Gaming machine

The gaming machine uses performance control mechanisms and dynamic game adjustments to enhance player interest by varying performance execution and game outcomes, improving engagement and enjoyment.

JP2026087140APending Publication Date: 2026-05-27NEWGIN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2024-11-15
Publication Date
2026-05-27

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest through dynamic and engaging game effects.

Method used

The gaming machine incorporates performance control means that initiate specific performances when symbol changes meet predetermined conditions, gradually reducing or increasing the execution of certain performances, and adjusts game elements like symbol variations and ball entry probabilities to maintain player engagement.

Benefits of technology

This approach enhances player interest by providing dynamic game effects and improved chances of winning, thereby increasing engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026087140000001_ABST
    Figure 2026087140000001_ABST
Patent Text Reader

Abstract

To provide gaming machines that can enhance the enjoyment of the game. [Solution] When a symbol change is put on hold, if the put-on symbol change satisfies predetermined conditions, it is possible to start a win-trigger flash effect on the performance display device EH, speaker SP, and decorative lamp LA. When starting the win-trigger flash effect, the execution of at least a part of the cut-in effect is restricted or regulated. After the win-trigger flash effect is started, the number of performance means that execute the win-trigger flash effect decreases in stages, and the number of performance means that execute the cut-in effect without restriction or regulation increases. If a symbol change that satisfies predetermined conditions is put on hold during the execution of a zone effect, the win-trigger flash effect is not executed as a result of the symbol change being put on hold.
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Description

Technical Field

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

Background Art

[0002] Conventionally, there are gaming machines that can execute an effect when a symbol variation to be executed later satisfies a predetermined condition (for example, when a privilege is given after the end of the symbol variation). For example, in the pachinko game described in Patent Document 1, when a symbol variation is held, an effect can be executed when the held symbol variation is a symbol variation to which a privilege is given after the end of the symbol variation.

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 in games by devising such effects.

Means for Solving the Problems

[0005] The gambling machine that solves the above problems is equipped with a performance control means for controlling performances related to the game, and the performance control means can initiate a specific performance by a plurality of specific performance means when a symbol change is put on hold and the put-hold symbol change satisfies predetermined conditions, and when initiating the specific performance, it restricts or regulates the execution of at least a part of predetermined performances different from the specific performance, and after the specific performance is initiated, the number of specific performance means that execute the specific performance may decrease in stages, and the number of specific performance means that execute the predetermined performance without restriction or regulation may increase, and if a symbol change that satisfies the predetermined conditions is put on hold during the execution of the specific performance, the new specific performance will not be executed as a result of the put-holding of the symbol change, and if a symbol change that satisfies the predetermined conditions is put on hold during the execution of the specific performance and a special performance different from the predetermined performance, the specific performance will not be executed as a result of the put-holding of the symbol change. [Effects of the Invention]

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

[0007] [Figure 1] Figure 1 is a schematic perspective view of a pachinko game machine. [Figure 2] Figure 2 is a schematic front view of the game board. [Figure 3] Figure 3 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 4] Figure 4 shows an example of the presentation patterns for icon display and icon change effects. [Figure 5] Figure 5 shows an example of a cut-in animation sequence. [Figure 6] Figure 6 shows an example of the flash animation sequence that occurs when a prize is won. [Figure 7] Figure 7 shows an example of a zone-based presentation method. [Figure 8]Figure 8 shows an example of a customizable presentation mode. [Figure 9] Figure 9 is a flowchart showing an example of the process for determining the flash animation effect upon winning a prize. [Figure 10] Figure 10 is a flowchart showing an example of the zone presentation determination process. [Figure 11] Figures 11(a) to 11(e) show specific examples of how cut-in effects and winning flash effects are executed. [Figure 12] Figure 12 shows a specific example of how the flash animation is executed when a prize is won according to the second embodiment. [Figure 13] Figure 13 shows a specific example of how zone effects are implemented. [Modes for carrying out the invention]

[0008] An embodiment of the gaming machine will be described below with reference to Figures 1 to 13. 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. For example, the speaker SP is provided on the front surface of the mounting frame 11b. The speaker SP is capable of performing a sound effect (hereinafter referred to as a sound effect) by outputting a predetermined sound. For example, the predetermined sound may be a song, a human voice, or a sound effect. The pachinko game machine 10 is equipped with a decorative lamp LA. For example, the decorative lamp LA is provided on at least one of the front surface of the mounting frame 11b and the front surface of the game board YB. The decorative lamp LA is capable of performing a light effect (hereinafter referred to as a light effect) by lighting, flashing, and extinguishing 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.

[0012] The pachinko gaming machine 10 includes an upper movable body 80. As an example, the upper movable body 80 is provided at the upper part on the front surface side (front side) of the mounting frame 11b. The upper movable body 80 is capable of performing an effect (hereinafter referred to as a movable body effect) that operates (displaces) in a predetermined manner. For example, the operation in the predetermined manner is an operation of displacing from the first position to the second position. As an example, the first position is the original position (initial position) of the upper movable body 80. As an example, the second position is the effect position of the upper movable body 80. The effect position is, for example, in a predetermined movable body effect, the position where the movable body that operates in the movable body effect temporarily stops. The effect position may be, for example, the position where the movable body passes through in a predetermined movable body effect. That is, the displacement of the upper movable body 80 from the first position to the second position may include the upper movable body 80 displacing from the first position, passing through the second position, and then and then temporarily stopping at a predetermined effect position. The upper movable body 80 (pachinko gaming machine 10) includes an upper actuator SM1. The upper actuator SM1 is an actuator for moving the upper movable body 80. As an example, the upper actuator SM1 is a stepping motor. The upper movable body 80 is an example of the first movable means provided on the frame body 11.

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

[0014] The game board YB (pachinko machine 10) includes an internal movable body 90. As an example, the internal movable body 90 is provided on the back side (rear side) of the game board YB. The internal movable body 90 is capable of performing a movable body effect that operates (displaces) in a predetermined manner. For example, the operation in the predetermined manner is an operation of displacing from the third position to the fourth position. As an example, the third position is the original position (initial position) of the internal movable body 90. As an example, the fourth position is the effect position of the internal movable body 90. The internal movable body 90 (pachinko machine 10) includes an internal actuator SM2. The internal actuator SM2 is an actuator for moving the internal movable body 90. As an example, the internal actuator SM2 is a stepping motor. The internal movable body 90 is an example of a second movable means provided on the game board YB.

[0015] The pachinko machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first hold display device 19c, a second hold display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e are provided at positions visible to the player on the game board YB.

[0016] The first special symbol display device 19a is capable of performing a first special symbol variation in which the first special symbol is variably displayed and finally stopped and displayed. The second special symbol display device 19b is capable of performing a second special symbol variation in which the second special symbol is variably displayed and finally stopped and displayed. Each special symbol is a symbol for notifying the result of an internal lottery (winning lottery for special symbols). Hereinafter, the first special symbol variation and the second special symbol variation are collectively referred to as "special symbol variation". The special symbols include a jackpot symbol as a jackpot display result and a losing symbol as a losing display result. When winning the jackpot in the winning lottery for special symbols, the jackpot symbol is stopped and displayed, and the special symbol variation ends. Thereafter, a jackpot game is given after the end of the special symbol variation in which the jackpot symbol is stopped and displayed. The jackpot game is an example of a privilege.

[0017] The first hold display device 19c displays information that allows for the identification of the number of times the first special symbol variation has been performed (hereinafter referred to as the first hold number) whose execution is suspended because the hold condition has been met but the start condition has not yet been met. The second hold display device 19d displays information that allows for the identification of the number of times the second special symbol variation has been performed (hereinafter referred to as the second hold number) whose execution is suspended because the hold condition has been met but the start condition has not yet been met. As an example, the upper limit for each hold number is 4. However, the upper limit for each hold number may be 1 to 3, or 5 or more. Also, the upper limits for the first hold number and the second hold number may be different.

[0018] The regular symbol display device 19e is capable of performing regular symbol variations, which involve displaying a regular symbol in a variable state and then finally stopping it. Regular symbols are symbols used to notify the results of an internal lottery (a lottery for winning regular symbols). There are regular winning symbols and regular losing symbols. If the regular symbol lottery is won, the regular winning symbol is displayed in a stopped state, and the regular symbol variation ends. After that, a regular win game is awarded when the regular symbol variation ends with the regular winning symbol displayed in a stopped state.

[0019] The pachinko game machine 10 may be equipped with a normal hold display device, a right-hand play display device, and a round display device. The normal hold display device displays information that allows identification of the number of normal symbol variations (hereinafter referred to as the normal hold count) whose execution is suspended because the hold condition has been met but the start condition has not yet been met. The right-hand play display device displays information that instructs the player to play to the right. Playing to the right means firing the game ball with a stronger firing intensity so that the game ball flows down the area to the right of the display window YBb within the game area YBa. Firing the game ball with a weaker firing intensity so that the game ball flows down the area to the left of the display window YBb within the game area YBa is called left-hand play. The round display device notifies the upper limit of the number of round games, which will be described later.

[0020] The pachinko game machine 10 is equipped with a performance display device EH. The performance display device EH has a display area GH capable of displaying an image. The performance display device EH is assembled to the game board YB so that the display area GH can be viewed through the display window YBb. As an example, the performance display device EH is a liquid crystal display device. The performance display device EH is capable of performing a performance (hereinafter referred to as a display performance) that displays a predetermined object as an image. For example, the predetermined object may be a performance pattern, character, landscape, letter, number, and symbol. The performance display device EH, speaker SP, decorative lamp LA, upper movable body 80, and internal movable body 90 are each performance devices capable of performing a performance. The performance display device EH, speaker SP, decorative lamp LA, upper movable body 80, and internal movable body 90 form a performance device group ES consisting of multiple performance devices. In other words, the performance device group ES includes the performance display device EH, speaker SP, decorative lamp LA, upper movable body 80, and internal movable body 90. The performance display device EH, speaker SP, and decorative lamp LA are examples of specific performance means. The performance display device EH is an example of a first specific performance means. The decorative lamp LA is an example of a second specific performance means.

[0021] As an example, the display effects in the EH display device include a variation of the display symbols using multiple rows of display symbols (hereinafter referred to as "display symbol variation"). The display symbol variation is executed by displaying multiple rows of display symbols in a variation manner, and then finally displaying a combination of display symbols (hereinafter referred to as "symbol combination"). The display symbol variation starts together with the special symbol variation. The display symbol variation ends together with the special symbol variation. In the display symbol variation, the symbol combination corresponding to the special symbol that is displayed when stopped in the special symbol variation is displayed when stopped. When a jackpot symbol is displayed when stopped in the special symbol variation, the jackpot symbol combination is displayed when stopped in the display symbol variation. When a losing symbol is displayed when stopped in the special symbol variation, the losing symbol combination is displayed when stopped in the display symbol variation. Hereinafter, the first special symbol variation and the display symbol variation executed in conjunction with it will be collectively referred to as "first symbol variation". Furthermore, the second special symbol variation and the corresponding performance symbol variation are collectively referred to as "second symbol variation." Also, the first symbol variation and the second symbol variation are collectively referred to as "symbol variation."

[0022] The symbol changes in the performance may include reach performances. A reach performance is a performance that forms a reach and ultimately stops displaying a predetermined combination of symbols. For example, a reach is a state in which the same performance symbols are temporarily stopped in the left and right rows of multiple performance symbols, and the performance symbols in the middle row of multiple performance symbols continue to change. There are normal reach performances and super reach performances. In the following explanation, normal reach performances may be referred to as NR performances and super reach performances as SR performances. SR performances have a higher expectation of winning compared to NR performances. As an example, SR performances are executed via NR performances.

[0023] 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 symbol variation. 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).

[0024] The second starting opening 13 is a prize-winning opening into which game balls are entered in order to fulfill the conditions for awarding prize balls and the conditions for starting the second symbol change. 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 one example of a door shape. 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 actuator SL1 as a means for operating the standard opening / closing piece 13a (see Figure 3). As an example, the standard actuator SL1 is a solenoid. The game board YB is equipped with a second starting sensor SE2 that detects game balls that have entered the second starting opening 13 (see Figure 3). The second starting port 13 is a so-called "standard electric mechanism."

[0025] The large prize slot 14 is a slot into which game balls are entered in order to fulfill the conditions for awarding prize balls. The large prize slot 14 is located in the lower right of the performance display device EH. The large prize slot 14 is equipped with a special opening / closing piece 14a, which is one example of a door shape. The large prize slot 14 is closed to prevent game balls from entering when a jackpot game has not been awarded. The large prize slot 14 is opened to allow game balls to enter or to facilitate their entry when a jackpot game has been awarded. The game board YB is equipped with a special actuator SL2 as a means for operating the special opening / closing piece 14a (see Figure 3). As an example, the special actuator SL2 is a solenoid. The game board YB is equipped with a count sensor SE3 that detects game balls that have entered the large prize slot 14 (see Figure 3).

[0026] 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 start opening 13 and the big prize opening 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 symbol change. The gate 17 is an entry point into which game balls are entered but the conditions for awarding prize balls are not fulfilled.

[0027] The game area YBa has an out-out opening 18 into which game balls can be entered. The out-out opening 18 is an entry point for collecting game balls that did not enter any of the first start-up opening 12, the second start-up opening 13, or the big prize-winning opening 14 from the game area YBa.

[0028] 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 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 tend to flow down the left region of the game board YB, and when the launch intensity is above a predetermined value, they tend 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 pass through the right region of the game board YB.

[0029] 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.

[0030] Next, I will explain the jackpot game. In a jackpot game, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the opening time). As an example, this sequence of events is an opening sequence that makes the start of a jackpot game recognizable. Here, recognizability may be achieved by directly presenting information or by indirectly presenting information. Direct presentation of information may include, for example, displaying a string of characters that represents the information itself, or outputting audio that reads out a string of characters that represents the information itself. Indirect presentation of information may include making the type of information identifiable by the fact that the sequence presenting the information indirectly is different in nature from other sequences. In other words, when the sequence is performed, the predetermined information is presented in any manner, such as suggestion, indication, or notification.

[0031] In a jackpot game, after the opening time has elapsed, a round game is played for a predetermined number of times, during which the large prize slot 14 is opened. Each round game ends when a predetermined number of game balls enters or a predetermined amount of time has elapsed. In the round game, the large prize slot 14 is opened in a predetermined opening manner (opening pattern). Round performances are performed during each round game. In a jackpot game, after the final round game has ended, a predetermined performance is played for a predetermined amount of time (hereinafter referred to as the ending time). As an example, the predetermined performance is an ending performance that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses. In the following explanation, the period from the start of the jackpot game until the opening time has elapsed may be referred to as the opening period, the period from the end of the opening period until the end of the final round game may be referred to as the round period, and the period from the end of the round period until the end of the jackpot game may be referred to as the ending period.

[0032] 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)". The high probability state is one example of a benefit.

[0033] 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 the 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 the 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 the game ball entering the second starting opening 13 increases. Since it becomes easier for the game ball to enter the second starting opening 13 in the high ball entry rate state, it becomes an advantageous state for the player (easy ball entry state). The high ball entry rate state is one example of a bonus.

[0034] 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 compared to 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.

[0035] 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 symbol variation (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 is a special symbol variation time reduction state (time-saving state), while a low ball-scoring rate state is a special symbol non-variation time reduction state (non-time-saving state).

[0036] The game state in the pachinko game machine 10 is determined by the 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".

[0037] 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.

[0038] The main board 40 will now be described. The main board 40 comprises a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes processes related to the progress of the game by running the main control program. The main ROM 42 stores the main control program, judgment values ​​and tables used for various judgments and lotteries.

[0039] 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 the symbol variation. A variation pattern is information that identifies the content of the symbol variation (the content of the performance). There are two types of variation patterns: jackpot variation patterns and losing variation patterns. Jackpot variation patterns identify the content of the symbol variation in the performance, which, after a reach performance, ultimately stops and displays a jackpot symbol combination. Losing variation patterns identify the content of the symbol variation in the performance, which, after a reach performance or without a reach performance, ultimately stops and displays a losing symbol combination. Details of the variation patterns will be described later.

[0040] 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 includes flags, counters, and timers.

[0041] 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 also be configured to generate software random numbers through random number generation processing by the main CPU 41.

[0042] 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 actuator SL1 and the special actuator SL2. The main CPU 41 can control the opening mode of the second starting opening 13 by controlling the operation of the normal actuator SL1. The main CPU 41 can also control the opening mode of the large prize opening 14 by controlling the operation of the special actuator SL2.

[0043] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 performs processing related to the game's presentation by executing a sub-control program. The sub-ROM 52 stores the sub-control program and judgment values ​​used for predetermined lotteries. The sub-ROM 52 also stores display presentation data used for display presentations, light-emitting presentation data used for light-emitting presentations, and sound presentation data used for sound presentations. The sub-RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RAM 53 includes flags, counters, and timers. The sub-board 50 is configured to generate software random numbers through random number generation processing by the sub-CPU 51. The sub-board 50 may also include a random number generation circuit and be configured to generate hardware random numbers using this random number generation circuit.

[0044] Sub-board 50 is connected to the performance display device EH. Sub-CPU 51 can control the display content (display effects) in the display area GH of the performance display device EH. Sub-board 50 is connected to the speaker SP. Sub-CPU 51 can control the output content (sound effects) of the speaker SP. Sub-board 50 is connected to the decorative lamp LA. Sub-CPU 51 can control the light emission pattern (light emission effects) of the decorative lamp LA.

[0045] The sub-board 50 is connected to the upper actuator SM1 and the internal actuator SM2, respectively. The sub-CPU 51 can control the operation of the upper movable body 80 (operational effects) by controlling the operation of the upper actuator SM1. The sub-CPU 51 can control the operation of the internal movable body 90 (operational effects) by controlling the operation of the internal actuator SM2. The sub-board 50 is connected to the effect button BT. The sub-CPU 51 can receive operation signals indicating the operation status of the effect button BT. The sub-CPU 51 is an example of an effect control means for controlling effects related to the game.

[0046] 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). As an example, timer interrupt processing includes special symbol input processing and special symbol start processing.

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

[0048] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used for the special symbol winning lottery, winning symbol random numbers used for determining the winning symbols, and variation pattern random numbers used for determining 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 symbol variation 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 symbol variation in the main RAM 43, the pachinko game machine 10 can suspend its execution until the start conditions for the first special symbol variation are met.

[0049] The main CPU 41 performs a pre-reading process based on the various random numbers acquired for the variation of the first special symbol. In the pre-reading process, the main CPU 41 pre-determines the variation content of the first special symbol variation. For example, the main CPU 41 determines whether the acquired winning random number value is a value that will result in a win in the lottery. Also, in the pre-reading process, the main CPU 41 determines which winning symbol the winning symbol random number value corresponds to. Also, in the pre-reading process, the main CPU 41 determines which variation pattern the variation pattern random number value corresponds to. As a result, the main CPU 41 can pre-read (pre-determine) the variation content of the first special symbol variation that has been newly put on hold. The main CPU 41 stores control information that can identify the variation content of the pre-read first special symbol variation (hereinafter referred to as a pre-reading command) in the output buffer.

[0050] When the main CPU 41 has stored random number information for the first special symbol variation in the main RAM 43, if a game ball has not entered the first start opening 12 and the first reserve number is not less than the upper limit, it determines whether a detection signal has been input from the second start sensor SE2 to determine whether a game ball has entered the second start opening 13. If a game ball has entered the second start opening 13, the main CPU 41 determines whether 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 it to identify the second reserve number after the addition. The main CPU 41 stores a control command that allows it to identify the second reserve number after the addition (hereinafter referred to as the second reserve number command) in the output buffer. The conditions for holding the second special symbol variation are that the second number of held symbols is less than the upper limit, and the game ball is detected by the second start sensor SE2.

[0051] 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 symbol variation and in the order in which the random number information is stored. By storing the random number information to be used for the second special symbol variation in the main RAM 43, the pachinko game machine 10 can suspend the execution of the second special symbol variation until the start conditions for the second special symbol variation are met. When the random number information for the second special symbol variation is stored in the main RAM 43, if 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.

[0052] Next, we will explain the process for initiating the special pattern. The main CPU 41 determines whether the conditions for starting a special symbol variation are met. The main CPU 41 makes a positive determination if neither a jackpot game nor a special symbol variation is currently in progress, while making a negative determination if either a jackpot game or a special symbol variation is currently in progress. If the conditions for starting a special symbol variation are not met, the main CPU 41 terminates the special symbol start process. If the conditions for starting a special symbol variation are met, the main CPU 41 determines whether the second reserve number is greater than zero.

[0053] If the second reserve number is greater than zero, the main CPU 41 performs the process of executing the second special symbol variation. 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 symbol variation. 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 a jackpot has been won. The main CPU 41 performs the jackpot lottery at the jackpot probability corresponding to the current probability state.

[0054] If a jackpot is won, the main CPU 41 performs the jackpot variation process. In the jackpot variation process, the main CPU 41 uses random numbers that can be identified from the random number information to perform a jackpot symbol lottery and determines the jackpot symbols to be displayed in the second special symbol variation. The main CPU 41 uses random numbers that can be identified from the random number information to perform a variation pattern determination lottery and determines a variation pattern from among multiple jackpot variation patterns. After that, the main CPU 41 terminates the special symbol start process. As an example, one jackpot variation pattern is one in which, in the performance symbol variation, the variation content is determined to display the jackpot symbol combination after going through the NR (No-Round) performance. As an example, one jackpot variation pattern is one in which, in the performance symbol variation, the variation content is determined to display the jackpot symbol combination after going through the SR (Super-Round) performance.

[0055] If a big win is not achieved, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be displayed in the second special symbol spin. 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. As an example, one losing spin pattern is a spin that specifies the content of the spin that ultimately displays a losing combination of symbols without going through a reach animation in the performance symbol spin. As an example, one losing spin pattern is a spin that specifies the content of the spin that ultimately displays a losing combination of symbols after going through an NR animation in the performance symbol spin. As an example, one losing spin pattern is a spin that specifies the content of the spin that ultimately displays a losing combination of symbols after going through an SR animation in the performance symbol spin.

[0056] 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 standby 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 standby command has been output. The standby command is a control command that can identify that the game has been controlled to a standby state. The standby state is a state in which the symbols are not changing and a jackpot game is not in progress.

[0057] 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.

[0058] If the first reserve number is greater than zero, the main CPU 41 performs the process of executing the first special symbol variation. Specifically, the main CPU 41 updates the first reserve number by subtracting 1. The main CPU 41 controls the first reserve display device 19c to display information that allows for the identification of the first reserve number after the subtraction. The main CPU 41 stores the first reserve number command that allows for the identification of the first reserve number after the subtraction in the output buffer. Next, the main CPU 41 obtains the first stored random number information from the main RAM 43 among the random number information for the first special symbol variation. The main CPU 41 uses the winning random number identified from the obtained random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs the jackpot lottery at the jackpot probability according to the current probability state.

[0059] 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 perform a jackpot symbol lottery and determines the jackpot symbol to be displayed in the first special symbol variation. The main CPU 41 uses a random number that can be identified from the random number information to perform a variation pattern determination lottery and determines a variation pattern from among multiple jackpot variation patterns. After that, the main CPU 41 terminates the special symbol start process.

[0060] 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 which losing symbol to stop and display in the first special symbol spin. The main CPU 41 uses a random number that can be identified from the random number information to determine the spin pattern, and selects a spin pattern from among several losing spin patterns. After that, the main CPU 41 terminates the special symbol start process. In the jackpot spin process and the losing spin process, the main CPU 41 stores the spin start command and the special symbol command in the output buffer. The spin start command is a control command that can identify the spin pattern determined in each spin process and the start of the symbol spin. The special symbol command is a control command that can identify the special symbol (jackpot symbol or losing symbol) determined in each spin process. As an example, the spin start command and the special symbol command are different control commands when the spin process for the first special symbol spin is executed and when the spin process for the second special symbol spin is executed. The main CPU 41 updates the output information in the main RAM 43 during the jackpot variation processing and the loss variation processing so that it can identify that a wait command has not yet been output.

[0061] When the special symbol start process is completed, the main CPU 41 executes either the first special symbol variation or the second special symbol variation through a process separate from the special symbol start process. When executing the first special symbol variation, 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 symbol variation (hereinafter referred to as the variation end command) in the output buffer.

[0062] When the main CPU 41 executes the second special symbol variation, it controls the second special symbol display device 19b 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 second special symbol display device 19b 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 the variation end command in the output buffer. As described above, the main CPU 41 is configured to perform a winning lottery triggered by the entry of a game ball into the start slot by executing the special symbol input process and the special symbol start process. The main CPU 41 is an example of a symbol variation execution means that executes symbol variation.

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

[0064] First, the main CPU 41 stores a control command (hereinafter referred to as the opening command) that can identify the start of the opening time in the output buffer. For example, the opening command may include information that can identify the type of jackpot game. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. That is, the main CPU 41 controls the special actuator 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 actuator SL2 to keep the large prize slot 14 open until a quantity condition or a time condition is met.

[0065] 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.

[0066] The main CPU 41 stores a control command (hereinafter referred to as a round command) that can identify the start of a jackpot round in the output buffer each time a round of game is started. When the final round of game is finished, the main CPU 41 stores a control command (hereinafter referred to as an ending start command) that can identify the start of the ending time in the output buffer. When the ending time has elapsed, the main CPU 41 terminates the jackpot game. The main CPU 41 stores a control command (hereinafter referred to as an ending end command) that can identify the elapsed ending time in the output buffer.

[0067] 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.

[0068] 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 symbol variations performed after the jackpot game ends by updating the value of the execution counter stored in the main RAM 43 each time a special symbol variation is started. When the number of special symbol variations performed after the jackpot game ends reaches the activation count, the main CPU 41 erases 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 symbol variation ends. The main CPU 41 does not clear the activation flag after the first jackpot game ends until the next jackpot game is awarded. When the main CPU 41 starts a jackpot game and the activation flag is set, it clears the activation flag. In other words, the main CPU 41 controls the game to a low ball entry rate state while the jackpot game is running.

[0069] 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.

[0070] 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 symbol variation for the specified number of operations 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 completion of the special symbol variation for the specified number of operations, is controlled to a low probability non-time-saving state.

[0071] Thus, the main CPU 41 can control the game state to be more advantageous to the player, triggered by the end of a jackpot game. In other words, the pachinko game machine 10 can perform symbol changes based on the result of the winning lottery, and after the end of the symbol changes, a game state that is more advantageous to the player is granted based on the result of the winning lottery. The first jackpot game is a jackpot game in which the game state is controlled to be more advantageous after the end of the jackpot game compared to after the end of the second jackpot game.

[0072] 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.

[0073] 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.

[0074] 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 include winning random numbers used in the lottery for winning regular symbols and winning symbol random numbers used in 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.

[0075] 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 normal symbol variation are met. The main CPU 41 makes a positive determination if neither a normal win game nor a normal symbol variation is in progress, while making a negative determination if a normal win game or a normal symbol variation is in progress. If the conditions for starting normal symbol variation are not met, the main CPU 41 terminates the normal symbol start process. If the conditions for starting normal symbol variation 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.

[0076] If the normal reserve count is greater than zero, the main CPU 41 performs the process of executing a normal symbol change. 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 normal symbol changes. 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 a normal win is awarded. 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.

[0077] If a regular win is achieved, the main CPU 41 performs the 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 the regular win symbols to be displayed as stops in the regular symbol variation. If a regular win is not achieved, the main CPU 41 performs the regular loss variation process. In the regular loss variation process, the main CPU 41 determines the regular loss symbols to be displayed as stops in the regular symbol variation.

[0078] 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 normal symbol variation 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.

[0079] When the normal symbol start process is completed, the main CPU 41 executes normal symbol variation through a process separate from the normal symbol start process. When executing normal symbol variation, the main CPU 41 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.

[0080] 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 during normal symbol variation, it executes the normal win game processing after the normal symbol variation of the normal win has finished. The main CPU 41 controls the normal actuator 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.

[0081] Next, we will explain the various processes performed by the sub-CPU 51. This section explains the process of changing the display symbols. The symbol variation process is a process that causes the symbol variation to be executed as one of the display effects related to the special symbol variation while the special symbol variation is being executed. When the sub-CPU 51 receives a variation start command and a special symbol command, it controls the group of display devices ES, including the display device EH, to execute the symbol variation.

[0082] The sub-CPU 51 determines the symbol combinations to be displayed during the symbol variation 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.

[0083] The sub-CPU 51 determines the specific variation content (performance content) of the performance symbols 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 variation of the performance symbols.

[0084] The sub-CPU 51 temporarily stops displaying the symbol combination when a predetermined timing arrives after the start of the symbol variation. The sub-CPU 51 stops displaying the symbol combination in a finalized state when a variation end command is input. The sub-CPU 51 may also stop displaying the symbol combination 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.

[0085] Next, we will explain the various effects that can be performed in the pachinko game machine 10. First, let's explain the icon display animation. As shown in Figure 4, the icon display effect is a display effect that displays icon images IG corresponding to the currently running and pending first symbol variations in the effect display device EH. For example, each icon image IG may be displayed in the icon display area IR of the effect display device EH. For example, the icon display area IR consists of a first icon display area IR1, a second icon display area IR2, a third icon display area IR3, a fourth icon display area IR4, and a fifth icon display area IR5. The first icon display area IR1 is a display area where the icon image IG corresponding to the currently running first symbol variation is displayed. The second icon display area IR2 is a display area where the icon image IG corresponding to the first (earliest) pending first symbol variation is displayed. The third icon display area IR3 is a display area where the icon image IG corresponding to the second pending first symbol variation is displayed. The fourth icon display area IR4 is a display area where the icon image IG corresponding to the third pending first symbol variation is displayed. The fifth icon display area IR5 is a display area that displays the icon image IG corresponding to the fourth reserved variation of the first symbol.

[0086] As an example, the pachinko game machine 10 can perform an icon change effect that changes the display mode of the icon image IG. In other words, the icon change effect is an effect that changes the icon image IG (hereinafter referred to as the first icon image IG1) in a first display mode to another display mode. As an example, the icon change effect is an effect that allows recognition of the expected value of a bonus being awarded as a result of the symbol change (winning lottery) corresponding to the icon image IG whose display mode is changed (hereinafter referred to as the bonus expectation). In other words, when the first icon image IG1 changes to another display mode as a result of the icon change effect being performed, it is possible to recognize different bonus expectations depending on the display mode after the change.

[0087] For example, in addition to the first icon image IG1, there are icon image IG in a second display mode (hereinafter referred to as the second icon image IG2), icon image IG in a third display mode (hereinafter referred to as the third icon image IG3), and icon image IG in a fourth display mode (hereinafter referred to as the fourth icon image IG4). For example, the fourth icon image IG4 is an image that can be recognized as having a higher expectation of a bonus compared to the third icon image IG3. The third icon image IG3 is an image that can be recognized as having a higher expectation of a bonus compared to the second icon image IG2. For example, the icon change effect is an effect that can be recognized as having a higher expectation of a bonus compared to when the icon change effect is not performed. In other words, the second icon image IG2 can be said to be an image that can be recognized as having a higher expectation of a bonus compared to the first icon image IG1. The icon image IG corresponding to the symbol change during the hold corresponds to the hold display. The icon change effect that changes the display mode of the icon image IG corresponding to the symbol change during the hold corresponds to the hold change effect. The hold change effect is an example of a special effect.

[0088] Next, I will explain the cut-in animation. The cut-in animation is an animation that allows players to recognize the expected bonus level of the currently running first symbol variation. Hereafter, when the cut-in animation is referred to as the expected bonus level, it refers to the expected bonus level of the currently running first symbol variation.

[0089] As shown in Figure 5, as an example, a cut-in effect may include a first cut-in effect and a second cut-in effect that allows for the recognition of a higher expectation of a bonus compared to the first cut-in effect. As an example, the first cut-in effect may include a display effect that displays a first cut-in image CG1 that allows for the recognition of the expectation of a bonus in the effect display device EH. As an example, the first cut-in image CG1 is an image that mimics a predetermined string of characters. As an example, the first cut-in image CG1 is an image that mimics the string of characters "Chance". As an example, the first cut-in effect may include a sound effect that outputs a first cut-in sound that allows for the recognition of the expectation of a bonus in the speaker SP. As an example, the first cut-in sound is a sound that mimics the voice reading a predetermined string of characters. As an example, the first cut-in sound is a sound that mimics the voice reading aloud the string of characters "Chance". As an example, the first cut-in effect may include a light-emitting effect that causes the decorative lamp LA to light up in a first light-emitting mode that allows for the recognition of the expectation of a bonus.

[0090] For example, the effects constituting the second cut-in effect may differ in part or in whole from the effects constituting the first cut-in effect. Here, we will explain an example where all of the effects constituting the second cut-in effect differ from those constituting the first cut-in effect. For example, the second cut-in effect may include a display effect that shows a second cut-in image CG2 on the effect display device EH, which allows for the recognition of the expected bonus level. The second cut-in image CG2 can be said to be an image that allows for the recognition of a higher expected bonus level compared to the first cut-in image CG1. For example, the second cut-in image CG2 is an image that mimics a predetermined string of characters. For example, the second cut-in image CG2 is an image that mimics the string of characters "Super Hot". For example, the second cut-in effect may include a sound effect that outputs a second cut-in sound on the speaker SP, which allows for the recognition of the expected bonus level. The second cut-in sound can be said to be a sound that allows for the recognition of a higher expected bonus level compared to the first cut-in sound. For example, the second cut-in sound is a sound that mimics the voice reading a predetermined string of characters. For example, the second cut-in sound is a sound that mimics the voice reading out the string "Super Hot". For example, the second cut-in effect may include a lighting effect that illuminates the decorative lamp LA in a first lighting mode that allows the expectation of a bonus to be recognized. In other words, the expectation of a bonus that can be recognized from the lighting effect is the same for both the first cut-in effect and the second cut-in effect.

[0091] Thus, the number of cut-in effects (display effects) related to the display device EH is greater than the number of cut-in effects (first cut-in image CG1 and second cut-in image CG2) related to the decorative lamp LA (lighting effects using the first light-emitting mode). Similarly, the number of cut-in effects (sound effects) related to the speaker SP is greater than the number of cut-in effects (first cut-in sound and second cut-in sound) related to the decorative lamp LA (lighting effects using the first light-emitting mode). Cut-in effects are examples of predetermined effects.

[0092] Next, I will explain the flashing effect that occurs when you win a prize. The win-trigger flash effect is an effect that can be triggered when a new first symbol variation is reserved. The win-trigger flash effect is an effect that allows you to recognize the expected value of the bonus from the symbol variation that triggered the effect (the newly reserved first symbol variation). Hereafter, when the win-trigger flash effect is referred to as having an expected value of a bonus, it refers to the expected value of the bonus from the symbol variation that triggered the effect.

[0093] As shown in Figure 6, as an example, the winning flash effect may include a display effect that shows a flash image FG that allows the recipient to recognize the expected level of a prize in the effect display device EH. As an example, the flash image FG is an image (for example, a line drawing) that imitates a predetermined character. As an example, in the display effect of the winning flash effect, the flash image FG is displayed in the effect display device EH so that it flashes (blinks). As an example, the winning flash effect may include a sound effect that shows a flash sound that allows the recipient to recognize the expected level of a prize in the speaker SP. As an example, the flash sound is a predetermined sound effect. As an example, the winning flash effect may include a light-emitting effect that causes the decorative lamp LA to light up in a second light-emitting mode that allows the recipient to recognize the expected level of a prize. As an example, the winning flash effect may include an action effect that causes the upper movable body 80 to operate in a first action mode that allows the recipient to recognize the expected level of a prize.

[0094] As an example, the winning flash effect may consist of a display effect, a sound effect, and a light-emitting effect, or it may consist of a display effect, a sound effect, a light-emitting effect, and a motion effect. In the winning flash effect, the display effect, sound effect, light-emitting effect, and motion effect start simultaneously. Subsequently, in the winning flash effect, the display effect, sound effect, light-emitting effect, and motion effect end in stages. For example, after a predetermined time has elapsed since the winning flash effect started, the display effect ends, then the sound effect ends, and finally the light-emitting effect and motion effect end. Note that some or all of the effects that make up the winning flash effect do not have to start simultaneously. For example, each effect that makes up the winning flash effect may start in stages. In the following description, the winning flash effect consisting of a display effect, a sound effect, and a light-emitting effect may be referred to as the winning flash effect of the first form, and the winning flash effect consisting of a display effect, a sound effect, a light-emitting effect, and a motion effect may be referred to as the winning flash effect of the second form.

[0095] Next, I will explain the zone effects. Zone effects are effects that can be executed when the first symbol variation is performed. Zone effects can be executed on the first symbol variation that is currently running or in reserve. In other words, zone effects are effects that can be executed while the target symbol variation is running and while the target symbol variation is in reserve. Zone effects are effects that allow you to recognize the expected value of the bonus for the target symbol variation. Hereafter, when the expected value of the bonus is referred to in relation to zone effects, it refers to the expected value of the bonus for the target symbol variation.

[0096] As shown in Figure 7, as an example, a zone performance may include a display performance that shows a zone image ZG capable of recognizing the expected value of a bonus in the performance display device EH. As an example, the zone image ZG is an image that mimics a predetermined string of characters. As an example, the zone image ZG is an image that mimics the string of characters "Special Zone". In the zone performance, for example, the zone image ZG is displayed by scrolling in a predetermined direction (for example, from right to left). As an example, a zone performance may include an action performance that operates the upper movable body 80 in a second action mode capable of recognizing the expected value of a bonus. As an example, a zone performance may include an action performance that operates the internal movable body 90 in an action mode capable of recognizing the expected value of a bonus. As an example, in a zone performance, an action performance that operates the upper movable body 80 and an action performance that operates the internal movable body 90 are started in stages. In other words, in a zone performance, a series of action performances are performed by the upper movable body 80 and the internal movable body 90. As an example, in a zone performance, each action performance is performed such that the internal movable body 90 is displaced after the upper movable body 80 is displaced. For example, the execution periods of each action sequence do not overlap, either partially or entirely.

[0097] Next, I will explain the customization options. A customization effect is an effect that allows the current customization status of the target effect to be recognized. A customization effect can be executed during or while a symbol change is in progress. A customization effect can be executed by operating a predetermined operating means, such as the effect button BT, in a predetermined manner. While a customization effect is in progress, the customization status of the target effect can be changed by operating a predetermined operating means, such as the effect button BT, in a predetermined manner.

[0098] This section describes a customizable animation that allows for recognition of the customization status of the flash animation upon winning a prize. As an example, the customization status of the flash animation upon winning a prize may include the first, second, and third states.

[0099] As shown in Figure 8, as an example, the customization effect may include a display effect that shows a customization image AG that allows the player to recognize the current customization status of the winning flash effect. As an example, the customization image AG is an image that allows the player to recognize the changeable customization status. The effects that can be customized may include icon change effects, cut-in effects, and zone effects. In the pachinko game machine 10, the appearance rate and reliability (expected value of bonuses) of various effects can be customized (adjusted) through the customization effect.

[0100] This section explains the processes required to execute these effects. First, we will explain the icon animation execution process for performing icon display and icon change animations.

[0101] When the sub-CPU 51 receives the first hold count command and the pre-read command, it executes the icon animation execution process. The sub-CPU 51 identifies the result of the pre-determination based on the input pre-read command. In other words, the sub-CPU 51 identifies the result of the winning lottery, the result of the symbol lottery, and the result of the variation pattern determination lottery. Based on the result of the pre-determination, the sub-CPU 51 decides whether or not to execute the icon change animation targeting the newly held first symbol variation, and if so, how to execute it. For example, the sub-CPU 51 decides whether or not to execute the icon change animation in such a way that the expectation of a bonus is higher when the icon change animation is executed compared to when it is not executed. For example, the sub-CPU 51 decides whether or not to execute the icon change animation in such a way that the expectation of a reach animation being executed in the target first symbol variation (hereinafter referred to as the reach expectation) is higher when the icon change animation is executed compared to when it is not executed.

[0102] When the sub-CPU 51 decides to execute the icon change animation, it determines the execution method of the icon change animation. For example, the sub-CPU 51 determines the type of final icon image IG in the icon change animation such that the expectation of a bonus or reach increases in the order of second icon image IG2 < third icon image IG3 < fourth icon image IG4. The final icon image IG is displayed when the target first symbol variation is executed. Once the type of final icon image IG is determined, the sub-CPU 51 determines the type of icon image IG in the first symbol variation that is executed before the target first symbol variation. For example, the sub-CPU 51 determines the type of icon image IG in the first symbol variation that is executed immediately before the target first symbol variation, based on the type of icon image IG in the first symbol variation that is executed immediately after it. Then, the sub-CPU 51 determines the type of icon image IG that is displayed when the target first symbol variation is held, based on the type of icon image IG in the first symbol variation that is held first. When determining the execution method of the icon change effect, the sub-CPU 51 determines the type of icon image IG so that the expected value of the bonus and the expected value of the reach change from an icon image IG with a relatively high probability to an icon image IG with a relatively low probability.

[0103] The sub-CPU 51 stores in the sub-RAM 53, along with information that identifies the input pre-read command, pending information that identifies whether or not to execute the icon change animation and, if so, the manner in which the icon change animation is executed. At this time, the sub-CPU 51 stores the pre-read command in such a way that it can identify which of the pending first special symbol variations the pre-read command corresponds to, and the order in which the pre-read commands were entered, based on the first pending number that can be identified from the input first pending number command.

[0104] When a new first symbol variation is put on hold, and when a new first symbol variation is executed, the sub-CPU 51 controls the performance display device EH to execute icon display effects and icon change effects corresponding to the first symbol variation being executed and the first symbol variation that is on hold, based on the hold information.

[0105] Next, we will explain the process for executing the flash animation when a prize is won. First, we will explain the process for determining whether or not to perform a flash animation upon winning a prize, and if so, how to perform the flash animation upon winning a prize.

[0106] For example, the sub-CPU 51 determines whether or not to execute the icon change animation, and if so, how to execute it, and then executes the process to determine the flash animation when a prize is won.

[0107] As shown in Figure 9, in step S100, the sub-CPU 51 determines whether or not a specific symbol variation is pending among the pending symbol variations. A specific symbol variation is a symbol variation that grants a bonus as a result of that symbol variation (winning lottery). If a specific symbol variation is pending (step S100: NO), the sub-CPU 51 decides not to execute the winning flash for the newly pending first symbol variation and terminates the winning flash effect determination process.

[0108] If no specific symbol variation is pending (step S100: YES), the sub-CPU 51 determines in step S101 whether or not a zone effect is currently being executed. For example, the sub-CPU 51 determines whether or not a zone effect is currently being executed by referring to zone information related to the zone effect. The zone information is stored in the sub-RAM 53. The zone information is updated in the zone effect determination process and zone effect execution process described later. If a zone effect is currently being executed (step S101: NO), the sub-CPU 51 decides not to execute the win-trigger flash targeting the newly pending first symbol variation and terminates the win-trigger flash effect determination process.

[0109] If the zone effect is not currently running (step S101: YES), the sub-CPU 51 determines in step S102 whether or not the win-trigger flash effect is currently running. For example, the sub-CPU 51 determines whether or not the win-trigger flash effect is currently running by referring to the flash information related to the win-trigger flash effect. The flash information is stored in the sub-RAM 53. If the win-trigger flash effect is currently running (step S102: NO), the sub-CPU 51 decides not to run the win-trigger flash for the newly reserved first symbol variation and terminates the win-trigger flash effect determination process.

[0110] If the flash animation upon winning is not currently running (Step S102: YES), the sub-CPU 51 performs a lottery to determine whether or not to run the flash animation upon winning, based on the result of the prior determination. If the sub-CPU 51 does not win the lottery to determine the flash animation upon winning, it decides not to run the flash animation upon winning. If the sub-CPU 51 wins the lottery to determine the flash animation upon winning, it decides whether or not to run the flash animation upon winning, and if so, how to run it. In other words, the sub-CPU 51 decides whether or not to run the flash animation upon winning, and if so, how to run it, based on the result of the prior determination.

[0111] For example, the sub-CPU 51 decides whether or not to execute the win-trigger flash animation in such a way that the expectation of winning is higher when the win-trigger flash animation is executed compared to when it is not executed. For example, the sub-CPU 51 decides whether or not to execute the win-trigger flash animation in such a way that the expectation of reaching a win is higher when the win-trigger flash animation is executed compared to when it is not executed. For example, the sub-CPU 51 may decide to execute the win-trigger flash animation when the SR animation is executed during the movement of the target's first symbol. The execution of the SR animation during the movement of the target's first symbol is one example of a predetermined condition for deciding whether or not to execute the win-trigger flash animation. For example, the sub-CPU 51 decides whether or not to execute the win-trigger flash animation in a determination ratio that corresponds to the customization status of the win-trigger flash animation. For example, if the customization status of the win-trigger flash animation is the first situation, the sub-CPU 51 decides not to execute the win-trigger flash animation. The sub-CPU 51 may, for example, decide whether to execute the flash animation upon winning if the customization status of the flash animation upon winning is in the second or third state. The sub-CPU 51 may, for example, decide whether to execute the flash animation upon winning if the customization status of the flash animation upon winning is in the third state, such that the expectation of winning is higher than in the second state. As an example, the sub-CPU 51 decides whether or not to execute the flash animation upon winning if the expectation of winning is higher when the flash animation upon winning is executed in the second state compared to when the flash animation upon winning is executed in the first state.

[0112] If the sub-CPU 51 decides to execute the win-trigger flash effect, it controls the effect display device EH, speaker SP, decorative lamp LA, and upper movable body 80 to execute the win-trigger flash effect according to the decided execution mode. For example, if a cut-in effect is being executed, the sub-CPU 51 prioritizes the win-trigger flash effect over the cut-in effect. Specifically, the sub-CPU 51 controls the effect display device EH to display the flash image FG with priority over the cut-in image CG. The sub-CPU 51 controls the speaker SP to output the flash sound with priority over the cut-in sound. The sub-CPU 51 controls the decorative lamp LA to execute the second light emission mode with priority over the first light emission mode.

[0113] Here, "displaying with priority" means displaying on a relatively earlier layer. For example, the flash image FG may overlap part or all of the cut-in image CG, or it may not overlap part or all of the cut-in image CG. Furthermore, displaying with priority may also mean displaying it relatively larger, or displaying it in a manner that is easy to notice, such as with animation. The display of the cut-in image CG can be said to be limited or restricted by the flash image FG that is displayed with priority. Here, in this specification, restriction means that part is inhibited; in other words, part is not performed. On the other hand, restriction means that the whole is inhibited; in other words, the whole is not performed.

[0114] Furthermore, being output with priority means being output as a relatively loud sound. Note that the flash sound may be output with priority over the cut-in sound if the cut-in sound is not output. Also, being output with priority may mean that the sound's frequency range is relatively different from other sounds output simultaneously. The output of the cut-in sound can be said to be limited or restricted by the flash sound being output with priority.

[0115] Furthermore, the statement that light emission is prioritized means that it accounts for a relatively large proportion of the total light emission of the decorative lamp LA. Note that the light emission of the second light emission mode may take precedence over the light emission of the first light emission mode by the fact that some or all of the light emission of the first light emission mode is not performed. Alternatively, the light emission of the second light emission mode may take precedence over the light emission of the first light emission mode by being performed in place of some or all of the light emission of the first light emission mode. It can be said that the performance of the light emission of the first light emission mode is limited or restricted by the light emission of the second light emission mode, which is performed preferentially.

[0116] The sub-CPU 51 controls the display device EH to terminate the display effect when the timing for the end of the display effect that constitutes the winning flash effect arrives. Subsequently, the sub-CPU 51 controls the speaker SP to terminate the sound effect that constitutes the winning flash effect when the timing for the end of the sound effect that constitutes the winning flash effect arrives. Then, when the timing for the end of the winning flash effect arrives, the sub-CPU 51 controls the decorative lamp LA and the upper movable body 80 to terminate the light-emitting effect and motion effect that constitute the winning flash effect. In other words, the timing for the end of the winning flash effect can be said to be the timing for the end of the light-emitting effect that constitutes the winning flash effect. Also, the timing for the end of the winning flash effect can be said to be the timing for the end of the motion effect that constitutes the winning flash effect. The termination of the light-emitting effect that constitutes the winning flash effect can be said to be the end of the winning flash effect. The termination of the motion effect that constitutes the winning flash effect can be said to be the end of the winning flash effect. While the winning flash effect is running, the sub-CPU 51 updates the flash information so that it can be identified that the winning flash effect is running.

[0117] Thus, when a symbol variation is put on hold, the sub-CPU 51 can initiate a win-trigger flash effect on multiple specific performance means (performance display device EH, speaker SP, and decorative lamp LA) if the put-hold symbol variation satisfies predetermined conditions (i.e., the performance content includes an SR performance). At this time, if the sub-CPU 51 is already executing a win-trigger flash effect, it will not initiate a new win-trigger flash effect. In other words, if a symbol variation that satisfies predetermined conditions is put on hold while a win-trigger flash effect is being executed, a new win-trigger flash effect will not be executed as a result of the put-holding of that symbol variation. Furthermore, even if a win-trigger flash effect is not being executed, the sub-CPU 51 will not initiate a new win-trigger flash effect if a specific symbol variation is already put on hold. In other words, if a specific symbol variation (a symbol variation including an SR performance) is put on hold, and a new specific symbol variation is put on hold, a new win-trigger flash effect will not be executed as a result of the put-holding of that symbol variation.

[0118] Furthermore, the sub-CPU 51 will not initiate a new win-trigger flash animation if a zone animation is in progress, even if the win-trigger flash animation is not currently running and no specific symbol changes are pending. In other words, if a symbol change that meets predetermined conditions is pending while a zone animation is running, the win-trigger flash animation will not be executed as a result of that symbol change being pending. The sub-CPU 51 also restricts or limits the execution of cut-in animations when initiating a win-trigger flash animation.

[0119] Next, we will explain the process for executing the zone effect. First, we will explain the zone effect determination process, which determines whether or not to execute the zone effect and, if so, how it will be executed.

[0120] As shown in Figure 10, in step S200, the sub-CPU 51 determines whether or not a specific symbol variation is pending among the pending symbol variations. If a specific symbol variation is pending (step S200: NO), the sub-CPU 51 decides not to execute the zone effect targeting the newly pending first symbol variation and terminates the zone effect determination process.

[0121] If no specific symbol variation is pending (step S200: YES), the sub-CPU 51 determines in step S201 whether or not a zone effect is currently being executed. If a zone effect is currently being executed (step S201: NO), the sub-CPU 51 decides not to execute a zone effect targeting the newly pending first symbol variation and terminates the zone effect determination process.

[0122] If a zone performance is not currently being performed (step S201: YES), the sub-CPU 51 performs a zone performance determination lottery to determine whether or not to perform the zone performance based on the results of the pre-determination. If the sub-CPU 51 does not win the zone performance determination lottery, it decides not to perform the zone performance. If the sub-CPU 51 wins the zone performance determination lottery, it decides to perform the zone performance. In other words, the sub-CPU 51 decides whether or not to perform the zone performance based on the results of the pre-determination.

[0123] For example, the sub-CPU 51 decides whether or not to execute a zone effect in such a way that the expectation of winning a bonus is higher when the zone effect is executed compared to when it is not executed. For example, the sub-CPU 51 decides whether or not to execute a zone effect in such a way that the expectation of winning a bonus is higher when the zone effect is executed compared to when it is not executed. For example, the sub-CPU 51 may decide to execute a zone effect when an SR effect is executed during the fluctuation of the target first symbol.

[0124] If the sub-CPU 51 decides to execute a zone effect, it determines the start timing of the zone effect. For example, a zone effect is triggered by the execution of the target first symbol variation or a first symbol variation that was held prior to that first symbol variation. In other words, the sub-CPU 51 determines the first symbol variation that will trigger the start of the zone effect. For example, the sub-CPU 51 determines the first symbol variation that will trigger the start of the zone effect in such a way that the earlier the first symbol variation that was held in the order of being held, the higher the expectation of a bonus. After that, the sub-CPU 51 determines the start timing of the first symbol variation that will trigger the start of the zone effect.

[0125] The sub-CPU 51 controls the performance display device EH to execute the zone performance when the timing for the zone performance to begin arrives. For example, the sub-CPU 51 will execute the zone performance until the target first symbol variation ends or until the SR performance begins. While the zone performance is running, the sub-CPU 51 updates the zone information so that it can identify that the zone performance is in progress. For example, while the zone performance is running, the sub-CPU 51 controls the performance display device EH to restrict the execution of the icon display performance and the icon change performance. In other words, the sub-CPU 51 controls the performance display device EH so that the icon display performance and the icon change performance are not executed while the zone performance is running. Note that if the zone performance is not running, the icon display performance and the icon change performance can be executed during the cut-in performance and the win flash performance.

[0126] If the sub-CPU 51 decides to execute the win-trigger flash effect, it controls the effect display device EH, speaker SP, decorative lamp LA, and upper movable body 80 to execute the win-trigger flash effect according to the decided execution mode. For example, if a cut-in effect is being executed, the sub-CPU 51 prioritizes the win-trigger flash effect over the cut-in effect. Specifically, the sub-CPU 51 controls the effect display device EH to display the flash image FG with priority over the cut-in image CG. The sub-CPU 51 controls the speaker SP to output the flash sound with priority over the cut-in sound. The sub-CPU 51 controls the decorative lamp LA to execute the second light emission mode with priority over the first light emission mode.

[0127] As an example, the sub-CPU 51 accepts operation of the performance button BT for part or all of the duration while the zone performance is being executed. During the operation acceptance period when the performance button BT is operated, the sub-CPU 51 executes a predetermined lottery and controls the upper movable body 80 and the internal movable body 90 to execute a series of action performances according to the lottery result. As an example, the predetermined lottery can be won with a predetermined probability when the target first symbol variation (winning lottery) is a specific result. During the operation acceptance period, it may be possible to accept one operation or multiple operations. In other words, during the execution of the zone performance, the predetermined lottery may be possible to execute once or multiple times. Thus, during the execution of the zone performance, the sub-CPU 51 accepts operation of the performance button BT to execute the predetermined lottery. For this reason, during the execution of the zone performance, it does not accept operation to execute customizable performances. In other words, during the execution of the zone performance, various performances (winning flash performances) cannot be customized.

[0128] Meanwhile, the sub-CPU 51 accepts operations to execute customized animations when zone animations are not running. When an operation to execute a customized animation is performed, the sub-CPU 51 controls the animation display device EH to execute the customized animation. While a customized animation is running, the sub-CPU 51 accepts operations to customize various animations. The sub-CPU 51 changes the customization status according to the operations to customize various animations. In other words, when zone animations are not running, various animations can be customized while the icon display animation, icon change animation, cut-in animation, and winning flash animation are running.

[0129] Next, we will explain the process for executing the cut-in animation. When the sub-CPU 51 receives a variation start command and a special symbol command, it determines whether or not to execute a cut-in animation, and if so, the type of animation, based on the information identifiable from these commands. For example, the sub-CPU 51 may decide whether or not to execute a cut-in animation in such a way that the expectation of winning a prize is higher when the cut-in animation is executed compared to when it is not executed. For example, the sub-CPU 51 may decide whether or not to execute a cut-in animation in such a way that the expectation of winning a prize is higher when the cut-in animation is executed compared to when it is not executed. For example, the sub-CPU 51 may decide the type of cut-in animation to execute in such a way that the expectation of winning a prize is higher when the second cut-in animation is executed compared to when the first cut-in animation is executed. For example, the sub-CPU 51 may decide the type of cut-in animation to execute in such a way that the expectation of winning a prize is higher when the second cut-in animation is executed compared to when the first cut-in animation is executed. If the sub-CPU 51 decides to execute a cut-in animation, it controls the animation display device EH, speaker SP, and decorative lamp LA to execute the cut-in animation as soon as the start timing for the cut-in animation arrives.

[0130] This section explains the various methods of execution for different types of performances. Figure 11(a) shows the situation during the execution of the first cut-in animation. Note that the icon display animation is not shown here. At this time, the first cut-in image CG1 is displayed on the animation display device EH. The first cut-in sound is output from the speaker SP. The decorative lamp LA is illuminated in the first illumination mode. Now, let's assume that while the cut-in animation is being executed, a new first symbol change is put on hold, and the winning flash animation is executed as a result of this first symbol change being put on hold. Here, let's assume that the winning flash animation in the first mode is executed.

[0131] As shown in Figure 11(b), when the first winning flash effect is executed, the flash image FG is displayed in the effect display device EH in priority to the first cut-in image CG1. In other words, the display of the first cut-in image CG1 is restricted or limited in the effect display device EH. Also, the flash sound is output in priority to the first cut-in sound in the speaker SP. In other words, the output of the first cut-in sound is restricted or limited in the speaker SP. Also, the illumination of the decorative lamp LA is executed in priority to the illumination of the first illumination effect. In other words, the illumination of the decorative lamp LA in the first illumination effect is restricted or limited in the decorative lamp LA.

[0132] As shown in Figure 11(c), once a predetermined time has elapsed since the start of the winning flash effect, the display effect constituting the winning flash effect ends. As a result, the first cut-in image CG1 is executed without restriction or regulation in the effect display device EH. On the other hand, the output of the first cut-in sound in the speaker SP is continuously restricted or regulated. Also, the illumination of the decorative lamp LA in the first illumination mode is continuously restricted or regulated.

[0133] As shown in Figure 11(d), after a predetermined time has elapsed since the display effects constituting the winning flash effect have finished, the sound effects constituting the winning flash effect have finished. As a result, the speaker SP can play the first cut-in sound without restriction or regulation. On the other hand, the illumination of the decorative lamp LA in the first illumination mode is continuously restricted or regulated.

[0134] As shown in Figure 11(e), after a predetermined time has elapsed since the sound effects constituting the win-trigger flash effect have finished, the light effects constituting the win-trigger flash effect have finished. As a result, the decorative lamp LA can perform the first light emission mode without restriction or regulation. In other words, all effects constituting the first cut-in effect can be performed without restriction or regulation.

[0135] Thus, after the win-trigger flash effect is initiated by the display device EH, speaker SP, and decorative lamp LA, the win-trigger flash effect (display effect) related to the display device EH, the win-trigger flash effect (sound effect) related to the speaker SP, and the win-trigger flash effect (light effect) related to the decorative lamp LA end at different times. As a result, after the win-trigger flash effect is initiated, the number of specific performance means (display device EH, speaker SP, and decorative lamp LA) that perform the win-trigger flash effect decreases in stages, while the number of specific performance means that perform the cut-in effect without restriction or regulation increases.

[0136] Figure 12 shows the situation when the icon change effect and the second type of win-trigger flash effect are executed. When the second type of win-trigger flash effect is executed, the flash image FG is displayed on the effect display device EH. The speaker SP also outputs a flash sound. The decorative lamp LA also emits light according to the second light emission mode. The upper movable body 80 is then displaced from the first position to the second position. The effect display device EH also displays the second icon image IG2, which corresponds to the first symbol change that was the target of the win-trigger flash effect.

[0137] Thus, the win-trigger flash effect may start with an icon change effect (hold change effect) or without an icon change effect (hold change effect). As mentioned above, the icon change effect may be executed each time the first spin game is executed until the target first spin game is executed. Therefore, if the win-trigger flash effect starts without an icon change effect (hold change effect), and the first spin game is executed after the win-trigger flash effect has started, the icon change effect may be executed. In addition, during the execution of the win-trigger flash effect, it is possible to execute a standalone effect (action effect) based on the displacement of the upper movable body 80, which is one of the displacements of the upper movable body 80 and the internal movable body 90.

[0138] Figure 13 shows the situation when the zone effect is executed. Note that the icon display effect is not illustrated here. When the zone effect is executed, the zone image ZG is displayed on the effect display device EH. During the execution of the zone effect, if the effect button BT is operated, the upper movable body 80 may be displaced from the first position to the second position. When the upper movable body 80 is displaced from the first position to the second position, the internal movable body 90 is displaced from the third position to the fourth position after the upper movable body 80 has been displaced to the second position.

[0139] At this time, since the zone effect is in progress, the customizable effect will not be executed even if the effect button BT is operated. In other words, it is not possible to adjust (customize) the appearance rate or reliability (expected bonus rate) of the win flash effect while the zone effect is in progress. Similarly, it is not possible to adjust (customize) the appearance rate or reliability (expected bonus rate) of the icon change effect while the zone effect is in progress. Furthermore, while the zone effect is in progress, it is possible to execute a series of effects (action effects) by displacing the internal movable body 90 after the upper movable body 80 has been displaced.

[0140] According to this embodiment, the following effects can be obtained. (1) When a symbol change including an SR effect is held in reserve, the execution of the cut-in effect is restricted or regulated, and the win flash effect is executed instead, making it easier to direct the player's attention to the win flash effect. Furthermore, after the win flash effect has started, the win flash effect in specific effect means (effect display device EH, speaker SP, and decorative lamp LA) is terminated in stages, and the restriction or regulation on the execution of the cut-in effect in specific effect means is gradually lifted. This allows the cut-in effect to be restored while leaving the impression of the win flash effect. Moreover, during the execution of a zone effect, even if a symbol change including an SR effect is held in reserve, the win flash effect is not executed, making it easier to direct the player's attention to the zone effect. Furthermore, when the zone effect ends, it is possible to give the player the expectation that an SR effect may be executed in the reserved symbol change.

[0141] (2) Furthermore, even if a symbol change including an SR effect is put on hold while the winning flash effect is being executed, a new winning flash effect will not be executed, making it easier to direct the player's attention to the winning flash effect that is currently being executed.

[0142] (3) Furthermore, if a symbol change including an SR effect is held in reserve, and another symbol change including an SR effect is held in reserve, the win flash effect will not be executed. This allows players to have the expectation that an SR effect may be executed in the symbol change that is held in reserve after the previous symbol change including an SR effect has been executed.

[0143] (4) In addition, the flash animation upon winning may be performed with an icon change animation (hold change animation) or without an icon change animation, which helps to prevent players from getting bored of the flash animation upon winning.

[0144] (5) In this embodiment, the number of cut-in effects related to the performance display device EH and speaker SP is greater than the number of cut-in effects related to the decorative lamp LA. Therefore, when the flash effect upon winning is being performed, it is possible to enjoy the differences in the performance patterns after the restrictions or limitations on the cut-in effects are lifted in stages.

[0145] (6) In this embodiment, whether or not the win flash effect can be customized depends on whether or not the zone effect is being executed. This makes it possible to suitably customize the win flash effect depending on the situation (for example, depending on the usage of the operating means).

[0146] (7) When the win flash effect is performed, it is possible to perform icon display effects corresponding to each of the remaining symbol changes. Therefore, it is easier for the player to recognize the symbol changes that are the target of the win flash effect. On the other hand, when the zone effect is performed, the icon display effect cannot be performed. Therefore, it is easier to direct the player's attention to the zone effect.

[0147] (8) According to this embodiment, even if the icon change animation (hold change animation) is not performed when the flash animation for winning is started, the icon change animation can be performed afterward, thereby suppressing the decrease in excitement that occurs when the icon change animation is not performed when the flash animation for winning is performed.

[0148] (9) The winning flash effect may include an action where only the upper movable body 80 is displaced, while the zone effect includes a series of action where the internal movable body 90 is displaced after the upper movable body 80 has been displaced. This gives the player the impression that the winning flash effect and the zone effect are related, and as a result, when the winning flash effect according to the second embodiment is executed, the player can be made to anticipate that the zone effect will be executed in the target first spin game.

[0149] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. The means of execution for the cut-in animation may be changed as appropriate. For example, the cut-in animation may be executed as part of a specific means of execution. In this case, when the animation constituting the winning flash animation as a specific animation finishes, there may be cases where the number of specific means of execution in which the cut-in animation is executed without restriction or regulation does not increase. In other words, when the animation constituting the winning flash animation finishes, there may be cases where the number of specific means of execution in which the cut-in animation is executed without restriction or regulation increases, and cases where it does not. Also, depending on the difference in its animation pattern, the cut-in animation may be executed as part of a specific means of execution or as part of the entirety. For example, the first cut-in animation may be executed as part of the entirety of the specific means of execution, while the second cut-in animation may be executed as part of a specific means of execution. In other words, there may be cut-in animations that are executed as part of the animation display device EH, speaker SP, and decorative lamp LA, and not as part of other parts. For example, the cut-in animation may be executed by the animation display device EH and speaker SP, but not by the decorative lamp LA.

[0150] The means of execution that can perform the win-trigger flash effect may be changed as desired. For example, the win-trigger flash effect may be performed as part of a specific means of execution. In this case, when the effects constituting the win-trigger flash effect have finished, the number of specific means of execution that can perform a cut-in effect as a predetermined effect without restriction or regulation may not increase. Also, depending on the difference in its effect pattern, the win-trigger flash effect may be performed as part of a specific means of execution or as part of the entirety.

[0151] The means of execution that can perform zone effects may be changed as desired. For example, zone effects may be performed using all of the specific means of execution. Also, zone effects may be performed using only some of the specific means of execution, or using all of them, depending on the difference in their execution patterns.

[0152] The means of execution that can perform the icon display effect may be changed as desired. For example, the icon display effect may be performed using all of the specific means of execution. Also, depending on the difference in the effect pattern, the icon display effect may be performed using only some of the specific means of execution, or it may be performed using all of them.

[0153] The means of execution for the icon change effect may be changed as desired. For example, the icon change effect may be executed using all of the specified means of execution. Also, depending on the difference in the effect pattern, the icon change effect may be executed using only some of the specified means of execution, or it may be executed using all of them.

[0154] The means of execution that can perform customizable effects may be changed as desired. For example, the icon change effect may be performed using all of the specific effects means. Also, the icon change effect may be performed using only some of the specific effects means, or using all of them, depending on the difference in the effect pattern.

[0155] • Customizable effects can be changed as desired. • Customizable effects may be executed while a zone effect is running. In other words, various effects may be customizable while a zone effect is running. For example, various effects may be customizable while a zone effect is running by operating a means other than the effect button BT.

[0156] The duration of each effect may be set arbitrarily. For example, the duration of the win-trigger flash effect may be shorter than the duration of the cut-in effect, but longer than the time obtained by subtracting the duration of the cut-in effect from the minimum reel movement time required to execute the cut-in effect. In this case, if the cut-in effect ends while the win-trigger flash effect is running, the cut-in effect may start again in a new reel movement after the cut-in effect has finished. In other words, the execution of the win-trigger flash effect may result in a situation where the execution of the cut-in effect and the next cut-in effect are restricted or limited. This makes it easier to direct the player's attention to the win-trigger flash effect by restricting or limiting the execution of the cut-in effect and starting the win-trigger flash effect. Furthermore, after the win-trigger flash effect has started, the win-trigger flash effect in specific effects devices (effect display device EH, speaker SP, and decorative lamp LA) is terminated in stages, and the restriction or limitation on the execution of the next cut-in effect in the specific effects devices is gradually lifted. Therefore, it is possible to start the next cut-in animation while still retaining the lingering impression of the flash animation that occurred when a prize was won.

[0157] It may be possible to execute icon display and icon change animations while a zone animation is in progress. • While a cut-in animation is given as an example of a designated animation, it is not limited to this. A designated animation is, for example, an animation that starts when a new symbol change is executed, targeting that symbol change (so-called normal animation or the animation for that change), and does not have to be an animation that allows the expectation of a bonus or the expectation of a reach to be recognized.

[0158] While the example given is the flash animation upon winning, the specific animation is not limited to this. A specific animation could be, for example, an animation that starts when a new symbol change is put into reserve, and that symbol change meets predetermined conditions (a so-called pre-announcement animation).

[0159] While zone effects are given as an example of special effects, the special effects are not limited to this. Special effects may be, for example, effects that are initiated in response to newly held symbol changes, or effects that are initiated in response to newly executed symbol changes.

[0160] While icon display and icon change effects are given as examples of special effects, the program is not limited to these. A special effect may be, for example, an effect that is initiated when a new symbol change is put into reserve and that symbol change meets predetermined conditions. A special effect may be initiated when a specific effect (such as a win-trigger flash effect) is started, or it may not be initiated at all.

[0161] The first and second symbol variations may be executed in the order in which the holding conditions are met. The pachinko game machine 10 can employ a specification that grants a high probability state until the next big win, a specification that grants a high probability state until the 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 symbol changes 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.

[0162] • The special symbol winning lottery may include not only the big win lottery but also the minor win lottery. If a minor win is won in the winning lottery, a minor win game (winning game) will be awarded after the special symbol variation ends. For example, the high probability non-time-saving state may be a state in which the number of times a minor win is won 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.

[0163] • 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.

[0164] 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.

[0165] 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, light emission control board and sound control board may be arbitrarily combined to form one or more boards.

[0166] The above embodiment may be applied to a slot machine. In a slot machine, the bet amount (also called the number of bets) 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 stops, 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 symbol change. In addition, some slot machines have a prize draw, and it is possible to win a bonus prize in the prize draw. In such a slot machine, when a bonus prize is won by deriving a combination of symbols corresponding to a bonus prize on the winning line, a bonus game is awarded. A bonus game is equivalent to a winning game in a pachinko game machine 10. In other words, a bonus game is an example of a reward.

[0167] Furthermore, some slot machines are configured to allow control over the game state, with different probabilities of winning specific roles such as the replay role (re-play role) in the role lottery. A game state in which the probability of winning specific roles such as the replay role is higher than in the normal game state (so-called RT state) is advantageous to the player because it increases the number of balls held or reduces the number of balls held compared to the normal game state. In other words, the RT state is one example of a bonus.

[0168] Furthermore, some slot machines can be controlled to a state (so-called AT state) in which the operation of the stop button to win a predetermined combination is announced. The AT state is advantageous to the player because it makes it easier to win the predetermined combination compared to normal play, thus increasing the number of balls held, or making it less likely to lose balls compared to normal play. Some slot machines that can be controlled to the AT state can perform a bonus game-like effect in the AT state, or the number of balls held increases more easily in the AT state than in bonus game. In such slot machines, the AT state can be said to be equivalent to a winning game in a pachinko game machine 10. In other words, the AT state is one example of a special feature.

[0169] The technical concepts that can be understood from the above embodiments and modified examples are described below. (Note 1) A gaming machine equipped with performance control means for controlling performances related to the game, wherein, when a symbol change is put on hold, the performance control means can initiate a specific performance by a plurality of specific performance means if the put-hold symbol change satisfies predetermined conditions, and when initiating the specific performance, it restricts or regulates the execution of at least a portion of predetermined performances different from the specific performance, and after the specific performance is initiated, the number of specific performance means that execute the specific performance may decrease in stages, and the number of specific performance means that execute the predetermined performance without restriction or regulation may increase, and when a symbol change that satisfies the predetermined conditions is put on hold during the execution of the specific performance and a special performance different from the predetermined performance, the specific performance is not executed as a result of the symbol change being put on hold.

[0170] (Note 2) A gaming machine comprising performance control means for controlling performances related to the game, wherein, when a symbol change is put on hold, the performance control means can cause a plurality of specific performance means to start a specific performance when the held symbol change satisfies predetermined conditions, and when starting the specific performance, it restricts or regulates the execution of at least a portion of predetermined performances different from the specific performance, and after the specific performance is started, the number of specific performance means that execute the specific performance may decrease in stages, and the number of specific performance means that execute the predetermined performance without restriction or regulation may increase, and when a symbol change that satisfies the predetermined conditions is put on hold during the execution of the specific performance, no new specific performance is executed as a result of the symbol change being put on hold, and when a symbol change that satisfies the predetermined conditions is put on hold during the execution of the specific performance and a special performance different from the predetermined performance, the specific performance is not executed as a result of the symbol change being put on hold.

[0171] (Note 3) A gaming machine comprising performance control means for controlling performances related to the game, wherein, when a symbol change is put on hold, the performance control means can cause a plurality of specific performance means to start a specific performance when the put-on symbol change satisfies predetermined conditions, and when starting the specific performance, it restricts or regulates the execution of at least a portion of predetermined performances different from the specific performance, and after the specific performance is started, the number of specific performance means that execute the specific performance may decrease in stages, and the number of specific performance means that execute the predetermined performance without restriction or regulation may increase, and when a symbol change that satisfies the predetermined conditions is put on hold, a new specific performance will not be executed as a result of the put-on of the symbol change, and when a symbol change that satisfies the predetermined conditions is put on hold while the specific performance and a special performance different from the predetermined performance are being executed, the specific performance will not be executed as a result of the put-on of the symbol change.

[0172] (Note 4) A gaming machine comprising performance control means for controlling performances related to the game, wherein, when a symbol change is put on hold, the performance control means can cause a plurality of specific performance means to start a specific performance when the put-on symbol change satisfies predetermined conditions, and when starting the specific performance, it restricts or regulates the execution of at least a portion of predetermined performances different from the specific performance, and after the specific performance is started, the number of specific performance means that execute the specific performance may decrease in stages, and the number of specific performance means that execute the predetermined performance without restriction or regulation may increase, and when a symbol change that satisfies the predetermined conditions is put on hold during the execution of the specific performance and a special performance different from the predetermined performance, the specific performance is not executed when the symbol change is put on hold, and the specific performance may be started with a special performance different from the specific performance, or it may be started without the special performance.

[0173] (Note 5) The gaming machine described in (Note 4) in which, when the specific performance is started without the special performance, the special performance may be executed after the start of the specific performance. (Note 6) The gaming machine as described in (Note 4) or (Note 5), wherein the special effect is a hold change effect that changes the display pattern of the hold display, the appearance rate or reliability of the special effect can be adjusted during the execution of the predetermined effect, and the appearance rate or reliability of the special effect cannot be adjusted during the execution of the special effect.

[0174] (Note 7) The gaming machine described in any of (Notes 1) to (Note 6), wherein the plurality of specific performance means for executing the specific performance includes at least a first specific performance means and a second specific performance means different from the first specific performance means, and after the specific performance is started by the first specific performance means and the second specific performance means, the specific performance related to the first specific performance means and the specific performance related to the second specific performance means end at different timings, the number of performance patterns of the predetermined performance related to the first specific performance means is greater than the number of performance patterns of the predetermined performance related to the second specific performance means, or the predetermined performance is executed by the first specific performance means and not by the second specific performance means.

[0175] (Note 8) A gaming machine as described in any of (Note 1) to (Note 7), wherein the appearance rate or reliability of the specific performance can be adjusted during the execution of the predetermined performance, and the appearance rate or reliability of the specific performance cannot be adjusted during the execution of the special performance.

[0176] (Note 9) A gaming machine as described in any of (Note 1) to (Note 8), in which, during the execution of the predetermined performance, it is possible to display a hold corresponding to each of the held symbol changes, and during the execution of the special performance, it is not possible to display the hold.

[0177] (Note 10) A gaming machine as described in any of (Notes 1) to (Note 9), comprising a first movable means provided on a frame and a second movable means provided on a game board, wherein during the execution of the specific performance, it is possible to perform a single performance by the displacement of the first movable means, among the displacement of the first movable means and the displacement of the second movable means, and during the execution of the special performance, it is possible to perform a series of performances by displacing the second movable means after displacing the first movable means. [Explanation of Symbols]

[0178] AG…Customization Image BT…Effect Button CG…Cut-in Image CG1…First Cut-in Image CG2…Second Cut-in Image EH…Effect Display Device ES…Effect Device Group FG…Flash Image GH…Display Area HD…Launch Handle IG…Icon Image IG1…First Icon Image IG2…Second Icon Image IG3…Third Icon Image IG4…Fourth Icon Image IR…Icon Display Area IR1…First Icon Display Area IR2…Second Icon Display Area IR3…Third Icon Display Area IR4…Fourth Icon Display Area IR5…Fifth Icon Display Area LA…Decorative Lamp SE1…First Start Sensor SE2…Second Start Sensor SE3…Count Sensor SE4…Gate Sensor SL1…Normal Actuator SL2…Special Actuator SM1…Upper Actuator SM2…Internal Actuator SP…Speaker YB…Game Board YBa…Game Area YBb…Display Window YBc…Launch Path YBd…Return Prevention Valve ZG…Zone Image 10...Pachinko game machine 11...Frame 11a...Outer frame 11b...Mounting frame 12...First start opening 13...Second start opening 13a...Normal opening / closing piece 14...Big prize opening 14a...Special opening / closing piece 17...Gate 17a...Gate opening 18...Out opening 19a...First special symbol display device 19b...Second special symbol display device 19c...First hold display device 19d...Second hold display device 19e...Normal symbol display device 40...Main board 41...Main CPU 42...Main ROM 43...Main RAM 44...Random number generation circuit 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RAM 80...Upper movable body 90...Internal movable body

Claims

1. It is equipped with a performance control means that controls the performance related to the game, The aforementioned performance control means, upon the rescheduling of a symbol change, can initiate a specific performance on multiple specific performance means if the rescheduled symbol change satisfies predetermined conditions, and in initiating the specific performance, restricts or regulates the execution of at least a portion of predetermined performances different from the specific performance. After the aforementioned specific performance is initiated, the number of specific performance means that perform the said specific performance may decrease in stages, and the number of specific performance means that perform the predetermined performance without restriction or regulation may increase. If a symbol change that satisfies the predetermined conditions is put on hold during the execution of the aforementioned specific performance, the aforementioned specific performance will not be executed as a result of the symbol change being put on hold. A gaming machine in which, when a symbol change that satisfies the predetermined conditions is put on hold during the execution of the aforementioned specific performance and a special performance different from the aforementioned predetermined performance, the aforementioned specific performance is not executed as a result of the symbol change being put on hold.

2. The appearance rate or reliability of the specific performance can be adjusted during the execution of the predetermined performance. The gaming machine according to claim 1, wherein the appearance rate or reliability of the specific performance cannot be adjusted during the execution of the special performance.