Gaming machine
The gaming machine enhances player engagement by allowing customizable effects with adjustable appearance rates and restricted execution, maintaining winning expectancy.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2024-12-12
- Publication Date
- 2026-06-24
AI Technical Summary
Existing gaming machines lack mechanisms to further enhance player interest through customizable effects without altering the winning expectancy.
A gaming machine equipped with an effect execution means and control means that allows for adjusting the appearance rate of specific effects, while restricting the execution of other effects during their execution, thereby enhancing player engagement.
Improves player interest by providing customizable and engaging gameplay experiences without affecting the overall winning probabilities.
Smart Images

Figure 2026103073000001_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a gaming machine.
Background Art
[0002] Conventionally, among pachinko gaming machines and reel-type gaming machines (so-called slot machines), which are types of gaming machines, there are some that can customize, for example, executable effects. For example, in the gaming machine described in Patent Document 1, the volume in the effect can be customized by operating a setting switch.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Today, in gaming machines configured to be able to customize executable effects, further improvement in interest is desired.
Means for Solving the Problems
[0005] The gaming machine for solving the above problems is a gaming machine capable of awarding winning games, and includes an effect execution means and an effect control means capable of controlling the effect execution means. Among the effects executable by the effect execution means, there is a specific effect. Regarding the customization of the specific effect, there is a customization that improves the appearance rate of the specific effect without changing the winning expectancy when the specific effect is executed. During the execution of the specific effect, the execution of at least some of the effects different from the specific effect is restricted. This is the gist.
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 perspective view of a pachinko game machine. [Figure 2] Figure 2 is a front view of the game board. [Figure 3] Figure 3 shows an example of the display content related to held images in a performance display device. [Figure 4] Figure 4 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 5] Figures 5(a) to 5(c) show examples of the content displayed on the performance display device when an "out" effect is executed. [Figure 6] Figures 6(a) to 6(f) show various icons. [Figure 7] Figures 7(a) and 7(b) show examples of the timing at which the "out" animation is executed. [Figure 8] Figures 8(a) to 8(d) show examples of the content displayed on the performance display device when an "out" effect is executed. [Modes for carrying out the invention]
[0008] The following describes the embodiments of the gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. As shown in Figure 1, the pachinko game machine 10 (hereinafter referred to as "game machine 10") comprises an outer frame 12, an inner frame 13, and a front frame 14. The outer frame 12 is fixed to the game machine installation equipment (so-called island equipment) of a game hall or the like. The inner frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A game board unit including the game board 20 is fixed to the inner frame 13. The front frame 14 is supported on the front side of the inner frame 13 so as to cover the front of the game board 20. Protective glass 15 that protects the game board 20 is supported on the front frame 14. In Figure 1, the protective glass 15 is omitted from the illustration except for a part of it, but in reality it covers the entire opening 14a of the front frame 14.
[0009] The gaming machine 10 is equipped with a launch handle 16 on the front side of the front frame 14. The launch handle 16 is positioned so that it can be operated by the player. In the gaming machine 10, game balls, which are the game medium, are launched with a strength corresponding to the amount of operation (rotation) of the launch handle 16. The gaming machine 10 can adjust the launch strength of the game balls by operating the launch handle 16.
[0010] The gaming machine 10 is equipped with a light-emitting decorative lamp 17 on the front side of the front frame 14. The decorative lamp 17 performs a lighting effect (hereinafter referred to as a lighting effect) by turning a built-in light-emitting element on and off. The decorative lamp 17 can emit light in multiple colors. For example, the decorative lamp 17 may be able to emit light in multiple colors by having one built-in light-emitting element emit light in multiple colors, or it may be able to emit light in multiple colors by having multiple built-in light-emitting elements emit light to create multiple colors. For example, the brightness of the decorative lamp 17 may be adjustable by operating a predetermined operating means. That is, the gaming machine 10 may be able to adjust the brightness of the decorative lamp 17. Adjusting the brightness of the decorative lamp 17 can be said to be customizing the performance mode of the effect performed by the decorative lamp 17. The brightness of the decorative lamp 17 corresponds to the effect intensity of the decorative lamp 17 and is also called the light quantity of the decorative lamp 17.
[0011] The gaming machine 10 is equipped with a speaker 18 capable of outputting sound on the front side of the front frame 14. The speaker 18 performs sound effects (hereinafter referred to as "sound effects") that output sounds such as voices, sound effects, and music. For example, the volume of at least some of the sounds output from the speaker 18 may be adjustable by operating a predetermined operating means. In other words, the gaming machine 10 may allow adjustment of the volume of at least some of the sounds output from the speaker 18. Adjusting the volume of the sounds output from the speaker 18 can also be said to be customizing the performance mode of the effects being performed by the speaker 18.
[0012] The gaming machine 10 is equipped with a directional button JB as an example of an operable operating means. The directional button JB is also called a directional key. The directional button JB is an operating means that can be operated by the player. The directional button JB is a button-type means configured to allow pressing. The directional button JB is not limited to being a button type, but may also be a touch sensor type, or a predetermined display device may be configured to function as a touch panel type means. The directional button JB is composed of multiple operable parts, such as an up button B1, a right button B2, a down button B3, and a left button B4.
[0013] As shown in Figure 2, a roughly circular game area 21 is defined on the front side of the game board 20 when viewed from the front. The game board 20 is equipped with a guide path 21a that guides the launched game ball to the game area 21. The game board 20 is equipped with a prevention valve 21b that prevents the game ball launched into the game area 21 from returning to the guide path 21a. The launched game ball is guided in the guide path 21a, passes through the prevention valve 21b located at the downstream end of the guide path 21a, and reaches the game area 21. Once the game ball reaches the game area 21, it flows down through the game area 21.
[0014] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 is equipped with a special symbol display unit 22a. The special symbol display unit 22a displays a special symbol variation game (hereinafter referred to as the special game) which displays predetermined symbols in a variable manner and ultimately displays a confirmed stop of the special symbol. The special symbol is a symbol that notifies the result of an internal lottery, which will be described later. In this way, the gaming machine 10 is capable of executing the special game as a variable game.
[0015] In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "confirmed stop display" means a state in which the symbol is definitively stopped and the type of displayed symbol does not change. Special symbols that can be displayed as confirmed stop in the special symbol display unit 22a include jackpot symbols and losing symbols. In a special game, if a jackpot symbol is displayed as confirmed stop, the player can recognize that they have won the jackpot. In a special game, if a losing symbol is displayed as confirmed stop, the player can recognize that they have lost.
[0016] In the gaming machine 10, a jackpot lottery may be held when executing a special game. In the gaming machine 10, if a jackpot is won in the jackpot lottery, the jackpot symbols will be displayed in the special game to which the win pertains, and then a jackpot game will be awarded (occurred). Thus, in the gaming machine 10, if a jackpot is won in the jackpot lottery held when executing a special game, it is possible to award a jackpot game after the special game has ended. In other words, in the gaming machine 10, a jackpot game is awarded when a jackpot lottery is won. In the gaming machine 10, if a jackpot is won, a jackpot game is awarded after the special game based on that jackpot has ended. Thus, the gaming machine 10 is capable of awarding a winning game. Winning a jackpot in a jackpot lottery is equivalent to winning the jackpot lottery, and is equivalent to winning a jackpot in a winning lottery.
[0017] The information display panel 22 includes a special hold display section 22b. The special hold display section 22b visibly displays the number of special games (hereinafter referred to as the special hold count) whose execution is on hold because the start condition has been satisfied but the execution condition has not been satisfied yet. For example, the upper limit of the special hold count is 4. In the following description, a special game whose execution is on hold may be simply referred to as "special game on hold" or "held special game". As described above, the gaming machine 10 can hold the execution of a plurality of special games. That is, the gaming machine 10 can hold the execution of variable games.
[0018] The information display panel 22 includes a normal symbol display section 22c. The normal symbol display section 22c displays a normal symbol variable game (hereinafter referred to as a normal game) in which a predetermined symbol is variably displayed and finally the normal symbol is stopped and displayed. The normal symbols that can be stopped and displayed on the normal symbol display section 22c include at least a normal winning symbol and a normal losing symbol. The player can recognize a normal win when the normal winning symbol is stopped and displayed in the normal game, and can recognize a normal loss when the normal losing symbol is stopped and displayed in the normal game. In the gaming machine 10, when winning a normal win in the normal win lottery, a normal win game is awarded after the end of the normal game targeted by the win. That is, in the gaming machine 10, a normal win game is awarded when winning the normal win lottery. The information display panel 22 includes a normal hold display section 22d. The normal hold display section 22d visibly displays the number of normal games (hereinafter referred to as the normal hold count) whose execution is on hold because the start condition has been satisfied but the execution condition has not been satisfied yet. For example, the upper limit of the normal hold count is 4.
[0019] The gaming machine 10 includes a center frame 23 with various decorations in the approximate center of the game area 21 on the game board 20. The center frame 23 has an opening 23a. The center frame 23 is also called a center role or a center role item.
[0020] The gaming machine 10 is equipped with an image display device 25. For example, the image display device 25 may be a display device such as a liquid crystal display or an organic EL display. The image display device 25 is equipped with a display area 25r on which an image is displayed. The image display device 25 is capable of displaying an image. The image display device 25 is assembled to the gaming board 20 so that the player can see the display area 25r through the opening 23a of the center frame 23. The image display device 25 performs an effect that displays a predetermined image as one of the effects (hereinafter referred to as a display effect). In this embodiment, the function of an effect execution means capable of executing an effect is realized by at least one of the effect devices, which is a decorative lamp 17 as a light-emitting means, a speaker 18 as a sound output means, and an image display device 25 as a display means. In other words, the effect execution means includes at least one of the light-emitting means, the sound output means, and the display means.
[0021] The gaming machine 10 is equipped with a first start opening 26 as a starting point. The first start opening 26 is located below the center frame 23 in the game area 21. The first start opening 26 is open at all times so that game balls can be inserted into it. The gaming machine 10 is equipped with a first start sensor SE1 (shown in Figure 4) that detects game balls that have entered the first start opening 26. For example, the first start opening 26 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first start sensor SE1 is installed in this ball passage. When a game ball is detected by the first start sensor SE1, the conditions for starting a special game may be met, and the conditions for paying out prize balls may also be met. In other words, the gaming machine 10 can postpone the execution of a special game when a game ball enters the first start opening 26. In the gaming machine 10, when a game ball enters the first starting port 26 and the conditions for prize ball payout are met, three game balls are awarded as prize balls.
[0022] The gaming machine 10 is equipped with a second start port 27 as a start port. The gaming machine 10 has a first start port 26 and a second start port 27 as start ports. The second start port 27 is located in the lower right of the center frame 23 in the game area 21. The gaming machine 10 is equipped with a second start sensor SE2 (shown in Figure 4) that detects game balls that enter the second start port 27. For example, the second start port 27 is connected to a ball passage that guides the entered game ball to the back of the game board 20, and the second start sensor SE2 is installed in that ball passage. In this embodiment, when a game ball is detected by the second start sensor SE2, the conditions for starting a special game may be met, and the conditions for paying out prize balls may also be met. That is, the gaming machine 10 can postpone the execution of a special game when a game ball enters the second start port 27. In the gaming machine 10, when a game ball enters the second starting port 27 and the conditions for prize ball payout are met, three game balls are awarded as prize balls. The second starting port 27 also has a first variable member 28 as a variable member. The first variable member 28 can operate between an open state, which makes it easy or possible to enter a game ball into the second starting port 27, and a closed state, which makes it difficult or impossible to enter a game ball into the second starting port 27. The first variable member 28 operates by receiving power from the first actuator A1 (shown in Figure 4). The first variable member 28 is operated to the open state when a normal winning lottery is won.
[0023] The gaming machine 10 is equipped with a large prize opening 29. The large prize opening 29 is located in the lower right of the center frame 23 within the game area 21. The gaming machine 10 is equipped with a count sensor SE3 (shown in Figure 4) that detects game balls that enter the large prize opening 29. For example, the large prize opening 29 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the count sensor SE3 is installed in this ball passage. When a game ball is detected by the count sensor SE3, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the large prize opening 29 and the conditions for paying out prize balls are met, 10 game balls are awarded as prizes. The large prize opening 29 has a second variable member 30. The second variable member 30 is operable to an open state, which allows game balls to enter the large prize opening 29, and a closed state, which prevents game balls from entering the large prize opening 29. The second variable member 30 operates by receiving power from the second actuator A2 (shown in Figure 4). The second variable member 30 is operated to the open state when a jackpot is won. When the second variable member 30 is in the open state, game balls are allowed to enter the large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the large prize opening 29 is closed."
[0024] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the right of the center frame 23 in the game area 21. The gate 31 has an opening that is kept open at all times to allow game balls to enter. A gate sensor SE4 (shown in Figure 4) is installed at the gate opening to detect game balls entering and passing through. When a game ball is detected by the gate sensor SE4, the conditions for starting a normal game may be met. However, it is not necessary to configure the machine so that game balls that enter the gate 31 pass through the gate 31. For example, game balls that enter the gate 31 may pass through a ball passage that leads to the back of the game board 20 and be discharged from the game board 20 to the outside.
[0025] The gaming machine 10 is equipped with a general prize entry opening 32. In the gaming machine 10, the general prize entry opening 32 has a first general prize entry opening 32a and a second general prize entry opening 32b. The first general prize entry opening 32a is located in the lower left of the center frame 23 in the game area 21. The first general prize entry opening 32a is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a first general sensor SE5 (shown in Figure 4) that detects game balls that have entered the first general prize entry opening 32a. For example, the first general prize entry opening 32a is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first general sensor SE5 is installed in that ball passage. When a game ball is detected by the first general sensor SE5, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the first general prize entry opening 32a and the conditions for prize ball payout are met, seven game balls are awarded as prizes. The second general prize entry opening 32b is located in the lower right of the center frame 23 in the game area 21. The second general prize entry opening 32b is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a second general sensor SE6 (shown in Figure 4) that detects game balls that have entered the second general prize entry opening 32b. For example, a ball passage is connected to the second general prize entry opening 32b to guide the entered game ball to the back of the game board 20, and the second general sensor SE6 is installed in that ball passage. When a game ball is detected by the second general sensor SE6, the conditions for prize ball payout are met. In the gaming machine 10, when a game ball enters the second general prize entry opening 32b and the conditions for prize ball payout are met, 7 game balls are awarded as prize balls.
[0026] The gaming machine 10 is equipped with an out port 34. In this embodiment, game balls that do not enter the starting ports 26, 27, the big prize port 29, and the general prize port 32 are discharged out of the machine through the out port 34. The gaming machine 10 is also equipped with game components such as nails (game nails) and windmills to change the behavior of the game balls as they flow down the game area 21.
[0027] The gaming machine 10 is equipped with an out sensor SE7 (shown in Figure 4) that detects game balls (out balls) discharged from the game board 20 to the outside. The out sensor SE7 is positioned on a passage through which game balls launched into the game area 21 of the game board 20 and game balls discharged to the outside of the game board 20 are collected and pass. Game balls discharged to the outside of the game board 20 include game balls that enter the out opening 34. Game balls discharged to the outside of the game board 20 include game balls that enter the start openings 26, 27, the big prize opening 29, and the general prize opening 32. The out sensor SE7 functions as a discharged ball detection means that detects game balls discharged from the game board 20. The discharged ball detection means can also be called an out ball detection means that detects out balls.
[0028] Next, we will explain the game state of the gaming machine 10. The gaming machine 10 has two game states with different jackpot probabilities: a low-probability state and a high-probability state. Jackpot probability is the probability of winning a jackpot in the jackpot lottery. The high-probability state is a game state in which the jackpot probability is higher than that of the low-probability state. The high-probability state is a so-called "probability fluctuation state (probability change state)," and the low-probability state is a "non-probability fluctuation state (non-probability change state)." In the following explanation, the high-probability state will be referred to as the "probability change state," and the low-probability state as the "non-probability change state."
[0029] The gaming machine 10 has two game states, a low-base state and a high-base state, which differ in the ratio of the number of prize balls to the number of game balls launched. The high-base state is a game state in which the probability of game balls entering the second start opening 27 is higher than that of the low-base state. The high-base state is a so-called "electric support state," and the low-base state is a "non-electric support state." The high-base state offers a greater advantage in terms of balls entering the second start opening 27 compared to the low-base state.
[0030] A high base state can be achieved, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low base state. The second control is a control that changes the probability of winning a normal win in the normal win lottery (normal win probability) to a higher probability than in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 28 in one normal win game longer than in the low base state. As for the opening time extension control, it is preferable to perform at least one of the following controls: a control that increases the number of times the first variable member 28 opens in one normal win game compared to the low base state, and a control that makes the single opening time of the first variable member 28 in a normal win game longer than in the low base state. Furthermore, a high base state may be achieved by combining the fourth control described below. The fourth control is a special symbol variation time reduction control, which makes the variation time of special games (for example, the average variation time) easier to shorten than in the low base state. When the special symbol variation time reduction control is performed, the high base state becomes a so-called "variation time reduction state (shortened variation state)".
[0031] In this embodiment, the first variable member 28 may be in the open state even in the low base state, so there is a possibility that a game ball may enter the second start opening 27 even in the low base state. However, in the low base state, the first variable member 28 may not be in the open state and a game ball may not enter the second start opening 27, for example, by configuring the system so that a normal win is not achieved in the normal win lottery. Alternatively, in the low base state, the system may be configured so that the first variable member 28 does not open even if a normal win is achieved in the normal win lottery, so that a game ball does not enter the second start opening 27. In these cases, the low base state can be described as a state in which a game ball cannot enter the second start opening 27, and the high base state can be described as a state in which a game ball can enter the second start opening 27.
[0032] Furthermore, among the controllable game states in the gaming machine 10, there is a "low probability low base state," which is a low base state and a non-probability state. The low probability low base state is what is commonly known as the "normal state (normal game state)." Among the controllable game states in the gaming machine 10, there is a "low probability high base state," which is a high base state and a non-probability state. Among the controllable game states in the gaming machine 10, there is a "high probability high base state," which is a high base state and a probability state. Thus, there are multiple types of controllable game states in the gaming machine 10. And among the controllable game states in the gaming machine 10, the normal state is included.
[0033] Next, we will explain the concept of a jackpot in the gaming machine 10. The gaming machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. These multiple types of jackpot symbols are classified into first jackpot symbols and second jackpot symbols. Each of the multiple types of jackpot symbols has a defined type of jackpot. The jackpot symbols may also have a defined game state after the jackpot game ends. In a jackpot game, an opening sequence is performed to announce the start of the jackpot game for a predetermined opening time. After the opening sequence ends, a round game is played in which the large prize slot 29 is opened. The round game is played up to a predetermined maximum number of times. In one round game, the large prize slot 29 remains open until the first round end condition is met (a predetermined maximum number of game balls have entered) or the second round end condition is met (a predetermined maximum time has elapsed). A round sequence is performed during the round game. Then, in a jackpot game, once the final round of gameplay is complete, an ending sequence is played for a predetermined duration to announce the end of the jackpot game. The jackpot game ends when the ending sequence concludes.
[0034] Jackpot symbols classified as "First Jackpot Symbols" are designated as "First Jackpot" as the type of jackpot. Jackpot symbols classified as "First Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a probability variation state after the jackpot play ends. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a high base state after the jackpot play ends. Jackpot symbols classified as "Second Jackpot Symbols" are designated as "Second Jackpot" as the type of jackpot. Jackpot symbols classified as "Second Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "Second Jackpot Symbols" are designated as being in a non-probability variation state after the jackpot play ends. Furthermore, for jackpot symbols classified as second jackpot symbols, it is stipulated that the game state after the jackpot game ends will be a high base state until 100 special games are completed, or until a jackpot game is awarded before 100 special games are completed. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as a first jackpot symbol will be referred to as a "first jackpot game," and a jackpot game awarded based on a jackpot symbol classified as a second jackpot symbol will be referred to as a "second jackpot game."
[0035] The display effects that the display device 25 can execute include a display effect game (hereinafter referred to as a display effect game) in which display effect symbols (hereinafter referred to as display effect symbols) are displayed in multiple columns in a variable manner, and finally a combination of display effect symbols is determined and stopped. The display effect game is executed by the variable display of display effect symbols in multiple columns. Display effect symbols are also called "decorative symbols" or "ornamental symbols". The display effect game is performed by displaying (scrolling) the first, second, and third columns of symbols in a vertical variable manner. In the following explanation, the "first column" will be referred to as the "left column" and the "first symbol" as the "left symbol", the "second column" will be referred to as the "middle column" and the "second symbol" as the "middle symbol", and the "third column" will be referred to as the "right column" and the "third symbol" as the "right symbol". In each column, in principle, display effect symbols that resemble the numbers "1" to "8" are displayed in a predetermined order in a variable manner.
[0036] The performance game is performed in conjunction with the special game. Specifically, the performance game starts when the special game begins and ends when the special game ends. The gaming machine 10 is configured to be able to run the performance game while the special game is running. In the performance game, combinations of performance symbols corresponding to the special symbols that were displayed as confirmed stops in the special game are displayed as confirmed stops. If a jackpot symbol is displayed as confirmed stops in the special game, the jackpot symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a jackpot symbol combination is a combination where all the performance symbols in all rows are the same, such as "777". If a losing symbol is displayed as confirmed stops in the special game, the losing symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a losing symbol combination is a combination where at least some of the performance symbols in some rows are different from the performance symbols in other rows, such as "426", "115", or "323". In this way, the performance display device 25 runs the performance game in conjunction with the running of the special game. In the special effects game, the special effects symbols will temporarily stop before being displayed as a confirmed stop. In this specification, "temporarily stopped display" means a state that indicates the symbols may change again, such as a "shaking fluctuation state," or a state that is different from a confirmed stop display.
[0037] In the performance game, the display pattern of the performance symbols may become a reach pattern (a reach is formed), and a reach performance may be performed. The reach pattern is a state in which performance symbols resembling the same number are temporarily stopped and displayed in a specific column (for example, the left column and the right column) among multiple columns, and performance symbols in a different column (for example, the middle column) continue to change and display. There may be multiple types of reach performances that differ in the characters that appear and the actions of the performance symbols. Reach performances are performed during the execution of a special game. Reach performances include normal reach performances and super reach performances that are performed after the start of a normal reach performance. In this embodiment, when a super reach performance is performed during the execution of a special game, the expectation of a big win is higher than when only a normal reach performance is performed.
[0038] As shown in Figure 3, the gaming machine 10 notifies the player that the execution of a special game is on hold via the performance display device 25. Furthermore, when the execution of a special game is on hold, the gaming machine 10 notifies the player of the number of special games that are on hold (the special games currently on hold). Specifically, the performance display device 25 displays a hold image H corresponding to the special game currently on hold. The hold image H corresponds to the hold image for the variable game whose execution has been put on hold. In this embodiment, the hold image H is a circular image.
[0039] The reserved image H includes reserved images H1 to H4. In the gaming machine 10, if the number of special reserved images is "1", reserved image H1 from among reserved images H1 to H4 is displayed on the performance display device 25. In the gaming machine 10, if the number of special reserved images is "2", reserved images H1 and H2 from among reserved images H1 to H4 are displayed on the performance display device 25. In the gaming machine 10, if the number of special reserved images is "3", reserved images H1 to H3 from among reserved images H1 to H4 are displayed on the performance display device 25. In the gaming machine 10, if the number of special reserved images is "4", reserved images H1 to H4 are displayed on the performance display device 25. Reserved image H1 is displayed in the reserved display area R1 of the performance display device 25. Reserved image H2 is displayed in the reserved display area R2 of the performance display device 25. Reserved image H3 is displayed in the reserved display area R3 of the performance display device 25. Reserved image H4 is displayed in the reserved display area R4 of the performance display device 25. If the number of special reserved items is "0", reserved images H1 to H4 will not be displayed on the display device 25.
[0040] The pending display area R1 displays the pending image H corresponding to the first special game to be executed among the pending special games. The pending display area R2 displays the pending image H corresponding to the second special game to be executed among the pending special games. The pending display area R3 displays the pending image H corresponding to the third special game to be executed among the pending special games. The pending display area R4 displays the pending image H corresponding to the fourth special game to be executed among the pending special games. Therefore, the pending display area R1 can be said to be a display area that can identify that the special game corresponding to the displayed pending image H is to be executed first. The pending display area R2 can be said to be a display area that can identify that the special game corresponding to the displayed pending image H is to be executed second. The pending display area R3 can be said to be a display area that can identify that the special game corresponding to the displayed pending image H is to be executed third. The pending display area R4 can be said to be a display area that can identify that the special game corresponding to the displayed pending image H is to be executed fourth. As described above, the pending image H is displayed in the display area of the performance display device 25 that can identify the execution order in which the corresponding special games are executed.
[0041] In the gaming machine 10, the execution area ZR of the performance display device 25 displays an execution image ZG corresponding to the special game currently in progress. As shown in Figure 3, when a special game is being played, the execution area ZR displays an execution image ZG based on the held image H that was displayed when the special game was being played. Specifically, the execution area ZR displays the held image H that was displayed in the held display area R1 immediately before the special game was played as the execution image ZG. Therefore, when a special game is being played, a circular execution image ZG is displayed in the execution area ZR. Incidentally, even when the number of special held games is 0, if a game ball enters the starting gates 26 and 27, the execution of the special game is temporarily suspended, and the performance display device 25 displays the held image H.
[0042] In the gaming machine 10, when a special game is played, the reserved image H1 that was displayed in the reserved display area R1 is displayed in the running area ZR as the running image ZG. In the gaming machine 10, when a special game is played, the reserved image H2 that was displayed in the reserved display area R2 is displayed in the reserved display area R1 as the reserved image H1. In the gaming machine 10, when a special game is played, the reserved image H3 that was displayed in the reserved display area R3 is displayed in the reserved display area R2 as the reserved image H2. In the gaming machine 10, when a special game is played, the reserved image H4 that was displayed in the reserved display area R4 is displayed in the reserved display area R3 as the reserved image H3.
[0043] In the gaming machine 10, premium effects can be executed. Premium effects can be executed on the effect display device 25. Premium effects can be executed during the execution of a special game based on a jackpot win in the jackpot lottery. In other words, premium effects can be executed in the special game that results in a jackpot. Thus, the premium effect is a jackpot confirmation effect that can identify a jackpot win simply by its execution. Therefore, the probability of winning a jackpot (winning probability) when a premium effect is executed is 100%. However, premium effects are not always executed even when a jackpot is likely. Therefore, premium effects are rare effects that are only executed when a jackpot has been won and it has been decided to execute them. For this reason, players feel joy when a premium effect is executed.
[0044] Next, we will explain the electrical configuration of the gaming machine 10. As shown in Figure 4, the gaming machine 10 includes a main board 40 as the main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of those processes. The gaming machine 10 also includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes to execute light effects using decorative lamps 17, sound effects using speakers 18, and display effects using the display device 25. The main board 40 and the sub-board 50 are located on the back side of the gaming board 20. The gaming board unit includes the main board 40 and the sub-board 50. The main board 40 is connected to the sub-board 50.
[0045] First, let me explain the main board 40. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing a control program (main control program) for the main CPU 41.
[0046] The main ROM 42 stores the main control program and the lottery table used for predetermined lotteries. The main ROM 42 also stores the jackpot determination values used in the jackpot lottery. The jackpot determination values include high probability values and common values. In the jackpot lottery when the machine is not in a probability-increasing state, only the common values are used. On the other hand, in the jackpot lottery when the machine is in a probability-increasing state, both the common values and high probability values are used. The main ROM 42 also stores the performance determination values used in the performance lottery. The performance lottery is a lottery that determines whether to execute a reach performance when the jackpot lottery is unsuccessful, and is equivalent to a reach lottery.
[0047] The main ROM 42 stores multiple types of variation patterns. Each of these variation patterns is associated with a variation time from the start of the special game until the end of the special game. In other words, the variation pattern is associated with the variation time of the special game. The variation pattern can be said to be information that can identify the variation time of the special game. In the gaming machine 10, the variation time of the special game is determined by the determination of the variation pattern. The variation pattern may also be information that can identify some or all of the performance content of the performance game that takes place from the start of the special game until the end of the special game. Examples of variation patterns include a jackpot variation pattern and a losing variation pattern. The jackpot variation pattern is associated with a performance content of the performance game that, after a reach performance, ultimately displays a confirmed combination of symbols for a jackpot. The losing variation pattern includes a losing variation pattern without a reach and a losing variation pattern with a reach. In the losing spin pattern without a reach, the corresponding gameplay involves displaying a losing combination of symbols without going through a reach animation. In the losing spin pattern with a reach, the corresponding gameplay involves displaying a losing combination of symbols after going through a reach animation.
[0048] There are two types of fluctuation patterns: those that can be determined when the system is in a high base state and those that can be determined when the system is in a low base state. The fluctuation patterns that can be determined when the system is in a high base state and those that can be determined when the system is in a low base state differ in some or all ways. The fluctuation time defined for the fluctuation patterns that can be determined when the system is in a high base state is shorter (or often shorter) than the fluctuation time defined for the fluctuation patterns that can be determined when the system is in a low base state.
[0049] The main ROM 42 stores multiple types of variation patterns for normal games. Each of these multiple types of variation patterns for normal games is associated with a variation time from the start to the end of a normal game. In other words, each variation pattern for a normal game is associated with a variation time for a normal game. For example, there are variation patterns for normal games that can be determined when the base state is low, and variation patterns for normal games that can be determined when the base state is high.
[0050] The main RWM43 is configured to store various information that can be rewritten as needed during the operation of the gaming machine 10. The information stored by the main RWM43 includes, for example, flags, counters, and timers. The main board 40 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0051] The main board 40 is connected to a first start sensor SE1, a second start sensor SE2, a count sensor SE3, a gate sensor SE4, a first general sensor SE5, a second general sensor SE6, and an out sensor SE7. The main CPU 41 is configured to receive detection signals output by the various sensors SE1 to SE7 via ports (not shown). An information display panel 22 is also connected to the main board 40. The main CPU 41 can control the display content of the information display panel 22 via a drive circuit (not shown). A first actuator A1 and a second actuator A2 are also connected to the main board 40. The main CPU 41 can control the operation of the first actuator A1 and the second actuator A2 via a drive circuit (not shown).
[0052] Next, the sub-board 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 performs various processes (for example, processes related to performance) by executing a control program (sub-control program) for the sub-CPU 51. The sub-ROM 52 stores the sub-control program, a lottery table used for the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the manner (content) of the display performance on the performance display device 25. The sub-ROM 52 also stores light emission performance data that can identify the manner (content) of the light emission performance on the decorative lamp 17. The sub-ROM 52 stores sound performance data that can identify the manner (content) of the sound performance on the speaker 18. The sub-RWM 53 is configured to store various information that can be rewritten as appropriate during the operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to generate random numbers. For example, the random numbers could be hardware random numbers or software random numbers.
[0053] The sub-board 50 is connected to a decorative lamp 17, a speaker 18, and a performance display device 25. The sub-CPU 51 can control the decorative lamp 17, the speaker 18, and the performance display device 25 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls the decorative lamp 17 as a light-emitting means, thereby realizing the function of a light-emitting control means capable of controlling a light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker 18 as a sound output means, thereby realizing the function of a sound output control means capable of controlling a sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 25 as a display means, thereby realizing the function of a display control means capable of controlling a display means. In this embodiment, the sub-CPU 51 controls the performance device among the decorative lamp 17, speaker 18, and performance display device 25 as a performance execution means, thereby realizing the function of a performance control means capable of controlling a performance execution means. The sub-board 50 is connected to the cross button JB. That is, the sub-board 50 is connected to buttons B1 to B4. The sub-CPU 51 is configured to receive separate inputs for the operation signals that are output when buttons B1 to B4 of the directional buttons JB are pressed.
[0054] Next, we will explain the various processes that the main CPU 41 executes based on the main control program. For example, the main CPU 41 executes special symbol input processing and special symbol start processing as interrupt processing performed at predetermined intervals (for example, 4ms).
[0055] First, let's explain the special symbol input processing performed by the main CPU 41. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the start openings 26 and 27 based on whether or not it has received a detection signal from the first start sensor SE1 or the second start sensor SE2 (hereinafter referred to as input determination). If the result of the input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the input determination is positive, the main CPU 41 determines whether the number of special reserved balls stored in the main RWM 43 is less than the upper limit (hereinafter referred to as reserved ball determination). If the result of the reserved ball determination is negative, the main CPU 41 terminates the special symbol input process. If the result of the reserved ball determination is positive, the main CPU 41 adds 1 to the number of special reserved balls and updates it. The main CPU 41 also controls the information display panel 22 to display the updated number of special reserved balls. The main CPU 41 stores control information that can identify the updated number of special reserved balls (hereinafter referred to as reserved ball command) in the output buffer. If the result of the hold judgment is positive, the main CPU 41 acquires the random numbers generated in the main board 40 and stores the random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the random number information in such a way that the storage order can be specified. In this embodiment, by storing the random number information in the main RWM 43, the execution of the special game is held in abeyance until the execution conditions for the special game are met. That is, the gaming machine 10 is configured to hold the execution of the special game. 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. For example, the random numbers may be random numbers used for the jackpot lottery, random numbers used for determining special symbols, random numbers used for determining the variation pattern, random numbers used for the performance lottery, etc. After performing the pre-read command generation process, the main CPU 41 terminates the special symbol input process.
[0056] Here, we will explain the lookahead command generation process and the lookahead commands generated in the said lookahead command generation process. The pre-read commands are classified into five types: the first pre-read command to the fifth pre-read command. The first pre-read command is generated when the value of the winning random number does not match the jackpot judgment value, and the value of the performance random number does not match the performance judgment value. The second pre-read command is generated when the value of the winning random number does not match the jackpot judgment value, but the value of the performance random number matches the performance judgment value. The third pre-read command is generated when the value of the jackpot random number matches the high probability value, but the value of the performance random number does not match the performance judgment value. The fourth pre-read command is generated when the value of the jackpot random number matches the high probability value, and the value of the performance random number matches the performance judgment value. The fifth pre-read command is generated when the value of the jackpot judgment random number matches the common value.
[0057] In the pre-read command generation process, the main CPU 41 generates a pre-read command based on the random number values obtained in the special symbol input process and stores it in the output buffer. Specifically, the main CPU 41 generates a pre-read command based on the values of at least some of the random numbers obtained in the special symbol input process, including the jackpot lottery random number, the symbol random number, the performance lottery random number, and the variation pattern random number, and stores it in the output buffer. At this time, the main CPU 41 generates a pre-read command that can identify the number of special reserves and stores it in the output buffer. For example, when generating a pre-read command that is classified as a first pre-read command in the pre-read command generation process when the number of special reserves is "3", the main CPU 41 generates a first pre-read command that can identify the number of special reserves as "3".
[0058] The following describes the generation of lookahead commands in the lookahead command generation process. In the pre-read command generation process, the main CPU 41 generates a pre-read command classified as a first pre-read command if the acquired jackpot lottery random number value does not match either the high probability value or the common value, and the acquired performance lottery random number value does not match the performance judgment value. The main CPU 41 generates a pre-read command classified as a second pre-read command if the acquired jackpot lottery random number value does not match either the high probability value or the common value, and the acquired performance lottery random number value matches the performance judgment value. The main CPU 41 generates a pre-read command classified as a third pre-read command if the acquired jackpot lottery random number value matches the high probability value, and the acquired performance lottery random number value does not match the performance judgment value. The main CPU 41 generates a pre-read command classified as a fourth pre-read command if the acquired jackpot lottery random number value matches the high probability value, and the acquired performance lottery random number value matches the performance judgment value. The main CPU 41 generates a pre-read command classified as a fifth pre-read command if the acquired jackpot random number value matches a common value.
[0059] Next, we will explain the special symbol start process performed by the main CPU 41. In the special symbol start process, the main CPU 41 determines whether it is not currently in a jackpot game and is not currently running a special game. If it is currently in a jackpot game or a special game, the main CPU 41 terminates the special symbol start process. On the other hand, if it is not currently in a jackpot game and is not currently running a special game, the main CPU 41 performs a hold check to determine if the number of special hold items is 1 or more. If the hold check determines that the number of special hold items is not 1 or more, the main CPU 41 terminates the special symbol start process.
[0060] Incidentally, if the hold check determines that the number of special holds is not 1 or more, the main CPU 41 stores control information that identifies the standby state (hereinafter referred to as a standby command) in the output buffer. However, the main CPU 41 does not store the standby command in the output buffer again, even if the hold check determines that the number of special holds is not 1 or more, until it executes a special game after storing the standby command in the output buffer. The standby state can be described as a situation where a special game is not being executed, that is, a situation where a special game is not in progress. The standby state can also be described as a situation where a jackpot game has not been awarded, that is, a situation where a jackpot game is not in progress.
[0061] If the main CPU 41 determines that the number of special reserves is 1 or greater during the reserve determination process, it decrements the first special reserve number stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated special reserve number is displayed. The main CPU 41 also stores a reserve number command that can identify the updated special reserve number in the output buffer. Next, the main CPU 41 reads the first random number information stored from the main RWM 43 among the random number information for the special game. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs the jackpot lottery process.
[0062] In the jackpot lottery process, the main CPU 41 performs a jackpot lottery based on the value of the winning lottery random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. At this time, if the main CPU 41 is in a probability variation state, it performs the jackpot lottery using the common value and the high probability value. On the other hand, if the main CPU 41 is not in a probability variation state, it performs the jackpot lottery using the common value. The main CPU 41 determines whether the value of the winning lottery random number matches the jackpot determination value and performs the jackpot lottery. In this embodiment, if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has been won, and if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has not been won. If the jackpot lottery is won, the main CPU 41 terminates the jackpot lottery process and performs the jackpot game process. On the other hand, if the jackpot lottery is unsuccessful, the main CPU 41 terminates the jackpot lottery process and performs the losing game process. In this embodiment, the main CPU 41 executes the jackpot lottery process, thereby realizing the function of a jackpot lottery means that performs the jackpot lottery. Thus, in this embodiment, the main CPU 41 realizes the function of a jackpot lottery means that performs the jackpot lottery.
[0063] In the jackpot game processing, the main CPU 41 determines the jackpot symbol based on the value of the symbol random number that can be identified from the read random number information. In this embodiment, the main CPU 41 determines either the first jackpot symbol or the second jackpot symbol based on the value of the symbol random number. The main CPU 41 determines the first jackpot symbol if the value of the symbol random number matches the value that determines the first jackpot symbol, and determines the second jackpot symbol if the value of the symbol random number matches the value that determines the second jackpot symbol. In the jackpot game processing, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. For example, the main CPU 41 refers to information that can identify whether the game state is a low base state or a high base state (hereinafter referred to as the base state flag) among the information that can identify the game state stored in the main RWM 43. Then, for example, the main CPU 41 determines the jackpot variation pattern according to whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the jackpot game processing and stores control information that can identify the determined special symbols (hereinafter referred to as symbol commands) and control information that can identify the determined variation patterns (hereinafter referred to as variation pattern commands) in the output buffer. Then, the main CPU 41 terminates the special symbol start processing.
[0064] In the processing of a losing game, the main CPU 41 determines the losing symbol. In the processing of a losing game, the main CPU 41 determines the losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. In the processing of a losing game, the main CPU 41 performs a performance lottery based on the value of the performance lottery random number that can be identified from the read random number information and the performance judgment value stored in the main ROM 42. The main CPU 41 determines that the performance lottery has been won if the value of the performance lottery random number and the performance judgment value match, and that the performance lottery has not been won (did not win) if the value of the performance lottery random number and the performance judgment value do not match. Based on the value of the variation pattern random number that can be identified from the read random number information, the main CPU 41 determines the variation pattern with a losing reach if the performance lottery has been won, and determines the variation pattern without a losing reach if the performance lottery has not been won. For example, the main CPU 41 refers to the base state flag and determines the losing variation pattern depending on whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the losing game processing and stores the symbol commands and variation pattern commands in the output buffer. Then, the main CPU 41 terminates the special symbol start processing.
[0065] After the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process to execute the special game. Specifically, the main CPU 41 controls the information display panel 22 so that the special game starts. The main CPU 41 also measures the variation time associated with the variation pattern determined in the special symbol start process. Then, when the variation time associated with the variation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed in a confirmed stop state. When the variation time associated with the variation pattern has elapsed, the main CPU 41 stores the game end command in the output buffer. After the special symbol is displayed in a confirmed stop state, the main CPU 41 sets a variation interval (for example, 1 second). During the variation interval, the special symbol that was displayed in a confirmed stop state upon the end of the special game continues to be displayed in a confirmed stop state.
[0066] Next, the jackpot processing performed by the main CPU 41 will be described. In this embodiment, the main CPU 41 performs the jackpot processing, thereby realizing the function of a jackpot game awarding means capable of awarding jackpot games.
[0067] The main CPU 41 identifies the type of jackpot game based on the jackpot symbols determined in the special symbol start process. Then, after the jackpot special game ends, the main CPU 41 performs the jackpot process and assigns the identified jackpot game. Specifically, the main CPU 41 performs the jackpot process after the jackpot special game has ended and the interval between spins has elapsed. By performing the jackpot process, the main CPU 41 assigns the jackpot game. In this way, if the game machine 10 wins a jackpot in the jackpot lottery, it is possible to assign the jackpot game after the special game in which the jackpot was won has ended. In other words, if the game machine 10 wins a jackpot, the jackpot game is assigned after the special game has ended.
[0068] In the jackpot processing, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 measures the opening time. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. The main CPU 41 also controls the second actuator A2 to open the large prize slot 29 and start the round game. After starting the round game, when the first or second open game termination condition is met, the main CPU 41 controls the second actuator A2 to close the large prize slot 29 and end the round game. The main CPU 41 repeatedly performs the processing to execute the round game until the maximum number of round games specified for the jackpot game have been completed. Each time a round game is started, the main CPU 41 stores a round command in the output buffer. The round command contains information that allows identification of which round game in the jackpot game it was output for. When the final round of gameplay ends, the main CPU 41 stores the ending command in the output buffer. After storing the ending command in the output buffer, the main CPU 41 starts timing the ending. Once the ending time has elapsed, the main CPU 41 terminates the jackpot processing.
[0069] Next, the game state processing performed by the main CPU 41 will be described. In this embodiment, the main CPU 41 performs game state processing, thereby realizing the function of a game state control means capable of controlling the game state.
[0070] When the main CPU 41 controls the game to a non-probability state, it sets a value that identifies the control to a non-probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a non-probability state (hereinafter referred to as a low probability state command) in the output buffer. Similarly, when the main CPU 41 controls the game to a probability state, it sets a value that identifies the control to a probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a probability state (hereinafter referred to as a high probability state command) in the output buffer. For example, after the first jackpot game ends, the main CPU 41 sets a value that identifies the control to a probability state in the probability state flag. On the other hand, after the second jackpot game ends, the main CPU 41 sets a value that identifies the control to a non-probability state in the probability state flag.
[0071] When the main CPU 41 controls the game to a low base state, it sets a value that identifies the game to be controlled to a low base state in the base state flag stored in the main RWM 43. The main CPU 41 also stores control information that identifies the game to be in a low base state (hereinafter referred to as a low base state command) in the output buffer. Incidentally, when a jackpot is awarded, the main CPU 41 sets a value that identifies the game to be controlled to a low base state in the base state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer.
[0072] When the main CPU 41 controls the game to a high base state after a jackpot game ends, it sets a value that identifies the control to a high base state after the jackpot game ends as the base state flag. The main CPU 41 stores control information (hereinafter referred to as the high base state command) that identifies the high base state controlled after the jackpot game ends in the output buffer. Furthermore, the main CPU 41 updates information (hereinafter referred to as the count information) that identifies the remaining number of special games to control the game to a high base state after the jackpot game ends. At this time, after the first jackpot game ends, the main CPU 41 updates the count information to identify the control to a high base state until the next jackpot game is awarded. On the other hand, after the second jackpot game ends, the main CPU 41 updates the count information to identify 100 times. After the second jackpot game ends, the main CPU 41 subtracts 1 from the count information each time a special game ends and updates the count information. Then, if the number of counts that can be identified from the count information after subtracting 1 reaches 0, the main CPU 41 controls the system to a low base state. Incidentally, if a jackpot is awarded, the main CPU 41 updates the number of counts that can be identified from the count information to 0 and initializes the system. Also, when the main CPU 41 updates the count information, it stores control information (hereinafter referred to as the count command) that can identify the number of counts that can be identified from the updated count information in the output buffer.
[0073] Next, we will explain the normal symbol input processing performed by the main CPU 41. In the normal symbol input process, the main CPU 41 determines whether a game ball has passed through gate 31 based on whether it has received a detection signal from gate sensor SE4. If the game ball has not passed through gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the game ball has passed through gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit. If the normal reserve number is not less than the upper limit, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. The main CPU 41 also controls the information display panel 22 to display the updated normal reserve number. The main CPU 41 also stores control information that can identify the updated normal reserve number (hereinafter referred to as the normal reserve number command) in the output buffer. Next, the main CPU 41 obtains a normal winning lottery random number and stores random number information based on the obtained random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is normal game random number information and the storage order of the random number information can be identified. After that, the main CPU 41 terminates the normal symbol input process.
[0074] Next, we will explain the normal symbol start process performed by the main CPU 41. The main CPU 41 determines whether the conditions for running a normal game are met. The main CPU 41 makes a positive determination if it is neither in a normal win game nor in a normal game, and a negative determination if it is in a normal win game or a normal game. If the conditions for running a normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the conditions for running a normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 decrements the normal reserve number stored in the main RWM 43 by 1 and updates it, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command that can specify the updated normal reserve number in the output buffer. Next, the main CPU 41 reads the first stored random number information from the normal game random number information from the main RWM 43. When the main CPU 41 reads the most recent random number information, it erases the most recently stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win judgment value stored in the main ROM 42. Then, based on the results of the normal win lottery, the main CPU 41 determines the normal symbols to be displayed as confirmed stops in the normal game, and the variation time of the normal game. The main CPU 41 determines the variation time of the normal game by determining the variation pattern for the normal game. After determining the normal symbols and the variation pattern for the normal game, the main CPU 41 stores control information that can identify the determined normal symbols and control information that can identify the variation pattern for the normal game in the output buffer, and terminates the normal symbol start process. After that, the main CPU 41 terminates the normal symbol start process.
[0075] The main CPU 41 then executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. The main CPU 41 then controls the information display panel 22 so that when the variation time of the normal game determined in the normal symbol start process has elapsed, the normal symbols determined in the normal symbol start process are displayed in a confirmed stop state. When the variation time associated with the normal variation pattern determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command that can identify the end of the normal game in the output buffer. After the normal symbols are displayed in a confirmed stop state, that is, after the normal game has ended, the main CPU 41 sets the interval between variations of the normal game (for example, 1 second). During the interval between variations of the normal game, the normal symbols that were displayed in a confirmed stop state upon the end of the normal game continue to be displayed in a confirmed stop state.
[0076] Next, we will explain the normal processing performed by the main CPU 41. After a normal game with a normal win ends, the main CPU 41 performs a normal win process. In the normal win process, the main CPU 41 starts control to generate a normal win game depending on whether it is in a low base state or a high base state. Therefore, by performing the normal win process, the main CPU 41 grants a normal win. For example, in the normal win process, if the main CPU 41 is in a high base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the high base state. If the main CPU 41 is in a low base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the low base state. The opening mode for the high base state results in the second start opening 27 being opened more times in a single normal win game, and the total time the second start opening 27 is open is longer, compared to the opening mode for the low base state. Therefore, when the second start opening 27 is opened in the opening mode when the base is high, it is easier to get the game balls into the second start opening 27 compared to when the second start opening 27 is opened in the opening mode when the base is low. In other words, when the base is high, there is a greater advantage in terms of getting the game balls into the second start opening 27 compared to when the base is low.
[0077] Next, we will explain the prize ball processing performed by the main CPU 41. When a detection signal is received from the first start sensor SE1, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the first start opening 26. When a detection signal is received from the second start sensor SE2, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the second start opening 27. When a detection signal is received from the count sensor SE3, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the large prize opening 29. When a detection signal is received from the first general sensor SE5, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the first general prize opening 32a. When a detection signal is received from the second general sensor SE6, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the second general prize opening 32b. In this way, the main CPU 41 controls the system so that a number of game balls corresponding to the prize opening into which the game ball entered are dispensed as prize balls.
[0078] Next, we will explain the various processes that the sub-CPU 51 executes based on the control program. When the sub-CPU 51 receives a low probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a non-probability state. When the sub-CPU 51 receives a high probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a probability state. Also, when the sub-CPU 51 receives a low base state command, it sets the sub-base state flag stored in the sub-RWM 53 to a value that identifies it as a low base state. When the sub-CPU 51 receives a high base state command, it sets the sub-base state flag to a value that identifies it as a high base state. In addition, when the sub-CPU 51 receives a count command, it updates the information stored in the sub-RWM 53 (hereinafter referred to as sub-count information) so that it can identify the remaining number of special games that control the game to a high base state after the end of a jackpot game, which can be identified from the command.
[0079] When a pre-read command is input to the sub-CPU 51, the sub-CPU 51 stores the input pre-read command in the sub-RWM 53. At this time, the sub-CPU 51 stores the pre-read commands in the sub-RWM 53 in such a way that the storage order of the pre-read commands can be determined according to the number of special reserves that can be determined from the pre-read command. In addition, when a pre-read command is input to the sub-CPU 51, the sub-CPU 51 controls the display device 25 so that the same number of reserved images H as the number of special reserves that can be determined from the pre-read command are displayed. For example, when reserved image H1 is displayed on the display device 25, if a pre-read command is input that can determine that the number of special reserves is "2", the sub-CPU 51 controls the display device 25 so that reserved image H2 is newly displayed.
[0080] Furthermore, when a variable pattern command is input, the sub-CPU 51 controls the display device 25 so that the reserved image H moves and is displayed. Specifically, the sub-CPU 51 controls the display device 25 so that the running image ZG based on the reserved image H1 is displayed in the running area ZR. If the reserved image H2 is displayed, the sub-CPU 51 controls the display device 25 so that the reserved image H that was displayed as reserved image H2 is displayed as reserved image H1. If the reserved image H3 is displayed, the sub-CPU 51 controls the display device 25 so that the reserved image H that was displayed as reserved image H3 is displayed as reserved image H2. If the reserved image H4 is displayed, the sub-CPU 51 controls the display device 25 so that the reserved image H that was displayed as reserved image H4 is displayed as reserved image H3.
[0081] The sub-CPU 51 controls the performance display device 25 so that the performance game is played. Specifically, when the sub-CPU 51 receives a symbol command and a variation pattern command, it controls the execution of the performance game. Based on the variation pattern command and the symbol command, the sub-CPU 51 determines the symbol combination of performance symbols that will be displayed as the final confirmed stop in the performance game. If the sub-CPU 51 identifies a winning symbol from the input symbol command, it determines the winning symbol combination of performance symbols. If the sub-CPU 51 identifies a losing symbol from the input symbol command, it determines the losing symbol combination of performance symbols. For example, if the sub-CPU 51 identifies a variation pattern with a losing reach from the input variation pattern command, it determines the losing symbol combination that includes the reach. On the other hand, if the sub-CPU 51 identifies a variation pattern without a losing reach from the input variation pattern command, it determines the losing symbol combination that does not include the reach.
[0082] Furthermore, when a variation pattern command is input, the sub-CPU 51 controls the performance display device 25 to display the performance symbols in a variation manner. In other words, the sub-CPU 51 starts the performance game. Then, at a predetermined timing, the sub-CPU 51 temporarily pauses and displays the symbol combination determined by the performance symbols. After that, triggered by the input of an end command, the sub-CPU 51 confirms and stops displaying the symbol combination determined by the performance symbols. Alternatively, the sub-CPU 51 may measure the variation time that can be determined from the variation pattern, regardless of the end command, and confirm and stops displaying the symbol combination when that variation time has elapsed. In this case, the end command may be omitted. In addition, if the variation pattern that can be determined from the variation pattern command is a variation pattern that includes a reach performance, the sub-CPU 51 controls the performance display device 25 so that the reach performance is executed.
[0083] When a variable pattern command is input, the sub-CPU 51 may perform a lottery to determine whether to execute a premium performance. In the gaming machine 10, if the lottery for the execution of a premium performance is successful, the execution of the premium performance is decided, and if the lottery for the execution of a premium performance is unsuccessful, the execution of the premium performance is not decided. The sub-CPU 51 performs a lottery for the execution of a premium performance if the variable pattern that can be identified from the variable pattern command is a jackpot variable pattern. If the lottery for the execution of a premium performance is successful, the sub-CPU 51 controls the performance display device 25 so that the premium performance is executed at the timing of the premium performance execution. For example, the timing of the execution of a premium performance may be during the execution of a special game. For example, the timing of the execution of a premium performance may be before the start of the execution of a reach performance, or after the start of the execution of a reach performance, even within the timing of the execution of a special game. If the lottery for the execution of a premium performance is unsuccessful, the sub-CPU 51 does not execute the premium performance.
[0084] The sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that a jackpot animation is performed during a jackpot game. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that an opening animation is performed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that a round animation is performed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that an ending animation is performed.
[0085] The gaming machine 10 is capable of executing an "out" animation as a specific type of animation. The "out" animation can be executed on the animation display device 25. Thus, among the animations that can be executed on the animation display device 25 as an animation execution means, there is the "out" animation as a specific type of animation. The "out" animation can be executed in one of several types of animation modes. Specifically, the animation modes for the "out" animation include an animation mode that blacks out the display content of the animation display device 25 and an animation mode that whitens out the display content of the animation display device 25. In the following explanation, the animation mode that blacks out the display content of the animation display device 25 may be referred to as the "blackout animation mode," and the animation mode that whitens out the display content of the animation display device 25 may be referred to as the "whiteout animation mode." As will be explained in more detail later, the gaming machine 10 allows the player to select the animation mode for the "out" animation. The gaming machine 10 then executes the "out" animation in the selected animation mode.
[0086] As shown in Figure 5(a), the performance display device 25 displays performance symbols while the performance game is in progress. In addition, the performance display device 25 displays the running image ZG while the performance game is in progress. Furthermore, the performance display device 25 may display the pending image H while the performance game is in progress. As shown in Figure 5(b), when an out performance is executed in a blackout performance mode, the display content of the performance display device 25 blacks out, the performance symbols that were displayed before the execution of the out performance are hidden, and the execution of performances that display performance symbols is restricted. Similarly, when an out performance is executed in a blackout performance mode, the display content of the performance display device 25 blacks out, the running image ZG that was displayed before the execution of the out performance is hidden, and the execution of performances that display the running image ZG is restricted.
[0087] Furthermore, as shown in Figure 5(c), when an out effect is executed in a whiteout mode, the display content of the effect display device 25 whites out, the effect symbols that were displayed before the execution of the out effect are hidden, and the execution of effects that display the effect symbols is restricted. Similarly, when an out effect is executed in a whiteout mode, the display content of the effect display device 25 whites out, the running image ZG that was displayed before the execution of the out effect is hidden, and the execution of effects that display the running image ZG is restricted.
[0088] When the "out" animation finishes, the animation symbols are displayed again, and the animation displaying the animation symbols resumes. When the "out" animation finishes, the "in progress" image ZG is displayed again, and the animation displaying the "in progress" image ZG resumes. When the "out" animation finishes, the "hold" image H is displayed again, and the animation displaying the "hold" image H resumes. In this way, while the "out" animation is running, the "out" animation is performed, while the execution of other animations, such as the animation displaying the animation symbols, is restricted. In other words, while the "out" animation is running, the execution of at least some of the animations that are different from the "out" animation is restricted. That is, in this embodiment, while a specific animation is running, the execution of at least some of the animations that are different from the specific animation is restricted. The animations that are restricted during the execution of the "out" animation may be animations that can only be performed during the period in which the "out" animation is running, or they may not be animations that can only be performed during the period in which the "out" animation is running. For example, the animations that are restricted during the execution of the "out" animation may be animations that can be performed when the "out" animation is not running. For example, while an "out" animation is being performed, the execution of at least some of the animations that are not performed for part or all of the period during which the "out" animation is being performed may be restricted. That is, when the execution of at least some of the animations that are different from the specific animation is restricted while a particular animation is being performed, the animations whose execution is restricted may be animations that are performable when the specific animation is not being performed. Also, the animations whose execution is restricted while an "out" animation is being performed may be animations that are not performed while the "out" animation is being performed, for example, animations whose execution ends and is therefore restricted when the "out" animation is being performed. That is, when the execution of at least some of the animations that are different from the specific animation is being restricted while a particular animation is being performed, the animations whose execution is restricted may be animations that are not performable when the specific animation is being performed.
[0089] There are multiple possible execution timings for the "Out" animation. The first execution timing for the "Out" animation occurs when the execution of the special game that is the target of the "Out" animation is suspended. The first execution timing corresponds to the timing that comes with the suspension of the special game's execution. Thus, the execution timing for a specific animation includes the timing that comes with the suspension of the variable game's execution. The second execution timing for the "Out" animation occurs when the execution of the special game that is the target of the "Out" animation begins. The second execution timing corresponds to the timing that comes with the start of the special game's execution. Thus, the execution timing for a specific animation includes the timing that comes with the start of the variable game's execution. The third execution timing for the "Out" animation occurs when the special game that is the target of the "Out" animation is in progress and all animation symbols are displayed in a variable state. The fourth execution timing for the "Out" animation occurs when the special game that is the target of the "Out" animation is in progress and a reach is formed. The fifth execution timing for the "Out" animation occurs when the special game that is the target of the "Out" animation is in progress and a normal reach animation is being performed. The execution timings at which an "out" animation can be performed include the 6th execution timing, which occurs during the execution of the special game that is the target of the "out" animation, and when the "super reach" animation is being performed. The execution timings at which an "out" animation can be performed include the 7th execution timing, which occurs during the execution of the special game that is the target of the "out" animation, after all the animation symbols in all rows have temporarily stopped being displayed. Thus, the execution timings at which an "out" animation can be performed include the 1st execution timing through the 7th execution timing.
[0090] In the gaming machine 10, during the period when the "out" animation is being performed, the volume of the background sound (so-called BGM) output from the speaker 18 is reduced. The volume of the background sound may be reduced for the entire duration of the "out" animation, or it may be reduced only for a portion of the duration. Thus, in the gaming machine 10, the volume of the background sound output from the speaker 18 is reduced, and the sound output from the speaker 18 is restricted for at least a portion of the duration of the "out" animation. In other words, in this embodiment, the sound output from the sound output means is restricted for at least a portion of the duration of the specific animation. When the "out" animation ends, the volume of the background sound output from the speaker 18 returns to its original level.
[0091] In the gaming machine 10, the visual effects can be customized by operating at least one of the buttons B1 to B4. The operation of B1 to B4 to customize the various visual effects will be described later. In the following explanation, when it says "operate buttons B1 to B4", it does not necessarily mean operating all of buttons B1 to B4, but rather operating at least one of them. For example, in the following explanation, when it says "buttons B1 to B4 are operated", it means that at least one of buttons B1 to B4 is operated.
[0092] In the gaming machine 10, the customizable performance elements include the probability of a premium performance occurring. Customization related to the probability of a premium performance occurring corresponds to customization of the premium performance itself. In the gaming machine 10, when the probability of a premium performance occurring is customized, the probability of a premium performance occurring is higher than when the probability of a premium performance occurring is not customized. Specifically, in the gaming machine 10, when the probability of a premium performance occurring is customized, the probability of winning the lottery for the execution of a premium performance is higher than when the probability of a premium performance occurring is not customized. Even if the probability of a premium performance occurring is customized, the expected probability of winning a jackpot when a premium performance occurs is 100%, just as when the probability of a premium performance occurring is not customized. Therefore, when the probability of a premium performance occurring is customized, the expected probability of winning a jackpot when a premium performance occurs remains unchanged compared to before the customization, but the probability of a premium performance occurring improves. Thus, in the gaming machine 10, customization related to premium performances includes customizations that improve the appearance rate of premium performances without changing the expected probability of winning a jackpot when a premium performance occurs.
[0093] In the gaming machine 10, the customizable performance elements include the appearance rate of "out" performances. Customization related to the appearance rate of "out" performances is equivalent to customization related to "out" performances. Thus, customization related to specific performances includes customization related to the appearance rate of those specific performances. In the gaming machine 10, when the appearance rate of "out" performances is customized, the appearance rate of "out" performances is higher than when the appearance rate of "out" performances is not customized. However, even if the appearance rate of "out" performances is customized in the gaming machine 10, the expected probability of winning when an "out" performance is executed does not change from when the appearance rate of "out" performances is not customized. In other words, when the appearance rate of "out" performances is customized, the expected probability of winning a jackpot when an "out" performance is executed does not change from before the appearance rate of "out" performances was customized, but the appearance rate of "out" performances improves. Thus, in the gaming machine 10, customization related to "out" performances includes a customization that improves the appearance rate of "out" performances without changing the expected probability of winning a jackpot when an "out" performance is executed. In other words, in this embodiment, the customization related to a specific performance includes a customization that improves the appearance rate of a specific performance without changing the expected probability of winning when the specific performance is performed.
[0094] When the appearance rate of the "out" animation is customized, the appearance rate of the "out" animation will be higher during the execution of special games in which a jackpot is not won, compared to when the appearance rate of the "out" animation is not customized. However, in the game machine 10, the probability of not winning a jackpot is overwhelmingly higher than the probability of winning a jackpot. Also, in the game machine 10, it is not possible to customize the probability of winning a jackpot in the jackpot lottery. Therefore, if the appearance rate of the "out" animation is increased during the execution of special games in which a jackpot is not won, the number of special games in which a jackpot is not won will be overwhelmingly greater, so there is a risk that the expectation of winning a jackpot when the "out" animation is executed will decrease.
[0095] However, in the gaming machine 10, when the appearance rate of the "out" animation is customized, the number of times the "out" animation is executed in a single special game that results in a jackpot is more likely to occur compared to when the appearance rate of the "out" animation is not customized. In this way, by making it easier for the "out" animation to be executed in a single special game that results in a jackpot to occur more often, even when the appearance rate of the "out" animation is customized, the expected value of a jackpot when the "out" animation is executed is not reduced, and the expected value of a jackpot when the "out" animation is executed does not change. In other words, in the gaming machine 10, when the appearance rate of the "out" animation is customized, the number of times the "out" animation is executed in a single special game that results in a jackpot is more likely to occur compared to when the appearance rate of the "out" animation is not customized. That is to say, in this embodiment, when the appearance rate of a specific animation is improved without changing the expected value of a win when that animation is executed, the number of times the specific animation is executed in a single spinning game that results in a win is more likely to occur compared to when the appearance rate of a specific animation is not improved without changing the expected value of a win when that animation is executed.
[0096] In the gaming machine 10, the customizable performance elements include the performance mode of the out performance. Customization related to the performance mode of the out performance is equivalent to customization related to the out performance. Thus, customization related to a specific performance includes customization related to the performance mode of that specific performance. In the gaming machine 10, if the performance mode of the out performance is customized, the out performance is executed with a whiteout performance mode. On the other hand, in the gaming machine 10, if the performance mode of the out performance is not customized, the out performance is executed with a blackout performance mode.
[0097] As described above, in the gaming machine 10, the customization related to the "out" effect includes a customization that improves the appearance rate of the "out" effect without changing the expected probability of winning a jackpot when the "out" effect is executed, and a customization related to the performance style of the "out" effect. In this embodiment, the customization related to the performance style of the "out" effect, that is, the customization related to the performance style of a specific effect, is the first customization. Also in this embodiment, the customization that improves the appearance rate of the "out" effect without changing the expected probability of winning a jackpot when the "out" effect is executed, that is, the customization that improves the appearance rate of a specific effect without changing the expected probability of winning when a specific effect is executed, is the second customization.
[0098] In the gaming machine 10, it is possible to change the customization of various performance elements by operating buttons B1 to B4, both when the machine is in standby mode and when a special game is being played. However, even if the performance elements are customized by operating buttons B1 to B4 in the gaming machine 10, the results of those customizations may not take effect immediately.
[0099] For example, if the customization of the probability of a premium effect occurring is changed while the game is in standby mode, the change will take effect in the next special game when it starts. For example, if the customization of the appearance rate of an out effect is changed while the game is in standby mode, the change will take effect in the next special game when it starts.
[0100] If the customization of the out animation's presentation style is changed while the game is in a standby state, the change will take effect before the next special game starts. For example, if the customization of the out animation's presentation style is changed before the special game starts, and the out animation is executed while the special game is on hold, the out animation will be executed with the changed presentation style. In this way, if the customization of the out animation's presentation style is changed while the game is in a standby state, the change will take effect for the out animation once it is executed.
[0101] For example, if the customization of the probability of a premium effect occurring is changed while a special game is in progress, the change will take effect in the next special game when it starts. For example, if the customization of the appearance rate of an out effect is changed while a special game is in progress, the change will take effect in the next special game when it starts. For example, even if the customization of the appearance rate of an out effect is changed while an out effect is in progress, the change will not be reflected in the out effect that is currently in progress.
[0102] If the customization of the out animation's presentation style is changed while a special game is running, the change will take effect before the next special game begins. For example, if the out animation is running with a blackout presentation style, and the presentation style is changed to a customized style, the presentation style of the running out animation will change from a blackout style to a whiteout style. Conversely, for example, if the out animation is running with a whiteout presentation style, and the presentation style is changed to an uncustomized style, the presentation style of the running out animation will change from a whiteout style to a blackout style. In this way, if the customization of the out animation's presentation style is changed while the out animation is running, the change will be reflected in the running out animation.
[0103] As described above, among the customizations related to the "out" animation, the customization related to the appearance rate of the "out" animation is a customization (second customization) in which the customization cannot be reflected in the "out" animation when it is performed during the execution of the "out" animation. On the other hand, among the customizations related to the "out" animation, the customization related to the "out" animation is a customization (first customization) in which the customization can be reflected in the "out" animation when it is performed during the execution of the "out" animation. In other words, in this embodiment, customizations related to a specific animation include a first customization in which the customization can be reflected in the "specific animation" even if it is performed during the execution of the "specific animation," and a second customization in which the customization cannot be reflected in the "specific animation" when it is performed during the execution of the "specific animation."
[0104] In the gaming machine 10, notifications regarding the customization of performance elements may be provided. In the gaming machine 10, notifications regarding the customization of performance elements are provided on the performance display device 25. In the gaming machine 10, notifications regarding the customization of performance elements are provided by displaying icon AC on the performance display device 25. Icon AC in the gaming machine 10 consists of a first icon AC1, a second icon AC2, and a third icon AC3. Icon AC is displayed in the upper left display area of the display area 25r of the performance display device 25.
[0105] As shown in Figures 6(a) and 6(b), in the gaming machine 10, the first icon AC1 is displayed on the performance display device 25, and notification regarding the customization of the probability of executing a premium performance is provided. In this embodiment, the first icon AC1 contains the text information "Premium Performance UP". The first icon AC1 may contain the text information "OFF" as shown in Figure 6(a), or it may contain the text information "ON" as shown in Figure 6(b). When the probability of executing a premium performance has not been customized, the first icon AC1 containing the text information "OFF" can be displayed on the performance display device 25. When the probability of executing a premium performance has been customized, the first icon AC1 containing the text information "ON" is displayed on the performance display device 25. In the gaming machine 10, the first icon AC1 is displayed on the performance display device 25 when the customization of the probability of executing a premium performance can be changed.
[0106] When the first icon AC1 is displayed on the performance display device 25, you can choose whether to customize the probability of executing a premium performance by operating either button B2 or B4. For example, when the first icon AC1 is displayed on the performance display device 25 and the probability of executing a premium performance is not customized, operating either button B2 or B4 will change the situation to one where the probability of executing a premium performance is customized. Therefore, when the first icon AC1 containing the text information "OFF" is displayed on the performance display device 25 and either button B2 or B4 is operated, it will change to the first icon AC1 containing the text information "ON". For example, when the first icon AC1 is displayed on the performance display device 25 and the probability of executing a premium performance is customized, operating either button B2 or B4 will change the situation to one where the probability of executing a premium performance is not customized. Therefore, when the first icon AC1 containing the text information "ON" is displayed on the performance display device 25 and either button B2 or B4 is operated, it will change to the first icon AC1 containing the text information "OFF".
[0107] As shown in Figures 6(c) and 6(d), in the gaming machine 10, the second icon AC2 is displayed on the performance display device 25, and notification regarding the customization of the appearance rate of the out animation is provided. In this embodiment, the second icon AC2 contains the text information "Increase the appearance rate of the out animation". The second icon AC2 may contain the text information "OFF" as shown in Figure 6(c), or it may contain the text information "ON" as shown in Figure 6(d). When the appearance rate of the out animation has not been customized, the second icon AC2 containing the text information "OFF" can be displayed on the performance display device 25. When the appearance rate of the out animation has been customized, the second icon AC2 containing the text information "ON" is displayed on the performance display device 25. In the gaming machine 10, the second icon AC2 is displayed on the performance display device 25 when the customization of the appearance rate of the out animation can be changed.
[0108] When the second icon AC2 is displayed on the performance display device 25, you can choose whether to customize the appearance rate of the "out" animation by operating either button B2 or B4. For example, when the second icon AC2 is displayed on the performance display device 25 and the appearance rate of the "out" animation is not customized, operating either button B2 or B4 will change the appearance rate of the "out" animation to the customized state. Therefore, when the second icon AC2 containing the text information "OFF" is displayed on the performance display device 25 and either button B2 or B4 is operated, it will change to the second icon AC2 containing the text information "ON". For example, when the second icon AC2 is displayed on the performance display device 25 and the appearance rate of the "out" animation is customized, operating either button B2 or B4 will change the appearance rate of the "out" animation to the uncustomized state. Therefore, when the second icon AC2 containing the text information "ON" is displayed on the performance display device 25 and either button B2 or B4 is operated, it will change to the second icon AC2 containing the text information "OFF".
[0109] As shown in Figures 6(e) and 6(f), in the gaming machine 10, the third icon AC3 is displayed on the performance display device 25, and notification regarding the customization of the performance mode of the out animation is provided. In this embodiment, the third icon AC3 contains the text information "Performance Mode of Out Animation". The third icon AC3 may contain the text information "Blackout" as shown in Figure 6(e), or it may contain the text information "Whiteout" as shown in Figure 6(f). When the performance mode of the out animation is not customized, the third icon AC3 containing the text information "Blackout" can be displayed on the performance display device 25. When the performance mode of the out animation is customized, the third icon AC3 containing the text information "Whiteout" is displayed on the performance display device 25. In the gaming machine 10, when the customization of the performance mode of the out animation can be changed, the third icon AC3 is displayed on the performance display device 25.
[0110] When the third icon AC3 is displayed on the performance display device 25, you can choose whether to customize the performance style of the out animation by operating either button B2 or B4. For example, when the third icon AC3 is displayed on the performance display device 25 and the performance style of the out animation is not customized, operating either button B2 or B4 will change the performance style of the out animation to the customized state. Therefore, when the third icon AC3 containing the text information "blackout" is displayed on the performance display device 25 and operating either button B2 or B4 will change it to the third icon AC3 containing the text information "whiteout". For example, when the third icon AC3 is displayed on the performance display device 25 and the performance style of the out animation is customized, operating either button B2 or B4 will change the performance style of the out animation to the uncustomized state. Therefore, when the third icon AC3 containing the text information "whiteout" is displayed on the display device 25, if either button B2 or B4 is operated, the third icon AC3 will change to one containing the text information "blackout".
[0111] The icon AC displayed on the display device 25 changes when either button B1 or B3 is operated. If the down button B3 is operated while the first icon AC1 is displayed, the icon AC displayed on the display device 25 changes to the second icon AC2. If the up button B1 is operated while the first icon AC1 is displayed, the icon AC displayed on the display device 25 changes to the third icon AC3. If the down button B3 is operated while the second icon AC2 is displayed, the icon AC displayed on the display device 25 changes to the third icon AC3. If the up button B1 is operated while the second icon AC2 is displayed, the icon AC displayed on the display device 25 changes to the first icon AC1. If the down button B3 is operated while the third icon AC3 is displayed, the icon AC displayed on the display device 25 changes to the first icon AC1. If the up button B1 is operated while the third icon AC3 is displayed, the icon AC displayed on the display device 25 changes to the second icon AC2.
[0112] Here, we will explain the control related to customization in the gaming machine 10, along with the control related to the display of icon AC. In addition, we will explain the control related to the execution of premium effects based on the customized content, and the control related to the execution of out effects.
[0113] The sub-RWM53 stores information related to customizing the execution probability of premium effects, specifically the first premium custom information and the second premium custom information. The first premium custom information is mainly referenced when displaying the first icon AC1. The second premium custom information is mainly referenced when conducting the lottery for executing premium effects. In addition, the sub-RWM53 stores information related to customizing the appearance rate of out effects, specifically the first appearance rate custom information and the second appearance rate custom information. The first appearance rate custom information is mainly referenced when displaying the second icon AC2. The second appearance rate custom information is mainly referenced in the control related to the execution of out effects. Furthermore, the sub-RWM53 stores information related to customizing the presentation style of out effects, specifically the first presentation style custom information and the second presentation style custom information. The first presentation style custom information is mainly referenced when displaying the third icon AC3. The second appearance rate custom information is mainly referenced when executing out effects.
[0114] Furthermore, the sub-RWM53 stores information (hereinafter referred to as pointer information) that allows for the identification of which information from among the various customization-related information to update in response to the operation of buttons B1 to B4. The pointer information is updated in a way that allows for the identification of which information to update within the scope of the first premium custom information, the first appearance rate custom information, and the first performance mode custom information.
[0115] When pointer information that can identify the first premium custom information is stored, the sub-CPU 51 updates the first performance mode custom information to pointer information that can identify it when it receives an operation signal from the upper button B1. When pointer information that can identify the first premium custom information is stored, the sub-CPU 51 updates the first appearance rate custom information to pointer information that can identify it when it receives an operation signal from the lower button B3. When pointer information that can identify the first appearance rate custom information is stored, the sub-CPU 51 updates the first premium custom information to pointer information that can identify it when it receives an operation signal from the upper button B1. When pointer information that can identify the first appearance rate custom information is stored, the sub-CPU 51 updates the first performance mode custom information to pointer information that can identify it when it receives an operation signal from the lower button B3. When pointer information that can identify the first performance mode custom information is stored, the sub-CPU 51 updates the first appearance rate custom information to pointer information that can identify it when it receives an operation signal from the upper button B1. When pointer information that can identify the first performance mode custom information is stored, the sub-CPU 51 updates the pointer information that can identify the first appearance rate custom information when it receives an operation signal from the down button B3.
[0116] The sub-CPU 51 controls the performance display device 25 so that the first icon AC1 is displayed when pointer information that can identify the first premium custom information is stored. When displaying the first icon AC1, if the sub-CPU 51 has stored first premium custom information that can identify that the probability of executing the premium performance is not to be customized, it displays the first icon AC1 containing the text information "OFF". On the other hand, when displaying the first icon AC1, if the sub-CPU 51 has stored first premium custom information that can identify that the probability of executing the premium performance is to be customized, it displays the first icon AC1 containing the text information "ON".
[0117] When pointer information that can identify the first premium custom information is stored, the sub-CPU 51 updates the first premium custom information when an operation signal is input from either button B2 or B4. At this time, if the first premium custom information stored can identify that the probability of executing the premium effect is to be customized, the sub-CPU 51 updates it to the first premium custom information that can identify that the probability of executing the premium effect is not to be customized. On the other hand, if the first premium custom information stored can identify that the probability of executing the premium effect is not to be customized, the sub-CPU 51 updates it to the first premium custom information that can identify that the probability of executing the premium effect is to be customized.
[0118] The sub-CPU 51 controls the performance display device 25 so that the second icon AC2 is displayed when pointer information that can identify the first appearance rate custom information is stored. When displaying the second icon AC2, if the sub-CPU 51 stores first appearance rate custom information that can identify that the appearance rate of the out performance is not to be customized, it displays the second icon AC2 containing the text information "OFF". On the other hand, when displaying the second icon AC2, if the sub-CPU 51 stores first appearance rate custom information that can identify that the appearance rate of the out performance is to be customized, it displays the second icon AC2 containing the text information "ON".
[0119] When pointer information that can identify the first appearance rate custom information is stored, the sub-CPU 51 updates the first appearance rate custom information when an operation signal is input from either button B2 or B4. At this time, if the first appearance rate custom information stored can identify that the appearance rate of the out effect is to be customized, the sub-CPU 51 updates it to the first appearance rate custom information that can identify that the appearance rate of the out effect is not to be customized. On the other hand, if the first appearance rate custom information stored can identify that the appearance rate of the out effect is not to be customized, the sub-CPU 51 updates it to the first appearance rate custom information that can identify that the appearance rate of the out effect is to be customized.
[0120] The sub-CPU 51 controls the performance display device 25 so that the third icon AC3 is displayed when pointer information that can identify the first performance mode custom information is stored. When displaying the third icon AC3, the sub-CPU 51 displays the third icon AC3 containing the text information "OFF" when the first performance mode custom information that can identify that the performance mode of the out performance is not customized is stored. On the other hand, when displaying the third icon AC3, the sub-CPU 51 displays the third icon AC3 containing the text information "ON" when the first performance mode custom information that can identify that the performance mode of the out performance is customized is stored.
[0121] When pointer information that can identify the first performance mode custom information is stored, the sub-CPU 51 updates the first performance mode custom information when an operation signal is input from either button B2 or B4. At this time, if the first performance mode custom information that can identify customization of the performance mode of the out performance is stored, the sub-CPU 51 updates it to the first performance mode custom information that can identify not customizing the performance mode of the out performance. On the other hand, if the first performance mode custom information that can identify not customizing the performance mode of the out performance is stored, the sub-CPU 51 updates it to the first performance mode custom information that can identify customization of the performance mode of the out performance.
[0122] When the pointer information is updated, the sub-CPU 51 also updates the icon AC displayed on the display device 25. For example, if the type of customization that can be identified from the pointer information changes, the sub-CPU 51 changes the type of icon AC (for example, it changes it to switch from the first icon AC1 to the second icon AC2). For example, if the presence or absence of customization (the content of the customization) that can be identified from the pointer information changes, the sub-CPU 51 changes the content of the icon AC (for example, it changes the text information contained in the icon AC from "OFF" to "ON").
[0123] The sub-CPU 51 updates the second premium custom information if the information identifiable from the first premium custom information does not match the information identifiable from the second premium custom information. Specifically, when a variable pattern command is entered, if the information identifiable from the first premium custom information does not match the information identifiable from the second premium custom information, the sub-CPU 51 rewrites the information identifiable from the second premium custom information to the information identifiable from the first premium custom information and updates the second premium custom information. Incidentally, the sub-CPU 51 updates the second premium custom information at a time before the execution lottery for the premium effect is performed after the variable pattern command is entered. In this way, in the gaming machine 10, when the execution probability of the premium effect is customized, the customization of the execution probability of the premium effect becomes effective in the "next special game" which is executed based on the variable pattern command entered thereafter.
[0124] The sub-CPU 51 updates the second appearance rate custom information if the information identifiable from the first appearance rate custom information does not match the information identifiable from the second appearance rate custom information. Specifically, when a variation pattern command is entered, if the information identifiable from the first appearance rate custom information does not match the information identifiable from the second appearance rate custom information, the sub-CPU 51 rewrites the information identifiable from the second appearance rate custom information to the information identifiable from the first appearance rate custom information and updates the second appearance rate custom information. Incidentally, the sub-CPU 51 updates the second appearance rate custom information at a timing before control related to the execution of the out effect is performed after the variation pattern command is entered. In this way, in the gaming machine 10, when the appearance rate of the out effect is customized, the customization of the appearance rate of the out effect becomes effective in the "next special game" executed based on the variation pattern command entered thereafter.
[0125] The sub-CPU 51 updates the second performance mode custom information when it updates the first performance mode custom information. Therefore, the sub-CPU 51 updates the second performance mode custom information every time it updates the first performance mode custom information in response to an operation signal input from either button B2 or B4. In this way, in the gaming machine 10, when the performance mode of the out performance is customized, the customization of the performance mode of the out performance may become effective before the "next special game" which is executed based on the variable pattern command that is input thereafter is executed.
[0126] When the sub-CPU 51 performs a lottery to determine whether to execute a premium effect, it refers to the second premium custom information and performs the lottery based on the information that can be identified from the second premium custom information. For example, if the second premium custom information stored specifies that the probability of executing a premium effect will not be customized, the sub-CPU 51 will perform the lottery to execute the premium effect with a lower winning probability than if the second premium custom information stored specifies that the probability of executing a premium effect will be customized. On the other hand, if the second premium custom information stored specifies that the probability of executing a premium effect will be customized, the sub-CPU 51 will perform the lottery to execute the premium effect with a higher winning probability than if the second premium custom information stored specifies that the probability of executing a premium effect will not be customized.
[0127] Here, we will explain the control involved in executing the "out" animation. If the second pre-read command, fourth pre-read command, or fifth pre-read command is entered while the player is in a non-probability-increasing state, the sub-CPU 51 performs a lottery to determine whether to execute the out-effect at the first execution timing. If the player is in a probability-increasing state and any of the second to fifth pre-read commands is entered, the sub-CPU 51 performs a lottery to determine whether to execute the out-effect at the first execution timing. In the gaming machine 10, the execution of the out-effect is determined if the lottery for execution of the out-effect is won, and the execution of the out-effect is not determined if the lottery for execution of the out-effect is not won. When the sub-CPU 51 performs the lottery for execution of the out-effect at the first execution timing, it refers to the second appearance rate custom information and performs the lottery for execution of the out-effect based on the content that can be determined from the second appearance rate custom information. For example, if the second appearance rate custom information that can determine that the appearance rate of the out-effect is not customized is stored, the sub-CPU 51 performs the lottery for execution of the out-effect with a lower winning probability than if the second appearance rate custom information that can determine that the appearance rate of the out-effect is customized is stored. On the other hand, if a second set of custom appearance rate information is stored that allows for customization of the appearance rate of the out animation, the sub-CPU 51 will perform the execution lottery for the out animation with a higher probability of winning than if a second set of custom appearance rate information is stored that allows for customization of the appearance rate of the out animation.
[0128] When the sub-CPU 51 receives a variable pattern command, it determines whether to execute the out animation and how many times to execute it. At this time, the sub-CPU 51 determines the number of times the out animation will be executed during the execution of the special game by deciding whether or not to execute the out animation at each execution timing from the 2nd execution timing to the 7th execution timing during the execution of the special game. In determining the number of times the out animation will be executed during the execution of the special game, the sub-CPU 51 refers to the 2nd appearance rate custom information and determines the number of times the out animation will be executed during the execution of the special game based on the content that can be identified from the 2nd appearance rate custom information. If the 2nd appearance rate custom information that can identify that the appearance rate of the out animation will not be customized is stored, the sub-CPU 51 is less likely to decide to execute the out animation than if the 2nd appearance rate custom information that can identify that the appearance rate of the out animation will be customized is stored. Furthermore, if the 2nd appearance rate custom information that can identify that the appearance rate of the out animation will not be customized is stored, the sub-CPU 51 is more likely to decide on a smaller number of executions for the out animation than if the 2nd appearance rate custom information that can identify that the appearance rate of the out animation will be customized is stored. On the other hand, if a second appearance rate custom information that allows for customization of the appearance rate of the out animation is stored, the sub-CPU 51 is more likely to decide to execute the out animation than if a second appearance rate custom information that allows for customization of the appearance rate of the out animation is stored. Furthermore, if a second appearance rate custom information that allows for customization of the appearance rate of the out animation is stored, the sub-CPU 51 is more likely to decide on a larger number of times to execute the out animation than if a second appearance rate custom information that allows for customization of the appearance rate of the out animation is stored. In particular, when the sub-CPU 51 can identify a jackpot variation pattern and a second appearance rate custom information that allows for customization of the appearance rate of the out animation is stored, the sub-CPU 51 is more likely to decide on a larger number of times to execute the out animation.
[0129] Regardless of the second set of custom information regarding the appearance rate of the out animation, the probability of winning the lottery for executing the out animation at the first execution timing, whether or not the out animation is executed at each execution timing from the second to the seventh execution timing, and the method for determining the number of times the out animation is executed are defined so that the expected value of a big win when the out animation is executed does not change. The sub-CPU 51 then decides to execute the out animation so that, when the appearance rate of the out animation is customized, the expected value of a big win when the out animation is executed does not change compared to when the appearance rate of the out animation is not customized, but the appearance rate of the out animation improves.
[0130] If the subCPU 51 decides to execute an out animation, it controls the animation display device 25 so that the out animation is executed at the execution timing in which the out animation is to be executed. For example, if the subCPU 51 decides to execute an out animation at the first execution timing, it controls the animation display device 25 so that the out animation is executed at the first execution timing. Similarly, if the subCPU 51 decides to execute an out animation at the third execution timing, it controls the animation display device 25 so that the out animation is executed at the third execution timing. Likewise, if the subCPU 51 decides to execute an out animation at the seventh execution timing, it controls the animation display device 25 so that the out animation is executed at the seventh execution timing.
[0131] When executing an out-of-screen effect, if the sub-CPU 51 has stored second-stage custom information that allows it to specify that the performance mode of the out-of-screen effect should not be customized, it controls the performance display device 25 so that the out-of-screen effect is executed in a blackout mode. On the other hand, if the sub-CPU 51 has stored second-stage custom information that allows it to specify that the performance mode of the out-of-screen effect should be customized, it controls the performance display device 25 so that the out-of-screen effect is executed in a whiteout mode. Furthermore, if the second-stage custom information is updated while the out-of-screen effect is being executed, the sub-CPU 51 switches the performance mode of the out-of-screen effect based on the updated second-stage custom information. For example, if the second-stage custom information that allows it to specify that the performance mode of the out-of-screen effect should be customized is updated while the out-of-screen effect is being executed in a blackout mode, the sub-CPU 51 switches the performance mode of the out-of-screen effect to a whiteout mode. For example, if, while an out-of-screen effect is being executed in the whiteout effect mode, the system switches to a second effect mode custom information that specifies that the effect mode of the out-of-screen effect should not be customized, the sub-CPU 51 switches the effect mode of the out-of-screen effect to the blackout effect mode.
[0132] The sub-CPU 51 controls the animation display device 25 so that the out animation is executed for the duration of the out animation. In this embodiment, the duration of the out animation is the same (for example, 3 seconds) regardless of whether it is the first execution timing to the seventh execution timing. However, the duration of the out animation may differ depending on the execution timing. For example, the duration of the out animation at the first execution timing may be longer than the duration of the out animation at an execution timing during the execution of a special game (for example, the sixth execution timing).
[0133] Incidentally, even when an "out" animation is being performed, the icon AC is displayed on the animation display device 25. For example, if an "out" animation is performed while the first icon AC1 is displayed, the animation display device 25 will perform the "out" animation while continuing to display the first icon AC1. In this way, the animation display device 25 can execute the animation that displays the icon AC and the "out" animation in parallel.
[0134] Here, we will explain an example of the case where the appearance rate of the "out" animation is not customized and the case where the appearance rate of the "out" animation is customized in the gaming machine 10. As shown in Figure 7(a), when the appearance rate of the "out" animation is not customized (indicated as "Out animation appearance rate UP [OFF]" in Figure 7(a)), it is decided that the "out" animation will be executed at the third and seventh execution timings for one special game that results in a jackpot. In this case, the animation display device 25 will execute the "out" animation at the third and seventh execution timings during the execution of the target special game that results in a jackpot.
[0135] As shown in Figure 7(b), when the appearance rate of the "out" animation is customized (indicated as "Out animation appearance rate UP [ON]" in Figure 7(b)), it is decided that the "out" animation will be executed at the 1st execution timing to the 3rd execution timing, the 6th execution timing and the 7th execution timing for one special game that results in a jackpot. In this case, at the 1st execution timing, which occurs when the execution of the target special game that results in a jackpot is suspended, the animation display device 25 will execute the "out" animation. Furthermore, at the 2nd execution timing, the 3rd execution timing, the 6th execution timing and the 7th execution timing during the execution of the target special game that results in a jackpot, the animation display device 25 will execute the "out" animation.
[0136] Thus, when the appearance rate of the "out" animation is customized, the number of times the "out" animation is performed during a single special game that results in a big win will be greater than when the appearance rate of the "out" animation is not customized. When the appearance rate of the "out" animation is customized, the appearance rate of the "out" animation is higher than when the appearance rate of the "out" animation is not customized. However, in the case of game machine 10, even when the appearance rate of the "out" animation is customized, the expected value of a big win when the "out" animation is performed does not change from when the appearance rate of the "out" animation is not customized.
[0137] Note that while Figure 7(b) illustrates that the "out" animation is decided to be executed at the same third and seventh execution timings as in the example shown in Figure 7(a), this does not mean that the same execution timings are determined when the appearance rate of the "out" animation is customized and when it is not. Of course, as illustrated, there may be cases where the same execution timings are determined, or some or all of the determined execution timings may differ.
[0138] Next, based on Figures 8(a) to 8(d), an example of the display content of the performance display device 25 when an "out" effect is executed will be described. As shown in Figure 8(a), when the performance mode of the out animation is not customized and the third icon AC3 is displayed, the performance display device 25 displays the third icon AC3 containing the text information "Blackout". Then, as shown in Figure 8(b), when the out animation is executed at the third execution timing, since the performance mode of the out animation is not customized, the performance display device 25 executes the out animation in the blackout performance mode. At this time, the animation symbols, the execution image ZG, and the held image H that were displayed on the performance display device 25 before the execution of the out animation become hidden and are no longer displayed on the performance display device 25. On the other hand, the third icon AC3 that was displayed on the performance display device 25 before the execution of the out animation continues to be displayed on the performance display device 25.
[0139] Furthermore, as shown in Figure 8(c), if the performance mode of the out-of-screen effect is customized while the out-of-screen effect is being executed, the performance display device 25 will execute the out-of-screen effect in the whiteout mode. Following the change in the customization of the out-of-screen effect's performance mode, the third icon AC3 displayed on the performance display device 25 switches from the third icon AC3 containing the text information "blackout" to the third icon AC3 containing the text information "whiteout". However, even when the out-of-screen effect is being executed in the whiteout mode, the performance symbols, the running image ZG, and the held image H that were displayed on the performance display device 25 before the out-of-screen effect was executed remain hidden and are not displayed on the performance display device 25. Then, as shown in Figure 8(d), when the performance time of the out-of-screen effect has elapsed and the out-of-screen effect has ended, the performance symbols, the running image ZG, and the held image H are redisplayed on the performance display device 25.
[0140] The effects of this embodiment will be described below. (1) One customization option for the "out" animation is to increase the appearance rate of the "out" animation without changing the probability of winning a jackpot (winning probability) when the "out" animation is performed. This allows players to enjoy the "out" animation more often without changing the probability of winning a jackpot when the "out" animation is performed. And because the probability of winning a jackpot when the "out" animation is performed does not change, even if the opportunities to enjoy the "out" animation are increased, players can still enjoy the "out" animation and enhance the overall enjoyment, just as they did before the increased opportunities.
[0141] (2) While the "out" animation is in progress, the execution of at least some of the animations that are different from the "out" animation (for example, the animation that displays the pending image H) is restricted. This prevents the "out" animation from becoming less enjoyable due to the execution of animations different from the "out" animation, thereby effectively enhancing the entertainment value.
[0142] (3) When the probability of winning a jackpot when an out animation is performed is not changed, but the appearance rate of the out animation is customized to be increased, the number of times the out animation is performed in a single special game that results in a jackpot will be higher compared to when such customization is not performed. As a result, in addition to the joy of performing a special game that results in a jackpot, there will be more opportunities to enjoy the out animation, and the overall enjoyment will be enhanced synergistically.
[0143] (4) For at least a portion of the period during which the out effect is performed, the sound output from speaker 18 is restricted. By restricting the sound output from speaker 18 in this way, attention to the out effect can be increased, and the entertainment value can be effectively enhanced.
[0144] (5) Customizations related to out-of-game effects include customizations related to the presentation style of the out-of-game effect that can be reflected even if the customization is made while the out-of-game effect is being performed (customizations that improve the appearance rate of the out-of-game effect without changing the expected probability of a big win when the out-of-game effect is performed). In addition, customizations related to out-of-game effects include customizations related to the appearance rate of the out-of-game effect that cannot be reflected even if the customization is made while the out-of-game effect is being performed. Thus, among the customizations related to out-of-game effects, there are some that can be reflected even after the out-of-game effect is being performed, and some that should be prioritized before the out-of-game effect is being performed. This helps to reduce the difficulty of deciding which customizations to prioritize and makes it easier to improve the enjoyment of the game.
[0145] (6) A customization was made that improves the appearance rate of the out animation without changing the expected probability of winning a jackpot when the out animation is performed, and that even if the customization is made while the out animation is being performed, the customization will not be reflected in that particular out animation. This ensures that the customization that improves the appearance rate of the out animation without changing the expected probability of winning a jackpot when the out animation is performed is given priority. As a result, it becomes easier to obtain the effect of being able to perform a customization that improves the appearance rate of the out animation without changing the expected probability of winning a jackpot when the out animation is performed.
[0146] Furthermore, the customization of the performance style of the "out" animation has been made so that even if the customization is made while the "out" animation is running, the changes will be reflected in that "out" animation. This allows players to customize the performance style of the "out" animation while it is running, making it easier to reap the benefits of being able to customize the performance style of the "out" animation.
[0147] (7) The timing of the out animation includes the timing of the start of the special game. Therefore, it is possible to create an opportunity for players to pay attention to whether the out animation will be performed from the start of the special game, and to entertain them from the start of the special game.
[0148] (8) The timing of the "out" animation includes the timing associated with the postponement of the special game. Therefore, it is possible to create an opportunity for players to pay attention to whether the "out" animation will be performed from the moment the special game is postponed, and to entertain them even before the special game starts.
[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 number of special effects that can be performed is not limited to one, but may be two or more. For example, there may be a first special effect and a second special effect as special effects that can be performed. The appearance rate of the first special effect and the appearance rate of the second special effect, or both, may be customizable. Also, the performance style of the first special effect and the performance style of the second special effect, or both, may be customizable. For example, when customizing the appearance rate of the first special effect, it may be possible to improve the appearance rate of the first special effect without changing the expected probability of winning when the first special effect is performed. Similarly, for example, when customizing the appearance rate of the second special effect, it may be possible to improve the appearance rate of the second special effect without changing the expected probability of winning when the second special effect is performed.
[0150] Let's assume that "X1" is the difference between the appearance rate of the first specific effect when it is not customized and the appearance rate of the first specific effect when it is customized. On the other hand, let's assume that "X2" is the difference between the appearance rate of the second specific effect when it is not customized and the appearance rate of the second specific effect when it is customized. In this case, X1 and X2 may be the same. In other words, the difference between the appearance rate of the first specific effect when it is not customized and the appearance rate of the first specific effect when it is customized may be the same as the difference between the appearance rate of the second specific effect when it is not customized and the appearance rate of the second specific effect when it is customized. In other words, the difference between the appearance rate when the first specific performance is not customized to improve the appearance rate of the first specific performance without changing the expected probability of winning when the first specific performance is performed, and the appearance rate when the first specific performance is customized to improve the appearance rate of the first specific performance without changing the expected probability of winning when the second specific performance is performed, may be the same as the difference between the appearance rate when the second specific performance is not customized to improve the appearance rate of the second specific performance without changing the expected probability of winning when the second specific performance is performed, and the appearance rate when the second specific performance is customized to improve the appearance rate of the second specific performance without changing the expected probability of winning when the second specific performance is performed. As a result, regardless of whether the appearance rate of the first or second specific performance is customized, the appearance rate changes in the same way, so players can enjoy various specific performances without having to worry about the degree of change in the appearance rate depending on whether the first or second specific performance is customized.
[0151] Furthermore, X1 and X2 may be different. In other words, the difference between the appearance rate of the first specific performance when it is not customized and the appearance rate of the first specific performance when it is customized may be different from the difference between the appearance rate of the second specific performance when it is not customized and the appearance rate of the second specific performance when it is customized. That is, the difference between the appearance rate when the appearance rate of the first specific performance is not customized to improve the appearance rate of the first specific performance without changing the expected winning rate when the first specific performance is executed and the appearance rate when the appearance rate of the first specific performance is customized to improve the appearance rate of the first specific performance without changing the expected winning rate when the second specific performance is executed may be different from the difference between the appearance rate when the appearance rate of the second specific performance is not customized to improve the appearance rate of the second specific performance without changing the expected winning rate when the second specific performance is executed and the appearance rate when the appearance rate of the second specific performance is customized to improve the appearance rate of the second specific performance without changing the expected winning rate when the second specific performance is executed. This means that the appearance rate changes differently depending on whether the appearance rate of the first or second specific effect is customized. Therefore, it is possible to enhance the enjoyment of the game by providing the fun of considering which of the first or second specific effect to customize and how to control the degree of change in the appearance rate.
[0152] ・Some or all of the execution timings at which an "out" animation can be performed may be changed. For example, the execution timings for an "out" animation may not include some or all of the execution timings from the 1st execution timing to the 7th execution timing. For example, the execution timings for an "out" animation may include some or all of the execution timings from the 1st execution timing to the 7th execution timing, as well as execution timings that are different from any of the 1st execution timing to the 7th execution timing. For example, the execution timings for an "out" animation may include timings during the interval between fluctuations before the execution of the special game that is the target of the "out" animation begins, or timings during the interval between fluctuations after the execution of the special game that is the target of the "out" animation ends. In other words, the execution timings for an "out" animation may include timings before the execution of the special game that is the target of the "out" animation begins, or timings after the execution of the special game that is the target of the "out" animation ends. There may be any of 1 to 6 types of execution timings for an "out" animation, or there may be 8 or more types. For example, by not performing an "out" animation at the 1st execution timing, the "out" animation may be an animation that can be performed targeting a special game that is currently in progress. For example, the "out" animation may be an animation that can be performed within the period before the execution of the target special game begins.
[0153] The "out" effect is defined as an effect that can be executed on the effect display device 25, but it may also be an effect that can be executed on some or all of the effect devices among the decorative lamp 17, speaker 18, and effect display device 25. Similarly, for example, the "out" effect may be executable on the decorative lamp 17. For example, when the "out" effect is executed, the decorative lamp 17 may be able to emit light in the emission mode related to the "out" effect. If brightness adjustment is performed while the decorative lamp 17 is emitting light in such a emission mode, the brightness adjustment may be reflected in the emission of the decorative lamp 17, or it may not be reflected. Brightness adjustment may be possible for some or all of the period during which the "out" effect is executed, or brightness adjustment may be restricted for some or all of the period during which the "out" effect is executed. When brightness adjustment is possible for some or all of the period during which the "out" effect is executed, the brightness adjustment may be reflected during the execution of the "out" effect, or it may be reflected after the end of the "out" effect. Similarly, for example, the "out" effect may also be executable on the speaker 18. For example, when an out-effect is executed, speaker 18 may output sound related to the out-effect. If the volume is adjusted while this sound is being output, the volume adjustment may be reflected in the volume of that sound, or it may not be reflected. Volume adjustment may be possible for part or all of the period during which the out-effect is executed, or volume adjustment may be restricted for part or all of the period during which the out-effect is executed. When volume adjustment is possible for part or all of the period during which the out-effect is executed, the volume adjustment may be reflected during the execution of the out-effect, or it may be reflected after the end of the out-effect.
[0154] • Customizations related to the presentation style of an out animation may be such that the customizations made during the execution of the out animation cannot be reflected in that particular out animation. For example, if customizations related to the presentation style of an out animation are made during the execution of an out animation, the customizations may be reflected in the next out animation that is executed.
[0155] • Customization related to the appearance rate of an out animation may be a customization that can be reflected in the out animation when it is customized while the out animation is running. For example, if the appearance rate of an out animation is customized while the out animation is running, the timing of the execution of the out animation and the number of times the out animation is executed may be re-determined. Furthermore, an out animation that is currently running may terminate as a result of the customization of the appearance rate of the out animation.
[0156] The customization related to the "out" animation may be either the customization related to the appearance rate of the "out" animation or the customization related to the animation style, or it may include customizations other than those. For example, the customization related to the "out" animation may include customization related to the execution timing of the "out" animation. For example, the number and types of execution timings for the "out" animation may differ depending on whether or not such customizations are made. The customization related to the "out" animation may be one type or three or more types.
[0157] The probability of winning a jackpot when an "out" animation is performed may be, for example, 50% or more, or less than 50%. An "out" animation as a specific animation may be classified as an animation with a low probability of winning a jackpot, or as an animation with a high probability of winning a jackpot. When the probability of winning a jackpot when an "out" animation is performed is 0%, it is not possible to expect a jackpot. Therefore, it is preferable that the probability of winning a jackpot when an "out" animation is performed is not 0%, but greater than 0% (0% < probability of winning a jackpot ≤ 100%). In other words, it is preferable that the probability of winning when a specific animation is performed is higher than 0% and 100% or less. For example, as described above, when the first specific animation and the second specific animation can be performed, the probability of winning a jackpot for either one or both of the first and second specific animations may be 100%, or less than 100%.
[0158] During at least a portion of the period in which the out effect is performed, the sound output from speaker 18 may not be restricted, and the volume of the sound output from speaker 18 may not change. Alternatively, during at least a portion of the period in which the out effect is performed, sound may not be output from speaker 18, and the sound output from speaker 18 may be restricted. In this way, the sound output from speaker 18 may be restricted by preventing sound from being output from speaker 18.
[0159] The "out" animation may be configured to be executable with one of several types of animations. For example, if an "out" animation is executed with a specific animation, the execution of an "out" animation with a different animation will be restricted. Conversely, if an "out" animation is executed with a different animation, the execution of an "out" animation with a specific animation will be restricted. In this way, when an animation with a specific animation is being executed, the execution of at least some of the animations that are different from the specific animation may be restricted. For example, the probability of winning a jackpot may differ depending on the type of "out" animation. For example, an animation with a specific animation may have a 100% probability of winning a jackpot, while an animation with a different animation may have a jackpot probability of less than 100%.
[0160] When multiple out animations are performed for a single special game, the form of each out animation may be different. For example, the type of animation performed as a specific animation may be different depending on the timing of its execution. Furthermore, in order to increase the number of times out animations are performed in a single special game that results in a jackpot, some or all of the out animations performed multiple times may be of different types.
[0161] Even while an out animation is in progress, the execution of an animation that displays animation symbols may be restricted, and the animation symbols may be displayed on the animation display device 25. Even while an out animation is in progress, the execution of an animation that displays the running image ZG may be restricted, and the running image ZG may be displayed on the animation display device 25. Even while an out animation is in progress, the execution of an animation that displays the held image H may be restricted, and the held image H may be displayed on the animation display device 25. While an out animation is in progress, the execution of animations other than the out animation may not be restricted.
[0162] When the appearance rate of the "out" animation is customized, the probability of winning a jackpot when the "out" animation is performed may change compared to when the appearance rate of the "out" animation is not customized. In this case, even if the probability of winning a jackpot when the "out" animation is performed changes, it is preferable that the amount of change in the probability of winning a jackpot is small. For example, it is preferable that the amount of change in the probability of winning a jackpot be 1% or less.
[0163] • There may be multiple display modes for each icon AC. For example, the display mode of the icon AC during the execution of a special game may differ from the display mode of the icon AC during at least a portion of the period when the special game is not being executed (e.g., standby state, during the granting of a jackpot game). In addition, the icon AC may be displayed in a position that does not overlap with certain images (e.g., hold images, mini symbols) among the images that can be displayed on the performance display device 25. For example, the icon AC may be displayed in a position that does not overlap with certain images regardless of the display mode of the icon AC. For example, the icon AC may be displayed in a position that does not overlap with certain images during the execution of a special game and during at least a portion of the period when the special game is not being executed. In this way, when the icon AC and certain images do not overlap, it is possible to suppress the problem of the icon AC becoming difficult to see due to the display of certain images, and vice versa. In this example of modification, we used the term "icon AC," but this does not necessarily have to be all of the first icon AC1 to the third icon AC3; it may be some of the icon ACs from the first icon AC1 to the third icon AC3. In addition, when differentiating the display manner of the icon AC, you may also change the display manner in the display device 25 (display position, display area, presence or absence of display, image size, image transparency, the color that the image is based on, etc.), or you may change the type of image displayed as the icon AC.
[0164] - During some or all of the time when a premium effect is being performed, the output of sound from speaker 18 may be restricted. Alternatively, during some or all of the time when a premium effect is being performed, the volume of sound output from speaker 18 may be restricted to a lower level. In this case, when a premium effect is being performed, attention to the sound output from speaker 18 is reduced, and attention to the premium effect being performed on the effect display device 25 can be effectively increased. Alternatively, the output of sound from speaker 18 may be restricted by preventing sound output from speaker 18 during some or all of the time when a premium effect is being performed.
[0165] The number of premium effects may be one or multiple. If multiple types of premium effects are possible, the timing of their execution may differ depending on the type of premium effect. When the execution probability of premium effects is customized, the execution probability of some of the multiple types of premium effects may be increased, or the execution probability of all types of premium effects may be increased. When the execution probability of premium effects is customized, it may be made easier for more types of premium effects to be executed in a single jackpot special game than when it is not customized. Furthermore, when the execution probability of premium effects is customized, it may be made easier for more premium effects to be executed in a single jackpot special game than when it is not customized. Also, the gaming machine 10 does not have to be able to execute premium effects. Also, the gaming machine 10 does not have to be able to customize premium effects.
[0166] In the above embodiment, the special game executed based on the ball entering the first start port 26 (hereinafter referred to as the first special game) and the special game executed based on the ball entering the second start port 27 (hereinafter referred to as the second special game) may be separated. For example, the second special game may be configured to be executed with priority over the first special game, or they may be configured to be executed in a reserved order regardless of the type of special game. Alternatively, the first special game may be configured to be executed with priority over the second special game. Furthermore, the first and second special games may be configured to be executed simultaneously. Furthermore, when enabling the simultaneous execution of the first and second special games, for example, the performance game corresponding to the first special game may be executed in a low base state, while the performance game corresponding to the second special game may be executed in a high base state. For example, at least one of the types of jackpots and the probability of determining each type of jackpot may be different when the first special game is a jackpot and when the second special game is a jackpot. In other words, the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering the second starting port 27 may be different from the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering the first starting port 26. When the first special game and the second special game are configured to be playable, the reserved image corresponding to the first special game and the reserved image corresponding to the second special game may be displayed separately on the performance display device 25. For example, the reserved image corresponding to the first special game and the reserved image corresponding to the second special game may have different designs. Furthermore, when the base state is low, the execution of a reserved notification performance targeting the first special game may be permitted, while the execution of a reserved notification performance targeting the second special game may be restricted. Furthermore, when the base state is high, the execution of a reserved notification performance targeting the second special game may be permitted, while the execution of a reserved notification performance targeting the first special game may be restricted. Note that there are not limited to one or two types of special games.
[0167] The number of game balls awarded as prizes when the conditions for prize ball payout are met due to a game ball entering one of the various entry points (prize entry points) may be changed. For example, the number of game balls awarded as prizes when a game ball enters the general prize entry point 32 may be the same as the number of game balls awarded as prizes when a game ball enters the large prize entry point 29. For example, the number of game balls awarded as prizes when a game ball enters the first start entry point 26 may be the same as the number of game balls awarded as prizes when a game ball enters the second start entry point 27. For example, the number of game balls awarded as prizes when a game ball enters the second start entry point 27 may be 1.
[0168] Even if a jackpot is not won, the game may be controlled to a high base state based on the number of times a special game has been played. For example, the above embodiment may be applied to a gaming machine that is controlled to a low probability high base state when the number of special games played while in a non-probability state reaches a predetermined number.
[0169] - The special symbols that can be displayed as confirmed stop symbols when the jackpot lottery is not won may include a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a time-saving symbol). Furthermore, if a time-saving symbol is displayed as confirmed stop symbols in a special game while the machine is in a low base state, the machine may be controlled to a high base state as a result of the time-saving symbol being displayed as confirmed stop symbols.
[0170] As gaming machines that can be controlled to be in a probability variation state, there are specifications that control the machine to be in a probability variation state until the next big win is awarded, specifications that control the machine to be in a probability variation state until the player wins a draw to drop out of the probability variation state (drop-out machine), or specifications that control the machine to be in a probability variation state until a predetermined number of special games are completed (ST machine). Among gaming machines that adopt the specification that controls the machine to be in a probability variation state until a predetermined number of special games are completed, some machines set a predetermined number of times in which the machine is effectively controlled to be in a probability variation state until the next big win is awarded. In this case, the number of times the machine is effectively controlled to be in a probability variation state until the next big win is awarded may be, for example, 10,000 times. Incidentally, in this case, the period in which the machine is controlled to be in a probability variation state may be controlled to be in a high base state. When a number of times the machine is effectively controlled to be in a probability variation state until the next big win is awarded is set, it can be said that the situation in which the next big win is effectively awarded can be identified. A gaming machine that can be controlled to enter a probability variation state has a specification (V probability variation machine) that controls the machine to enter a probability variation state when the game ball passes through a specific area. The gaming machine of the above embodiment may be embodied in any of these specifications. The gaming machine may also be a gaming machine with a specification that combines the above-mentioned fall-out machine and V probability variation machine. Furthermore, a V probability variation machine may have a specification that generates a specific round game by having a single large prize slot. A V probability variation machine may have a specification that generates a specific round game by having multiple large prize slots consisting of a large prize slot (V prize slot) that is opened in a specific round game and large prize slots that are opened in round games other than the specific round game. The gaming machine of the above embodiment may be embodied in any of these specifications of a V probability variation machine.
[0171] The above embodiment may be applied to a gaming machine that performs both a big win lottery and a small win lottery. Generally, if a small win is won in the small win lottery, the small win symbol is displayed as a confirmed stop in a special game, and a small win game is granted after the special game ends. The small win lottery may be performed only when a ball enters either the first start port 26 or the second start port 27, or the small win lottery may be performed regardless of whether the ball enters the first start port 26 or the second start port 27. The small win symbol is one of the results derived in the special game when a big win is not won. The gaming machine of the above embodiment may be embodied in a gaming machine that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time, or the number of times (frequency) a small win game is granted per unit time, is increased compared to the normal state. In gaming machines that can conduct both big win and small win draws, both the big win draw and the small win draw can be considered as winning draws, and both the big win game and the small win game can be considered as winning games. In addition, in gaming machines that can conduct both big win and small win draws, only the big win draw can be considered as a winning draw, and only the big win game can be considered as a winning game. In other words, in gaming machines that can conduct both big win and small win draws, either the big win draw or the small win draw can be considered as a winning draw, and either the big win game or the small win game can be considered as a winning game.
[0172] The gaming machine of the above embodiment may be embodied in a gaming machine that awards a jackpot game when a game ball passes through a special area. For example, the gaming machine of the above embodiment may be embodied in a gaming machine (a so-called Type 1 and Type 2 mixed machine) that awards a jackpot game based on winning a jackpot in a jackpot lottery and a jackpot game based on a game ball passing through a special area. This special area is provided, for example, in a large prize slot that is opened based on winning a minor prize in a minor prize lottery conducted when a ball enters the second starting slot 27 in the above embodiment. This large prize slot may be the same as the large prize slot 29 that is opened in a jackpot game, or it may be a large prize slot different from the large prize slot 29. Incidentally, even if a game ball enters a large prize slot that has been opened based on winning a minor prize, a jackpot game will not be awarded if the game ball does not pass through the special area. For example, if a minor win occurs and the game ball does not pass through a special area, and the minor win ends without a major win being awarded, the game may be controlled to return to a normal game state.
[0173] The gaming machine of the above embodiment may be embodied in a smart pachinko gaming machine (so-called "SmaPachi"). A smart pachinko gaming machine is sometimes called a managed gaming machine. In a smart pachinko gaming machine, like gaming machine 10, it is possible to launch game balls into the game area 21. On the other hand, in a smart pachinko gaming machine, the number of game balls held by the player is managed as electronic data. Then, by consuming the game balls (game value) managed as electronic data, it is possible to launch physical game balls into the game area 21. In such a smart pachinko gaming machine, when game balls are awarded as prize balls, the game balls are awarded as electronic data. That is, the game balls as a game medium may be physical, of course, but may also be managed as electronic data. Similarly, the game value may be physical, or it may be managed as electronic data.
[0174] The above embodiment may also be applied to a revolving-type gaming machine (so-called slot machine). In a revolving-type gaming machine, the bet amount (also called the number of tokens) can be set by operating MAXBET or by inserting tokens. In a revolving-type gaming machine, after setting the bet amount, when the start lever, which is the start operation unit, is operated, multiple reels rotate. In a revolving-type gaming machine, after the multiple reels have rotated, when the stop button, which is the stop operation unit, is operated, the rotation of the corresponding reel stops. Then, in a revolving-type gaming machine, when the rotation of all reels stops, a prize may be awarded according to the combination of symbols that stopped. Some revolving-type gaming machines can perform navigation effects (so-called navigation effects) that guide the player in operating the stop buttons that the player can operate. Navigation effects can also be said to be effects that encourage the player to operate the stop buttons that the player can operate. In a revolving-type gaming machine, by setting the bet amount (so-called number of tokens) and running a variable game, the amount of gaming media corresponding to the bet amount is consumed. On the other hand, in slot machines, when prizes are awarded according to the combination of symbols that stop, game tokens may be awarded.
[0175] • Some slot machines grant a bonus game (enter a bonus state) when a combination of symbols corresponding to a bonus role stops. In slot machines, a bonus game can be considered a winning game. Furthermore, in slot machines, if the maximum difference reaches a predetermined value during a bonus game, it may be possible to control the machine to a state where further progress is impossible after the bonus game ends. Incidentally, navigation effects can be executed during a bonus game. In such a slot machine, for example, the expected winning rate may be the expected rate of being granted a bonus game (winning a bonus role).
[0176] Some slot machines have an assist time (so-called AT) that can be controlled. Although assist time is different from bonus games, it is similar to bonus games in that players can gain an advantage. Assist time can be considered a winning game. The duration of the assist time control may be determined by the number of spinning games. In slot machines, if the maximum difference reaches a predetermined value during assist time, assist time may end, and the machine may be controlled to a state where further play is impossible after the end of assist time. Incidentally, navigation effects can be performed during assist time. In such slot machines, for example, the expected winning rate may be the expected rate of being controlled by assist time. Alternatively, the expected winning rate may be the expected rate of the duration of assist time control being extended (so-called bonus additions), or the expected rate of developments that are advantageous to the player. Here, we have used the assist time in a slot machine as an example, but similarly, in a pachinko machine, the expected probability of winning can also be the expected outcome that will be advantageous to the player.
[0177] • A slot machine may use a game medium other than tokens. For example, a slot machine may be embodied as a game machine that uses game balls (pachinko balls) as the game medium. In addition, the game medium may be managed by data (information). A slot machine may be a so-called managed game machine. That is, a slot machine may be a smart slot (so-called smart slot). In other words, a slot machine may be a tokenless game machine. In a tokenless game machine, instead of credits, or in addition to credits, the number of tokens held, including tokens borrowed from the dispenser unit, may be stored as data (information). The number of tokens held is also called the number of balls or tokens held. Tokens in a tokenless game machine can be said to be a virtual medium.
[0178] The effects that can be executed in the gaming machine 10 are not limited to those described in the above embodiment. Furthermore, the effects that can be executed as a specific effect do not have to be "out" effects. For example, the effects that can be executed as a specific effect may be an "out" effect and one or more effects different from the "out" effect. In other words, there may be one or two types of effects that can be executed as a specific effect, or there may be three or more types. For example, an effect that displays a part of the elements that make up a character (e.g., clothes or hair) in a specific color may be made executable, and such effect may be made executable as a specific effect. The specific color may be a single color such as black or white, a color composed of two or more colors (multicolor), or a rainbow color. The effects that can be executed as a specific effect may be any of the effects that display a character, an effect that displays an effect, an effect that can be executed before the start of the special game, an effect that can be executed during the execution of the special game, or an effect that is none of the above.
[0179] The gaming machine 10 may be implemented as a gaming machine equipped with a complete function. In a gaming machine equipped with a complete function, the complete function can be activated to control the machine into a state of being unable to play, which is a state of being unable to proceed. That is, the gaming machine 10 may be controlled into a state of being unable to play, which is a state of being unable to proceed, when the complete function is activated. The complete function can be activated when the maximum difference counted in the gaming machine 10 reaches a predetermined value. The maximum difference is also called MY (or MY value). In pachinko gaming machines, the maximum difference is also called the "maximum difference in balls (or maximum difference in balls)". In reel-type gaming machines, the maximum difference is also called the "maximum difference in tokens". When the maximum difference reaches a predetermined value, the machine may be controlled into a state of being unable to proceed. For example, the predetermined value may be "19000" or "95000". The complete function can be activated while a variable game is in progress. The complete function may be disabled during a jackpot game or bonus game. For example, if the maximum difference reaches a predetermined value during a jackpot game or bonus game, the complete function may be activated after the jackpot game or bonus game ends. The maximum difference may be counted using either an addition method or a subtraction method.
[0180] A gaming machine equipped with a complete function may be able to execute a complete function activation notification (incapacitation notification effect) that allows the player to identify that the machine will be controlled to an unplayable state after the end of a jackpot game or bonus game. The complete function activation notification may be executed on the effect display device 25 when the maximum difference reaches a predetermined value during a jackpot game or bonus game. The form of the complete function activation notification may not change depending on whether it is customized or not. For example, the form of the complete function activation notification may be the same regardless of whether the appearance rate of the out effect is customized or not. When the appearance rate of the out effect is customizable during a jackpot game, the appearance rate of the out effect may also be customizable even when the complete function activation notification is being executed. Conversely, the appearance rate of the out effect may not be customizable when the complete function activation notification is being executed.
[0181] A gaming machine equipped with a complete function may be capable of executing a complete function activation warning (reaching warning effect) that allows the player to identify when the maximum difference is approaching a predetermined value. The complete function activation warning corresponds to an effect that warns when the maximum difference reaches a predetermined value. The complete function activation warning may be executable on the effect display device 25 when the maximum difference reaches a predetermined starting number that is less than the predetermined value. The complete function activation warning may be executable even when an out effect is being executed. The form of the complete function activation warning may not change depending on whether it is customized or not. For example, the form of the complete function activation warning may be the same regardless of whether the appearance rate of the out effect is customized or not.
[0182] The complete function activation warning may be updated when the maximum difference information is updated, that is, when the remaining value until the maximum difference reaches a predetermined value is updated. In this case, the content of the complete function activation warning (e.g., text information) may be updated each time the remaining value until the maximum difference reaches a predetermined value is updated by a predetermined unit. Alternatively, the content of the complete function activation warning (e.g., text information) may be updated each time the remaining value until the maximum difference reaches a predetermined value is updated by 1. For example, the content of the complete function activation warning may be updated even if an out animation is being performed. For example, the complete function activation warning may be executed at a higher layer (player side) than the out animation.
[0183] A gaming machine equipped with a complete function may be capable of executing a complete function activation notification (incapacitation notification effect) that allows the player to identify that the machine has been controlled to an incapacitation state. The complete function activation notification corresponds to an effect that notifies the player that the machine has been controlled to an incapacitation state. The complete function activation notification may be executed on the effect display device 25 when the machine is controlled to an incapacitation state. The form of the complete function activation notification may not change depending on whether it was customized before the machine was controlled to an incapacitation state. For example, the form of the complete function activation notification may be the same regardless of whether the appearance rate of the out effect was customized before the machine was controlled to an incapacitation state.
[0184] - Some or all of the effects of the complete function activation warning, complete function activation announcement, and complete function activation notification may be omitted. For example, some of the complete function activation warning, complete function activation announcement, and complete function activation notification may be effects related to the activation of the complete function. For example, the complete function activation warning may be used in conjunction with the complete function activation announcement. For example, the complete function activation warning may continue to be executed even if the maximum difference reaches a predetermined value during a big win game or bonus game.
[0185] In the above embodiment, the sub-board 50 may be used as a sub-overall control board, and a display control board specializing in controlling the performance display device 25, a light emission control board specializing in controlling the decorative lamps 17, and a sound control board specializing in controlling the speakers 18 may be provided separately from the sub-board 50. The sub-overall control board and the other boards that control the performance may be included together as a sub-board (sub-control unit). Alternatively, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 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 a single board or multiple boards.
[0186] Unlike the speaker 18 provided by the gaming machine 10, the above embodiment may allow connection of external sound output means such as earphones or headphones. For example, the above embodiment may allow connection of earphones (or headphones) as external sound output means. In this case, the external sound output means may be connected by wire or by wireless connection. By enabling sound to be heard through external sound output means in this way, the variety of ways to enjoy the gaming machine can be increased, and the entertainment value can be enhanced. For example, the control that enables the external sound output means to output sound may be performed by the sub-CPU 51.
[0187] The information display panel 22 may include a remaining ball display unit that shows the remaining number of prize balls to be dispensed to the player. The information display panel 22 may also include a right-hand shooting lamp that prompts the player to shoot to the right. The information display panel 22 may also include a round number display unit that shows the number of rounds played during a jackpot game. Furthermore, the various display units of the information display panel 22 do not need to be provided on the same component (the information display panel 22 in the above embodiment); for example, some or all of the display units may be provided on a component separate from the other display units.
[0188] Next, we will describe the technical concepts that can be understood from the above embodiments and modified examples. [1] A gaming machine capable of awarding winning games, comprising an effect execution means and an effect control means capable of controlling the effect execution means, wherein the effects that can be executed by the effect execution means include a specific effect, and the customization of the specific effect includes a customization that improves the appearance rate of the specific effect without changing the expected winning rate when the specific effect is executed.
[0189] [2] A gaming machine according to the technical concept of [1] in which, when the probability of winning when the specific performance is performed is not changed, the appearance rate of the specific performance is increased, compared to when the probability of winning when the specific performance is performed is not changed, the number of times the specific performance is performed in a single spinning game that results in a win is more likely to be increased.
[0190] [3] The game machine according to the technical concept [1] or technical concept [2], wherein the specific performance includes a first specific performance and a second specific performance, and the difference between the appearance rate when the first specific performance is not customized to improve the appearance rate of the first specific performance without changing the expected probability of winning when the first specific performance is performed and the appearance rate when the first specific performance is customized to improve the appearance rate of the first specific performance without changing the expected probability of winning when the first specific performance is performed is the same as the difference between the appearance rate when the second specific performance is not customized to improve the appearance rate of the second specific performance without changing the expected probability of winning when the second specific performance is performed and the appearance rate when the second specific performance is customized to improve the appearance rate of the second specific performance without changing the expected probability of winning when the second specific performance is performed.
[0191] [4] The specified performance includes a first specified performance and a second specified performance, and the difference between the appearance rate when the first specified performance is not customized to improve the appearance rate of the first specified performance without changing the expected value of winning when the first specified performance is performed, and the appearance rate when the first specified performance is customized to improve the appearance rate of the first specified performance without changing the expected value of winning when the first specified performance is performed, is different from the difference between the appearance rate when the second specified performance is not customized to improve the appearance rate of the second specified performance without changing the expected value of winning when the second specified performance is performed, and the appearance rate when the second specified performance is customized to improve the appearance rate of the second specified performance without changing the expected value of winning when the second specified performance is performed, as described in Technical Concept [1] or Technical Concept [2].
[0192] [5] A gaming machine according to any one of the technical concepts [1] to [4], wherein the timing of execution of the specific performance includes the timing of the start of execution of the variable game. [6] A gaming machine according to any one of the technical concepts [1] to [5], wherein the timing of the execution of the specific performance includes the timing associated with the suspension of the execution of the variable game.
[0193] [7] A gaming machine capable of awarding winning games, comprising: an effect execution means; and an effect control means capable of controlling the effect execution means, wherein the effects that can be executed by the effect execution means include a specific effect, and the customization of the specific effect includes a customization that improves the appearance rate of the specific effect without changing the expected winning rate when the specific effect is executed, and the execution of at least some effects other than the specific effect is restricted while the specific effect is being executed.
[0194] [8] The game machine according to the technical concept [7], wherein the performance execution means includes a sound output means capable of outputting sound, and the output of sound from the sound output means is restricted for at least a portion of the period during which the specific performance is performed.
[0195] [9] A gaming machine according to the technical concept [7] or technical concept [8], wherein the customization relating to the specific performance includes a first customization that can be reflected in the specific performance even if it is customized during the execution of the specific performance, and a second customization that cannot be reflected in the specific performance when it is customized during the execution of the specific performance.
[0196]
[10] The gaming machine described in [9], wherein the customization relating to the performance mode of the specific performance is the first customization, and the customization that improves the appearance rate of the specific performance without changing the expected value of winning when the specific performance is performed is the second customization. [Explanation of Symbols]
[0197] 10...Pachinko game machine (game machine) 16...Launch handle 17...Decorative lamp 18...Speaker 22...Information display panel 25...Performance display device 26...First start opening 27...Second start opening 29...Big prize opening 31...Gate 32a...First general prize opening 32b...Second general prize opening 34...Out opening 40...Main board 41...Main CPU 42...Main ROM 43...Main RWM 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RWM B1...Up button B2...Right button B3...Down button B4...Left button JB...Cross buttons SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor SE5...First general sensor SE6...Second general sensor SE7...Out sensor
Claims
1. In a gaming machine capable of awarding winning games, Means of execution of the performance, The system includes a performance control means capable of controlling the performance execution means, The effects that can be executed by the aforementioned effect execution means include specific effects, The customization of the aforementioned specific performance includes a customization that improves the appearance rate of the aforementioned specific performance without changing the expected probability of winning when the aforementioned specific performance is performed. A gaming machine characterized in that, while the execution of the aforementioned specific performance is in progress, the execution of at least some of the performances that are different from the aforementioned specific performance is restricted.
2. The aforementioned performance execution means includes sound output means capable of outputting sound, The gaming machine according to claim 1, wherein the output of sound from the sound output means is restricted for at least a portion of the period during which the aforementioned specific performance is performed.