before the move.
[0156] In addition to or instead of the above embodiment, if the execution image H0 is displayed in a red or rainbow display mode, the variable game that starts when the execution image H0 is displayed is designated as a specific variable game, and the execution image H0 may be held until a predetermined timing during the execution of a special variable game that is executed after the specific variable game has finished. In this case, when the execution image H0 is held, the SR effect may not be executed during the execution of the specific variable game, and the hold branch effect may be executed during the execution of the NR effect, similar to the above embodiment. Furthermore, if the execution image H0 displayed in a red display mode is held, at a predetermined timing during the execution of the special variable game, the display mode of the execution image H0 may change from a red display mode to a rainbow display mode, or it may not change.
[0157] The multiple display modes of the execution image H0 and the pending images H1-H4 have different colors depending on the type of display mode, but are not limited to this; the shape of the displayed image may also differ depending on the type of display mode.
[0158] If the execution image H0 is retained until a predetermined timing during the execution of a special variation game two rounds after a specific variation game, a reach animation with a lower probability of winning than the reach animation performed during the execution of a special variation game two rounds after a specific variation game may be performed during the execution of a variation game one round after a specific variation game. For example, if the execution image H0 is retained until a predetermined timing during the execution of a special variation game two rounds after a specific variation game, an NR animation may be performed during the execution of a variation game one round after a specific variation game.
[0159] - When a variable game based on the variable pattern HP3 (NR effect (miss)) is started, the execution image H0 is displayed in white, and then, at a specific timing before the NR effect starts during the execution of the variable game, the display mode of the execution image H0 may change from white to a special display mode. In this case, it is preferable that when the variable game based on the variable pattern HP3 is started, it is determined which special display mode the display mode of the execution image H0 will change to at a specific timing. Then, a variable game based on the variable pattern HP3 in which the display mode of the execution image H0 changes to blue or green at a specific timing may be designated as a specific variable game, and the hold branch effect and hold effect may be executed in the same manner as in the above embodiment.
[0160] • When multiple variable games are executed consecutively, a predetermined interval period may be provided between the end of one variable game and the start of the next variable game. In this case, the execution image H0 displayed when the first variable game started will be retained even after the start of the next variable game, and will therefore be retained during the predetermined interval period.
[0161] For example, suppose that when a specific variable game is started, multiple variable games are pending, and the variable game executed one turn after the specific variable game is a variable game in which no reach animation is performed (a variable game based on variable pattern HP1), and the variable game executed two turns after the specific variable game is a variable game in which an SR animation is performed. Assuming this situation, the variable game executed one turn after the specific variable game may be designated as a special variable game, and the execution image H0, displayed in blue or green, may be retained until a predetermined timing during the execution of the special variable game. Furthermore, at the predetermined timing, the display mode of the execution image H0 may change to red or rainbow-colored. And, regardless of whether the display mode of the execution image H0 has changed at the predetermined timing, the execution image H0 may be retained again from a predetermined timing during the execution of the special variable game until a predetermined timing during the execution of the variable game executed one turn after the special variable game (two turns after the specific variable game).
[0162] The relative probability of winning a jackpot may be the same whether the special variation game occurs one variation game after a specific variation game or two to four variation games after a specific variation game.
[0163] In addition to or instead of the above embodiment, the hold pre-reading effect may be performed for the second special game in either the first advantageous state or the second advantageous state or both. Furthermore, the hold effect and the hold branching effect may be performed in both the first advantageous state and the second advantageous state.
[0164] The pachinko game machine 10 can employ a specification that grants a high probability state until the next big win, a specification that grants a high probability state until the loss lottery is won (a so-called loss machine), or a specification that grants a high probability state until a specified number of variable games are completed (a so-called ST machine). 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 (a so-called "V zone") (a so-called V probability variation machine). The pachinko game machine 10 may also have a specification that combines the specifications of a loss machine and a V probability variation machine.
[0165] - If a minor prize is won in the special prize draw, a minor prize game (winning game) may be granted after the special game ends. In this embodiment, the system may be configured to allow control to a state (so-called minor prize rush) in which the number of times (frequency) minor prizes are won per unit time, or the number of times (frequency) minor prize games are granted per unit time, is increased compared to the normal game state (for example, the normal state).
[0166] The pachinko game machine 10 may be a circulating type pachinko game machine that circulates game balls, which are an example of a game medium, inside the machine. In this case, the number of balls held by the player may be managed electronically in the pachinko game machine 10.
[0167] The pachinko game machine 10 may adopt a specification classified as Type 2, also known as a "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing wings (opening and closing members) of the ball entry device (large prize entry hole) open, and a jackpot is generated when the game ball that entered the ball entry device enters the special prize entry hole.
[0168] The pachinko game machine 10 may have a sub-board 50 as a sub-control board, and may also have a separate display control board that specializes in controlling the performance display device EH, a sound control board that specializes in controlling the speaker SP, and a lamp control board that specializes in controlling the decorative lamp LA. Alternatively, some or all of the display control board, sound control board, and lamp control board may be on the same board. Furthermore, the CPU 51 may consist of multiple CPUs mounted on a single board.
[0169] The pachinko game machine 10 may have a single control board that integrates the functions of the main board 40 and the sub-board 50. Alternatively, the functions of the main board 40 may be implemented by dividing them among multiple boards. The CPU 41 may consist of multiple CPUs mounted on a single board.
[0170] The types of jackpots may be changed as appropriate. For example, some or all of the following may be changed: the maximum number of rounds in a jackpot game, the maximum time the jackpot opening 14 remains open, and the opening pattern of the jackpot opening 14.
[0171] The first special game and the second special game may be executed according to the order in which the game balls enter the respective starting gates 12 and 13, or they may be executed simultaneously in parallel. The upper limits for the first and second special reserve numbers may be changed as appropriate. Furthermore, the upper limits for the first special reserve number and the second special reserve number may be different.
[0172] Next, we will describe the technical concepts that can be understood from the above embodiments and modified examples. (i) A gaming machine comprising: display means for displaying an image; and winning lottery means for conducting a winning lottery, wherein the display means is capable of displaying a special image in a special display area that indicates the probability of winning in the winning lottery, and the display modes of the special image include a first mode and a second mode in which the probability of winning is higher than that of the first mode, and the display means may, when the special image is displayed in the special display area in the second mode, hold the special image displayed in the second mode in the special display area until a predetermined timing during the execution of a special variation game that is executed one or two times after the specific variation game, when the variation game that is started when the special image is displayed in the second mode is a specific variation game.
[0173] (b) A gaming machine comprising: display means for displaying an image; and winning lottery means for conducting a winning lottery, wherein the display means is capable of displaying a special image in a special display area that indicates the probability of winning in the winning lottery, and the display modes of the special image include a first mode, a second mode in which the probability of winning is higher than that of the first mode, and a third mode in which the probability of winning is higher than that of the first and second modes, and the display means may, when the special image is displayed in the special display area in the second mode, hold the special image displayed in the second mode in the special display area until a predetermined timing during the execution of a special variation game that is executed after the specific variation game has finished, when the variation game that is started when the special image is displayed in the second mode is a specific variation game, and the display mode of the held special image may change from the second mode to the third mode at the predetermined timing.
[0174] (h) A gaming machine comprising: display means for displaying an image; and winning lottery means for conducting a winning lottery, wherein the display means is capable of displaying a special image in a special display area that indicates the probability of winning in the winning lottery, the display modes of the special image include a first mode and a second mode in which the probability of winning is higher than that of the first mode, and the display means may, when the special image is displayed in the special display area in the second mode, hold the special image displayed in the second mode in the special display area until a predetermined timing during the execution of a special variation game that is executed after the specific variation game has finished, when the variation game that is started when the special image is displayed in the second mode is a specific variation game, and the display means is capable of executing a reach performance, the reach performance includes a normal reach performance and a special reach performance in which the probability of winning is higher than that of the normal reach performance, and the special reach performance may be executed during the execution of the special variation game after the special image has been held.
[0175] (ii) A gaming machine comprising a display means for displaying an image and a winning lottery means for conducting a winning lottery, wherein the display means is capable of displaying a special image in a special display area that indicates the probability of winning in the winning lottery, and the display modes of the special image include a first mode and a second mode in which the probability of winning is higher than that of the first mode, and the display means may, when the special image is displayed in the special display area in the second mode, hold the special image displayed in the second mode in the special display area until a predetermined timing during the execution of a special variation game that is executed after the specific variation game has finished, when the variation game that is started when the special image is displayed in the second mode is a specific variation game. [Explanation of symbols]
[0176] 10…Pachinko game machine 40…Main board 41…CPU 42…ROM 43…RWM 44…Random number generation circuit 50…Sub-board 51…CPU 52…ROM 53…RWM DE…Performance device group EH…Performance display device EP1~EP8…Performance pattern EZ…Performance symbol H0…Execution image H1~H4…Hold image HG…Hold image HR0…Execution display area HR1~HR4…Hold display area HP1~HP5…Variation pattern LA…Decorative lamp R…Image display area SP…Speaker
Claims
[Claim 1] A means for displaying an image, In a gaming machine equipped with a means for conducting a winning lottery, The display means is capable of displaying a special image in a special display area that indicates the probability of winning in the lottery. The aforementioned display means can execute a predetermined performance based on the occurrence of a trigger, When the variable game in which the predetermined performance begins is designated as a specific variable game, the predetermined performance may be performed until the special variable game that is executed after the specific variable game has ended. After the predetermined performance is executed, the predetermined performance image displayed by the predetermined performance is displayed in front of the special image. A gaming machine characterized in that, when the predetermined presentation images are superimposed, a portion of the special image is visible.