Gaming machine

The gaming machine enhances player engagement by executing parallel displays with synchronized visual and auditory effects, addressing the lack of engaging experiences in existing gaming machines.

JP2026084670APending Publication Date: 2026-05-21NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2025-10-08
Publication Date
2026-05-21

AI Technical Summary

Technical Problem

Existing gaming machines lack engaging effects to enhance player interest during bonus ball periods.

Method used

The gaming machine incorporates display and control mechanisms to execute parallel displays with a first and second predetermined display, enhancing player engagement through synchronized visual and auditory effects.

Benefits of technology

This approach improves player interest by providing dynamic and interactive visual and auditory experiences during bonus ball periods.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026084670000001_ABST
    Figure 2026084670000001_ABST
Patent Text Reader

Abstract

To enhance interest and appeal. [Solution] The system is capable of executing a second motif performance related to a predetermined motif used in a gaming machine, and a payout performance related to the game. When the timing for starting the payout performance arrives during the execution period of the second motif performance, the execution period of the second motif performance is secured and the payout performance is executed, making it possible to execute the first stage of the second motif performance and the second stage of the second motif performance in parallel.
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Description

Technical Field

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

Background Art

[0002] Conventionally, among pachinko gaming machines, which are a type of gaming machine, there have been gaming machines capable of executing an effect (hereinafter referred to as a "bonus ball effect") that suggests or notifies that the number of prizes given to a player has reached a specified number during a specified period such as a continuous winning period (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Today, it is desired to improve the interest by further elaborating on such an effect.

Means for Solving the Problems

[0005] The gaming machine that solves the above problems includes display means and control means, and is capable of executing a predetermined display related to a predetermined motif used in the gaming machine and a related display related to the game. When the start timing of the related display arrives during the execution period of the predetermined display, the execution period of the predetermined display is secured to execute the related display. The predetermined display includes at least a first predetermined display and a second predetermined display, and the gist is that the first predetermined display and the second predetermined display can be executed in parallel.

Effects of the Invention

[0006] According to the present invention, it is possible to improve the interest.

Brief Description of the Drawings

[0007] [Figure 1] Figure 1 is a schematic perspective view of a pachinko game machine. [Figure 2] Figure 2 is a schematic front view of the game board. [Figure 3] Figure 3 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 4] Figures 4(a) to 4(d) show examples of the presentation methods for the first motif. [Figure 5] Figure 5 shows an example of a performance style for the second motif. [Figure 6] Figure 6 shows an example of a presentation style for the payout animation. [Figure 7] Figure 7 is a timing chart showing a specific example of how the second motif effect and the payout effect are executed. [Figure 8] Figure 8 shows an example of the relationship between a virtual line connecting a first position on the display area of ​​the performance display device and a second position where the game components are arranged, and the display position of the second motif performance. [Figure 9] Figure 9 shows an example of the relationship between a virtual line connecting a first position on the display area of ​​the performance display device and a second position where the game components are arranged, and the display position of the payout performance. [Modes for carrying out the invention]

[0008] The following describes one embodiment of a pachinko gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective.

[0009] As shown in 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. The game board YB is assembled to the mounting frame 11b. The mounting frame 11b may also include a protective frame to protect the game board YB.

[0010] The pachinko game machine 10 is equipped with a speaker SP. The speaker SP is capable of performing effects that output predetermined sounds (hereinafter referred to as sound effects). For example, predetermined sounds include music, human voices (speech), and sound effects. The pachinko game machine 10 is equipped with a decorative lamp LA. The decorative lamp LA is capable of performing effects (hereinafter referred to as light effects) by lighting, flashing, and turning off a built-in light-emitting element (not shown).

[0011] The pachinko game machine 10 is equipped with a launch handle HD that is operated when launching game balls. For example, the launch handle HD is provided on the surface side (front side) of the mounting frame 11b. For example, when the launch handle HD is operated, game balls are launched periodically so that the number of launches per minute is approximately 100. The pachinko game machine 10 is equipped with a performance button BT. The performance button BT is composed of a single operable part (operating part). For example, the performance button BT is composed of a button-type operating part that can be pressed. The performance button BT is an example of a predetermined operating means.

[0012] As shown in Figure 2, a roughly circular game area YBa is formed on the front of the game board YB when viewed from the front. A display window YBb is formed approximately in the center of the game area YBa. To the left of the game area YBa, a launching passage YBc is formed which guides the game balls launched by the operation of the launching handle HD into the game area YBa. The game board YB is equipped with a backflow prevention valve YBd which prevents the game balls launched by the operation of the launching handle HD from returning to the launching passage YBc.

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

[0014] The first special symbol display device 19a is capable of executing the first special symbol variation game (hereinafter referred to as the first special game), which displays a predetermined symbol in a variable manner and then ultimately displays the first special symbol in a stopped position. The second special symbol display device 19b is capable of executing the second special symbol variation game (hereinafter referred to as the second special game), which displays a predetermined symbol in a variable manner and then ultimately displays the second special symbol in a stopped position. Each special symbol is a symbol used to notify the result of an internal lottery (a lottery for winning special symbols). Hereinafter, the first special game and the second special game will be collectively referred to as the "special game". Special symbols include a jackpot symbol as the result of a jackpot display and a losing symbol as the result of a losing display. If a jackpot is won in the lottery for winning special symbols, the jackpot symbol will be displayed in a stopped position in the special game. After that, a jackpot game is awarded after the special game in which the jackpot symbol was displayed in a stopped position ends.

[0015] The first hold display device 19c displays information that allows for the identification of the number of times the first special game has been held in abeyance because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the first hold count). The second hold display device 19d displays information that allows for the identification of the number of times the second special game has been held in abeyance because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the second hold count). As an example, the upper limit for each hold count is 4. However, the upper limit for each hold count may be 1 to 3, or 5 or more. Also, the upper limits for the first hold count and the second hold count may be different. Hereinafter, the hold on execution of the first special game and the second special game may be simply referred to as "hold".

[0016] The regular symbol display device 19e is capable of running a regular game in which predetermined symbols are displayed in a variable manner, and finally a regular symbol is displayed in a stopped position. The regular symbol is a symbol used to notify the result of an internal lottery (a lottery for winning regular symbols). There are regular winning symbols and regular losing symbols. If the lottery for winning regular symbols is won, the regular winning symbol is displayed in a stopped position during the regular game. After the regular game in which the regular winning symbol was displayed ends, a regular winning game is awarded.

[0017] In addition, the pachinko gaming machine 10 may include a normal hold display device, a right-shot display device, and a round display device. The normal hold display device displays information capable of specifying the number of normal games (hereinafter referred to as the normal hold number) whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet. The right-shot display device displays information instructing a right shot. A right shot is to fire a game ball with the firing intensity set to be stronger so that the game ball flows down in a region of the game area YBa that is to the right of the display window YBb. Note that firing a game ball with the firing intensity set to be weaker so that the game ball flows down in a region of the game area YBa that is to the left of the display window YBb is called a left shot. The round display device notifies the upper limit number of times of the round game described later.

[0018] The pachinko gaming machine 10 includes an effect display device EH. The effect display device EH has a display area R capable of displaying an image. The effect display device EH is assembled to the game board YB so that the display area R can be visually recognized through the display window YBb. As an example, the effect display device EH is a liquid crystal device. The effect display device EH is capable of executing an effect (hereinafter referred to as a display effect) of displaying a predetermined object as an image. For example, the predetermined object is an effect symbol, a character, a landscape, a character, a number, a symbol, and the like. The effect display device EH is an example of a display means. The effect display device EH, the speaker SP, and the decorative lamp LA are each an effect device capable of executing an effect. The effect display device EH, the speaker SP, and the decorative lamp LA form an effect device group ES composed of a plurality of effect devices. That is, the effect device group ES includes the effect display device EH, the speaker SP, and the decorative lamp LA.

[0019] As an example, the display effects in the EH display device include a variable symbol game using multiple rows of symbols (hereinafter referred to as the "effect game"). In the effect game, after the variable symbols in multiple rows are displayed, a combination of symbols (hereinafter referred to as the "symbol combination") is finally displayed. As an example, the symbols are Arabic numerals "1" to "8" with decorations such as characters or patterns. The effect game starts together with the special game. The effect game ends together with the special game. In the effect game, the symbol combination corresponding to the special symbol displayed in the special game is displayed. When a winning symbol is displayed in the special game, the winning symbol combination is displayed in the effect game. When a losing symbol is displayed in the special game, the losing symbol combination is displayed in the effect game. Hereinafter, the first special game and the effect game executed in conjunction with it will be collectively referred to as the "first variable game". Furthermore, the second special game and the corresponding performance game are collectively referred to as the "second variable game." Also, the first variable game and the second variable game are collectively referred to as the "variable game."

[0020] The game's presentation may include a reach presentation. A reach presentation is a presentation that forms a reach and ultimately stops displaying a predetermined combination of symbols. For example, a reach is a state in which the same presentation symbols are temporarily stopped in the left and right rows of presentation symbols, and the presentation symbols in the middle row of presentation symbols continue to change. There are two types of reach presentations: normal reach presentations and super reach presentations. In the following explanation, normal reach presentations may be referred to as NR presentations and super reach presentations as SR presentations. A reach presentation is a presentation that allows the player to recognize the probability of winning (hereinafter referred to as the probability of winning). The probability of winning is an example of the probability of winning. Here, "recognizable" for predetermined information may mean that the information is presented directly or indirectly. Presenting information directly may include, for example, displaying a string of characters that represents the information itself, or outputting audio that reads out the string of characters that represents the information itself. Furthermore, indirectly presenting information may include the ability to identify the type of presentation by being distinct from other presentations. In other words, presentations are performed in any manner that presents information, such as suggestion, indication, or notification. For example, an SR presentation is a presentation that allows for the recognition of a higher probability of winning compared to an NR presentation. For example, an SR presentation is performed via an NR presentation.

[0021] The game area YBa has multiple entry points (ball entry points) into which game balls can be entered. The entry points include at least a first start point 12, a second start point 13, and a large entry point 14. The first start point 12 is an entry point into which game balls are entered in order to fulfill the conditions for awarding prize balls and the conditions for starting the first variable game. The first start point 12 is located below the performance display device EH and is open at all times so that game balls can be entered. The game board YB is equipped with a first start sensor SE1 that detects game balls that have entered the first start point 12 (see Figure 3).

[0022] The second starting opening 13 is a prize-winning opening into which game balls are inserted to fulfill the conditions for awarding prize balls and for starting the second variable game. The second starting opening 13 is located to the right of the first starting opening 12. The second starting opening 13 is equipped with a standard opening / closing piece 13a, which is exemplified by a door. When a normal winning game is not awarded, the second starting opening 13 is closed so that game balls cannot enter or are difficult to enter. When a normal winning game is awarded, the second starting opening 13 is opened so that game balls can enter or are easy to enter. The game board YB is equipped with a standard solenoid SL1 as a means for operating the standard opening / closing piece 13a (see Figure 3). The game board YB is equipped with a second starting sensor SE2 for detecting game balls that have entered the second starting opening 13 (see Figure 3). The second starting opening 13 is a so-called "standard electric mechanism".

[0023] The large prize slot 14 is a slot into which game balls are entered in order to fulfill the conditions for awarding prize balls. The large prize slot 14 is located in the lower right of the performance display device EH. The large prize slot 14 is equipped with a special opening / closing piece 14a, which is one example of a door shape. The large prize slot 14 is closed to prevent game balls from entering when a winning game has not been awarded. The large prize slot 14 is opened to allow game balls to enter or to facilitate their entry when a winning game has been awarded. The game board YB is equipped with a special solenoid SL2 as a means for operating the special opening / closing piece 14a (see Figure 3). The game board YB is equipped with a count sensor SE3 for detecting game balls that have entered the large prize slot 14 (see Figure 3).

[0024] A gate 17 is provided in the game area YBa. The gate 17 is located to the right of the game area YBa and above the second starting gate 13 and the big prize gate 14. The gate 17 has a gate opening 17a that is always open to allow game balls to enter. A gate sensor SE4 is provided in the gate opening 17a to detect game balls entering and passing through (see Figure 3). The gate 17 is an entry point into which game balls are entered in order to fulfill the conditions for starting a normal game. The gate 17 is an entry point into which game balls are entered but the conditions for awarding prize balls are not fulfilled.

[0025] The game area YBa has an outlet 18 into which game balls can be entered. The outlet 18 is an entry point for collecting game balls that did not enter the first starting opening 12, the second starting opening 13, or the big prize opening 14 from the game area YBa.

[0026] In this embodiment, the launch intensity of the game balls can be adjusted by adjusting the amount of operation of the launch handle HD. By adjusting the launch intensity, the game balls will pass through either the left or right region of the game board YB. Specifically, when the launch intensity is below a predetermined value, the game balls are more likely to flow down the left region of the game board YB, and when the launch intensity is above a predetermined value, they are more likely to pass through the right region of the game board YB. In particular, in this embodiment, when the launch intensity of the game balls is set to maximum, almost all of the game balls will pass through the right region of the game board YB.

[0027] When a game ball flows down the left side of the game board YB, it has the potential to enter the first starting opening 12. On the other hand, when a game ball flows down the right side of the game board YB, it has the potential to enter the second starting opening 13, the big prize opening 14, and the gate 17. In particular, in this embodiment, when a game ball flows down the right side of the game board YB, if it does not enter the second starting opening 13, and the big prize opening 14 is open, it has a high probability of entering the big prize opening 14.

[0028] Next, I will explain the jackpot game. In a jackpot game, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the jackpot opening time). For example, this sequence of events is a jackpot opening sequence that signals the start of the jackpot game. After the jackpot opening time has elapsed, a predetermined number of rounds of play are performed, in which the large prize slot 14 is opened. Each round of play ends when a predetermined number of game balls enters the slot, or when a predetermined amount of time has elapsed. During the rounds of play, the large prize slot 14 is opened in a predetermined opening pattern. A jackpot round sequence of events is performed during each round of play. In a jackpot game, once the final round of play has ended, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the jackpot ending time). For example, this sequence of events is a jackpot ending sequence that signals the end of the jackpot game. The jackpot game ends as the jackpot ending time elapses.

[0029] This explains the functions of the Pachinko game machine 10. The pachinko game machine 10 is equipped with a probability variation function (hereinafter referred to as the probability variation function). The probability variation function is a function that changes the probability of winning a jackpot in the special symbol winning lottery (hereinafter referred to as the jackpot probability). Pachinko game machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function is not activated, and a high probability state in which the probability variation function is activated. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is advantageous for the player because it makes it easier to win a jackpot in the special symbol winning lottery. The high probability state is what is known as the "probability variation state (probability variation state)".

[0030] The pachinko game machine 10 is equipped with a ball entry assistance function. The ball entry assistance function is a function to assist in the entry of the ball into the second starting opening 13. The pachinko game machine 10 has two states in which the probability of a game ball entering the second starting opening 13 differs: a low ball entry rate state in which the ball entry assistance function is not activated, and a high ball entry rate state in which the ball entry assistance function is activated. In the high ball entry rate state, the probability of a game ball entering the second starting opening 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of a game ball entering the second starting opening 13 increases. Since it becomes easier for game balls to enter the second starting opening 13 in the high ball entry rate state, it becomes a favorable state for the player (easy ball entry state).

[0031] For example, a high ball entry rate state can be achieved by performing one of the three controls described below, either by selecting one arbitrarily or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low ball entry rate state. The second control is a control that changes the probability of winning the normal win lottery (normal win probability) to a higher probability than in the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start opening 13 in one normal win game longer than in the low ball entry rate state. The opening time extension control should be at least one of the following: a control that increases the number of times the second start opening 13 is opened in one normal win game compared to the low ball entry rate state, and a control that makes the single opening time of the second start opening 13 in a normal win game longer than in the low ball entry rate state.

[0032] A high ball-scoring rate state can also be achieved by combining it with the fourth control described below. The fourth control is a special symbol variation time reduction control, which shortens the variation time of the special game (for example, the average variation time) compared to the low ball-scoring rate state. When special symbol variation time reduction control is performed, a high ball-scoring rate state becomes a special symbol variation time reduction state (time-saving state), while a low ball-scoring rate state becomes a special symbol non-variation time reduction state (non-time-saving state).

[0033] The game state in the pachinko game machine 10 is determined by a combination of whether or not the probability variation function is activated and whether or not the ball entry assistance function is activated. In the following explanation, a game state that is both a low probability state and a low ball entry rate state is referred to as a "low probability non-time reduction state". A game state that is both a high probability state and a low ball entry rate state is referred to as a "high probability non-time reduction state". A game state that is both a low probability state and a high ball entry rate state is referred to as a "low probability time reduction state". A game state that is both a high probability state and a high ball entry rate state is referred to as a "high probability time reduction state". The low probability time reduction state is a game state that is more advantageous to the player than the low probability non-time reduction state. The low probability time reduction state is a game state that is more advantageous to the player than the high probability non-time reduction state in terms of the ball entry rate into the second starting port 13. The high probability non-time reduction state is a game state that is more advantageous to the player than the low probability non-time reduction state. The high probability non-time-saving state is a more advantageous game state for the player than the low probability time-saving state, in terms of the probability of winning a jackpot. The high probability time-saving state is a more advantageous game state for the player than the low probability non-time-saving state. The high probability time-saving state is a more advantageous game state for the player than the low probability time-saving state. The high probability time-saving state is a more advantageous game state for the player than the high probability non-time-saving state.

[0034] Next, we will explain the electrical configuration of the pachinko game machine 10. As shown in Figure 3, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back (rear) side of the game board YB. The main board 40 and the sub-board 50 are connected in such a way that control signals (control commands) can be output in one direction from the main board 40 to the sub-board 50. The main board 40 performs predetermined processing and outputs control signals to the sub-board 50. The sub-board 50 performs predetermined processing based on the control signals input from the main board 40.

[0035] The main board 40 will now be described. The main board 40 comprises a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes processes related to the progress of the game and processes related to the presentation by executing the main control program. The main ROM 42 stores the main control program, judgment values ​​used for various judgments and lotteries, and tables.

[0036] The main ROM 42 stores multiple types of variation patterns. A variation pattern is information that identifies the variation time from the start to the end of a variation game. A variation pattern is information that identifies the variation content (presentation content) of a variation game. There are three types of variation patterns: big win variation patterns, small win variation patterns, and losing variation patterns. A big win variation pattern identifies the variation content in a presentation game that, after a reach presentation, ultimately stops and displays a winning combination of symbols. A losing variation pattern identifies the variation content in a presentation game that, after a reach presentation, or without a reach presentation, ultimately stops and displays a losing combination of symbols.

[0037] The main RAM 43 stores various types of information that are rewritten according to the processing results of the main CPU 41. For example, the information stored in the main RAM 43 may include flags, counters, and timers. The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to generate software random numbers through random number generation processing by the main CPU 41.

[0038] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The main CPU 41 can individually input each detection signal output by the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4 when they detect a game ball. The main board 40 is connected to the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main CPU 41 can individually control the display content of the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main board 40 is connected to the normal solenoid SL1 and the special solenoid SL2. The main CPU 41 can control the opening mode of the second starting opening 13 by controlling the operation of the ordinary solenoid SL1. The main CPU 41 can also control the opening mode of the large prize opening 14 by controlling the operation of the special solenoid SL2.

[0039] Next, the sub-board 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes processing related to the performance by executing a sub-control program. The sub-CPU 51 is an example of a control means. The sub-ROM 52 stores the sub-control program and judgment values ​​used for predetermined lotteries. The sub-ROM 52 stores display performance data used for display performances, light-emitting performance data used for light-emitting performances, and sound performance data used for sound performances. The sub-RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RAM 53 is flags, counters, and timers. The sub-board 50 is configured to generate software random numbers through random number generation processing by the sub-CPU 51. The sub-board 50 may also include a random number generation circuit and be configured to generate hardware random numbers using the random number generation circuit.

[0040] Sub-board 50 is connected to the performance display device EH. Sub-CPU 51 can control the display content in the display area R of the performance display device EH. Sub-board 50 is connected to the speaker SP. Sub-CPU 51 can control the output content of the speaker SP. Sub-board 50 is connected to the decorative lamp LA. Sub-CPU 51 can control the light emission mode of the decorative lamp LA.

[0041] Next, we will explain the various processes performed by the main CPU 41. The main CPU 41 performs various processes, including timer interrupt processing that occurs at predetermined control cycles (e.g., 4ms). Examples of timer interrupt processing include special symbol input processing, special symbol start processing, and prize ball payout processing.

[0042] This section explains the special symbol input process. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the first start opening 12 based on whether or not it has received a detection signal from the first start sensor SE1. If a game ball has entered the first start opening 12, the main CPU 41 determines whether or not the first reserved number stored in the main RAM 43 is less than the upper limit. If the first reserved number is less than the upper limit, the main CPU 41 updates the first reserved number by adding 1. Thus, the reservation condition for the first special game can be met if the first reserved number is less than the upper limit and a game ball is detected by the first start sensor SE1. Subsequently, the main CPU 41 controls the first reserved display device 19c to display information that allows for the identification of the updated first reserved number. The main CPU 41 stores a control command (hereinafter referred to as the first reserved number command) that allows for the identification of the added first reserved number in the output buffer.

[0043] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used for the special symbol lottery, winning symbol random numbers used to determine the winning symbols, and variation pattern random numbers used to determine the variation pattern. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the first special game and that the storage order of the random number information can be identified. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko game machine 10 can postpone its execution until the start conditions for the first special game are met.

[0044] When the main CPU 41 has stored random number information for the first special game in the main RAM 43, and the game ball has not entered the first start opening 12, and the first reserve number is not less than the upper limit, the main CPU 41 determines whether or not a detection signal has been input from the second start sensor SE2, based on whether or not a game ball has entered the second start opening 13. If a game ball has entered the second start opening 13, the main CPU 41 determines whether or not the second reserve number stored in the main RAM 43 is less than the upper limit. If the second reserve number is less than the upper limit, the main CPU 41 updates the second reserve number by adding 1. The main CPU 41 controls the second reserve display device 19d to display information that allows for the identification of the second reserve number after the addition. The main CPU 41 stores a control command that allows for the identification of the second reserve number after the addition (hereinafter referred to as the second reserve number command) in the output buffer. The reserve conditions for the second special game can be met if the second reserve number is less than the upper limit and a game ball is detected by the second start sensor SE2.

[0045] Next, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information to be used for the second special game and the order in which the random number information is stored. By storing the random number information to be used for the second special game in the main RAM 43, the pachinko game machine 10 can suspend the execution of the second special game until the start conditions for the second special game are met. If the random number information for the second special game is stored in the main RAM 43, and no game balls have entered the second start opening 13, and the second reserve number is not less than the upper limit, the main CPU 41 terminates the special symbol input process.

[0046] Next, we will explain the process for initiating the special pattern. The main CPU 41 determines whether the conditions for starting a special game are met. The main CPU 41 makes a positive determination if neither a winning game nor a special game is currently in progress, and a negative determination if either a winning game or a special game is currently in progress. If the conditions for starting a special game are not met, the main CPU 41 terminates the special symbol start process. If the conditions for starting a special game are met, the main CPU 41 determines whether the second reserve number is greater than zero.

[0047] If the second reserve number is greater than zero, the main CPU 41 performs the process of executing the second special game. Specifically, the main CPU 41 updates the second reserve number by subtracting 1. The main CPU 41 controls the second reserve display device 19d to display information that allows for the identification of the second reserve number after the subtraction. The main CPU 41 stores a second reserve number command that allows for the identification of the second reserve number after the subtraction in the output buffer. Next, the main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the second special game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot. The main CPU 41 performs the jackpot lottery with a jackpot probability corresponding to the current probability state.

[0048] If a jackpot is won, the main CPU 41 performs the jackpot variation process. In the jackpot variation process, the main CPU 41 uses a random number that can be identified from the random number information to draw for the jackpot symbols and determines which jackpot symbols will be displayed in the second special game. The main CPU 41 uses a random number that can be identified from the random number information to draw for the variation pattern and determines a variation pattern from among several jackpot variation patterns. After that, the main CPU 41 finishes the special symbol start process.

[0049] If a jackpot is not won, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be displayed in the second special game. The main CPU 41 uses random numbers that can be identified from the random number information to perform a spin pattern determination lottery and determines a spin pattern from among multiple losing spin patterns. After that, the main CPU 41 terminates the special symbol start process.

[0050] If the second reserve number is zero, the main CPU 41 determines whether the first reserve number is greater than zero. If the first special reserve number is zero, the main CPU 41 determines whether to store the wait command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can identify whether or not the wait command has been output. The wait command is a control command that can identify that the system has been controlled to a wait state. The wait state is a state in which a variable game is not in progress and a winning game is not in progress.

[0051] For example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has already been output, it terminates the special symbol start process without storing the wait command in the output buffer. For example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has not yet been output, it stores the wait command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can determine that a wait command has already been output. After that, the main CPU 41 terminates the special symbol start process.

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

[0053] If a jackpot is won, the main CPU 41 performs the jackpot variation process. In the jackpot variation process, the main CPU 41 uses a random number that can be identified from the random number information to draw for the jackpot symbols and determines which jackpot symbols will be displayed in the first special game. The main CPU 41 uses a random number that can be identified from the random number information to draw for the variation pattern and determines a variation pattern from among several jackpot variation patterns. After that, the main CPU 41 finishes the special symbol start process.

[0054] If a jackpot is not won, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be displayed in the first special game. The main CPU 41 uses random numbers that can be identified from the random number information to perform a spin pattern determination lottery and determines a spin pattern from among several losing spin patterns. After that, the main CPU 41 terminates the special symbol start process.

[0055] The main CPU 41 stores the start-of-spin command and the special symbol command in the output buffer during the jackpot spinning process and the loss spinning process. The start-of-spin command is a control command that can identify the spinning pattern determined in each spinning process and the start of the spinning game. The special symbol command is a control command that can identify the special symbol (jackpot symbol or loss symbol) determined in each spinning process. For example, the start-of-spin command and the special symbol command are different control commands when the spinning process for the first special game is executed and when the spinning process for the second special game is executed. During the jackpot spinning process and the loss spinning process, the main CPU 41 updates the output information in the main RAM 43 so that it can identify that the wait command has not yet been output.

[0056] When the special symbol start process is completed, the main CPU 41 executes either the first special game or the second special game through a process separate from the special symbol start process. When executing the first special game, the main CPU 41 controls the first special symbol display device 19a to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the main CPU 41 stores a control command that can identify the end of the variation game (hereinafter referred to as the variation end command) in the output buffer.

[0057] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start displaying a predetermined symbol in a variable pattern. The main CPU 41 measures the variable time specified in the variable pattern. When the variable time specified in the variable pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the variable time specified in the variable pattern has elapsed, the main CPU 41 stores a variable end command in the output buffer. As described above, the main CPU 41 is configured to perform a winning lottery triggered by a game ball entering the start slot by executing the special symbol input process and the special symbol start process.

[0058] This explains the process for handling jackpot wins. The jackpot game processing is the process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, it executes the jackpot game processing after the special game ends. Based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing, the main CPU 41 identifies the type of jackpot game. The main CPU 41 then awards the identified type of jackpot game. As an example, there are first jackpots and second jackpots. A first jackpot is a jackpot based on the first jackpot symbol among the jackpot symbols. A second jackpot is a jackpot based on a second jackpot symbol that is different from the first jackpot symbol. In the following explanation, a jackpot game based on a first jackpot will be referred to as a first jackpot game, and a jackpot game based on a second jackpot will be referred to as a second jackpot game.

[0059] First, the main CPU 41 stores a control command (hereinafter referred to as the opening command) that can identify the start of the jackpot opening time in the output buffer. For example, the opening command may include information that can identify the type of jackpot game. Once the jackpot opening time has elapsed, the main CPU 41 performs processing to execute the round game. That is, the main CPU 41 controls the special solenoid SL2 using the opening control data for the identified jackpot game to open the large prize slot 14. For example, the main CPU 41 controls the special solenoid SL2 to keep the large prize slot 14 open until a quantity condition or a time condition is met.

[0060] The main CPU 41 performs the processing necessary to execute such round games until the number of round games specified for the jackpot game is completed. For example, both the first jackpot game and the second jackpot game are specified to consist of 10 round games. For example, each round game is specified to have a quantity condition in which 10 game balls enter the large prize slot 14. For example, each round game is specified to have a time condition in which 29 seconds have elapsed. As described above, when the launch intensity of the game balls is set to maximum, almost all game balls pass through the right-hand area of ​​the game board YB. Also, when a game ball flows down the right-hand area of ​​the game board YB, if it does not enter the second starting slot 13 and the large prize slot 14 is open, it has a high probability of entering the large prize slot 14.

[0061] The main CPU 41 stores a control command (hereinafter referred to as a round command) that can identify the start of a jackpot round in the output buffer each time a round of game is started. When the final round of game is finished, the main CPU 41 stores a control command (hereinafter referred to as an ending start command) that can identify the start of the jackpot ending time in the output buffer. When the jackpot ending time has elapsed, the main CPU 41 terminates the jackpot game. The main CPU 41 stores a control command (hereinafter referred to as an ending end command) that can identify the elapsed jackpot ending time in the output buffer.

[0062] This section explains the game state transition process, which involves changing the game state. Game state transition processing includes probability transition processing, which transitions the probability state, and ball entry rate transition processing, which transitions the ball entry rate state. For example, game state transition processing is executed after the jackpot game processing is completed. For example, in game state transition processing, the ball entry rate transition processing is executed in the order of probability transition processing.

[0063] First, let me explain the process for transferring the ball entry rate. In the ball entry rate transition process, the main CPU 41 sets an activation flag in the main RAM 43 when the first or second jackpot game ends. In other words, the main CPU 41 controls the game to a high ball entry rate state when the first or second jackpot game ends. After the second jackpot game ends, the main CPU 41 counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the main RAM 43 each time a special game is started. When the number of special games executed after the jackpot game ends reaches the activation count, the main CPU 41 clears the activation flag stored in the main RAM 43. In other words, after the second jackpot game ends, the main CPU 41 controls the game to a low ball entry rate state when the activation count of the special game ends. On the other hand, after the first jackpot game ends, the main CPU 41 does not clear the activation flag until the next jackpot game is awarded. In other words, the main CPU 41 controls the machine to a low ball entry rate state when a jackpot game is started after the first jackpot game has finished. Also, the main CPU 41 clears the activation flag when a jackpot game is started after the second jackpot game has finished but before the next special game has finished. In other words, the main CPU 41 controls the machine to a low ball entry rate state when a jackpot game is started after the second jackpot game has finished but before the next special game has finished. As a result, the pachinko machine 10 remains in a low ball entry rate state while a jackpot game is in progress.

[0064] Next, we will explain the probability transition process. In the probability transition process, when the first jackpot game ends, the main CPU 41 sets a high probability flag in the main RAM 43. In other words, when the first jackpot game ends, the main CPU 41 controls the system to a high probability state. After that, the main CPU 41 does not clear the high probability flag until the next jackpot game is awarded. In other words, when the first jackpot game ends, the main CPU 41 controls the system to a high probability state until the next jackpot game is awarded. When the second jackpot game ends, the main CPU 41 does not set a high probability flag in the main RAM 43. In other words, when the second jackpot game ends, the main CPU 41 controls the system to a low probability state.

[0065] Through probability transition processing and ball entry rate transition processing, after the first jackpot game ends, the pachinko machine 10 is controlled to a high probability state and a high ball entry rate state. In other words, after the first jackpot game ends, the pachinko machine 10 is controlled to a high probability time-saving state. After the second jackpot game ends, the pachinko machine 10 is controlled to a low probability state and a high ball entry rate state. Subsequently, when the special game for the specified number of activations ends, the pachinko machine 10 is controlled to a low ball entry rate state. In other words, after the second jackpot game ends, the pachinko machine 10 is controlled to a low probability time-saving state, and then, triggered by the end of the special game for the specified number of activations, is controlled to a low probability non-time-saving state.

[0066] Thus, the main CPU 41 can control the game state to be advantageous to the player, triggered by the end of a jackpot game. In other words, the pachinko game machine 10 can execute a variable game based on the result of the jackpot lottery, and after the end of the variable game, a game state advantageous to the player is granted based on the result of the jackpot lottery.

[0067] For example, when the game state changes, the main CPU 41 stores a control command that can identify the current game state (hereinafter referred to as a state specification command) in the output buffer. In other words, there are state specification commands that can identify a low probability non-time-saving state, a low probability time-saving state, a high probability non-time-saving state, and a high probability time-saving state. For example, when power supply is started or when the game state changes, the main CPU 41 stores a state specification command that can identify the current game state in the output buffer.

[0068] I will now explain the process for dispensing prize balls. The prize ball payout process is the process of distributing prize balls. In the prize ball payout process, the main CPU 41 determines whether a game ball has entered the first start port 12 based on whether or not it has received a detection signal from the first start sensor SE1. If a game ball enters the first start port 12, the main CPU 41 awards the first prize balls (for example, 3 balls) specified for the first start port 12. The main CPU 41 stores a control command (hereinafter referred to as a prize ball command) that can identify that the first prize balls have been awarded in the output buffer. The main CPU 41 determines whether or not a game ball has entered the second start port 13 based on whether or not it has received a detection signal from the second start sensor SE2. If a game ball enters the second start port 13, the main CPU 41 awards the second prize balls (for example, 1 ball) specified for the second start port 13. The main CPU 41 stores a prize ball command in the output buffer that identifies the awarding of the second prize ball count. The main CPU 41 determines whether a game ball has entered the large prize opening 14 based on whether or not it has received a detection signal from the count sensor SE3. If a game ball enters the large prize opening 14, the main CPU 41 awards the large prize opening 14 with the third prize ball count (for example, 15 balls) specified for the large prize opening 14. The main CPU 41 stores a prize ball command in the output buffer that identifies the awarding of the third prize ball count.

[0069] This section explains the normal pattern input process. The normal symbol input process is an example of timer interrupt processing. In the normal symbol input process, the main CPU 41 determines whether a game ball has entered the gate 17 based on whether or not it has received a detection signal from the gate sensor SE4. If a game ball has entered the gate 17, the main CPU 41 determines whether or not the number of normal reserved balls stored in the main RAM 43 is less than the upper limit. For example, the upper limit for the number of normal reserved balls is 4. If the number of normal reserved balls is less than the upper limit, the main CPU 41 updates the number of normal reserved balls by adding 1.

[0070] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used for the lottery of winning regular symbols, and winning symbol random numbers used for determining regular symbols. The main CPU 41 stores the random number information in such a way that the storage order of the random number information can be specified.

[0071] Next, we will explain the process for starting the normal pattern. The normal symbol start process is an example of timer interrupt processing. In the normal symbol start process, the main CPU 41 determines whether the conditions for starting a normal game are met. The main CPU 41 makes a positive determination if neither a normal win game nor a normal game is in progress, and a negative determination if either a normal win game or a normal game is in progress. If the conditions for starting a normal game are not met, the main CPU 41 terminates the normal symbol start process. If the conditions for starting a normal game are met, the main CPU 41 determines whether the normal reserve count is greater than zero. If the normal reserve count is zero, the main CPU 41 terminates the normal symbol start process.

[0072] If the normal reserve count is greater than zero, the main CPU 41 performs the process of executing the normal game. Specifically, the main CPU 41 updates the normal reserve count by subtracting 1. The main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the normal game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a normal win lottery to determine whether or not to award a normal win. The main CPU 41 performs the normal win lottery at a normal win probability corresponding to the current ball entry rate state. For example, the normal win probability in a high ball entry rate state is 1 or approximately 1. For example, the normal win probability in a low ball entry rate state is zero or approximately zero.

[0073] If a regular win is achieved, the main CPU 41 performs a regular win variation process. In the regular win variation process, the main CPU 41 uses a random number of regular win symbols that can be identified from the random number information to draw regular win symbols and determines which regular win symbols will be displayed as stops in the regular game. If a regular win is not achieved, the main CPU 41 performs a regular loss variation process. In the regular loss variation process, the main CPU 41 determines which regular loss symbols will be displayed as stops in the regular game.

[0074] The main CPU 41 determines a variation pattern from among several normal variation patterns according to the ball entry rate state. For example, when the current ball entry rate state is low, the main CPU 41 determines a variation pattern with a longer variation time compared to when the current ball entry rate state is high. Note that there may be multiple variation patterns that can be determined for each ball entry rate state. In this case, the main CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among the multiple normal variation patterns. After determining the variation pattern, the main CPU 41 terminates the normal symbol start process.

[0075] When the normal symbol start process is completed, the main CPU 41 executes the normal game through a process separate from the normal symbol start process. When the main CPU 41 executes the normal game, it controls the normal symbol display device 19e to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process.

[0076] This explains the normal gameplay process. The normal win game processing is the process for granting a normal win game. When the main CPU 41 stops and displays a normal win symbol in a normal game, it executes the normal win game processing after the normal game for the normal win has ended. The main CPU 41 controls the normal solenoid SL1 using the opening control data corresponding to the normal win symbol determined in the normal symbol start processing, and opens the second start port 13.

[0077] Next, we will explain the various processes performed by the sub-CPU 51. This section explains the game's presentation and processing. The performance game processing is the process of executing a performance game as one of the display effects associated with a special game while the special game is running. When the sub-CPU 51 receives a variation start command and a special symbol command, it controls the performance device group ES, including the performance display device EH, to execute the performance game.

[0078] The sub-CPU 51 determines the symbol combinations to be displayed in the performance game based on the special symbol command. The sub-CPU 51 determines the winning symbol combination when it is possible to identify the winning symbol from the special symbol command. For example, a winning symbol combination is a symbol combination in which multiple performance symbols are the same. The sub-CPU 51 determines the losing symbol combination when it is possible to identify the losing symbol from the special symbol command. When determining the losing symbol combination, the sub-CPU 51 determines a losing symbol combination that includes a reach if the conditions for executing a reach performance (hereinafter referred to as the reach condition) are met. For example, a losing symbol combination that includes a reach is a symbol combination in which, among multiple performance symbols, the performance symbols in the left and right columns are the same, while the performance symbols in the middle column are different. When determining the losing symbol combination, the sub-CPU 51 determines a losing symbol combination that does not include a reach if the reach condition is not met. For example, a losing combination of symbols that does not include a reach is a combination of multiple different symbols used in the animation. For example, the sub-CPU 51 determines whether or not the reach condition is met based on the variation pattern that can be identified from the input variation start command.

[0079] The sub-CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. Based on the determined variation content, the sub-CPU 51 controls the performance display device EH to start displaying the variation of the performance symbols in each symbol row. In other words, the sub-CPU 51 starts the performance game.

[0080] The sub-CPU 51 temporarily stops displaying the symbol combinations when a predetermined timing arrives after the start of the performance game. The sub-CPU 51 stops displaying the symbol combinations in a finalized state when a variation end command is input. The sub-CPU 51 may also stop displaying the symbol combinations in a finalized state when the variation time specified in the variation pattern has elapsed. In this case, the variation end command may be omitted.

[0081] An example of a performance that can be executed in the pachinko game machine 10 will be explained. The performances that can be performed in the pachinko game machine 10 include motif performances, which include motif displays related to a predetermined motif used in the pachinko game machine 10, and game-related performances, which include related displays related to the game. Here, the predetermined motif used in the pachinko game machine 10 is a theme or concept that is common to the entire pachinko game machine 10 or to many of its performances. For example, the predetermined motif may include themes and concepts such as nature, robots, the Sengoku period, sports, occupations, daily life, and fantasy, or concepts that combine these. Alternatively, the predetermined motif may be a source or model for a predetermined anime, manga, novel, or character. Related displays related to the game include displays related to events that may occur as the game progresses in the pachinko game machine 10, and displays related to the game components that make up the pachinko game machine 10. Below, an example will be described in which soccer is adopted as the predetermined motif.

[0082] This section explains the staging methods used for motif-based presentations. For example, a motif presentation may include a first motif presentation and a second motif presentation. For example, the first motif presentation may be executed as an SR presentation. For example, the second motif presentation may be executed as a jackpot presentation.

[0083] As shown in Figure 4(a), for example, the first motif presentation may include an introductory presentation. For example, the introductory presentation is a presentation that suggests or notifies that the SR presentation has started. For example, the introductory presentation may include a display presentation that shows an introductory image SG1. For example, the introductory image SG1 is an image that suggests or notifies that the SR presentation has started. For example, the introductory image SG1 is a display content related to soccer as a predetermined motif. For example, the introductory image SG1 is an image that simulates the situation of a soccer match starting in a soccer stadium. For example, the match is between the team to which the main character belongs and the team to which the rival character belongs.

[0084] As shown in Figure 4(b), for example, the first motif performance may include a build-up performance. For example, the build-up performance is executed when the introductory performance ends. For example, the build-up performance is a performance that builds anticipation for whether the first motif performance, as an SR performance, will result in a big win. For example, the build-up performance may include a display performance that shows a build-up image SG2. For example, a build-up image SG2 is an image that builds anticipation for whether the first motif performance, as an SR performance, will result in a win. For example, a build-up image SG2 is an image that simulates a situation where the main character and the rival character are facing each other.

[0085] As an example, the first motif performance may include an operation performance. The operation performance is a performance that includes an operation acceptance period during its execution period in which it accepts operation of the performance button BT. As an example, the operation performance may include a display performance that displays an operation image BG. The operation image BG is an image that suggests or notifies the operation acceptance period during which it accepts operation of the performance button BT. The operation image BG is an image that prompts operation of the performance button BT. As an example, the operation image BG may include an image that mimics the performance button BT. As an example, the operation image BG may include an image that mimics the text "Press the button". The operation performance is a performance that can be executed in parallel with the teasing performance. The execution period of the operation performance may be partly or entirely the same as the execution period of the teasing performance. The operation performance may start before the teasing performance, start at the same time as the teasing performance, or start after the teasing performance. The operation performance may end before the teasing performance, end at the same time as the teasing performance, or end after the teasing performance.

[0086] As shown in Figure 4(c), for example, the first motif performance may include a winning result performance. For example, the winning result performance is executed when one or both of the operation performance and the build-up performance have ended. The winning result performance is a performance that suggests or notifies that the first motif performance as an SR performance is a win. For example, the winning result performance may include a display performance that shows the winning result image SG3. The winning result image SG3 is an image that suggests or notifies that the first motif performance as an SR performance is a win. For example, the winning result image SG3 is an image that simulates a situation in which the main character scores a goal.

[0087] As shown in Figure 4(d), for example, the first motif performance may include a losing result performance. For example, the losing result performance is executed when one or both of the operation performance and the teasing performance end. The losing result performance is a performance that suggests or notifies that the result of the first motif performance as an SR performance is not a win, that is, it is a loss. For example, the losing result performance may include a display performance that shows a losing result image SG4. The losing result image SG4 is an image that suggests or notifies that the result of the first motif performance as an SR performance is a loss. For example, the losing result image SG4 is an image that simulates a situation in which the main character has the ball stolen by the rival character.

[0088] The first motif presentation consists of either a winning result presentation or a losing result presentation. The first motif presentation ends upon the completion of either the winning result presentation or the losing result presentation. In other words, the first motif presentation ends simultaneously with the completion of either the winning result presentation or the losing result presentation. The display of the introductory image SG1, the teasing image SG2, the winning result image SG3, and the losing result image SG4 are examples of specific displays. Hereafter, when the winning result presentation and the losing result presentation are not distinguished, they may simply be referred to as the result presentation.

[0089] Let's explain the second motif of the performance. As shown in Figure 5, for example, the second motif performance may include stages 1, 2, 3, and 4. The second motif performance may progress in the order of stages 1, 2, 3, and 4. The second motif performance is executed in response to the occurrence of a predetermined event. For example, the stages of the second motif performance progress in response to the occurrence of a predetermined event. For example, the predetermined event is an event related to the progress of the game. For example, the predetermined event is a jackpot game. In other words, the second motif performance is executed in response to the execution of a jackpot game. For example, the second motif performance of stage 1 is executed in response to the execution of a jackpot game that results in the first win. Thereafter, the stages of the second motif performance progress in response to the execution of jackpot games that result in consecutive wins. Each stage of the second motif performance ends when a predetermined performance time has elapsed. Therefore, for example, if a predetermined event occurs during the execution of the second motif performance at a predetermined stage, the second motif performance at the next stage will be executed in parallel with the second motif performance at the predetermined stage. In other words, the second motif performance at each stage can be executed in parallel with the second motif performances at other stages, depending on the occurrence of the predetermined event.

[0090] For example, the second motif presentation is a moving image that shows a story based on a predetermined motif. In other words, as the stages of the second motif presentation progress, the story based on the predetermined motif progresses. For example, the second motif presentation in the first stage may include a display presentation that shows the first story image MG1. For example, the first story image MG1 is a moving image that shows the first episode of the story based on the predetermined motif. For example, the second motif presentation in the second stage may include a display presentation that shows the second story image MG2. For example, the second story image MG2 is a moving image that shows the second episode of the story based on the predetermined motif. In other words, the second story image MG2 is a continuation of the story shown by the first story image MG1.

[0091] For example, the second motif presentation in the third stage may include a display presentation that shows the third story image MG3. For example, the third story image MG3 is a moving image showing the third episode of a story based on a predetermined motif. In other words, the third story image MG3 is a continuation of the story shown by the second story image MG2. For example, the second motif presentation in the fourth stage may include a display presentation that shows the fourth story image MG4. For example, the fourth story image MG4 is a moving image showing the fourth episode of a story based on a predetermined motif. In other words, the fourth story image MG4 is a continuation of the story shown by the third story image MG3. The display presentation of the second motif presentation in each stage may include the display of characters related to soccer as a motif, such as the main character or rival characters. The displays of the first story image MG1, the second story image MG2, the third story image MG3, and the fourth story image MG4 are examples of predetermined displays. The display of the first story image MG1 is an example of the first predetermined display. The display of the second story image MG2 is an example of the second predetermined display.

[0092] Thus, the first motif performance and the second motif performance may include a performance that executes a display related to soccer, which is the same motif. Furthermore, the performance of the first motif performance and the performance of the second motif performance can display the same character. The displayed character can be said to be a character based on a real person or a fictional person. In other words, the performance of the first motif performance and the performance of the second motif performance can execute a display of the same motif. The execution period of the first motif performance is an example of a specific period. The execution period of the second motif performance is an example of a predetermined period.

[0093] This section explains the game-related effects and presentation. For example, the pachinko game machine 10 can perform payout animations as a game-related animation. A payout animation is an animation that suggests or notifies that the number of prizes awarded to the player during a predetermined period, such as a winning streak (hereinafter referred to as the cumulative number of prizes), has reached a predetermined number. For example, a payout animation may include a first payout animation and a second payout animation. For example, the first payout animation is an animation that suggests or notifies that the cumulative number of prizes has reached a first predetermined number. For example, the second payout animation is an animation that suggests or notifies that the cumulative number of prizes has reached a second predetermined number. For example, the first predetermined number is 5000. For example, the second predetermined number is 10000.

[0094] As shown in Figure 6, for example, the first payout animation may include a display animation that shows the first payout image DG1. For example, the first payout image DG1 is an image that suggests or notifies that the cumulative number of prizes has reached the first specified number. For example, the first payout image DG1 is an image that mimics the string "5000GET". For example, the second payout animation may include a display animation that shows the second payout image DG2. For example, the second payout image DG2 is an image that suggests or notifies that the cumulative number of prizes has reached the second specified number. For example, the second payout image DG2 is an image that mimics the string "10000GET". The display of the first payout image DG1 and the second payout image DG2 are examples of related displays. Furthermore, the display of the first payout image DG1 is an example of a first related display. Furthermore, the display of the second payout image DG2 is an example of a second related display.

[0095] For example, each payout animation ends after a predetermined animation time has elapsed. Therefore, for instance, if the cumulative number of prizes reaches the second predetermined number while the first payout animation is in progress, the first and second payout animations will run in parallel. For example, if the trigger for execution of each payout animation occurs while the second motif animation is in progress, that is, if the cumulative number of prizes reaches the predetermined number, the execution of that animation will be suspended until the second motif animation ends.

[0096] The process for executing each of the above effects will be explained below. First, let's explain the process for executing the first motif performance. When the sub-CPU 51 receives a variation start command, it identifies the content of the new variation game to be executed based on that command. If the identified content does not include an SR (Super Rare) effect, the sub-CPU 51 decides not to execute the first motif effect. If the identified content includes an SR effect, the sub-CPU 51 decides to execute the first motif effect. Subsequently, when a predetermined amount of time has elapsed since the start of the variation game, and the timing for the SR effect to begin arrives, the sub-CPU 51 controls the effect device group ES to execute the first motif effect as an SR effect. In other words, the sub-CPU 51 first controls the effect device group ES to execute the introductory effect.

[0097] Subsequently, when the execution time of the introductory sequence has elapsed, the sub-CPU 51 determines that the timing for executing the build-up sequence has arrived. When the timing for executing the build-up sequence arrives, the sub-CPU 51 controls the performance device group ES to execute the build-up sequence instead of the introductory sequence. Also, when the sub-CPU 51 determines that the timing for executing the operation sequence has arrived, it controls the performance device group ES to execute the operation sequence. The timing for executing the operation sequence may be before the timing for executing the build-up sequence, at the same time as the build-up sequence, or after the timing for executing the build-up sequence. For example, the sub-CPU 51 may determine that the timing for executing the operation sequence has arrived when a predetermined timing arrives before the execution time of the introductory sequence has elapsed, thereby configuring the system so that the timing for executing the operation sequence is before the timing for executing the build-up sequence. Alternatively, for example, the sub-CPU 51 may determine that the timing for executing the operation sequence has arrived when it determines that the timing for executing the build-up sequence has arrived, thereby configuring the system so that the timing for executing the operation sequence is the same as the timing for executing the build-up sequence. Furthermore, for example, the sub-CPU 51 may determine that the timing for executing the operation sequence has arrived when a predetermined timing occurs during the execution of the hype sequence, thereby configuring the system so that the timing for executing the operation sequence is later than the timing for executing the hype sequence.

[0098] Subsequently, when the timing for executing the result animation arrives, the sub-CPU 51 controls the animation device group ES to execute the result animation instead of the teasing animation. For example, the timing for executing the result animation arrives when the operation acceptance period, which is at least a part of the execution period of the operation animation, ends. For example, the sub-CPU 51 determines that the operation acceptance period has ended when a predetermined acceptance time has elapsed since the start of the operation acceptance period, or when the animation button BT is operated during the operation acceptance period. For example, when the timing for executing the result animation arrives, the sub-CPU 51 executes either a winning result animation or a losing result animation according to the animation content specified from the variation start command. Subsequently, when the animation time of the result animation has elapsed, the sub-CPU 51 terminates the result animation and also terminates the first motif animation.

[0099] Next, we will explain the process for executing the second motif performance. For example, when an opening command is input, the sub-CPU 51 controls the performance device group ES to execute the second motif performance. At this time, the sub-CPU 51 refers to the number of stages stored in the sub-RAM 53 and controls the performance device group ES to execute the second motif performance of that number of stages for a predetermined performance time. The initial value of the number of stages indicates the first stage. When the sub-CPU 51 starts a new second motif performance, it updates the number of stages to indicate the next stage. As a result, each time an opening command is input, the second motif performance that has progressed one stage is executed. For example, when a state specification command that can identify a low probability non-time-saving state is input, the sub-CPU 51 initializes the number of stages. As a result, the pachinko game machine 10 can execute the second motif performance of the first stage in accordance with the execution of the jackpot game that results in the first win.

[0100] For example, when the sub-CPU 51 starts a new second motif performance, if the performance time for another second motif performance has not yet elapsed, it controls the performance device group ES to execute the new second motif performance in addition to the other second motif performance. For example, the sub-CPU 51 may make the performance mode different when executing one second motif performance compared to executing multiple second motif performances in parallel. For example, the sub-CPU 51 may change the display position of the display performance of the currently executing second motif performance on the display area R of the performance display device EH to execute the display performance of the new second motif performance. Also, for example, the sub-CPU 51 may make the display position of the display performance of the new second motif performance on the display area R of the performance display device EH different depending on whether or not the display performance of another second motif performance is currently being executed, and the number of other second motif performances that are currently being executed. For example, when the sub-CPU 51 starts the display performance of a new second motif performance, if the display performance of another second motif performance is not being executed, it will execute the display performance of the new second motif performance at the center or approximately the center of the display area R. Furthermore, for example, when the sub-CPU 51 executes the display animation for a new second motif animation, if one display animation for another second motif animation is already running, it will execute the previously executed display animation for the other second motif animation in the upper left area of ​​the display area R. On the other hand, the sub-CPU 51 will execute the display animation for the new second motif animation in the lower right area of ​​the display area R. Furthermore, for example, when the sub-CPU 51 executes the display animation for a new second motif animation, if two display animations for other second motif animations are already running, it will execute the display animation for the new second motif animation in the lower left area of ​​the display area R. Furthermore, for example, when the sub-CPU 51 executes the display animation for a new second motif animation, if three display animations for other second motif animations are already running, it will execute the display animation for the new second motif animation in the upper right area of ​​the display area R.

[0101] For example, the sub-CPU 51 controls the performance device group ES to stop the execution of the second motif performance if a stop condition is met during the execution of the second motif performance. For example, the stop condition is receiving an operation of the performance button BT during the execution of the second motif performance. For example, the sub-CPU 51 determines that the stop condition has been met when an operation signal is input during the execution of the second motif performance. Pressing the performance button BT during the execution of the second motif performance is an example of a predetermined operation.

[0102] Next, we will explain the process for executing the payout animation. For example, when a prize ball command is input, the sub-CPU 51 adds the number of prize balls identified from the prize ball command to the cumulative prize count stored in the sub-RAM 53 and updates it. For example, when a state specification command that can identify a low probability non-time-saving state is input, the sub-CPU 51 initializes the cumulative prize count. As a result, the pachinko game machine 10 can execute payout animations according to the total number of prizes awarded during the winning streak period. For example, the sub-CPU 51 determines whether the conditions for executing a payout animation have been met based on whether the updated cumulative prize count has reached a predetermined number. For example, if the updated cumulative prize count has not reached a predetermined number, the sub-CPU 51 determines that the conditions for executing a payout animation have not been met. For example, if the updated cumulative prize count has reached a first predetermined number, and the cumulative prize count before the update has not reached a first predetermined number, the sub-CPU 51 determines that the conditions for executing the first payout animation have been met. For example, if the cumulative number of prizes after the update has not reached the second specified number, and the cumulative number of prizes before the update has reached the first specified number, the sub-CPU 51 will determine that the conditions for executing the payout animation have not been met. For example, if the cumulative number of prizes after the update has reached the second specified number, and the cumulative number of prizes before the update has not reached the second specified number, the sub-CPU 51 will determine that the conditions for executing the second payout animation have been met.

[0103] For example, when the sub-CPU 51 determines that the execution conditions for the first payout animation have been met, and the first delay condition has not been met, it controls the animation device group ES to execute the first payout animation. For example, when the sub-CPU 51 is executing the second motif animation, it determines that the first delay condition has been met. For example, when the sub-CPU 51 is executing the second motif animation, it delays the execution of the first payout animation until the first delay condition is resolved. For example, when the sub-CPU 51 has resolved the first delay condition, it controls the animation device group ES to execute the first payout animation. In other words, when the execution conditions for the first payout animation are met, and the second motif animation is being executed, the sub-CPU 51 delays the execution of the first payout animation until the execution of the second motif animation is completed. After that, when the execution of the second motif animation is completed and the first delay condition is resolved, the sub-CPU 51 controls the animation device group ES to execute the first payout animation, which had been delayed.

[0104] For example, the sub-CPU 51 may make the presentation style different depending on whether the first payout presentation is executed with a delay or without delay. For example, when the sub-CPU 51 executes the first payout presentation with a delay, it may execute it more dynamically than when the first payout presentation is executed without delay. "Dynamic" includes images where the amount of change in the displayed image is greater than that of the comparison target, that is, images where the speed of movement within a certain period is faster or the distance of movement is longer than that of the comparison target, images where the amount of increase (or decrease) in the image within a certain period is greater than that of the comparison target, and images where the color change of the image is greater than that of the comparison target. On the other hand, "static" includes images where the amount of change in the displayed image is smaller than that of the comparison target, that is, images where the speed of movement within a certain period is slower or the distance of movement is shorter than that of the comparison target, images where the amount of increase (or decrease) in the image within a certain period is smaller than that of the comparison target, and images where the color change of the image is smaller than that of the comparison target. For example, the display animation for the first payout animation may be an animation in which the first payout image DG1 is displayed so as to pop out from the lower right to the center of the display area R of the animation display device EH. In this case, when the first payout animation is executed with a delay, the first payout image DG1 may be displayed so as to pop out faster.

[0105] For example, when the sub-CPU 51 determines that the conditions for executing the second payout animation have been met, if neither the first delay condition nor the second delay condition is met, it controls the animation device group ES to execute the second payout animation. For example, the sub-CPU 51 determines that the second delay condition is met until a predetermined time (for example, 5 seconds) has elapsed since the start of the first payout animation. For example, if either the first delay condition or the second delay condition is met, the sub-CPU 51 delays the execution of the second payout animation until that delay condition is resolved. For example, once the delay condition is resolved, the sub-CPU 51 controls the animation device group ES to execute the second payout animation.

[0106] In other words, when the execution conditions for the second payout animation are met, the sub-CPU 51 delays the execution of the second payout animation until the execution of the second motif animation is completed, if the second motif animation is currently running. Subsequently, when the first delay condition is resolved by the completion of the second motif animation, if the execution of the first payout animation is still delayed, the execution of the first payout animation will resolve the second delay condition. For this reason, the sub-CPU 51 further delays the execution of the second payout animation until a predetermined amount of time has elapsed since the start of the first payout animation. The sub-CPU 51 controls the animation device group ES to execute the second payout animation when the first delay condition is resolved by the completion of the second motif animation, when the execution of the first payout animation is still delayed, and when the second delay condition is resolved. Furthermore, even if the execution conditions for the second payout animation are met while the second delay condition is still met due to the awarding of prizes at a very short interval after the execution of the first payout animation, the sub-CPU 51 will execute the second payout animation only after the second delay condition has been resolved.

[0107] For example, the sub-CPU 51 may differentiate the presentation style depending on whether the second payout presentation is executed with a delay or without delay. For example, when the sub-CPU 51 executes the second payout presentation with a delay, it may differentiate the presentation style depending on whether the execution is triggered by the resolution of the first delay condition or by the resolution of the second delay condition. For example, when the sub-CPU 51 executes the second payout presentation with a delay triggered by the resolution of the first delay condition, it may execute it more dynamically than when the second payout presentation is executed without delay. For example, the display style of the second payout presentation may be one in which the second payout image DG2 is displayed as if it is popping out from the lower right to the center of the display area R of the presentation display device EH. In this case, when the second payout presentation is executed with a delay, the second payout image DG2 may be displayed as if it is popping out faster.

[0108] For example, when the sub-CPU 51 delays the execution of the second payout animation upon the resolution of the second delay condition, it may execute the second payout animation in such a way that the execution of the first payout animation, which is currently running, is restricted by the newly executed second payout animation. For example, the display animation for the second payout animation may be an animation in which an effect image is displayed that destroys the already displayed first payout image DG1 by displaying the second payout image DG2 so that it pops out from the lower right of the display area R towards the center.

[0109] Thus, if the start timing for the first payout animation and the second payout animation occurs during the execution period of the second motif animation, they will be executed while ensuring the execution period of the second motif animation is maintained. On the other hand, if the start timing for the first payout animation and the second payout animation occurs outside the execution period of the second motif animation, they will be executed without ensuring the execution period of the second motif animation is maintained.

[0110] This section describes a specific example of how the second motif effect and the payout effect are executed in the pachinko game machine 10. At time T00 in Figure 7, the game is controlled to a low probability, non-time-saving state. Because it is controlled to a low probability, non-time-saving state, the stage number is Stage 1. Also, because it is controlled to a low probability, non-time-saving state, the cumulative number of prizes is 0. Subsequently, at time T01, a jackpot game, which is the first win, begins. As a result, the second motif performance of Stage 1 is executed in the performance device group ES. In other words, the first story image MG1 is displayed in the performance display device EH.

[0111] At time point T02, a new jackpot game is started before the second motif performance of the first stage is completed. As a result, the performance device group ES executes the second motif performance of the second stage in addition to the second motif performance of the first stage. In other words, the performance display device EH displays the second story image MG2 in addition to the first story image MG1. At this time, the display position of the first story image MG1, which was displayed first, changes to the upper left area of ​​the display area R in the performance display device EH. On the other hand, the second story image MG2 is displayed in the lower right area of ​​the display area R in the performance display device EH.

[0112] At time point T03, the performance button BT is assumed to have been operated while the second motif performance of the first stage and the second motif performance of the second stage were being executed. In other words, the condition for canceling the second motif performance is assumed to have been met. Therefore, at time point T03, the second motif performance of the first stage and the second motif performance of the second stage are canceled, shortening the execution period of both the second motif performance of the first stage and the second motif performance of the second stage. As a result, the first payout performance, which was delayed because the cumulative number of prizes reached the first specified number while the delay condition was met, and the second payout performance, which was delayed because the cumulative number of prizes reached the second specified number while the delay condition was met, are executed. As mentioned above, the execution of the second payout performance is further delayed until a predetermined time has elapsed since the start of the first payout performance. Therefore, the performance device group ES first executes the first payout performance. After that, once the second delay time is resolved by the elapsed time since the start of the first payout performance, the performance device group ES executes the second payout performance.

[0113] Thus, the pachinko game machine 10 can display the first story image MG1 and the second story image MG2 in parallel. Furthermore, when the start timing for displaying the first payout image DG1 and the second payout image DG2 arrives during the display period of the first story image MG1 and the second story image MG2, the display period for the first story image MG1 and the second story image MG2 is reserved and the display of the first payout image DG1 and the second payout image DG2 is executed. At this time, at least a portion of the display of the first payout image DG1 and the display of the second payout image DG2 are executed with overlap.

[0114] As mentioned above, the first and second payout animations are executed without delay if the second motif animation is not being performed. In other words, when the start time for displaying the first payout image DG1 and the second payout image DG2 arrives outside the execution period for displaying story images MG1 to MG4, it is possible to execute the display of the first payout image DG1 and the second payout image DG2 without securing the execution period for displaying story images MG1 to MG4. Furthermore, after the execution period for the first and second payout animations has ended, the start time for the next second motif animation may arrive when a new jackpot game is played.

[0115] Figures 8 and 9 show the game board and the performance display device EH in the situations where the second motif performance is being executed and where the payout performance is being executed, respectively. Both the display performance of the second motif performance and the display performance of the payout performance can be executed on a virtual line L1 connecting a first position P1 in the display area R of the performance display device EH and a second position P2 where a specific game component is placed. In other words, both the display performance of the second motif performance and the display performance of the payout performance can be executed such that at least a part of them lies on the virtual line L1. The first position P1 may be any position in the display area R. For example, the first position P1 may be the left corner of the display area R. For example, the second position P2 may be any position on a specific game component. For example, the second position P2 may be the center position (center of gravity) of a specific game component, or it may not be the center position (center of gravity) of a specific game component. For example, a specific game component is an entry point through which game balls can enter or pass. For example, a specific game component is a game component related to the execution conditions of a variable game. For example, a specific game component is a game component that forms the second start opening 13. For example, a specific game component may be a game component related to the conditions for awarding prizes.

[0116] Furthermore, the display animation for the payout animation can be executed at a specific position DP on a virtual straight line L1. The specific position DP is part of the position in the display area R where the display animation for the payout animation is executed. The specific position DP may or may not be the center position (centroid) of the display animation for the payout animation. The display animation for the second motif animation of the first stage can be executed at a predetermined position EP that is closer to the first position P1 than this specific position DP. The predetermined position EP is part of the position in the display area R where the display animation for the second motif animation of the first stage is executed. The predetermined position EP may or may not be the center position (centroid) of the display animation for the second motif animation of the first stage.

[0117] Furthermore, as described above, the first payout image DG1 and the second payout image DG2, which constitute the payout display, are displayed so as to pop out from the lower right to the center of the display area R of the display device EH. For example, the first payout image DG1 and the second payout image DG2 are displayed so as to pop out along a solid line RL (for example, an image resembling an arrow) that overlaps with a virtual line L1.

[0118] The effects of this embodiment will now be explained. (1) When the timing for the payout animation begins during the execution period of the second motif animation, the execution period of the second motif animation is maintained and the payout animation is executed. Therefore, even in such situations, the second motif animation can be enjoyed. Then, by executing the payout animation afterward, the player can grasp the information provided by the payout animation.

[0119] (2) The second motif presentation includes the same motif (character) as the first motif presentation. This ensures that a consistent presentation is executed during the different periods of the first motif presentation and the second motif presentation. Therefore, it is easier to immerse players in the theme and concept of the pachinko machine 10.

[0120] (3) If the start time for both the first payout performance and the second payout performance arrives during the execution period of the second motif performance, the first payout performance and the second payout performance will be executed with some overlap after the end of the execution period of the second motif performance. This will allow the player to grasp information from both the first payout performance and the second payout performance.

[0121] (4) During the execution period of the second motif performance of the first stage, when the start time for the second motif performance of the second stage arrives, the second motif performance of the first stage and the second motif performance of the second stage can be performed in parallel. Therefore, in this situation, both the second motif performance of the first stage and the second motif performance of the second stage can be enjoyed.

[0122] (5) The second motif animation and the payout animation can be executed on the same virtual line L1. This allows the viewer to focus on both the second motif animation and the payout animation by focusing on the virtual line L1. Furthermore, since the second motif animation and the payout animation are executed at different positions, it is easier to see the desired animation.

[0123] (6) Outside of the period when the second motif effect is being performed, the payout effect can be performed without delay, making it easier to provide players with more accurate information. (7) The duration of the second motif performance can be shortened by operating the performance button BT. Therefore, players who are not interested in the second motif performance can shorten its duration at will and enjoy other performances.

[0124] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. • As an example of a prescribed display, the display of the second motif is given, but it is not limited to this. The prescribed display can be any display related to a prescribed motif used in the pachinko game machine 10. For example, the prescribed display may be a display related to a prescribed motif used in the pachinko game machine 10, and also a display related to the game.

[0125] • As an example of a related display, the display of payout effects is given, but it is not limited to this. A related display can be any display related to the game. For example, a related display may be a display related to a predetermined motif used in the pachinko game machine 10, and also a display related to the game. For example, a related display may include a motif character, such as the main character or a rival character.

[0126] • As an example of a specific display, the display of the first motif is given, but it is not limited to this. The specific display may be changed to any display related to the predetermined motif used in the pachinko game machine 10.

[0127] The prescribed period and the specified period may be changed at any time, provided that at least a part of them is different. During a specific period, at least a portion of the prescribed indication may be implemented in place of the specific indication.

[0128] The specified display may be executed more dynamically or statically than the related display. - During the execution period of a prescribed display, when the start timing of a related display arrives, in addition to securing the execution period of the prescribed display before executing the related display, or alternatively, the display area of ​​the prescribed display may be secured before executing the related display. For example, when the start timing of a related display arrives during the execution period of a prescribed display, the related display may be executed at a different location from the prescribed display to secure the display area of ​​the prescribed display and then executed. In this case, the related display and the prescribed display may partially overlap. In this case, the prescribed display may be executed so as to overlap the related display, or the related display may be executed so as to overlap the prescribed display. In other words, when the start timing of a related display arrives during the execution period of a prescribed display, the prescribed display area may be secured as the display area of ​​the prescribed display and the related display may be executed, and the prescribed display may be executed outside the prescribed display area, overlapping with a part of the related display. Note that when the related display is executed so as to overlap the prescribed display, it is preferable that the portion of the prescribed display that is overlapped by the related display is smaller than the portion that is not overlapped by the related display.

[0129] When a predetermined operation is performed while multiple predetermined displays are being executed in parallel, the execution period of some of the predetermined displays may be shortened. In this case, the execution period of the predetermined display executed earlier may be shortened, or the execution period of the predetermined display executed later may be shortened. Also, for example, the execution period of the predetermined display close to the first position P1 may be shortened, the execution period of the predetermined display close to the second position P2 may be shortened, or the execution period of the predetermined display close to a specific position DP may be shortened.

[0130] The start and end timings of multiple related displays can be changed as desired. For example, multiple related displays may start and end simultaneously. In other words, multiple related displays may all run in overlapping order. Alternatively, for example, one related display may start after the other has finished. In other words, multiple related displays do not have to run in overlapping order.

[0131] - If a predetermined operation is performed while a related display is being executed, the execution period of the related display may be shortened. For example, when one or more predetermined displays and one or more related displays are being executed, the execution periods of all predetermined displays and related displays may be shortened, or only some of the execution periods may be shortened, depending on the predetermined operation.

[0132] • Multiple specified displays may be assigned arbitrary execution periods. For example, the execution periods of all specified displays may be the same length, some may have different execution periods, or all may have different execution periods. If some or all of the specified displays have different execution periods, the relationship between the length of one specified display's execution period and the execution periods of another specified display may be set arbitrarily.

[0133] The trigger for executing a predetermined display can be set arbitrarily. For example, the predetermined display may be executed when the performance button BT is operated, when a predetermined variable game is executed, or when a predetermined performance is executed. As an example, the trigger for executing a predetermined display may be the same as the trigger for executing a related display.

[0134] The trigger for the related display can be set arbitrarily. For example, the related display may be triggered when the performance button BT is operated, when a predetermined variation game is played, or when a predetermined performance is played. As an example, the trigger for the related display may be the same as the trigger for the predetermined display.

[0135] The related indicator is displayed as if it is extending along the virtual line L1 and the solid line RL that overlaps with the virtual line L1, but is not limited to this. For example, the solid line RL does not need to be displayed. Also, for example, the related indicator may be executed along the virtual line L1 or the solid line RL, and then deviate from the virtual line L1 and the solid line RL. Also, for example, the related indicator may be executed deviate from the virtual line L1 and the solid line RL, and then deviate from the virtual line L1 or the solid line RL. Also, for example, the related indicator may be executed along at least a portion of a virtual line parallel to the virtual line L1 and the solid line RL.

[0136] The performance display device EH is not limited to being composed of one display unit capable of displaying various images, but may be composed of multiple display units. The performance display device EH may be composed in combination with a movable body configured to enable predetermined operations. Some or all of the one or more display units constituting the performance display device EH may be provided on the game board YB or on the mounting frame 11b.

[0137] The first and second variation games may be executed in the order in which the pending conditions are met. The pachinko game machine 10 can employ a specification that grants a high probability state until the next big win game, a specification that grants a high probability state until the player wins a fall-out lottery (so-called fall-out specification), or a specification that grants a high probability state until a specified number of variable games are completed (so-called ST specification). The pachinko game machine 10 can employ a specification that grants a high probability state on the condition that the game ball passes through a specific area (so-called V probability variation specification). The pachinko game machine 10 may also have a specification that combines the fall-out specification and the V probability variation specification. The pachinko game machine 10 may also have a specification that combines the ST specification and the V probability variation specification.

[0138] • The special symbol winning lottery may include not only the big win lottery but also the minor win lottery. If a minor win is achieved in the winning lottery, a minor win game (winning game) will be awarded after the special game ends. For example, the high probability non-time-saving state may be a state in which the number of times a minor win is achieved per unit time (frequency), or the number of times a minor win game is awarded per unit time (frequency), is increased compared to the low probability non-time-saving state (a so-called minor win rush specification). In other words, the high probability non-time-saving state may be a state in which a specific number of balls is more likely to increase.

[0139] The pachinko game machine 10 may be equipped with a complete function. The complete function is a function that controls the game to a stopped state when the maximum difference (so-called MY) after power-on reaches a predetermined number. For example, the maximum difference is counted by adding according to the awarding of prizes and subtracting from zero as the game medium is used. In addition, in response to the activation of the complete function, it may be possible to execute a complete function activation notification that allows the user to recognize that the complete function has been activated. While the complete function activation notification is being executed, the execution of some or all of the various effects and notifications may be restricted. For example, while the complete function activation notification is being executed, the execution of one or both of the special effects and specific effects may be restricted.

[0140] • Minor wins may be triggered by a game ball entering the starting slot, without going through a winning lottery. Furthermore, if the system is configured to enable minor wins, it may adopt a specification classified as Type 2, in which a major win occurs when a game ball passes through the major prize pocket 14 or a special area within another major prize pocket.

[0141] The main CPU 41, main ROM 42, main RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed as desired.

[0142] The pachinko game machine 10 may have a sub-board 50 as a sub-overall control board, and may also have a display control board that specializes in controlling the performance display device EH, a light emission control board that specializes in controlling the decorative lamp LA, and a sound control board that specializes in controlling the speaker SP, separate from the sub-board 50. The sub-board may include such a sub-overall control board and other boards that control the performance. In addition, in this embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single board. Furthermore, the display control board, the light emission control board, and the sound control board may be arbitrarily combined to form one or more boards.

[0143] This could be implemented as a smart pachinko machine (so-called "SmaPachi"). A smart pachinko machine is sometimes called a managed gaming machine. In a smart pachinko machine, similar to a regular pachinko machine 10, it is configured to launch game balls into the game area YBa. On the other hand, in a smart pachinko machine, the number of game balls held by the player is managed as electronic data. It is configured to launch physical game balls into the game area YBa by consuming the game balls (game value) managed as electronic data. In such a smart pachinko machine, when game balls are awarded as prize balls, the game balls are awarded as electronic data. In other words, the game balls as a gaming medium may be physical, or they may be managed as electronic data. Similarly, the game value may be physical or it may be managed as electronic data.

[0144] The above embodiment may be applied to a slot machine. In a slot machine, the bet amount (also called the stake) can be set by operating the BET button or by inserting tokens. In a slot machine, after the bet amount is set, when the start lever is operated, multiple reels rotate. In a slot machine, after the multiple reels have rotated, when the stop button is operated, the rotation of the corresponding reel stops. Then, in a slot machine, when the rotation of all reels has stopped, a prize (awarding of tokens, re-play) is given according to the combination of symbols that stopped. In a slot machine, the period from when the start lever is operated with the bet amount set until the rotation of all reels stops is included in at least one spinning game.

[0145] A slot machine may be a gaming machine that uses a different game medium than tokens. For example, it may be a gaming machine that uses game balls (pachinko balls) as the game medium. Alternatively, the game medium may be a tokenless gaming machine managed by data (information). In other words, a slot machine may be a smart slot (so-called "smart slot"). A smart slot is an example of a managed gaming machine.

[0146] The technical concepts that can be understood from the above embodiments and modified examples are described below. (Note 1) A gaming machine comprising a display means and a control means, capable of executing a predetermined display related to a predetermined motif used in the gaming machine and a related display related to the game, wherein when the start timing of the related display arrives during the execution period of the predetermined display, the execution period of the predetermined display is secured and the related display is executed.

[0147] (Note 2) A gaming machine comprising display means and control means, capable of executing a predetermined display related to a predetermined motif used in the gaming machine and a related display related to the game, wherein when the start timing of the related display arrives during the execution period of the predetermined display, the execution period of the predetermined display is secured and the related display is executed, and in a specific period different from the predetermined period including the execution period of the predetermined display, at least a part of the predetermined display or a specific display including the same motif as the predetermined display is capable of executing.

[0148] (Note 3) A gaming machine comprising display means and control means, capable of executing predetermined displays related to a predetermined motif used in the gaming machine and related displays related to the game, wherein the related displays include at least a first related display and a second related display, and when the start timing of the first related display and the start timing of the second related display arrive during the execution period of the predetermined display, the execution period of the predetermined display is secured and at least a portion of the first related display and the second related display are executed overlapping.

[0149] (Note 4) A gaming machine comprising a display means and a control means, capable of executing a predetermined display related to a predetermined motif used in the gaming machine and a related display related to the game, wherein when the start timing of the related display arrives during the execution period of the predetermined display, the execution period of the predetermined display is secured and the related display is executed, and the predetermined display comprises at least a first predetermined display and a second predetermined display, and the first predetermined display and the second predetermined display can be executed in parallel.

[0150] (Note 5) A gaming machine as described in any of (Notes 1) to (Note 4), wherein the related display can be executed at a specific position on a virtual line connecting a first position in the display area of ​​the display means and a second position on which a specific game component relating to the execution conditions of a variable game is arranged, and the predetermined display can be executed at a predetermined position closer to the first position than the specific position.

[0151] (Note 6) The game machine as described in (Note 5), wherein the predetermined display is executed more statically than the related display, and the related display can be executed dynamically at the specific position on the virtual line, or at the specific position on the solid line which is part of the virtual line connecting the first position and the second position.

[0152] (Note 7) A gaming machine as described in any of (Notes 1) to (Note 6) that can execute the first related display or the second related display without securing the execution period of the predetermined display when the start timing of the first related display or the second related display arrives outside the execution period of the predetermined display.

[0153] (Note 8) A gaming machine as described in any of (Notes 1) to (Note 7), which is equipped with an operating means capable of performing a predetermined operation, wherein at least one of the execution period of the first predetermined display and the execution period of the second predetermined display can be shortened according to the predetermined operation.

[0154] (Note 9) A gaming machine described in any of (Note 1) to (Note 8) in which the start timing of the predetermined display may occur after the execution period of the related display has ended. (Note 10) A gaming machine as described in any of (Notes 1) to (Note 9), in which, when the first predetermined display and the second predetermined display are being executed in parallel, both the execution period of the first predetermined display and the execution period of the second predetermined display can be shortened in accordance with the predetermined operation.

[0155] (Note 11) A gaming machine as described in any of (Notes 1) to (Note 9), in which, when the first predetermined display and the second predetermined display are being executed in parallel, the execution period of the first predetermined display and the execution period of the second predetermined display can be shortened in accordance with the predetermined operation.

[0156] (Note 12) A gaming machine according to any of (Note 1) to (Note 11) that, when the start timing of the related display arrives during the execution period of the predetermined display, the execution period of the predetermined display and the display area are secured and the related display is executed.

[0157] (Note 13) The gaming machine as described in (Note 12), in which, when the start timing of the related display arrives during the execution period of the predetermined display, the predetermined display area is secured as the display area for the predetermined display and the related display is executed, and the predetermined display is executed outside the predetermined display area, overlapping with a part of the related display. [Explanation of Symbols]

[0158] BG...Operation image BT...Performance button DG1...First payout image DG2...Second payout image DP...Specific position EH...Performance display device EP...Designated position ES...Performance device group HD...Launch handle L1...Virtual straight line LA...Decorative lamp MG1...First story image MG2...Second story image MG3...Third story image MG4...Fourth story image P1...First position P2...Second position R...Display area RL...Solid line SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor SG1...Introduction image SG2...Pre-announcement image SG3...Winning result image SG4...Losing result image SL1...Normal solenoid SL2...Special solenoid SP...Speaker YB...Game board YBa...Game area YBb...Display window YBc...Launch passage YBd...Return prevention valve 10...Pachinko game machine 11...Frame 11a...Outer frame 11b…Mounting frame 12…First start gate 13…Second start gate 13a…Normal opening / closing piece 14…Big prize gate 14a…Special opening / closing piece 17…Gate 17a…Gate gate 18…Out gate 19a…First special symbol display device 19b…Second special symbol display device 19c…First hold display device 19d…Second hold display device 19e…Normal symbol display device 40…Main board 41…Main CPU 42…Main ROM 43…Main RAM 44…Random number generation circuit 50…Sub board 51…Sub CPU 52…Sub ROM 53…Sub RAM

Claims

1. Display means and Equipped with control means, It is possible to display a predetermined symbol related to a predetermined motif used in a gaming machine, and a related symbol related to the game. When the start timing of the related display arrives during the execution period of the predetermined display, the execution period of the predetermined display is secured and the related display is executed. The aforementioned predetermined markings include at least a first predetermined marking and a second predetermined marking. A gaming machine capable of executing the first predetermined display and the second predetermined display in parallel.

2. Equipped with operating means that enable predetermined operations, The gaming machine according to claim 1, wherein at least one of the execution period of the first predetermined display and the execution period of the second predetermined display can be shortened in accordance with the predetermined operation.