Gaming machine

The gaming machine enhances player engagement by using state and notification control mechanisms to vary winning game notifications, improving interest through dynamic game states and special notifications.

JP2026104146APending Publication Date: 2026-06-25NEWGIN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2024-12-13
Publication Date
2026-06-25

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative ways to enhance player interest and engagement through varied and dynamic notifications of winning games.

Method used

A gaming machine equipped with state control means, notification execution means, and notification control means that allows for different game states and timing of special notifications to enhance player engagement by varying the number of game media that can be obtained.

Benefits of technology

Improves player interest and engagement by providing dynamic and varied notifications during winning games.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 2026104146000001_ABST
Patent Text Reader

Abstract

To provide gaming machines that can enhance the enjoyment of the game. [Solution] When controlled to a first time-saving state, in a first situation in which the next specific winning game is executed after the execution of one specific winning game, and in a second situation in which the next specific winning game is not executed after the execution of one specific winning game, it is possible to perform an opening notification that is common to at least a part of the execution of one specific winning game, and in the first situation, it is possible to perform a notification that recognizes the degree of advantage in the number of game media that can be obtained from one specific winning game and the next specific winning game before the next specific winning game ends.
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Description

Technical Field

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

Background Art

[0002] Conventionally, in a pachinko gaming machine, which is a type of gaming machine, a winning game can occur. For example, Patent Document 1 shows that by varying the opening pattern, it is possible to execute a jackpot game in which the number of prescribed rounds is the same but the number of winning balls that can be obtained is different. Some such gaming machines are capable of performing a stepwise notification of the number of winning balls that can be awarded in a jackpot game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] [[ID=3,6]] Today, it is desired to improve the interest by further elaborating on the notification regarding the winning game.

Means for Solving the Problems

[0005] The gambling machine that solves the above problems is a gambling machine capable of executing winning games, comprising: state control means for controlling the game state; notification execution means for executing notifications; and notification control means for controlling the notification execution means, wherein when controlled to a specific game state, there is a first situation in which the next specific winning game is executed after the execution of one specific winning game, and a second situation in which the next specific winning game is not executed after the execution of one specific winning game, and in the first situation and the second situation, a common notification can be executed at least in part during the execution of one specific winning game, and in the first situation, there are multiple timings for executing a special notification that can recognize the degree of advantage in the number of game media that can be obtained in one specific winning game and the next specific winning game during the period until the next specific winning game is completed. [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 front view of a pachinko game machine. [Figure 2] Figure 2 is a front view of the game board. [Figure 3] Figure 3 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 4] Figure 4 is an explanatory diagram showing an example of how the large prize slot opens during the first jackpot game. [Figure 5] Figure 5 is an explanatory diagram showing an example of how the large prize slot opens during the second jackpot game. [Figure 6] Figure 6 is an explanatory diagram showing an example of how the large prize slot opens in the third jackpot game. [Figure 7] Figure 7 is an explanatory diagram showing an example of how a special win notification is implemented. [Figure 8] Figure 8 is a timing chart showing an example of how a special win notification is executed. [Figure 9] Figure 9 is a timing chart showing an example of how a special win notification is executed. [Figure 10] Figure 10 is a timing chart showing an example of how a special win notification is executed. [Figure 11] Figure 11 is a timing chart showing an example of how a special win notification is implemented. [Modes for carrying out the invention]

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

[0009] As shown in Figures 1 and 2, the pachinko game machine 10 comprises a frame 11 and a game board 20. The frame 11 supports the game board 20. A game area 20a is formed on the front side of the game board 20, through which game balls can flow down. The frame 11 comprises an outer frame 11a, a middle frame 11b, and a front frame 11c. The middle frame 11b is supported in a manner that allows it to be opened and closed relative to the outer frame 11a. The front frame 11c is supported in a manner that allows it to be opened and closed relative to the middle frame 11b. The outer frame 11a is fixed to the island equipment using fasteners such as nails. The middle frame 11b has a portion to which the game board 20 is attached and holds the game board 20 attached to that portion. An opening 11d is formed in the front frame 11c. The front frame 11c is equipped with transparent protective glass (not shown). The protective glass seals the opening 11d. With the game board 20 held in the middle frame 11b, the game area 20a is aligned with the opening 11d and is visible through the protective glass via the opening 11d.

[0010] The pachinko game machine 10 is equipped with a speaker 13. For example, the speaker 13 is provided on the front frame 11c. The speaker 13 is capable of performing effects that output predetermined sounds (hereinafter referred to as sound effects). For example, predetermined sounds include sound effects, dialogue, and music (BGM). The speaker 13 is capable of providing notifications by outputting predetermined sounds (hereinafter referred to as sound notifications). The pachinko game machine 10 is equipped with decorative lamps 14. For example, the decorative lamps 14 are provided on the front side of the front frame 11c and on the game board 20. The decorative lamps 14 are capable of performing effects by lighting, flashing, and extinguishing a light-emitting element (not shown) (hereinafter referred to as light effects). For example, the light-emitting element of the decorative lamp 14 is an LED. The decorative lamps 14 are capable of providing notifications by lighting, flashing, and extinguishing the light-emitting element (hereinafter referred to as light notifications).

[0011] The pachinko game machine 10 is equipped with a launching handle 18. The launching handle 18 is configured to allow operation to instruct the launching of game balls. During operation of the launching handle 18, game balls are launched at predetermined intervals. For example, the predetermined interval is one in which the number of game balls launched per minute is less than 100. For example, the predetermined interval may be one in which the number of game balls launched per minute is approximately 100. The launching handle 18 is located in the lower right corner of the front frame 11c. The pachinko game machine 10 may also be equipped with a dispensing button to instruct the dispensing of game balls and an end button to instruct the end of the game.

[0012] Let me explain the game board 20. A roughly circular game area 20a is defined on the front of the game board 20 when viewed from the front. A display window 20b is formed approximately in the center of the game area 20a. An inlet 20c is formed in the upper left of the game area 20a through which game balls launched by the operation of the launch handle 18 flow into the game area 20a.

[0013] The pachinko game machine 10 is equipped with a performance display device 15. For example, the performance display device 15 has an image display device capable of displaying images. The performance display device 15 is assembled to the game board 20 so that the display area 15a of the image display device can be viewed through the display window 20b. For example, the performance display device 15 is a liquid crystal display device. The performance display device 15 is capable of performing a performance (hereinafter referred to as a display performance) that displays a predetermined image. For example, the predetermined image is an image of a performance pattern, character, landscape, letter, number, and symbol. In the following description, when it is simply said that these characters etc. are "displayed", it means that these characters etc. are displayed as images. The performance display device 15 is capable of performing a notification (hereinafter referred to as a display notification) by displaying a predetermined image. For example, the speaker 13, decorative lamp 14, and performance display device 15 are each performance devices capable of performing a performance, and form a performance execution device group 16 including multiple performance devices. Furthermore, the speaker 13, decorative lamp 14, and performance display device 15 each function as notification devices capable of issuing notifications. In other words, the speaker 13, decorative lamp 14, and performance display device 15, as a group of performance execution devices 16, also function as a group of notification execution devices 16 that includes multiple notification devices. The group of notification execution devices 16 is an example of a notification execution means that performs notifications.

[0014] The game board 20 is equipped with a first special symbol display device 19a. The first special symbol display device 19a is capable of executing a symbol variation game (hereinafter referred to as the first special game) in which predetermined symbols are displayed in a variable manner and finally a special symbol is displayed in a stopped manner. The game board 20 is equipped with a second special symbol display device 19b. The second special symbol display device 19b is capable of executing a symbol variation game (hereinafter referred to as the second special game) in which predetermined symbols are displayed in a variable manner and finally a special symbol is displayed in a stopped manner. The special symbol is a symbol used to notify the result of the special symbol winning lottery. The special symbol winning lottery is an example of an internal lottery. For example, the special symbol is displayed in a stopped manner for a special stop time. For example, the special stop time is 0.5 seconds. Hereinafter, when the first special game and the second special game are not distinguished, they may be collectively referred to as the "special game".

[0015] The special symbols include at least a jackpot symbol as a jackpot display result, a minor win symbol as a minor win display result, a time-saving trigger symbol as a time-saving display result, and a losing symbol as a losing display result. In the pachinko gaming machine 10, it is possible to win a jackpot in the jackpot lottery of the special symbols. In the pachinko gaming machine 10, when winning a jackpot in the jackpot lottery of the special symbols, the jackpot symbol is stopped and displayed in a special game. Then, after the end of the special game, a jackpot game advantageous to the player occurs. Details of the jackpot game will be described later. In the pachinko gaming machine 10, when not winning a jackpot in the jackpot lottery of the special symbols, it is possible to win a minor win. In the pachinko gaming machine 10, when winning a minor win in the jackpot lottery of the special symbols, the minor win symbol is stopped and displayed in a special game. Then, after the end of the special game, a minor win game advantageous to the player occurs. Details of the minor win game will be described later. In the pachinko gaming machine 10, when not winning a jackpot or a minor win in the jackpot lottery of the special symbols, it is possible to win a time-saving win. In the pachinko gaming machine 10, when winning a time-saving win in the jackpot lottery of the special symbols, the time-saving trigger symbol is stopped and displayed in a special game. When the time-saving trigger symbol is stopped and displayed in a special game, the jackpot game and the minor win game do not occur. The jackpot game and the minor win game are examples of winning games.

[0016] In the pachinko gaming machine 10, when not winning a jackpot, a minor win, or a short-time win in the special symbol winning lottery, a losing symbol is stopped and displayed in the special game. When a losing symbol is stopped and displayed in the special game, the jackpot game and the minor win game do not occur. Hereinafter, when not distinguishing between the jackpot game and the minor win game, they may be collectively referred to as "winning games". Also, the special game in which the jackpot symbol is stopped and displayed may be referred to as "jackpot special game". Also, the special game in which the minor win symbol is stopped and displayed may be referred to as "minor win special game". Also, the special game in which the short-time trigger symbol is stopped and displayed may be referred to as "short-time win special game". Also, the "jackpot special game", the "minor win special game", and the "short-time win special game" may be collectively referred to as "winning special game". Also, the special game in which a losing symbol is stopped and displayed may be referred to as "losing special game".

[0017] The game board 20 includes a first special hold display device 19c. The first special hold display device 19c displays information that can identify the number of times of the first special game (hereinafter referred to as the first special hold number) whose execution is held because the hold condition is satisfied but the start condition is not satisfied. There is an upper limit to the first special hold number. As an example, the upper limit number of the first special hold number is 4. The game board 20 includes a second special hold display device 19d. The second special hold display device 19d displays information that can identify the number of times of the second special game (hereinafter referred to as the second special hold number) whose execution is held because the hold condition is satisfied but the start condition is not satisfied. There is an upper limit to the second special hold number. As an example, the upper limit number of the second special hold number is 4.

[0018] The game board 20 is equipped with a normal symbol display device 19e. The normal symbol display device 19e is capable of executing a symbol variation game (hereinafter referred to as a normal game) in which predetermined symbols are displayed in a variable manner and finally a normal symbol is displayed in a stopped manner. A normal symbol is a symbol used to notify the result of a normal symbol winning lottery. A normal symbol winning lottery is an example of an internal lottery. For example, a normal symbol is displayed for a normal stop time. For example, the normal stop time is 0.004 seconds. There are at least normal winning symbols and normal losing symbols. In the pachinko game machine 10, if the normal symbol winning lottery is won, the normal winning symbol is displayed in a stopped manner during the normal game. After the normal game ends, a normal winning game occurs. In the pachinko game machine 10, if the normal symbol winning lottery is not won, the normal losing symbol is displayed in a stopped manner during the normal game. In a normal game, if a losing symbol is displayed when the game stops, a normal winning game does not occur. The game board 20 is equipped with a normal hold display device 19f. The normal hold display device 19f displays information that allows identification of the number of normal games (hereinafter referred to as the normal hold number) whose execution is being held in abeyance because the hold condition has been met but the start condition has not yet been met. There is an upper limit to the normal hold number. For example, the upper limit for the normal hold number is 4. The game board 20 may also be equipped with a right-hand play display device that displays information instructing right-hand play as described later, and a round display device that notifies the upper limit of the number of round games as described later.

[0019] The game board 20 has multiple prize slots formed to open into the game area 20a. These multiple prize slots are slots into which game balls can be entered. The multiple prize slots include at least a first start slot 22, a second start slot 23, and a large prize slot 24. The first start slot 22 is a prize slot into which game balls are entered in order to fulfill the conditions for paying out prize balls and the conditions for starting the first special game. For example, the first start slot 22 is located below the display device 15 and is open at all times so that game balls can be entered. The game board 20 is equipped with a first start sensor SE1 that detects game balls that have entered the first start slot 22 (see Figure 3).

[0020] The second starting opening 23 is a prize-winning opening into which game balls are inserted to fulfill the conditions for paying out prize balls and the conditions for starting the second special game. The second starting opening 23 is located to the right of the first starting opening 22. The second starting opening 23 is equipped with an opening / closing piece 23a, which is one example of a plate shape. The second starting opening 23 is closed and opened by the opening / closing piece 23a. In other words, the opening / closing piece 23a can be in a closed state or an open state. The second starting opening 23 is opened when a normal winning game occurs. When the second starting opening 23 is open, game balls can be inserted. The second starting opening 23 is closed when a normal winning game does not occur. When the second starting opening 23 is closed, game balls cannot be inserted, or it is more difficult to insert game balls when it is closed compared to when it is open. The game board 20 is equipped with a standard solenoid SL1 as a means to open and close the opening / closing piece 23a of the second start opening 23 (see Figure 3). The game board 20 is equipped with a second start sensor SE2 that detects game balls that have entered the second start opening 23 (see Figure 3). The opening / closing piece 23a of the second start opening 23 is a so-called "standard electric mechanism".

[0021] The large prize slot 24 is a slot into which game balls are inserted to fulfill the conditions for the payout of prize balls. The large prize slot 24 is located to the right of the performance display device 15. The large prize slot 24 is located above the second start slot 23. The large prize slot 24 is equipped with an opening / closing piece 24a, which is one example of a teardrop shape. The large prize slot 24 is closed and opened by the opening / closing piece 24a. In other words, the opening / closing piece 24a can be in a closed state or an open state. For example, the large prize slot 24 is opened when a minor win occurs. When the large prize slot 24 is open, game balls can be inserted. The large prize slot 24 is closed when a win occurs. When the large prize slot 24 is closed, game balls cannot be inserted. The game board 20 is equipped with a special solenoid SL2 as a means to open and close the opening / closing piece 24a of the large prize opening 24 (see Figure 3). The game board 20 is equipped with a count sensor SE3 that detects game balls that have entered the large prize opening 24 (see Figure 3). The opening / closing piece 24a of the large prize opening 24 is a so-called "special electric mechanism".

[0022] The game board 20 includes a passage (not shown) through which game balls that have entered the large prize opening 24 can pass. The passage is provided to branch into a first passage and a second passage at a branching point within the passage. The game board 20 includes a distribution shutter. The distribution shutter is provided at the branching point where the passage branches into the first passage and the second passage. The distribution shutter can take on a first state and a second state. Game balls that have entered the large prize opening 24 are distributed to the first passage when the distribution shutter is in the first state. Game balls that have entered the large prize opening 24 are distributed to the second passage when the distribution shutter is in the second state. The game board 20 includes a distribution solenoid SL3 as a means to operate the distribution shutter so that it can take on a first state and a second state (see Figure 3).

[0023] The game board 20 is equipped with a specific sensor SE4 that detects game balls passing through a specific area in the first passage. In this embodiment, the specific area is the so-called "V area". For example, when a minor win occurs and the large prize opening 24 is opened, if a game ball that enters the large prize opening 24 passes through the specific area, a major win is triggered when the game ball passes through the specific area. In other words, the pachinko game machine 10 in this embodiment is a game machine (a so-called "Type 1 and Type 2 mixed machine") that has a major win game that is triggered when a major win is won in the winning lottery, and a major win game that is triggered when a minor win is won in the winning lottery.

[0024] The game board 20 is equipped with a gate 29. The gate 29 is located to the upper right of the display device 15. The gate 29 is located above the second start opening 23 and the big prize opening 24. The gate 29 has an open gate opening that allows game balls to be entered at all times. The game board 20 is equipped with a gate sensor SE5 that detects game balls that enter the gate opening and pass through the gate 29 (see Figure 3). The gate 29 is an entry point into which game balls are entered in order to fulfill the conditions for starting a normal game. The gate 29 is an entry point into which game balls are entered but the conditions for paying out prize balls are not fulfilled. At the bottom of the game area 20a, the game board 20 is equipped with an out opening 31 for discharging game balls that did not enter any of the first start opening 22, the second start opening 23, and the big prize opening 24 from the game area 20a.

[0025] In the pachinko game machine 10, the player can adjust the launch strength of the game ball by operating the launch handle 18, and launch the game ball into the left area to the left of the display window 20b and the right area to the right of the display window 20b. For example, when the launch strength is adjusted to be stronger and the game ball is launched (hereinafter referred to as "right-handed shot"), the game ball is more likely to be guided downwards into the right-handed area. When the game ball flows downwards into the right-handed area, it can enter the second starting opening 23, the large prize opening 24, and the gate 29. Right-handed shots require the game ball to be launched with force to reach the right-handed area, so the launch strength is adjusted to the maximum strength or slightly weaker than the maximum strength.

[0026] On the other hand, when the launching force is adjusted to be weaker and the game ball is launched (hereinafter referred to as left-handed play), the game ball is more easily guided to flow down into the left-hand region. When the game ball flows down into the left-hand region, it can enter the first starting port 22. Left-handed play does not require the game ball to be launched with as much force as right-handed play, so the force is adjusted to prevent the launched game ball from reaching the right-hand region. In the pachinko game machine 10, when right-handed play is performed, a path for the game ball is formed by game components such as game nails so that the game ball cannot enter the first starting port 22. The game components may be arranged to restrict entry into the first starting port 22 when right-handed play is performed, or they may be arranged to make it more difficult for the game ball to enter the first starting port 22 compared to when left-handed play is performed.

[0027] The left region is the area located to the left of the center line CL, which bisects the game area 20a when the game board 20 is viewed from the front. The right region is the area located to the right of the center line CL when the game board 20 is viewed from the front. Game balls launched by operating the launch handle 18 are guided to the inlet 20c located in the upper left of the game area 20a and flow into the game area 20a. In other words, the left region is also the region closer to the inlet 20c. The right region is also the region further away from the inlet 20c. Game balls guided down through the left region pass to the left of the display device 15, which is located in the center of the game area 20a when viewed from the front. After that, the game balls head towards the outlet 31, which is located at the bottom of the game area 20a. Game balls guided down through the right region pass to the right of the display device 15, which is located in the center of the game area 20a when viewed from the front. After that, the game balls head towards the exit 31.

[0028] Next, I will explain the functions of the pachinko game machine 10. The pachinko game machine 10 is equipped with a ball entry assistance function. The ball entry assistance function is a function to assist in the entry of game balls into the second start opening 23. The pachinko game machine 10 has two states in which the probability of a game ball entering the second start opening 23 (hereinafter referred to as the ball entry rate) differs: a low ball entry rate state in which the ball entry assistance function is not activated, and a high ball entry rate state in which the ball entry assistance function is activated. In the high ball entry rate state, the probability of a game ball entering the second start opening 23 is higher than in the low ball entry rate state. The high ball entry rate state is advantageous for the player because it makes it easier for game balls to enter the second start opening 23. The high ball entry rate state can also be described as an electric support state that supports entry into the second start opening 23, which is a normal electric mechanism.

[0029] A high ball-scoring rate state is achieved by combining the following two controls. As an example, the first control to achieve a high ball-scoring rate state is a control to shorten the fluctuation time of the normal symbols, which shortens the fluctuation time of the normal game (e.g., the average fluctuation time) compared to when the ball-scoring rate state is low. As an example, this control to shorten the fluctuation time of the normal symbols can be achieved by making at least some of the fluctuation patterns that define the fluctuation time of the normal game different between the low ball-scoring rate state and the high ball-scoring rate state.

[0030] As an example, the second control to achieve a high ball entry rate state is an opening time extension control that makes the total opening time of the second start port 23 in one normal win game (for example, the average total opening time) longer than when the ball entry rate state is reached. As an example, the opening time extension control is at least one of the following: a control that makes the number of times the second start port 23 is opened in one normal win game greater than when the ball entry rate state is reached, and a control that makes the single opening time of the second start port 23 in a normal win game longer than when the ball entry rate state is reached. As an example, the opening time extension control can be achieved by changing the execution rate of normal win games in which the opening pattern of the second start port 23 in a normal win game is different in the low ball entry rate state and the high ball entry rate state. In other words, when a normal win game is executed in the high ball entry rate state, the opening time extension control can be achieved by making it easier for normal win games with a longer total opening time of the second start port 23 to be executed compared to the low ball entry rate state. As an example, the opening pattern specifies the number of times the second start port 23 is opened, the opening time, and the opening timing (closing timing).

[0031] As an example, a high ball-scoring rate state is achieved by combining it with the third control described below. The third control is a special symbol variation time reduction control, which shortens the variation time of the special game (for example, the average variation time) compared to the low ball-scoring rate state. As an example, the special symbol variation time reduction control can be achieved by making at least some of the variation patterns that define the variation time of the special game different between the low ball-scoring rate state and the high ball-scoring rate state. Details of the variation patterns will be described later. When the special symbol variation time reduction control is performed, the high ball-scoring rate state becomes a special symbol variation time reduction state (hereinafter referred to as the "time reduction state"), and the low ball-scoring rate state becomes a special symbol non-variation time reduction state (hereinafter referred to as the "non-time reduction state").

[0032] Next, we will explain the types of minor wins and how to play the game. Minor wins occur depending on the type of minor win. The type of minor win is determined by the type of minor win symbol (special symbol). In other words, minor wins occur depending on the type of special symbol. For the sake of clarity, in the following explanation, the lottery for special symbols may be simply referred to as the lottery for winning.

[0033] As an example, there are two types of minor win games: the first minor win game and the second minor win game. The first minor win game is a minor win game that occurs when the first minor win is selected in the winning lottery. The second minor win game is a minor win game that occurs when the second minor win is selected in the winning lottery.

[0034] In a minor win game, a minor win notification is first given during a predetermined period of time (hereinafter referred to as the minor win opening period) until the time elapses. The minor win notification is a notification that can be given during a minor win game. In a minor win game, after the minor win opening period has elapsed, one round of play is performed in which the large prize winning slot 24 is opened.

[0035] In a minor win game, the round ends when a predetermined number of game balls enters the game, or when a predetermined maximum time has elapsed. For example, the maximum number of balls is 10. In other words, in a minor win game, the round ends when the number condition is met by 10 game balls entering the game. For example, the maximum time is determined for each round game (minor win game). Note that the maximum number of balls may differ depending on the type of minor win game. The maximum time may be the same regardless of the type of minor win game, or it may differ.

[0036] In a minor win game, the large prize opening 24 is opened in a predetermined opening manner (opening pattern) during the round game. In a minor win game, the distribution shutter operates in a predetermined distribution manner (distribution pattern) during the round game. For example, in a minor win game, the distribution shutter takes a first state when the round game starts. As described above, a game ball that enters the large prize opening 24 may pass through a specific area of ​​the first passage when the distribution shutter takes a first state. In other words, in a minor win game, if the game ball is launched towards the large prize opening 24 using the recommended playing method (right-handed shooting) during the round game, the conditions for a major win game are met with a probability of 100%, or approximately 100%. Subsequently, the distribution shutter takes a second state during the round game when a game ball that enters the large prize opening 24 passes through a specific area of ​​the first passage.

[0037] In round games, a minor win notification is given. In a minor win game, if the conditions for occurrence are not met when the round game ends, a minor win notification is given for a predetermined period of time (hereinafter referred to as the minor win ending time) until the minor win ending period has elapsed. After that, the minor win game ends as the minor win ending time has elapsed. On the other hand, if the conditions for occurrence are met when the round game ends, the minor win game ends at the end of the round game. In a minor win game, if the conditions for occurrence are met, a major win game will occur after the minor win game has ended.

[0038] Next, we will explain the types of jackpots and the games that result in them. A jackpot game occurs depending on the type of jackpot and the type of minor win. The type of jackpot is determined by the type of jackpot symbol (special symbol). In other words, a jackpot game occurs depending on the type of special symbol.

[0039] There are three types of jackpot games: the first jackpot game, the second jackpot game, and the third jackpot game. The first and second jackpot games are jackpot games that occur when the conditions for occurrence are met in the minor jackpot game. In other words, the first and second jackpot games are jackpot games that result from winning a minor jackpot in the winning lottery. For example, the first jackpot game is a jackpot game that occurs when the conditions for occurrence are met in the first minor jackpot game. For example, the second jackpot game is a jackpot game that occurs when the conditions for occurrence are met in the second minor jackpot game. The third jackpot game is a jackpot game that occurs as a result of winning a jackpot in the winning lottery.

[0040] In a jackpot game, a jackpot notification is first made during a predetermined period of time (hereinafter referred to as the jackpot opening period) until the jackpot opening time has elapsed. The jackpot notification is a notification that can be made during a jackpot game. In a jackpot game, after the opening time has elapsed, a round game that opens the large prize slot 24 is played up to a predetermined number of times. For example, the maximum number of round games for the first jackpot game, the second jackpot game, and the third jackpot game is 10 times each. Here, in the first jackpot game and the second jackpot game, which occur when the conditions for occurrence are met in a minor win game, the one round game in the minor win game is included in the maximum number of round games. In other words, in the first jackpot game and the second jackpot game, the number of round games that open the large prize slot 24 after the conditions for occurrence are met is 9 times. Furthermore, in the first and second jackpot games, which occur when the conditions for occurrence are met during a minor win game, the round game begins without the opening time elapsed.

[0041] In a jackpot game, one round of gameplay ends when either a predetermined maximum number of game balls enters the machine, or a predetermined maximum time has elapsed. For example, the maximum number of balls is 10. In other words, one round of gameplay ends when the number condition is met by 10 game balls entering the machine. For example, the maximum time is set for each round of gameplay. In other words, one round of gameplay ends when the time condition is met by the elapsed time of the maximum time set for that round of gameplay.

[0042] In round play, the large prize slot 24 is opened in a predetermined opening pattern. During round play, a jackpot notification is given. In jackpot play, once the final round of play is finished, a jackpot notification is given for a predetermined period of time (hereinafter referred to as the jackpot ending period) until the jackpot ending time has elapsed. The jackpot play ends when the jackpot ending time has elapsed.

[0043] The following describes the effects that the pachinko game machine 10 can perform. The effects can be performed by one of the multiple effects devices that make up the effects execution device group 16, or by the cooperation of multiple effects devices.

[0044] The display effects in the display device 15 include a symbol variation game (hereinafter referred to as the "effect game") using effect symbols (decorative symbols). The display device 15 can display multiple symbol rows. Each symbol row consists of multiple effect symbols and is also called a reel. Each of the multiple effect symbols consists of the numbers "1" to "8" as identification information for identifying the result of the winning lottery. For example, effect symbols are symbols that have decorations such as characters or patterns attached to the Arabic numerals "1" to "8", and are symbols that diversify the display effects. In the effect game, the effect symbols are displayed in a variable manner in each of the multiple symbol rows, and then the effect symbols are displayed in a fixed position in each of the multiple symbol rows, so that the combination of effect symbols (hereinafter referred to as the "symbol combination") is displayed in a fixed position. In other words, in the effect game, the identification information of multiple rows is displayed in a variable manner, and then the identification information of multiple rows is displayed in a fixed position. For example, the performance game is performed by displaying (scrolling) the performance symbols in the left, middle, and right symbol columns in a predetermined direction.

[0045] For example, there are special performance games that are executed in response to special games, and regular performance games that are executed in response to regular games. For example, special performance games are executed when the game is not in a time-saving state or in the second time-saving state. For example, regular performance games are executed when the game is in the first time-saving state. Each time-saving state will be described later. For example, there are first special performance games and second special performance games that are different from the first special performance game. The first special performance game is a performance game that is executed in response to the first special game. The second special performance game is a performance game that is executed in response to the second special game. For example, special performance games start together with special games and end together with special games. In special performance games, the symbol combinations that correspond to the special symbols that are displayed when stopped in the special game are displayed. For example, in special performance games, when the jackpot symbols are displayed when stopped in the special game, the jackpot symbol combinations are displayed when stopped in special performance games. For example, a winning symbol combination is one where all the symbols in a row have the same identification information (numbers), such as

[0777] (a so-called matching symbol combination). For example, in a special performance game, when a minor win symbol is displayed during the special game, the minor win symbol combination is displayed. For example, a minor win symbol combination is one where all the symbols in a row have the same identification information (numbers), such as

[0777] . For example, in a special performance game, when a time-saving trigger symbol is displayed during the special game, the time-saving trigger symbol combination is displayed. For example, a time-saving trigger symbol combination is one where all the symbols in a row have the same identification information (numbers), such as

[0777] . For example, in a special performance game, when a losing symbol is displayed during the special game, the losing symbol combination is displayed. For example, a losing combination of symbols is one where the identification information (numbers) of the symbols in all the symbol sequences are not the same, such as

[0787] and

[0468] .

[0046] For example, the regular performance game starts and ends at the same time as the regular game. In the regular performance game, the symbol combinations that stop and display in the regular game correspond to the regular symbols that stop and display in the regular game. For example, the regular symbols that can stop and display in the regular game are the first regular win symbol and the second regular win symbol. For example, in the regular performance game, when the first regular win symbol stops and displays in the regular game, the symbol combination for the first regular win will stop and display. For example, the symbol combination for the first regular win is a combination where the identification information (numbers) of the performance symbols in all symbol rows are not the same, such as

[0787] and

[0468] . For example, in the regular performance game, when the second regular win symbol stops and displays in the regular game, the symbol combination for the second regular win will stop and display. For example, the symbol combination for the second regular win is a combination where the identification information (numbers) of the performance symbols in all symbol rows are the same, such as

[0777] (a so-called symbol match). In the following explanation, the First Special Game and the First Special Performance Game performed in conjunction with it may be collectively referred to as the First Variation Game. Similarly, the Second Special Game and the Second Special Performance Game performed in conjunction with it may be collectively referred to as the Second Variation Game. Furthermore, the Normal Game and the Normal Performance Game performed in conjunction with it may be collectively referred to as the Third Variation Game. In cases where the First, Second, and Third Variation Games are not distinguished, they may simply be referred to as Variation Games.

[0047] The game may include a reach animation. A reach animation is an animation that forms a reach and ultimately stops displaying a predetermined combination of symbols. Hereafter, the state in which a reach is formed may be referred to as the reach state. A reach is the state just before a winning combination of symbols is formed, or the state just before a second normal win combination of symbols is formed (so-called tenpai). For example, a reach is a state in which the animation symbols are displayed in any sequence of symbols (for example, the middle sequence of symbols), such as [7↓7], and the animation symbols containing the same identification information (numbers) are stopped displaying in multiple sequences of symbols different from that sequence (hereinafter referred to as reach-forming sequences, for example, the left and right sequence of symbols). There are two types of reach animations: normal reach animations (hereinafter referred to as N reach animations) and super reach animations (hereinafter referred to as SP reach animations), which have a higher probability of resulting in a win (matching symbols) in this game compared to N reach animations.

[0048] The electrical configuration of the pachinko game machine 10 will be explained. As shown in Figure 3, the pachinko game machine 10 includes a main board 80 and a sub-board 90 on the back (rear) side of the game board 20. The main board 80 and the sub-board 90 are connected in such a way that various control commands (control signals) can be output in one direction from the main board 80 to the sub-board 90. The main board 80 performs predetermined processing and outputs control signals to the sub-board 90. The sub-board 90 performs predetermined processing based on the control commands input from the main board 80.

[0049] The main board 80 will now be described. The main board 80 comprises a main CPU 81, a main ROM 82, a main RWM 83, and a random number generation circuit 84. The main CPU 81 executes processes related to the progress of the game by executing the main control program. The main ROM 82 stores the main control program, judgment values ​​used for various judgments and lotteries, and tables. The main ROM 82 stores multiple types of variation patterns. For example, there are variation patterns for special symbols and variation patterns for regular symbols. The variation pattern for special symbols is information that can specify the variation time from the start to the end of a special game. The variation pattern for special symbols is information that can specify the variation content of a special game. For example, the variation pattern for special symbols can specify the performance time and performance content of a special performance game. The variation pattern for regular symbols is information that can specify the variation time from the start to the end of a regular game. The variation pattern for regular symbols is information that can specify the variation content of a regular game. For example, the variation patterns for regular symbols can specify the duration and content of the animations in a regular animation game.

[0050] There are different variation patterns for special symbols: big win patterns, small win patterns, time-saving win patterns, and losing patterns. In special performance games based on big win patterns, the big win symbol combination is displayed after a reach animation. In special performance games based on small win patterns, the small win symbol combination is displayed without a reach animation. In special performance games based on time-saving win patterns, the time-saving trigger symbol combination is displayed without a reach animation. In special performance games based on losing patterns, the losing symbol combination is displayed either after a reach animation or without a reach animation.

[0051] There are two types of variation patterns for regular symbols: a variation pattern for the first regular win and a variation pattern for the second regular win. In a regular game based on the variation pattern for the first regular win, the symbol combination for the first regular win is displayed after a reach animation, or without a reach animation. In a regular game based on the variation pattern for the second regular win, the symbol combination for the second regular win is displayed after a reach animation. The main RWM83 stores various information that is rewritten according to the processing results of the main CPU81. For example, the information stored in the main RWM83 includes flags, counters, and timers. As an example, the pachinko game machine 10 is configured so that at least a portion of the information stored in the main RWM83 can be backed up (retained) even when the power supply is cut off. As an example, the pachinko game machine 10 is equipped with a backup power supply and is configured to back up at least a portion of the information stored in the main RWM 83 (hereinafter referred to as backup information) even if the power supply is interrupted, by power supplied from the backup power supply. In addition, the pachinko game machine 10 may be configured to back up the backup information stored in the main RWM 83 even after the power supply is interrupted, since the main RWM 83 is a non-volatile memory that can retain its contents even if the power supply is interrupted.

[0052] For example, backup information includes game information related to the progress of the game. For example, game information includes information about special games, information about regular games, information about winning games, and information about the game state. Information about special games includes, for example, information that can identify the number of special reserves, various random number information, information that can identify the result of the winning lottery, information that can identify the variation pattern of the special game, and information that can identify the special symbols derived in the special game. Information about regular games includes, for example, information that can identify the number of regular reserves, various random number information, information that can identify the result of the regular winning lottery, information that can identify the variation pattern of the regular game, and information that can identify the regular symbols derived in the regular game. Information about winning games includes information that can identify the progress of the winning game, and information that can identify the type of winning game currently being played. Information about the game state includes information that can identify the operation status of the probability variation function and the ball entry assistance function (including the remaining number of operations).

[0053] The random number generation circuit 84 generates hardware random numbers. The main board 80 may be configured to generate software random numbers through random number generation processing by the main CPU 81. The main board 80 includes an RWM clear switch 85. For example, the RWM clear switch 85 is configured to include an operating part that can be pressed. The main CPU 81 can receive an operating signal that can identify the operating state of the RWM clear switch 85. The operating state of the operating part is information indicating whether or not the operating part is being operated. In other words, the operating state of the operating part includes a state in which the operating part is being operated and a state in which the operating part is not being operated.

[0054] The main board 80 is connected to each sensor SE1 to SE5. The main CPU 81 can receive detection signals output by each sensor SE1 to SE5 when they detect a game ball. The main board 80 is connected to each display device 19a to 19f. The main CPU 81 can control the display content of each display device 19a to 19f. The main board 80 is connected to each solenoid SL1 to SL3. The main CPU 81 can control the opening pattern of the second start opening 23 by controlling the operation of the normal solenoid SL1. The main CPU 81 can control the opening pattern of the big prize opening 24 by controlling the operation of the special solenoid SL2. The main CPU 81 can control the distribution pattern of the distribution shutter by controlling the operation of the distribution solenoid SL3.

[0055] Next, we will describe the sub-board 90. The sub-board 90 comprises a sub-CPU 91, a sub-ROM 92, and a sub-RWM 93. The sub-CPU 91 performs processing related to performance and notification by executing a sub-control program. The sub-ROM 92 stores the sub-control program and judgment values ​​used for predetermined lotteries. The sub-ROM 92 stores display performance data used for display performances, display notification data used for display notification, light emission performance data used for light emission performances, light emission notification data used for light emission notification, sound performance data used for sound performances, and sound notification data used for sound notification. The sub-RWM 93 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RWM 93 may include flags, counters, and timers. The sub-board 90 is configured to generate software random numbers through random number generation processing by the sub-CPU 91. The sub-board 90 may also be equipped with a random number generation circuit and capable of generating hardware random numbers.

[0056] Sub-board 90 is connected to the performance display device 15. Sub-CPU 91 can control the display content of the performance display device 15. Sub-board 90 is connected to the speaker 13. Sub-CPU 91 can control the output content of the speaker 13. Sub-board 90 is connected to the decorative lamp 14. Sub-CPU 91 can control the light emission mode of the decorative lamp 14. The sub-CPU 91, which controls the speaker 13, decorative lamp 14, and performance display device 15 that constitute the notification execution device group 16 as a notification execution means, is an example of a notification control means.

[0057] Next, we will explain the various processes performed by the main CPU 81 on the main board 80. This section explains the power-on process. When the main CPU 81 starts up due to the commencement of power supply, it executes a power-on process. During the power-on process, the main CPU 81 determines whether the RWM clear switch 85 has been operated based on the operation signal of the RWM clear switch 85. If the RWM clear switch 85 has been operated, the main CPU 81 initializes the backup information. After initializing the backup information, the main CPU 81 stores a control command (hereinafter referred to as an initialization command) that can identify that the backup information has been initialized in the output buffer of the main RWM 83. For example, the control command stored in the output buffer is output to the sub-board 90 when an output condition is met. For example, one control command is output to the sub-board 90 each time an output condition is met. For example, the output condition is met every predetermined control cycle (e.g., 4ms). The control command stored in the output buffer is an example of backup information. The control command stored in the output buffer is an example of game information. After that, the main CPU 81 terminates the power-on process.

[0058] If the RWM clear switch 85 is not operated, the main CPU 81 does not initialize the backup information, but instead stores a control command (hereinafter referred to as a restore command) that can identify that the backup information was not initialized in the output buffer of the main RWM 83. As an example, the main CPU 81 stores a restore command corresponding to the backup information in the output buffer of the main RWM 83. The restore command is, for example, a control command that can identify the progress of the game. After storing the restore command in the output buffer of the main RWM 83, the main CPU 81 returns to the state it was in when the power supply was cut off, based on the backup information, and terminates the power-on process. In the following description, when simply referred to as the output buffer, it refers to the output buffer of the main RWM 83.

[0059] This section explains special input processing. The main CPU 81 executes a special input process as one of the timer interrupt processes performed at predetermined control cycles (e.g., 4ms). In the special input process, the main CPU 81 determines whether a game ball has entered the first start opening 22 based on whether or not a detection signal has been input from the first start sensor SE1. If a game ball has entered the first start opening 22, the main CPU 81 determines whether or not the first special reserve number stored in the main RWM 83 is less than the upper limit. If the first special reserve number is less than the upper limit, the main CPU 81 updates the first special reserve number by adding 1. In other words, the reserve condition for the first special game is met when the first special reserve number is less than the upper limit and a game ball is detected by the first start sensor SE1. The main CPU 81 controls the first special reserve display device 19c to display information that allows for the identification of the updated first special reserve number. The main CPU 81 outputs a control command (hereinafter referred to as the special reserve command) that can identify the first special reserve number after the update to the sub-board 90.

[0060] Next, the main CPU 81 acquires the random numbers generated by the random number generation circuit 84 and stores the first random number information based on the acquired random numbers in the main RWM 83. For example, the random numbers may be winning random numbers used for the special symbol winning lottery, symbol random numbers used for determining the winning symbols, and variation pattern random numbers used for determining the variation pattern. The first random number information is stored in a way that allows for the identification of information for the first special game and its storage order. The first random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the first random number information in the main RWM 83, the pachinko game machine 10 can postpone the execution of the first special game until the start conditions are met.

[0061] When the main CPU 81 has stored the first random number information, if a game ball has not entered the first start opening 22, or if the first special reserve number is not less than the upper limit, it determines whether a detection signal has been input from the second start sensor SE2, based on whether or not a game ball has entered the second start opening 23. If a game ball has entered the second start opening 23, the main CPU 81 determines whether or not the second reserve number stored in the main RWM 83 is less than the upper limit. If the second reserve number is less than the upper limit, the main CPU 81 updates the second reserve number by adding 1. The main CPU 81 controls the second special reserve display device 19d to display information that allows identification of the second reserve number after the addition. The reserve condition for the second special game is met when the second special reserve number is less than the upper limit and a game ball is detected by the second start sensor SE2.

[0062] Next, the main CPU 81 acquires the random numbers generated by the random number generation circuit 84 and stores the first random number information based on the acquired random numbers in the main RWM 83. The second random number information is stored in a way that allows for the identification of the information to be used in the second special game and the order in which it is stored. The second random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the second random number information in the main RWM 83, the pachinko game machine 10 can postpone the execution of the second special game until the start conditions are met.

[0063] The main CPU 81 performs a pre-reading process based on the various random numbers acquired for the second special game. In the pre-reading process, the main CPU 81 pre-determines the variation content of the second special game. For example, the main CPU 81 determines whether the acquired winning random number value is a value that will result in a win in the lottery, and if it does result in a win, which type of win it will be. In the pre-reading process, the main CPU 81 may also determine which type of winning symbol the winning symbol random number value will result in. In the pre-reading process, the main CPU 81 may also determine which type of variation pattern the variation pattern random number value will result in. The main CPU 81 outputs a control command (hereinafter referred to as a pre-reading command) that can identify the variation content of the second special game that it has pre-read to the sub-board 90.

[0064] The first special commencement process will be explained. The main CPU 81 executes the first special start process as one of the timer interrupt processes. The main CPU 81 determines whether the start conditions for the first special game are met. For example, the start conditions for the first special game may include not being in the process of playing the first special game. For example, the start conditions for the first special game may include not being in the process of releasing the bonus round. For example, the bonus round is released during a winning game. In other words, the main CPU 81 may determine that the start conditions for the first special game are met if it is not in the process of playing a winning game and the first special game is not in the process of playing the first special game. On the other hand, the main CPU 81 determines that the start conditions for the special game are not met if it is in the process of playing a winning game or the first special game is in the process of playing the first special game. If the start conditions for the first special game are not met, the main CPU 81 terminates the first special start process. If the start conditions for the first special game are met, the main CPU 81 determines whether the number of first special reserved balls is greater than zero. If the number of first special reserved balls is zero, the main CPU 81 terminates the first special start process.

[0065] If the first special reserve number is greater than zero, the main CPU 81 deducts 1 from the first special reserve number and updates it. The main CPU 81 controls the first special reserve display device 19c to display information that allows identification of the first special reserve number after the deduction. Next, the main CPU 81 obtains the first stored information from the main RWM 83 among the first random number information. The main CPU 81 uses the winning random number identified from the obtained first random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot as a special symbol win lottery. The main CPU 81 performs the jackpot lottery with predetermined probabilities. For example, the probability of winning the jackpot lottery (hereinafter referred to as the jackpot probability) is 1 / 300.

[0066] If a jackpot is won, the main CPU 81 performs a jackpot variation process. In the jackpot variation process, the main CPU 81 uses a symbol random number that can be identified from the first random number information to perform a first symbol lottery and determines the jackpot symbol of the special symbol to be displayed in the first special game. If there is only one type of jackpot symbol of the special symbol that can be displayed in the first special game, the system may be configured to determine one type of jackpot symbol without performing the first symbol lottery. The main CPU 81 uses a variation pattern random number that can be identified from the first random number information to perform a variation pattern determination lottery and determines a variation pattern from among multiple jackpot variation patterns. After that, the main CPU 81 terminates the first special start process.

[0067] If a jackpot is not won, the main CPU 81 performs a losing spin process. In the losing spin process, the main CPU 81 uses a symbol random number that can be identified from the first random number information to perform a second symbol lottery and determines the losing symbol for the special symbol to be displayed in the first special game. If there is only one type of losing symbol, the configuration may be such that the losing symbol is determined without performing the second symbol lottery. The main CPU 81 uses a spin pattern random number that can be identified from the first random number information to perform a spin pattern determination lottery and determines a spin pattern from among multiple losing spin patterns, either with or without a near-win. After that, the main CPU 81 terminates the first special game start process.

[0068] The second special commencement procedure will now be explained. The main CPU 81 executes the second special start process as one of the timer interrupt processes. The main CPU 81 determines whether the start conditions for the second special game are met. For example, the start conditions for the second special game may include not being in the process of playing the second special game. For example, the start conditions for the second special game may include not being in the process of releasing the bonus. In other words, the main CPU 81 may determine that the start conditions for the second special game are met if the game is not in a winning state and the second special game is not in the process of playing the second special game. On the other hand, the main CPU 81 determines that the start conditions for the special game are not met if the game is in a winning state or the second special game is in the process of playing the second special game. If the start conditions for the second special game are not met, the main CPU 81 terminates the second special start process. If the start conditions for the second special game are met, the main CPU 81 determines whether the number of second special reserved bonuses is greater than zero. If the number of second special reserved bonuses is zero, the main CPU 81 terminates the second special start process.

[0069] If the second special reserve number is greater than zero, the main CPU 81 deducts 1 from the second special reserve number and updates it. The main CPU 81 controls the second special reserve display device 19d to display information that can identify the second special reserve number after the deduction. Next, the main CPU 81 obtains the first stored information from the second random number information from the main RWM 83. The main CPU 81 uses the winning random number identified from the obtained second random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot as a special symbol win lottery. The main CPU 81 performs the jackpot lottery using the jackpot probability in the first special start process and the jackpot probability (1 / 300).

[0070] If a jackpot is won, the main CPU 81 performs a jackpot variation process. In the jackpot variation process, the main CPU 81 uses a symbol random number that can be identified from the second random number information to perform a third symbol lottery and determines the jackpot symbol of the special symbol to be displayed in the second special game. If there is only one type of jackpot symbol that can be displayed in the second special game, the configuration may be such that the third symbol lottery is not performed and only one type of jackpot symbol is determined. The main CPU 81 uses a variation pattern random number that can be identified from the second random number information to perform a variation pattern determination lottery and determines a variation pattern from among multiple jackpot variation patterns. After that, the main CPU 81 terminates the second special start process.

[0071] If a big win is not achieved, the main CPU 81 uses the winning random number identified from the acquired second random number information to perform a minor win lottery (minor win determination) to determine whether or not a minor win is achieved as a special symbol win lottery. The main CPU 81 performs the minor win lottery with a certain probability regardless of the current game state. For example, the probability of winning a minor win (hereinafter referred to as the minor win probability) may be lower than the big win probability, the same as the big win probability, or higher than the big win probability. For example, the minor win probability is 270 / 300.

[0072] If a minor win is achieved, the main CPU 81 performs minor win variation processing. In minor win variation processing, the main CPU 81 uses a symbol random number that can be identified from the second random number information to perform a fourth symbol lottery and determines the minor win symbol that will be displayed as a special symbol in the second special game. If there is only one type of minor win symbol that can be displayed as a special symbol in the second special game, the system may be configured to determine one type of minor win symbol without performing the fourth symbol lottery. The main CPU 81 uses a variation pattern random number that can be identified from the second random number information to perform a variation pattern determination lottery and determines a variation pattern from among multiple minor win variation patterns. After that, the main CPU 81 terminates the second special start processing.

[0073] If a minor win is not achieved, the main CPU 81 performs the time-saving win variation process. In the time-saving win variation process, the main CPU 81 uses a symbol random number that can be identified from the second random number information to draw for the fifth symbol and determines the time-saving trigger symbol for the special symbol to be displayed in the second special game. If there is only one type of time-saving trigger symbol, the configuration may be such that the time-saving trigger symbol is determined without performing the fifth symbol draw. The main CPU 81 uses a variation pattern random number that can be identified from the second random number information to draw for variation patterns and determines a variation pattern from among the time-saving win variation patterns. After that, the main CPU 81 terminates the second special start process. In other words, the losing symbols for the special symbol are not displayed in the second special game.

[0074] As an example, when the main CPU 81 performs a variation pattern determination lottery in the second special start process, it performs the lottery in such a way that the expected variation time is shorter than when it performs the variation pattern determination lottery in the first special start process. Here, the expected variation time of the first variation game is the sum of the products of the variation time set for each variation pattern that can be determined in the first special start process and the determination rate of that variation pattern. Similarly, the expected variation time of the second variation game is the sum of the products of the variation time set for each variation pattern that can be determined in the second special start process and the determination rate of that variation pattern. In other words, the expected variation time of the first variation game can be said to be the average variation time according to the determination rate of the variation patterns in the first variation game. Likewise, the expected variation time of the second variation game can be said to be the average variation time according to the determination rate of the variation patterns in the second variation game. By performing the variation pattern determination lottery as described above, the expected variation time when the second variation game is executed is shorter than the expected variation time when the first variation game is executed. For example, when the main CPU 81 performs a variation pattern determination lottery in the second special start process, it performs the lottery in such a way that the expected variation time is extremely short. For example, the expected variation time for the second variation game is 0.1 seconds.

[0075] The main CPU 81 outputs a special symbol start command and a special symbol command to the sub-board 90 during the big win variation processing, small win variation processing, time-saving win variation processing, and loss variation processing. The special symbol start command is a control command that can specify the variation pattern determined in each variation processing in the special start processing and the start of the variation game. The special symbol command is a control command that can specify the special symbol (big win symbol, small win symbol, time-saving trigger symbol, or loss symbol) determined in each variation processing. Note that the special symbol start command and the special symbol command are different control commands when the variation processing of the first special game is executed and when the variation processing of the second special game is executed.

[0076] Thus, in the first special start process, it is possible to win a big prize in the winning lottery. On the other hand, in the first special start process, it is not possible to win a time-saving prize or a minor prize in the winning lottery. In the second special start process, it is possible to win a time-saving prize, a minor prize, or a big prize in the winning lottery. On the other hand, in the second special symbol start process, it is not possible to lose the winning lottery. In other words, in the second special symbol start process, it is guaranteed that one of the prizes will be won in the winning lottery. In the second special start process, it is possible to win a time-saving prize at a rate of approximately 1 / 10 (29 / 300). Also, in the second special start process, it is possible to win a minor prize at a rate of 9 / 10 (270 / 300). In other words, in the second special start process, there is a high probability (9 / 10) of winning a minor prize, and if a minor prize is not won, there is a high probability (29 / 30) of winning a time-saving prize.

[0077] When the first special start process or the second special start process is completed, the main CPU 81 executes the first special game or the second special game through a process separate from the first and second special start processes. Specifically, when the first special start process is completed, the main CPU 81 executes the first special game. When executing the first special game, the main CPU 81 controls the first special symbol display device 19a to start displaying the variable symbols of a predetermined symbol. The main CPU 81 measures the variable time defined in the variable pattern. When the variable time defined in the variable pattern has elapsed, the main CPU 81 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special start process. Also, when the variable time defined in the variable pattern has elapsed, the main CPU 81 outputs a control command that can identify the end of the variable game (hereinafter referred to as the variable end command for special symbols) to the sub-board 90.

[0078] When the main CPU 81 has finished the second special start process, it executes the second special game. When executing the second special game, the main CPU 81 controls the second special symbol display device 19b to start displaying the variation of a predetermined symbol. The main CPU 81 measures the variation time specified in the variation pattern. When the variation time specified in the variation pattern has elapsed, the main CPU 81 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special start process. Also, when the variation time specified in the variation pattern has elapsed, the main CPU 81 outputs a variation end command for the special symbol to the sub-board 90.

[0079] This explains how to handle minor wins in the game. The minor win game processing is the process for generating a minor win game. The main CPU 81 generates a minor win game after the special game in which the minor win symbols are stopped and displayed has ended. For example, the main CPU 81 generates a minor win game by operating the opening and closing piece 24a of the main prize opening 24 according to a predetermined operation pattern. Specifically, the main CPU 81 identifies the type of minor win game based on the minor win symbols (type of minor win) determined in the second special start processing. The main CPU 81 generates the identified type of minor win game.

[0080] First, the main CPU 81 updates the release information to indicate that the release conditions are currently met. The release information is information that can identify whether or not the release conditions are currently met. The release information is stored in the main RWM 83. Next, the main CPU 81 outputs a control command (hereinafter referred to as the "minor win opening command") to the sub-board 90 that can identify the start of the minor win opening time. As an example, the minor win opening command may include information that can identify the type of minor win.

[0081] The main CPU 81 initiates a round game once the minor win opening time has elapsed. The main CPU 81 outputs a control command (hereinafter referred to as a minor win round command) to the sub-board 90 that can identify the start of the minor win round game. For example, the minor win round command may include information that can identify the type of minor win. The main CPU 81 controls the special solenoid SL2 using the opening control data corresponding to the identified minor win game to control the opening mode of the large prize opening 24. After the round game has started, the main CPU 81 controls the special solenoid SL2 to close the large prize opening 24 when the number condition or time condition is met. In other words, the main CPU 81 terminates the round game when the number of game balls detected by the count sensor SE3 reaches the upper limit, when the upper limit time for the round game has elapsed, or when a game ball is detected by the specific sensor SE4.

[0082] When a round of gameplay ends, the main CPU 81 outputs a control command (hereinafter referred to as a "minor win ending command") to the sub-board 90 that can identify the start of the minor win ending time. For example, the minor win ending command may include information that can identify the type of minor win. When the minor win ending time has elapsed, the main CPU 81 terminates the minor win game. If the round of gameplay ends without the occurrence conditions being met, the main CPU 81 updates the release information to indicate that the release conditions are not currently met. In other words, the main CPU 81 does not update the release information when a major win game is executed immediately following a minor win game.

[0083] This explains the process for handling jackpot wins. The jackpot game processing is the process for generating a jackpot game. The main CPU 81 generates a jackpot game after the end of a special game in which the jackpot symbols are stopped and displayed, or after the end of a minor jackpot game when the generation conditions are met. For example, the main CPU 81 generates a jackpot game by operating the opening and closing piece 24a of the large prize slot 24 according to a predetermined operation pattern. Specifically, when the main CPU 81 generates a jackpot game after the end of a special game in which the jackpot symbols are stopped and displayed, it identifies the type of jackpot game based on the jackpot symbols (type of jackpot) determined in the first special start processing or the second special start processing. On the other hand, when the main CPU 81 generates a jackpot game after the end of a minor jackpot game due to the fulfillment of the generation conditions, it identifies the type of jackpot game based on the minor jackpot symbols (type of minor jackpot) determined in the first special start processing or the second special start processing. The main CPU 81 generates a specific type of jackpot game.

[0084] First, if the release information indicates that the release condition is not currently met, the main CPU 81 updates the release information to indicate that the release condition is currently met. Next, the main CPU 81 outputs a control command (hereinafter referred to as a "jackpot opening command") to the sub-board 90 that can identify the start of the jackpot opening time. As an example, the jackpot opening command may include information that can identify the type of jackpot.

[0085] The main CPU 81 executes a round game once the jackpot opening time has elapsed. Specifically, the main CPU 81 controls the special solenoid SL2 using opening control data corresponding to the identified jackpot game to control the opening pattern of the jackpot opening 24. After the start of the round game, the main CPU 81 terminates the round game when the number of game balls detected by the count sensor SE3 reaches the upper limit, or when the upper limit time for the round game has elapsed. The main CPU 81 repeats this process of executing round games until the upper limit number of round games specified for the jackpot game has been completed. Each time a round game of a jackpot game is started, the main CPU 81 outputs a control command (hereinafter referred to as a jackpot round command) that can identify the start of a round game of a jackpot game to the sub-board 90. As an example, the jackpot round command may include information that can identify the type of jackpot.

[0086] When the final round of gameplay ends, the main CPU 81 outputs a control command (hereinafter referred to as the "jackpot ending command") to the sub-board 90 that can identify the start of the jackpot ending time. For example, the jackpot ending command may include information that can identify the type of jackpot. When the jackpot ending time has elapsed, the main CPU 81 terminates the jackpot game. The main CPU 81 updates the release information to indicate that the release conditions are not currently met.

[0087] The execution methods for each jackpot game will be explained below. As shown in Figure 4, the first jackpot game has a defined opening time, which is the first opening time (for example, 0.1 seconds). Here, the first jackpot game is executed when the conditions for occurrence are met in the first minor jackpot game. In other words, the opening period of the first jackpot game is the opening period of the first minor jackpot game. In the first jackpot game (first minor jackpot game), the first round of play begins after the first opening time has elapsed since the start of the jackpot game (minor jackpot game). Furthermore, for each of the 10 rounds of play in the first jackpot game, an opening pattern is defined in which the large prize winning slot 24 is open for 2.6 seconds and then closed for 1 second. In other words, for each of the 10 rounds of play in the first jackpot game, an upper limit of 3.6 seconds is defined. The first jackpot game is executed only when the conditions for its occurrence are met during the first minor jackpot game. If the conditions for its occurrence are not met, the second and subsequent rounds of the game will not be played. The first jackpot game has a predetermined ending time (for example, 5 seconds). In other words, in the first jackpot game, the jackpot game (minor jackpot game) ends after the first ending time has elapsed following the end of the last (1st or 10th) round of the game.

[0088] As shown in Figure 5, the second jackpot game has a second opening time (for example, 0.1 seconds) set as its opening time. Here, the second jackpot game is executed when the conditions for occurrence in the second minor jackpot game are met. In other words, the opening period of the second jackpot game can be said to be the opening period of the second minor jackpot game. In the second jackpot game (first minor jackpot game), the first round of gameplay begins after the second opening time has elapsed since the start of the jackpot game (minor jackpot game). Furthermore, for the 1st to 4th rounds and the 6th to 10th rounds of gameplay in the second jackpot game, a specific opening pattern is set in which the large prize slot 24 is opened for 2.6 seconds, then closed for 1 second, and then opened again for 2.6 seconds before being closed for 1 second. In other words, a maximum time limit of 7.2 seconds is set for each of the 1st to 4th rounds and the 6th to 10th rounds of the second jackpot game.

[0089] Furthermore, in the fifth round of the second jackpot game, the large prize slot 24 is opened for 2.6 seconds, then closed for 1 second, and then opened again for 2.6 seconds before being closed for 6 seconds. Thus, in each round of the second jackpot game, the large prize slot 24 is opened twice. Note that the second jackpot game is executed when the conditions for its occurrence are met in the second minor jackpot game; therefore, if the conditions for its occurrence are not met, the second and subsequent rounds of the game will not be executed. The second jackpot game has a second ending time (for example, 5 seconds). In other words, in the second jackpot game, the jackpot game (minor jackpot game) ends after the second ending time has elapsed following the end of the last (1st or 10th) round of the game.

[0090] As shown in Figure 6, the third jackpot game has a designated opening time, which is the third opening time (for example, 5 seconds). In other words, in the third jackpot game, the first round of play begins after the third opening time has elapsed since the jackpot game started. Furthermore, for each of the 10 rounds of play in the third jackpot game, the opening pattern of the large prize slot 24 is set so that it is open for 25 seconds and then closed for 1 second. In other words, for each of the 10 rounds of play in the third jackpot game, there is a set upper limit of 26 seconds. In addition, the third jackpot game has a designated ending time, which is the third ending time (for example, 5 seconds). In other words, in the third jackpot game, the jackpot game ends after the third ending time has elapsed since the end of the last (10th) round of play.

[0091] This section explains the game state transition process, which involves changing the game state. The main CPU 81 controls the game state by storing information such as flags in the main RWM 83.

[0092] When the main CPU 81 finishes a jackpot game, it controls the game state according to the type of jackpot game. For example, after the first jackpot game has finished, after the second jackpot game has finished, or after the third jackpot game has finished, the main CPU 81 controls the game to the first time-saving state. When the main CPU 81 controls the game to the first time-saving state after the first jackpot game has finished, after the second jackpot game has finished, or after the third jackpot game has finished, it updates the time-saving state flag so that it can identify that the game should be controlled to the first time-saving state.

[0093] Furthermore, when the main CPU 81 stops and displays the time-saving trigger symbol during a special game, it controls the system to the second time-saving state after the special game ends. In other words, the main CPU 81 controls the system to the second time-saving state after the special game that triggers a time-saving bonus ends. When the main CPU 81 controls the system to the second time-saving state after the special game that triggers a time-saving bonus ends, it updates the time-saving state flag so that it can identify that it is controlling the system to the second time-saving state.

[0094] The main CPU 81 controls the system to a non-time-saving state when it is in a time-saving state and the termination conditions corresponding to the type of time-saving state are met. For example, when the main CPU 81 is in a first time-saving state, it determines that the termination condition for the first time-saving state has been met when the number of times the normal game has been played after being controlled to the time-saving state reaches a predetermined first upper limit. For example, the first upper limit is 120 times. For example, when the main CPU 81 is in a first time-saving state, it determines that the termination condition for the first time-saving state has been met when the sum of the number of times the first special game and the second special game have been played after being controlled to the first time-saving state reaches a predetermined number. For example, the predetermined number is 100 times. For example, when the main CPU 81 is in a first time-saving state, it determines that the termination condition for the first time-saving state has been met when the number of times the second special game has been played after being controlled to the first time-saving state reaches a predetermined number. For example, the predetermined number is 1 time.

[0095] For example, when the main CPU 81 is controlling the system to the second time-saving state, it determines that the termination condition for the second time-saving state has been met when the sum of the number of times the first special game and the second special game have been played since the system was controlled to the second time-saving state reaches a predetermined number of times (100 times). For example, when the main CPU 81 is controlling the system to the second time-saving state, it determines that the termination condition for the second time-saving state has been met when the number of times the second special game has been played since the system was controlled to the second time-saving state reaches a predetermined number of times (1 time).

[0096] When the termination conditions for each time-saving state are met, the main CPU 81 controls the system to a non-time-saving state and updates the time-saving state flag stored in the main RWM 83 so that the game state after control to the non-time-saving state can be identified. In other words, when the main CPU 81 controls the system to a non-time-saving state, it updates the time-saving state flag so that it can be identified that the system is being controlled to a non-time-saving state.

[0097] For example, when the game state changes, the main CPU 81 outputs a control command (hereinafter referred to as a state specification command) that can identify the current game state to the sub-board 90. There are state specification commands that can identify a non-time-saving state, a state specification command that can identify the first time-saving state, and a state specification command that can identify the second time-saving state. For example, when power supply is started, the main CPU 81 outputs a state specification command that can identify the current game state to the sub-board 90.

[0098] Thus, the termination conditions for each time-saving condition include, as a common termination condition, the number of times the second special game is executed reaching a predetermined number of times. Here, the main CPU 81 determines that the termination condition for the time-saving state has been met when the second special game for the predetermined number of times has ended. As described above, the time-saving trigger symbol may be displayed in the second special game. For example, if the time-saving trigger symbol is displayed in the second special game for the predetermined number of times, the main CPU 81 controls the system to a non-time-saving state when the second special game for the predetermined number of times has ended, and then controls the system to the second time-saving state when the time-saving trigger symbol is displayed in that second special game. For this reason, in each time-saving state, when the second special game is executed, if the time-saving trigger symbol is displayed in that second special game, the system will be controlled to a non-time-saving state before being controlled to the second time-saving state. As described above, in the second special game, if the winning lottery does not result in a minor win or a major win, it will always result in a time-saving win and the time-saving trigger symbol will stop and be displayed. Therefore, if the player is playing using the recommended method, after being controlled to each time-saving state, the second special game will be executed, and if a time-saving win occurs, the second time-saving state will be controlled continuously up to the maximum number of second special reserves until a minor win or a major win is achieved. The main CPU 81 is an example of a state control means that controls the game state. The first time-saving state is an example of a specific game state.

[0099] This section explains the normal input processing. The main CPU 81 performs normal input processing as one of the timer interrupt processes. When the main CPU 81 receives a detection signal from the gate sensor SE5, it determines whether the normal hold count stored in the main RWM 83 is less than the upper limit. If the normal hold count is not less than the upper limit, the main CPU 81 terminates normal input processing. If the normal hold count is less than the upper limit, the main CPU 81 updates the normal hold count by incrementing it by 1. The main CPU 81 outputs a control command (hereinafter referred to as the normal hold count command) that can specify the updated normal hold count to the sub-board 90. Next, the main CPU 81 acquires the random numbers generated by the random number generation circuit 84 and stores normal random number information based on the acquired random numbers in the main RWM 83. For example, the random numbers may be normal winning random numbers used for the normal symbol winning lottery, normal symbol random numbers used for determining normal winning symbols, and normal variation pattern random numbers used for determining variation patterns for normal symbols. After that, the main CPU 81 terminates normal input processing.

[0100] This section explains the normal startup process. The main CPU 81 executes a normal start process as one of the timer interrupt processes. The main CPU 81 determines whether the conditions for starting a normal game are met. The main CPU 81 makes a positive determination if it is neither in a normal winning game nor in the execution of a normal game, and a negative determination if it is in a normal winning game or in the execution of a normal game. If the conditions for starting a normal game are not met, the main CPU 81 terminates the normal start process. If the conditions for starting a normal game are met, the main CPU 81 determines whether the normal reserve count is greater than zero. If the normal reserve count is zero, the main CPU 81 terminates the normal start process.

[0101] If the normal reserve count is not zero, the main CPU 81 deducts 1 from the normal reserve count and updates it. The main CPU 81 controls the normal reserve display device 19f to display information that allows identification of the normal reserve count after the deduction. The main CPU 81 obtains the first stored normal random number information from the main RWM 83. The main CPU 81 uses the normal winning random number identified from the obtained normal random number information to perform a normal win lottery (normal win determination) to determine whether or not to award a normal win as a normal symbol win lottery. Regardless of the current game state, the main CPU 81 performs a normal win lottery with a fixed normal win probability. For example, the normal win probability is 1 / 1. Note that if the normal win probability is 1 / 1, the main CPU 81 does not need to perform a normal win lottery.

[0102] Next, the main CPU 81 performs a lottery for regular symbols using regular symbol random numbers that can be identified from the regular random number information, and determines the regular winning symbols that will be displayed as stop symbols in the regular game. For example, there are two types of regular winning symbols that can be displayed as stop symbols in the regular game: the first regular winning symbol and the second regular winning symbol. For example, the main CPU 81 performs a lottery for regular symbols to determine the type of regular winning symbol in proportion to the current game state. For example, if the current game state is not a time-saving state, the main CPU 81 determines the first regular winning symbol as the regular winning symbol with a probability of 1 / 1. For example, if the current game state is a time-saving state, the main CPU 81 determines the first regular winning symbol as the regular winning symbol with a probability of 99 / 100 or 0. In other words, if the current game state is a time-saving state, the main CPU 81 determines a second regular winning symbol as a regular winning symbol of the regular symbols at a rate of 1 / 100 or 1 / 1.

[0103] For example, the probability of determining a regular winning symbol when the current game state is a time-saving state differs depending on the type of time-saving state. For example, when controlled to the first time-saving state, the probability of determining the first regular winning symbol is 99 / 100. For example, when controlled to the first time-saving state, the probability of determining the second regular winning symbol is 1 / 100. In other words, when controlled to a time-saving state triggered by the end of a jackpot game, the probability of determining the first regular winning symbol is 99 / 100. Also, when controlled to a time-saving state triggered by the end of a jackpot game, the probability of determining the second regular winning symbol is 1 / 100.

[0104] For example, the probability of determining the first regular winning symbol when controlled to the second time-saving state is zero. For example, the probability of determining the second regular winning symbol when controlled to the second time-saving state is 1 / 1. In other words, the probability of determining the first regular winning symbol when controlled to the time-saving state triggered by the stopping display of the time-saving trigger symbol is zero. Also, the probability of determining the second regular winning symbol when controlled to the time-saving state triggered by the stopping display of the time-saving trigger symbol is 1 / 1.

[0105] The main CPU 81 determines the variation pattern for the normal symbols, which has a predetermined variation time for normal gameplay. For example, if the main CPU 81 is not in a time-saving state, it determines the first normal variation pattern with a predetermined first variation time. On the other hand, if the main CPU 81 is in a time-saving state, it determines one variation pattern from among several second normal variation patterns, each with a predetermined second variation time shorter than the first variation time. For example, the first variation time is 10 minutes. For example, if the main CPU 81 is in a time-saving state, it determines the variation pattern for the normal symbols according to the result of the normal symbol lottery. For example, if the main CPU 81 determines the first normal winning symbol as the result of the normal symbol lottery, it performs a normal variation pattern determination lottery using a normal variation pattern random number that can be identified from the normal random number information, and determines a variation pattern from among several second normal variation patterns for the first normal winning symbol. For example, if the main CPU 81 determines the second regular winning symbol as a result of the regular symbol lottery, it performs a lottery to determine the regular variation pattern using a regular variation pattern random number that can be identified from the regular random number information, and determines a variation pattern from among multiple second regular variation patterns for the second regular winning symbol. Depending on how the variation pattern is determined according to the game state, the variation time of the regular game is shortened during the time-saving state.

[0106] Once the variation pattern for the regular symbols is determined, the main CPU 81 starts the regular game on the regular symbol display device 19e and outputs a variation start command for the regular symbols and a regular symbol command to the sub-board 90. The variation start command for the regular symbols is a control command that can specify the determined variation pattern for the regular symbols and the start of the variation game. The regular symbol command is a control command that can specify the determined regular symbol (the first regular winning symbol or the second regular winning symbol). Subsequently, when the variation time specified in the determined variation pattern for the regular symbols has elapsed, the main CPU 81 stops displaying the regular winning symbol according to the result of the regular symbol lottery and outputs a control command that can specify the end of the variation game (hereinafter referred to as the variation end command for the regular symbols) to the sub-board 90.

[0107] This explains the normal gameplay process. If a regular win is achieved, the main CPU 81 operates the opening / closing piece 23a of the second start opening 23 according to a predetermined operation pattern after the regular game ends, thereby generating a regular win game. For example, the main CPU 81 operates the opening / closing piece 23a of the second start opening 23 according to an operation pattern corresponding to the type of regular win, thereby generating a regular win game. In other words, a regular win game is generated according to the type of regular win. For example, the type of regular win is defined by the type of regular win symbol. In other words, a regular win game is generated according to the type of regular symbol. For example, a regular win game includes a first regular win game based on a first regular win symbol and a second regular win game based on a second regular win symbol.

[0108] For example, in the first normal winning game, the main CPU 81 controls the normal solenoid SL1 so that the opening pattern is such that the opening occurs for the first opening time, followed by the closing time. For example, the first opening time is the time during which a game ball cannot enter the second start opening 23 while the second start opening 23 is open, or during which a game ball cannot enter the second start opening 23 to a certain extent. In other words, in the first normal winning game, a game ball cannot enter the second start opening 23 while the second start opening 23 is open, or during which a game ball cannot enter the second start opening 23 to a certain extent. For example, the first opening time is 0.008 seconds. For example, the first closing time is 0.008 seconds. For example, in the second normal winning game, the main CPU 81 controls the normal solenoid SL1 so that the opening pattern is such that the opening occurs for the second opening time, followed by the closing time. For example, the second opening time is the time during which a game ball can easily enter the second starting opening 23 while it is open. In other words, in a second normal win game, a game ball can easily enter the second starting opening 23 while it is open. For example, the second opening time is 5.4 seconds. For example, the second closing time is 0.008 seconds.

[0109] Thus, in a non-time-saving state, only the first regular win symbol is determined out of the two regular win symbols, so only the first regular win game can be played out of the two regular win games. In the first regular win game, the game ball cannot enter the second start opening 23 while it is open, or the game ball cannot enter the second start opening 23 while it is open. For this reason, in a non-time-saving state, it is recommended to play with left-handed shooting. On the other hand, in a time-saving state, the second regular win symbol can be determined, so the second regular win game can be played. In the second regular win game, the game ball can easily enter the second start opening 23 while it is open. For this reason, in a time-saving state, it is recommended to play with right-handed shooting to get the game ball into the second start opening 23.

[0110] The various processes performed by the sub-CPU 91 on the sub-board 90 will be described below. The sub-CPU 91 controls the performance execution device group 16 (notification execution device group 16) to execute predetermined performances and predetermined notifications based on various control commands input from the main board 80.

[0111] This section explains the process for running the game's presentation. First, we will explain the special effect symbol determination process, which determines the combination of symbols to be displayed during the special effect game.

[0112] When the sub-CPU 91 is controlled to be in a non-time-saving state or a second time-saving state and receives a special symbol start command and a special symbol command, it determines the symbol combination to be stopped and displayed in the special performance game based on the variation pattern that can be identified from the special symbol start command and the special symbol that can be identified from the special symbol command.

[0113] When the sub-CPU 91 receives a special symbol start command and a special symbol command, it determines the symbol combination to be displayed in the special performance game based on the variation pattern that can be identified from the special symbol start command and the special symbol that can be identified from the special symbol command. For example, if the sub-CPU 91 can identify the jackpot symbol from the special symbol command, it determines the jackpot symbol combination. For example, the jackpot symbol combination is a symbol combination in which multiple performance symbols are the same performance symbol. For example, if the sub-CPU 91 can identify the minor jackpot symbol from the special symbol command, it determines the minor jackpot symbol combination. For example, the minor jackpot symbol combination is a symbol combination in which multiple performance symbols are the same performance symbol.

[0114] For example, the sub-CPU 91 determines the symbol combination for a time-saving trigger when it can identify the trigger symbol from the special symbol command. For example, a time-saving trigger symbol combination is a symbol combination in which multiple performance symbols are the same performance symbol. For example, the sub-CPU 91 determines the losing symbol combination when it can identify the losing symbol from the special symbol command. When determining the losing symbol combination, the sub-CPU 91 determines the losing symbol combination that includes a reach, or the losing symbol combination that does not include a reach, based on the variation pattern that can be identified from the variation start command. For example, a losing symbol combination that includes a reach is a symbol combination in which the performance symbols in the left and right columns are the same performance symbol, while the performance symbols in the middle column are different performance symbols. For example, a losing symbol combination that does not include a reach is a symbol combination in which multiple performance symbols are each different performance symbols.

[0115] Next, we will explain the normal animation symbol determination process, which determines the combination of symbols to be displayed during normal animation gameplay. When the sub-CPU 91 is controlled to the first time-saving state and receives a variation start command for normal symbols and a normal symbol command, it determines the combination of symbols to be stopped and displayed in the normal performance game based on the variation pattern that can be identified from the variation start command for normal symbols and the normal symbols that can be identified from the normal symbol command.

[0116] When the sub-CPU 91 receives a variable start command for normal symbols and a normal symbol command, it determines the symbol combination to be displayed in the normal performance game based on the variable pattern that can be identified from the variable start command for normal symbols and the normal symbols that can be identified from the normal symbol command. For example, if the sub-CPU 91 can identify the first normal win symbol from the normal symbol command, it determines the symbol combination for the first normal win symbol. When determining the symbol combination for the first normal win, the sub-CPU 91 determines the symbol combination for the first normal win that includes a reach, or the symbol combination for the first normal win that does not include a reach, based on the variable pattern that can be identified from the variable start command. For example, the symbol combination for the first normal win that includes a reach is a symbol combination in which the performance symbols in the left and right columns are the same, while the performance symbols in the middle column are different. For example, the symbol combination for the first normal win that does not include a reach is a symbol combination in which the performance symbols are all different. For example, the sub-CPU 91 determines the symbol combination for the second regular win when it can identify the second regular win symbol from the regular symbol command. For example, the symbol combination for the second regular win is a symbol combination in which multiple performance symbols are the same performance symbol.

[0117] Once the special performance symbol determination process or the normal performance symbol determination process determines the symbol combination to be stopped and displayed in the performance game, the sub-CPU 91 controls the performance execution device group 16, including the performance display device 15, to start the display of changing performance symbols in each symbol row. In other words, the sub-CPU 91 starts the performance game.

[0118] For example, the sub-CPU 91 temporarily stops displaying the symbol combination when a predetermined timing arrives after the start of the performance game. Subsequently, the sub-CPU 91 stops displaying the symbol combination in a final state when a variation end command is input. For example, the sub-CPU 91 may also stop displaying the symbol combination in a final state when the variation time specified in the variation pattern has elapsed. In this case, the variation end command may be omitted. If the variation end command is input before a predetermined timing arrives after the start of the performance game, the sub-CPU 91 will stop displaying the symbol combination in a final state without temporarily stopping displaying it when the variation end command is input.

[0119] Let me explain the special winning notification. In this embodiment, a special win notification can be performed as a series of notifications in the first minor win game and the first major win game based on the first minor win game, and in the second minor win game and the second major win game based on the second minor win game. Here, in the first minor win game and the second minor win game, if the player is playing the game using the recommended method, the conditions for occurrence are met with a probability of 100% or approximately 100%. For this reason, in the following description, when distinguishing between the first minor win game and the first major win game based on the first minor win game and the second minor win game and the second major win game based on the second minor win game, they will be described as the first specific win game and the second specific win game, respectively. Also, in the following description, when not distinguishing between the first specific win game and the second specific win game, they may simply be referred to as a specific win game.

[0120] As an example, the special win notification is a notification that can be executed across one or more specific win games. As described above, in this embodiment, in the second special game, there is a high probability of winning a minor win. Therefore, when the second regular win is achieved in the first or second time-saving state, the second start gate 23 is opened, and if the conditions for holding multiple second special games are met, multiple specific win games can be executed in succession. The special win notification is a notification that can be executed across such a series of specific win games.

[0121] As shown in Figure 7, for example, a special win notification may include a start notification. For example, a start notification is a notification that makes it recognizable that one or more specific win games have started. Recognizable may be by directly presenting information or by indirectly presenting information. Directly presenting information may include, for example, displaying a string of characters that indicates the information itself, or outputting an audio output that reads out a string of characters that indicates the information itself. Indirectly presenting information may include making it possible to identify the type of information by having a notification that indirectly presents information in a different manner from other notifications. In other words, when a notification is executed, predetermined information is presented in any manner, such as indirect presentation such as suggestion or hint, or direct presentation. For example, a start notification is executed when the first specific win game starts based on winning the second regular win in the first time-saving state. For example, a start notification may include a display notification that displays an opening image OG. The opening image OG is, for example, an image that mimics the string of characters "Rank Up Bonus".

[0122] For example, a special win notification may include an opening notification. For example, an opening notification is a notification that allows recognition that a series of specific win games are in progress. For example, an opening notification is a notification that allows recognition of a total notification number which is part or all of the total number of times the big prize slot 24 has been opened in a series of specific win games. In other words, the total notification number is a predetermined number that is less than or equal to the total number of times the big prize slot 24 has been opened in a series of specific win games. For this reason, the total notification number is information that indicates that the number of times indicated by the total notification number is at least equal to or greater than the total number of times the big prize slot 24 has been opened in a series of specific win games. For example, an opening notification is a notification that allows recognition of the number of times the big prize slot 24 has been opened in a series of specific win games.

[0123] For example, the opening notification may include a display notification that shows an opening image KG in a series of specific winning games. For example, the opening image KG is an image that allows recognition of the total number of notifications in a series of specific winning games. Also, the opening image KG is an image that allows recognition of the number of times the big prize opening 24 has been opened in a series of specific winning games. For example, the opening image KG may include an image that resembles the string "m / n". m represents the number of times the big prize opening 24 has been opened in a series of specific winning games, and n represents the total number of notifications in a series of specific winning games.

[0124] The opening of the large prize slot 24 in a series of specific winning games can be considered a right to a prize acquired by the player. Therefore, the total number of times the large prize slot 24 is opened can be considered the total number of rights acquired by the player. Furthermore, the number of times the large prize slot 24 is opened in a series of specific winning games can be considered the total number of rights acquired by the player that have already been consumed. In the following explanation, the total number of times the large prize slot 24 is opened in a series of specific winning games may be referred to as the total number of rights, and the number of times the large prize slot 24 is opened in a series of specific winning games may be referred to as the total number consumed. The total number of notifications, which is part of the total number of rights, is information indicating the number of times the large prize slot 24 is opened, and therefore it is information indicating the degree of advantage in the number of game media that can be acquired in a series of specific winning games (the more notifications, the higher the degree of advantage). An opening notification that allows recognition of the total number of notifications, which is part or all of the total number of rights, is an example of a notification that allows recognition of the degree of advantage in the number of game media that can be acquired in a series of specific winning games.

[0125] For example, a special win notification may include a result notification. A result notification is a notification that allows one to recognize whether or not the special win notification has ended. A result notification is a notification that can be executed when the total number of consumptions reaches the total number of notifications. A result notification may consist of a first result notification that allows one to recognize that the special win notification will continue to be executed, and a second result notification that allows one to recognize that the special win notification has ended. A special win notification may include a first result notification of 0 or more values ​​and a second result notification of 1 value.

[0126] For example, the first result notification may include a display notification that shows the first result image AG1. The first result image AG1 is an image that allows recognition that the special win notification will continue to be executed. For example, the first result image AG1 is an image that allows recognition of an increase that is part or all of the difference between the total number of rights and the total number of notifications. In other words, the first result image AG1 is an image that allows recognition of part or all of the number of times the big prize slot 24 will be newly opened. For example, the first result image AG1 is an image that mimics the string "+n", where n represents the increase. A first result notification that allows recognition of an increase is an example of a notification that allows recognition of the degree of advantage in the number of game media that can be obtained in a series of specific win games. For example, the second result image AG2 is an image that allows recognition that the special win notification will end. In other words, the second result image AG2 is an image that allows recognition that the big prize slot 24 will not be newly opened in a series of specific win games. For example, the second result image AG2 is an image that mimics the string "End". Furthermore, the special win notification may include a display notification that can be executed in common during the execution of the start notification, release notification, and result notification. For example, such a display notification is one that displays a predetermined character.

[0127] This section explains the process for triggering the win notification. First, I will explain the jackpot notification process for executing the jackpot notification during the third jackpot game.

[0128] When the sub-CPU 91 receives an opening command indicating the start of the third jackpot game, it controls the notification execution device group 16 to execute the opening notification. Subsequently, when the sub-CPU 91 receives a round command, it controls the notification execution device group 16 to execute the round notification. Furthermore, when the sub-CPU 91 receives an ending start command, it controls the notification execution device group 16 to execute the ending notification. Finally, when the sub-CPU 91 receives an ending end command, it controls the notification execution device group 16 to end the ending notification.

[0129] Next, we will explain the special win notification process for executing the special win notification. When the sub-CPU 91 receives an opening command indicating the start of a specific winning game (first minor winning game or second minor winning game) during the first time-saving state, while the sub-CPU 91 is not currently executing a special win notification, it controls the notification execution device group 16 to execute a special win notification. For example, the sub-CPU 91 controls the notification execution device group 16 to execute a special win notification start notification when an opening command is entered. After the notification time for the start notification (for example, 3 seconds) has elapsed, the sub-CPU 91 controls the notification execution device group 16 to execute an opening notification instead of a start notification.

[0130] At this time, the sub-CPU 91 identifies the total number of rights according to the type of specific winning game currently in play and the type of specific winning game in reserve based on the second special game in reserve, and determines the total number of notifications based on the total number of rights. The sub-CPU 91 identifies the type of specific winning game in reserve based on the second special game in reserve based on the reserve information stored in the sub-RWM 93. For example, when a second reserve number command and a pre-read command are input, the sub-CPU 91 stores the input pre-read command in the sub-RWM 93 along with the identifiable reserve information. At this time, the sub-CPU 91 updates the reserve information so that it can identify which of the second special games in reserve the pre-read command corresponds to and the order in which the pre-read commands were input, based on the second reserve number that can be identified from the input second reserve number command. The sub-CPU 91 identifies which type of win will occur in each second special game from the pre-read commands stored in the reserve information, and identifies the total number of rights according to the identified type of win and its number.

[0131] For example, the initial total number of notifications should be a multiple of the greatest common divisor of the total number of times the big prize slots 24 are opened in each specific winning game. For example, the sub-CPU 91 determines the total number of notifications to be n times (n = natural number), which is the greatest common divisor (for example, the greatest common divisor) of the total number of times the big prize slots 24 are opened in the first specific winning game (10) and the total number of times the big prize slots 24 are opened in the second specific winning game (20). The sub-CPU 91 then executes opening notifications in a way that makes the determined total number of notifications recognizable.

[0132] Furthermore, the sub-CPU 91 executes an opening notification so that the total number of consumptions (the number of times the large prize slot 24 has opened in a series of specific winning games) can be recognized. For example, during the execution of the first specific winning game, each time a new round of game starts, the sub-CPU 91 updates the total number of consumptions by adding 1 and executes an opening notification so that the updated total number of consumptions can be recognized. For example, during the execution of the second specific winning game, each time a new round of game starts, the sub-CPU 91 updates the total number of consumptions by adding 1 and executes an opening notification so that the updated total number of consumptions can be recognized. During the execution of the second specific winning game, when the timing for the second opening of the large prize slot 24 in one round of game arrives (when 3.6 seconds have elapsed since the start of the round of game), the sub-CPU 91 updates the total number of consumptions by adding 1 and executes an opening notification so that the updated total number of consumptions can be recognized.

[0133] Furthermore, the sub-CPU 91 controls the notification execution device group 16 to execute result notification when the total number of consumed items reaches the total number of notifications. For example, the sub-CPU 91 controls the notification execution device group 16 to execute a second result notification when the total number of notifications reaches the total number of rights. For example, the sub-CPU 91 controls the notification execution device group 16 to execute a first result notification or a second result notification when the total number of notifications does not reach the total number of rights. For example, the sub-CPU 91 executes a predetermined lottery and executes a first result notification or a second result notification according to the result of the lottery. For example, when the sub-CPU 91 executes a second result notification when the total number of notifications does not reach the total number of rights, it executes a first result notification with an increase of 10 when the next winning game or the next round game starts.

[0134] Furthermore, when the sub-CPU 91 receives a jackpot ending command that can identify the first specific winning game, if there is a difference between the total number of notifications and the total number of rights, it performs an increase lottery to determine whether or not to execute the first result notification, and executes the first result notification based on the result of the increase lottery. Also, when the sub-CPU 91 receives a jackpot round command that can identify the second specific winning game, and if it identifies the execution of the fifth round game from the jackpot round command, it may execute the first result notification at the timing when the opening of the second jackpot entry point 24 in that round game is completed. When the above timing arrives, if there is a difference between the total number of notifications and the total number of rights, the sub-CPU 91 performs an increase lottery, and executes the first result notification based on the result of the increase lottery.

[0135] When executing the first result notification, the sub-CPU 91 determines the increase number (the number of times the newly notified grand prize slot 24 will be opened) based on the difference between the total number of notifications and the total number of rights. The increase number should preferably be a multiple of the above common divisor. As an example, the sub-CPU 91 determines the increase number to be n times 10, with the difference between the total number of notifications and the total number of rights as the upper limit. The sub-CPU 91 executes the first result notification according to the increase number. When executing the first result notification, the sub-CPU 91 updates the total number of notifications by adding the increase number, and also executes an opening notification so that the updated total number of notifications can be recognized.

[0136] Thus, the initial total number of notifications and the increase in number are both n times 10. For this reason, in this embodiment, the result notification is performed during the ending period of a specific winning game and after the opening of the second large prize slot 24 in the fifth round of the second specific winning game. As an example, each result notification is performed until the next winning game or the next round of game begins.

[0137] Furthermore, if the conditions for occurrence are not met in a specific winning game, the sub-CPU 91 determines that the series of specific winning games has ended, regardless of whether the specific winning game is on hold or not, and controls the notification execution device group 16 to terminate the special win notification. For example, the sub-CPU 91 executes the second result notification, and then controls the notification execution device group 16 to terminate the special win notification.

[0138] This section explains how the special win notification is implemented. Figure 8 shows the situation after the end of the third jackpot game and when the system is controlled to the first time-saving state. Assume that at time T00, the first specific jackpot game has been executed since the system was controlled to the first time-saving state. Here, we assume that the first specific jackpot game has been executed. The notification execution device group 16 starts a special jackpot notification (start notification) because the first specific jackpot game has started since the system was controlled to the first time-saving state. Assume that at time T01, an opening notification with a total number of notifications of 10 has started. As a result, the player can recognize that the jackpot opening 24 will be opened at least 10 times during the series of specific jackpot games.

[0139] At time T02, it is assumed that the 10th opening of the large prize slot 24 in the first specific winning game has finished. As mentioned above, in the first specific winning game, the large prize slot 24 is opened once per round. In other words, at time T02, it is assumed that the last round of the first specific winning game has finished. At this time, the result notification is executed because the total number of openings has reached the total number of notifications. Here, it is assumed that the first result notification with an increase of 10 is executed because the second specific winning game is pending. As a result, the player can recognize that the large prize slot 24 will be opened at least 10 times in the subsequent series of specific winning games.

[0140] At time T03, the first round of the next specific winning game (second specific winning game) begins. At this time, the notification execution device group 16 finishes the result notification and executes the opening notification. The player can recognize from the opening notification that the large prize slot 24 will be opened at least 10 times in the subsequent series of specific winning games. As described above, the expected variation time of the second variation game is 0.1 seconds, and the opening time of the specific winning game is 0.1 seconds. Therefore, when a series of specific winning games are executed, the player can be given the impression that the first winning game is being executed continuously.

[0141] At time T04, it is assumed that the 10th opening of the large prize slot 24 in the second specific winning game has finished. As mentioned above, in the second specific winning game, the large prize slot 24 is opened twice in one round of play. In other words, this is the situation where the opening of the large prize slot 24 in the 5th round of play in the second specific winning game has finished. At this point, the total number of openings has reached the total number of notifications, and the result notification is executed. Here, it is assumed that the first result notification with an increase of 10 is executed because the 6th round of play and beyond in the second specific winning game have not been executed. As a result, the player can recognize that the large prize slot 24 will be opened at least 10 times in the subsequent series of specific winning games.

[0142] At time T05, the sixth round of the second specific winning game begins. At this time, the notification execution device group 16 has finished notifying the result and is executing the opening notification. The player can recognize from the opening notification that the large prize slot 24 will be opened at least 10 times in the subsequent series of specific winning games.

[0143] At time T06, the final round of the second specific winning game is assumed to have ended. At this time, the result notification is executed because the total number of open rounds has reached the total number of notifications. Here, although the specific winning game is still pending, the second result notification is executed based on the decision to execute the second result notification through a predetermined lottery. As a result, the player can recognize that the series of specific winning games may be ending.

[0144] Figure 9 shows the situation after the end of the third jackpot game and when the system is controlled to the first time-saving state. Assume that at time T10, the first specific jackpot game is executed after the system is controlled to the first time-saving state. Here, we assume that the first specific jackpot game is executed. The notification execution device group 16 starts a special jackpot notification (start notification) because the first specific jackpot game has started after the system is controlled to the first time-saving state. Assume that at time T11, an opening notification with a total number of notifications of 10 has started. As a result, the player can recognize that the jackpot opening 24 will be opened at least 10 times during the series of specific jackpot games.

[0145] At time T12, it is assumed that the 10th opening of the large prize slot 24 in the first specific winning game has finished. In other words, it is assumed that the final round of the first specific winning game has finished. At this time, the result notification is executed because the total number of openings has reached the total number of notifications. Here, it is assumed that the second result notification is executed because there are no specific winning games pending. This allows the player to realize that a series of specific winning games may be ending.

[0146] Thus, when controlled to the first time-saving state, a first situation may occur in which the next specific winning game is executed after the execution of the first specific winning game, and a second situation in which the next specific winning game is not executed after the execution of the first specific winning game. In this embodiment, in both the first and second situations, a common notification (the same opening notification) can be executed in at least a portion of the first specific winning game (the first specific winning game). On the other hand, in the first situation, a first result notification (special notification) that is not executed in the second situation can be executed before the next specific winning game (the second specific winning game) ends. Furthermore, in the first situation, there are multiple timings for executing the first result notification during the period until the next specific winning game (the second specific winning game) ends (when the last round of the first specific winning game ends, and when the opening of the 10th big prize slot 24 in the next specific winning game ends).

[0147] Furthermore, in the first situation, if the execution of the second result notification is decided by a predetermined lottery, the execution of the next specific winning game is suspended, but the second result notification is executed. On the other hand, in the second situation, the execution of the next specific winning game is not suspended, so the second result notification is executed. In other words, in both the first and second situations, the second result notification can be executed at the end of one specific winning game. The second result notification is an example of a special common notification. Furthermore, in the first situation, deciding to execute the second result notification by a predetermined lottery is an example of when a special condition is met in one specific winning game. Furthermore, in the second situation, the end of the final round of a specific winning game is an example of when a special condition is met in one specific winning game.

[0148] Figure 10 shows the situation after the end of the third jackpot game and when the system is controlled to the first time-saving state. At time T20, it is assumed that the first specific jackpot game has been executed since the system was controlled to the first time-saving state. Here, it is assumed that the first specific jackpot game has been executed. At time T21, the situation shows that the 9th round of the second specific jackpot game has ended. At this time, the notification execution device group 16 executes an open notification with a total consumption of 9 because the 9th round of the second specific jackpot game has ended.

[0149] Now, let's assume that in this situation, the power supply is temporarily cut off. For example, when the sub-CPU 91 receives a restore command due to the temporary power supply cut off, it initializes the total consumption and total number of notifications to 0. Then, at time T22, let's assume that the 10th round of the first jackpot game has started. After the power supply is restored, the sub-CPU 91 receives a jackpot round command as the 10th round of the first jackpot game begins. When the sub-CPU 91 determines from the entered jackpot round that it is in the middle of a specific jackpot game round, it controls the notification execution device group 16 to execute an opening notification for the special jackpot notification. As a result, the notification execution device group 16 executes an opening notification with a total consumption and total number of notifications of 0. Subsequently, the sub-CPU 91 updates the total consumption amount in response to the opening of the large prize slot 24. If the total consumption amount exceeds the total notification amount, it updates the total notification amount to match the total consumption amount, and then executes an opening notification based on the updated total consumption amount and total notification amount.

[0150] Subsequently, at time T23, the final round of the first specific winning game is completed. This prompts the sub-CPU 91 to execute the result notification. Here, because the specific winning game is pending, the first result notification with an increase of 10 is executed. As a result, the player can recognize that the large prize slot 24 will be opened at least 10 times in the subsequent series of specific winning games.

[0151] Thus, when the power supply is interrupted during the execution of an opening notification (common notification) in a specific winning game, and then the power supply is restored, it is possible to execute an opening notification with a total consumption of 0 and a total number of notifications of 0 in either the first situation, where the execution of the next specific winning game is suspended, or the second situation, where the execution of the next specific winning game is not suspended. In other words, in both the first and second situations, when the power supply is interrupted during the execution of a specific winning game, and then the power supply is restored, it is possible to execute an opening notification with a total consumption of 0 and a total number of notifications of 0. An opening notification with a total consumption of 0 and a total number of notifications of 0 is an example of a special common notification.

[0152] Furthermore, if the total consumption exceeds the total number of notifications, the total number of notifications is updated to match the total consumption. Therefore, different release notifications can be issued depending on whether the power supply is interrupted and then restarted during the execution of one specific winning game, or whether the power supply continues without being interrupted during the execution of one specific winning game. In this situation, when the first result notification is issued, an increase is added to the total number of notifications based on the total consumption. For this reason, in the first situation, some of the notification methods (execution methods related to the total consumption and total number of notifications) for the next specific winning game differ depending on whether the power supply is interrupted and then restarted during the execution of one specific winning game, or whether the power supply continues without being interrupted during the execution of one specific winning game.

[0153] Figure 11 shows the situation after the end of the third jackpot game and when the game is controlled to the first time-saving state. At time T30, it is assumed that the first specific jackpot game has been executed since the game was controlled to the first time-saving state. Here, it is assumed that the first specific jackpot game has been executed. At time T31, the situation shows that the last round of the first specific jackpot game has finished. At this time, the result notification is executed because the total number of openings has reached the total number of notifications. Here, it is assumed that the first result notification with an increase of 10 is executed because the first specific jackpot game is on hold. As a result, the player can recognize that the jackpot opening 24 will be opened at least 10 times in the subsequent series of specific jackpot games.

[0154] Suppose that at time T32, the next first specific winning game is started. At this time, suppose that the occurrence condition is not met in the first specific winning game. Because the occurrence condition is not met in the first specific winning game, the first specific winning game ends. At this time, the sub-CPU 91 controls the notification execution device group 16 to execute the second result notification, regardless of whether the execution of the next specific winning game is pending or not, when the first specific winning game ends because the occurrence condition is not met. This makes it possible for the player to recognize that a series of specific winning games may end.

[0155] Thus, when controlled to the first time-saving state, after the execution of one specific winning game, a minor winning game in another specific winning game is started, and then the minor winning game ends without the conditions for occurrence being met in that minor winning game, the second result notification is executed regardless of whether the execution of the next specific winning game is suspended or not. In other words, when controlled to the first time-saving state, in the third situation where, after the execution of one specific winning game, a minor winning game in another specific winning game is started, and then the minor winning game ends without the conditions for occurrence being met in that minor winning game, and then the next specific winning game is executed, if the minor winning game in the other specific winning game is started, and then the minor winning game ends without the conditions for occurrence being met in that minor winning game, the first result notification targeting the next specific winning game is not executed. The start of a minor winning game in another specific winning game is one example of obtaining the right to win another specific winning game. Furthermore, if a minor win game in another specific winning game is initiated, and then ends without the conditions for its occurrence being met, this is an example of losing the right to win without the conditions for the execution of that other specific winning game being met.

[0156] The effects of this embodiment will now be explained. (1) According to this embodiment, in a first situation where the next specific winning game is executed after the completion of the first specific winning game, and in a second situation where the next specific winning game is not executed after the completion of the first specific winning game, a common notification can be issued during the execution of the first specific winning game. Therefore, during the period in which the common opening notification is issued, the player can be entertained by wondering whether the situation will be the first or the second situation.

[0157] (2) Furthermore, in the first situation, since the first result notification can be performed, when the first result notification is performed, the player can recognize that it is the first situation (that the next specific winning game will be performed). Therefore, it is possible to make the player interested in whether or not the first result notification will be performed.

[0158] (3) Furthermore, in the first situation, there are multiple timings for the execution of the first result notification, which allows the player to recognize the degree of advantage in the number of game tokens that can be obtained in one specific winning game and the next specific winning game. Therefore, in the first situation, the player can enjoy wondering whether or not the first result notification will be executed at multiple timings.

[0159] (4) Furthermore, when the opening notification common to one specific winning game is being executed in both the first situation and the second situation, the power supply is cut off, and then when the power supply is restored, an opening notification is executed in which both the total consumption and the total number of notifications are 0. In this way, the expectation of whether the first situation or the second situation will occur is maintained, while the player is made aware that the power supply has been temporarily cut off.

[0160] (5) Furthermore, if the power supply is temporarily interrupted during the execution of one specific winning game in the first situation, even after the first result notification is executed at the end of the winning game, it is possible to execute a release notification with different execution methods for the total number of consumed units and the total number of notifications. For this reason, even after the completion of one specific winning game, it is easy to recognize that the power supply was temporarily interrupted during the execution of one specific winning game in the first situation.

[0161] (6) In addition, since the second result notification may be executed in either the first situation or the second situation, even when one specific winning game ends, it can be expected that the next specific winning game will be executed.

[0162] (7) Furthermore, in the third situation, if the right to win is lost in another specific winning game, the first result notification for the next specific winning game will not be executed. This makes it difficult to misinterpret the number of game tokens that can be won when the right to win is lost after the end of one specific winning game without the conditions for another specific winning game being met.

[0163] 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. - When controlled to the first time-saving state, in the third situation in which, after the execution of one specific winning game, a minor winning game in another specific winning game is started, and the minor winning game ends without the conditions for occurrence being met in that minor winning game, and then the next specific winning game is executed, if the minor winning game in the other specific winning game starts and ends without the conditions for occurrence being met in that minor winning game, it may be possible to execute the first result notification for the next specific winning game. In this case, when the minor winning game ends without the conditions for occurrence being met in the minor winning game, the sub-CPU 91 may determine the total number of rights based on the specific winning game whose execution is pending, and may also determine the increase amount based on the total number of rights and the current total number consumed. According to this, even when the right to acquire is lost without the conditions for occurrence being met in another specific winning game after the end of one specific winning game, it is possible to suitably execute a special notification for the next specific winning game.

[0164] • As an example of the initial total number of notifications and the increase, it is given as n times the common divisor of the number of times the big prize slot 24 of a specific winning game is opened, but it is not limited to this. The initial total number of notifications and the increase may be determined based on the combination of the number of times the big prize slot 24 of a predetermined specific winning game is opened and the number of times the big prize slot 24 of another specific winning game is opened. A specific example is given when the number of times the big prize slot 24 of a predetermined specific winning game is opened is 3, and the number of times the big prize slot 24 of another specific winning game is opened is 5. In this case, if the initial total number of notifications and the increase are determined to be n times 1, which is the common divisor of these, then for example, when the total number of notifications is 4, the total number of rights will not be 4 when these specific winning games are executed in combination. For this reason, it is possible to know in advance that a series of specific winning games will not end. Accordingly, in the example above, it is preferable to determine the total number of notifications and the increase that may result from the combination of these specific winning games. Specifically, it would be ideal if special notifications were issued so that the total number of notifications is 3, 5, 6, 8...

[0165] The initial total number of notifications and the increase in number may be determined based on some of the specific winning games in a series of specific winning games. In other words, the initial total number of notifications and the increase in number may be determined based on some of the specific winning games in a series of specific winning games (for example, one specific winning game and the next specific winning game), or they may be determined based on all of the specific winning games in a series of specific winning games.

[0166] The notification method for the results may differ depending on the timing of the execution. • Examples of times when result notifications can be executed include during the execution of the round game of a specific winning game (the period from the end of the opening period to the start of the ending period) and during the ending period of a specific winning game, but are not limited to these. Any result notification, in whole or in part, may be executed after the specific winning game has finished. For example, any result notification, in whole or in part, may be executed during the execution of the variable game related to the execution of the next specific winning game, or during the period from the end of the variable game to the start of the specific winning game.

[0167] The first result notification, as a special notification, may be able to execute a predetermined notification before executing a display notification that displays a first result image AG1 in which the increase in number can be recognized. For example, the predetermined notification may be a pre-notification executed in a manner corresponding to the increase in number that can be recognized by the first result image AG1. For example, the pre-notification may be a display notification that displays a predetermined image (for example, an image resembling a character), and the design of the image may differ depending on the increase in number. Different designs may include, for example, different colors, different characters (objects), and different text. In other words, the pre-notification may differ in color, character (object), and text, etc., when executed in the first manner and when executed in the second manner. Furthermore, the pre-notification in the first manner may be executable when the increase is the first number, and the pre-notification in the second manner may be executable when the increase is the second number. The first increase in number and the second increase in number should differ in at least part. To give a specific example, the first increment is 10 and 20, and the second increment is 20. In other words, when the increment recognized by the first result notification is 10, advance notification according to the first mode can be performed, and when the increment recognized by the first result notification is 20, advance notification according to the first mode or advance notification according to the second mode can be performed.

[0168] • As a special notification, the first result notification is given as an example, but it is not limited to this. In other words, as an opening notification (total number of notifications) and a first result notification (increase), the number of openings is given as an example, but it is not limited to this. For example, it may be possible to execute a notification that allows recognition of the number of game media expected to be acquired before the next result notification is executed. Also, for example, it may be possible to execute a notification that allows recognition of the time until the next result notification is executed. With these notifications, it can be said that the degree of advantage in the number of game media that can be acquired in a series of specific winning games can be recognized depending on the amount of game media expected to be acquired and the length of time.

[0169] • While an opening notification is given as an example of a common notification, it is not limited to this. A common notification is any notification that can be executed at least partially (partially or entirely) during the execution of one specific winning game in a first situation where the next specific winning game is executed after the execution of one specific winning game, and in a second situation where the next specific winning game is not executed after the execution of one specific winning game. For example, a common notification may be a display notification that shows a predetermined character during the execution of one specific winning game in both the first and second situations.

[0170] As an example of a special common notification, an opening notification in which both the total consumption and the total number of notifications are 0 was given, but it is not limited to this. A special common notification is any notification that is executed in common in either the first or second situation when the power supply is interrupted during the execution of the above common notification and then the power supply is restarted. For example, a special common notification may be an opening notification in which the total consumption and the total number of notifications are based on the number of times the big prize slot 24 has been opened in the restored specific winning game. To give a specific example, after the fourth opening of the big prize slot 24 in the second specific winning game has finished, the power supply is interrupted and then the power supply is restarted, and an opening notification in which the total consumption is 4 and the total number of notifications is 20 may be executed as a special common notification.

[0171] The second result notification, which serves as a special common notification, may not be executed when the player is aware that the total number of notifications has reached the total number of rights. A situation in which the player is aware that the total number of notifications has reached the total number of rights is, for example, when the execution of a specific winning game is not suspended and the ending period of the currently running specific winning game has arrived. In such a case, instead of the second result notification, another result notification that allows the player to recognize that the series of specific winning games has ended may be executed.

[0172] The second result notification, as a special common notification, may terminate under different conditions than the first result notification, which is also a special notification. For example, the second result notification may have a different notification time than the first result notification, and may terminate when a predetermined termination condition different from the termination conditions of the first result notification is met. As an example, the predetermined termination condition may differ depending on the timing at which the special condition is met, and may also differ depending on the type of special condition that is met.

[0173] ・While the second result notification is given as an example of a special common notification, it is not limited to this. A special common notification is any notification that can be executed in common at the end of a specific winning game in both the first and second situations when a special condition is met in a specific winning game. For example, a special common notification may be a notification that recognizes that the type of a specific winning game is a specific type (for example, a winning game that is controlled to a second time-saving state after the end of the winning game), or it may be a notification that recognizes that the total number consumed, the total number of notifications, or the total number of rights during the winning streak period has reached a predetermined value. In these cases, the special common notification will be executed in both the first and second situations based on the fact that the same special condition has been met. In other words, the special condition may be met by the fact that the type of a specific winning game is a specific type, regardless of whether it is the first or second situation, or by the fact that the total number consumed, the total number of notifications, or the total number of rights during the winning streak period has reached a predetermined value.

[0174] Depending on when the special conditions are met, the timing of the execution of the special common notification, and / or the notification method may differ. When power supply is started, the total number of consumed devices and the total number of notifications are initialized, and an open notification that recognizes the total number of consumed devices and the total number of notifications after initialization can be executed, but is not limited to this. For example, an open notification that recognizes the total number of consumed devices and the total number of notifications may not be executed until the next specific winning game is executed. In this case, the open notification that recognizes 0 as the total number of consumed devices and the total number of notifications may be executable until the specific winning game that restored it ends, or it may be executable until the specific winning game that restored it does not recognize the total number of consumed devices and the total number of notifications ends. An open notification that does not recognize the total number of consumed devices and the total number of notifications can be executed, for example, by displaying an image that mimics the string "? / ?" or by displaying an open image KG that does not contain an image that mimics the string "m / n". As an example, if the sub-CPU 91 is configured so that an open notification that recognizes the total number of consumed devices and the total number of notifications is not executed until the next specific winning game is executed, the total number of consumed devices and the total number of notifications may not be updated until the next specific winning game is executed.

[0175] The various notifications described herein may be implemented as part of the performance. The various effects described herein may be implemented as a form of notification. The example given is one in which a minor win is highly likely when a regular win is achieved, but it is not limited to this. It is sufficient if the system is configured so that multiple winning games are played within a predetermined period, and a special win notification is given based on these multiple winning games.

[0176] The first special game and the second special game may be played in the order in which the players enter the first starting gate 22 and the second starting gate 23. One of the two special games, the first special game or the second special game, may be given priority over the other special game.

[0177] The pachinko game machine 10 may be equipped with a probability variation function. For example, as a pachinko game machine 10 equipped with a probability variation function, it may adopt a specification that grants a high probability state until the next big win game, a specification that grants a high probability state until the fall-out lottery is won (a so-called fall-out machine), or a specification that grants a high probability state until a specified number of variable games are completed (a so-called ST machine). In addition, as a pachinko game machine 10 equipped with a probability variation function, it may adopt a specification that grants a high probability state on the condition that the game ball passes through a specific area in the big prize entry opening 24 (a so-called V probability variation machine). The pachinko game machine 10 may also have a specification that combines the specifications of a fall-out machine and the specifications of a V probability variation machine.

[0178] The main CPU 81, main ROM 82, main RWM 83, and random number generation circuit 84 may be configured on a single chip. The specific configuration of the game board 20 may be changed as desired.

[0179] The sub-board 90 may be used as a sub-overall control board, and a display control board specializing in controlling the performance display device 15, a light emission control board specializing in controlling the decorative lamps 14, and a sound control board specializing in controlling the speakers 13 may be provided separately from the sub-board 90. The sub-board may also include such a sub-overall control board and other boards that control performance and notification. In this embodiment, the main CPU 81 and the sub-CPU 91 may be mounted on a single board. The display control board, light emission control board, and sound control board may be arbitrarily combined to form one or more boards.

[0180] The above embodiment may be applied to a slot machine. In a slot machine, the bet amount (also called the number of bets) can be set by operating the BET button or by inserting tokens. In a slot machine, after the bet amount is set, when the start lever is operated, multiple reels rotate. In a slot machine, after the multiple reels have rotated, when the stop button is operated, the rotation of the corresponding reel stops. Then, in a slot machine, when the rotation of all reels stops, a prize (awarding of tokens, re-play) is given according to the combination of symbols that stopped. In a slot machine, the period from when the start lever is operated with the bet amount set until the rotation of all reels stops is included in at least one symbol change. In addition, some slot machines have a prize draw, and it is possible to win a bonus prize in the prize draw. In such a slot machine, when a bonus prize is won by deriving a combination of symbols corresponding to a bonus prize on the winning line, a bonus game is awarded. The bonus game is equivalent to the winning game in a pachinko game machine 10.

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

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

[0183] The technical concepts that can be understood from the above embodiments and modified examples are described below. (Note 1) A gaming machine capable of executing winning games, comprising: state control means for controlling the game state; notification execution means for executing notifications; and notification control means for controlling the notification execution means, wherein when controlled to a specific game state, there is a first situation in which the next specific winning game is executed after the execution of one specific winning game, and a second situation in which the next specific winning game is not executed after the execution of one specific winning game, wherein in the first situation and the second situation, a common notification can be executed for at least a portion of the execution of one specific winning game, and in the first situation, a special notification that is not executed in the second situation can be executed before the next specific winning game ends.

[0184] (Note 2) A gaming machine capable of executing winning games, comprising: state control means for controlling the game state; notification execution means for executing notifications; and notification control means for controlling the notification execution means, wherein when controlled to a specific game state, there is a first situation in which the next specific winning game is executed after the execution of one specific winning game, and a second situation in which the next specific winning game is not executed after the execution of one specific winning game, wherein in the first situation and the second situation, a common notification can be executed at least in part during the execution of one specific winning game, and in the first situation, there are multiple timings for executing a special notification that can recognize the degree of advantage in the number of game media that can be obtained in one specific winning game and the next specific winning game during the period until the next specific winning game is completed.

[0185] (Note 3) A gaming machine capable of executing winning games, comprising: state control means for controlling the game state; notification execution means for executing notifications; and notification control means for controlling the notification execution means, wherein when controlled to a specific game state, there is a first situation in which the next specific winning game is executed after the execution of one specific winning game, and a second situation in which the next specific winning game is not executed after the execution of one specific winning game, wherein in the first situation and the second situation, a common notification can be executed for at least a portion of the execution of one specific winning game, in the first situation, a special notification that is not executed in the second situation can be executed before the next specific winning game ends, and in the first situation or the second situation, when the power supply is interrupted during the execution of a common notification in one specific winning game and then the power supply is started again, a special common notification can be executed.

[0186] (Note 4) A gaming machine as described in any of (Notes 1) to (Note 3) that can execute a special common notification at the end of a specific winning game when special conditions are met in the first situation and the second situation described above.

[0187] (Note 5) A gaming machine as described in any of (Notes 1) to (Note 4), wherein, in the first situation described above, at least a part of the notification method in the next specific winning game differs depending on whether the power supply is interrupted during the execution of one specific winning game and then restarted, or whether the power supply continues without being interrupted during the execution of one specific winning game.

[0188] (Note 6) When controlled to the specified game state, there is a third situation in which, after executing one specified winning game, the right to acquire another specified winning game is obtained, but the right to acquire that specified winning game is lost without the execution conditions of that specified winning game being met, and then the next specified winning game is executed, and in the third situation, the right to acquire another specified winning game is lost, the special notification is executed for the next specified winning game as described in any of (Notes 1) to (Note 5).

[0189] (Note 7) A gaming machine as described in any of (Notes 1) to (Note 5), in which, when controlled to the specified game state, after the execution of one specified winning game, after obtaining the right to acquire another specified winning game, the right to acquire that specified winning game is lost without the execution conditions of that specified winning game being met, and then the next specified winning game is executed, and in the third situation, when the right to acquire another specified winning game is lost, the special notification is not executed for the next specified winning game. [Explanation of symbols]

[0190] AG1…First result image AG2…Second result image CL…Centerline KG…Open image OG…Opening image SE1…First start sensor SE2…Second start sensor SE3…Count sensor SE4…Specific sensor SE5…Gate sensor SL1…Normal solenoid SL2…Special solenoid SL3…Distribution solenoid 10…Pachinko game machine 11…Frame 11a…Outer frame 11b…Inner frame 11c…Front frame 11d…Opening 13…Speaker 14…Decorative lamp 15…Performance display device 15a…Display area 16…Performance execution device group, notification execution device group 18…Launch handle 19a…First special symbol display device 19b…Second special symbol display device 19c…First special hold display device 19d…Second special hold display device 19e…Normal symbol display device 19f…Normal hold display device 20…Game board 20a…Game area 20b…Display window 20c…Inlet 22…First start gate 23…Second start gate 23a…Opening / closing piece 24…Big prize gate 24a…Opening / closing piece 29…Gate 31…Out gate 80…Main board 81…Main CPU 82…Main ROM 83…Main RWM 84…Random number generation circuit 85…RWM clear switch 90…Sub board 91…Sub CPU 92…Sub ROM 93…Sub RWM

Claims

1. In a gaming machine capable of executing a winning game, A state control means for controlling the game state, A notification execution means for executing notification, The system includes a notification control means for controlling the notification execution means, When controlled to a specific game state, there is a first situation in which the next specific winning game is executed after the execution of the first specific winning game, and a second situation in which the next specific winning game is not executed after the execution of the first specific winning game. In the first situation and the second situation, common notification can be performed at least in part during the execution of one specific winning game, In the first situation described above, the gaming machine has multiple timings for executing special notifications that allow the player to recognize the degree of advantage in the number of game tokens that can be obtained in one specific winning game and the next specific winning game during the period until the next specific winning game ends.

2. When controlled to the aforementioned specific game state, there is a third situation in which, after executing one specific winning game, the right to acquire another specific winning game is obtained, but then the right to acquire that specific winning game is lost because the execution conditions for that specific winning game are not met, and then the next specific winning game is executed. The gaming machine according to claim 1, wherein, in the third situation described above, when the right to win another specific winning game is lost, the special notification is executed for the next specific winning game.

3. When controlled to the aforementioned specific game state, there is a third situation in which, after executing one specific winning game, the right to acquire another specific winning game is obtained, but then the right to acquire that specific winning game is lost because the execution conditions for that specific winning game are not met, and then the next specific winning game is executed. In the third situation described above, when the right to win another specific winning game is lost, the special notification is not executed for the next specific winning game, according to claim 1.