Gaming machine
The gaming machine extends gameplay and maintains player engagement by using effect execution and control mechanisms to ensure variable games continue despite unfavorable lottery outcomes, enhancing player interest through dynamic displays and sounds.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2024-12-26
- Publication Date
- 2026-07-08
AI Technical Summary
Existing gaming machines risk reducing player interest when variable games end earlier than expected, leading to a decline in engagement.
A gaming machine equipped with an effect execution means and control mechanism that allows for specific effects to be executed in a predetermined mode, ensuring the variable game can continue even if the lottery result is unfavorable, with display content changing over time.
This approach helps maintain player interest by extending gameplay and enhancing engagement through dynamic visual and auditory effects.
Smart Images

Figure 2026113948000001_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a gaming machine.
Background Art
[0002] Conventionally, in a pachinko gaming machine or a spinning reel gaming machine (so-called slot machine), which is a type of gaming machine, for example, a variable game can be executed. For example, in a pachinko gaming machine, the longer the time during which the variable game is executed, the higher the expectation of favorable development tends to be. And, for example, in the gaming machine described in Patent Document 1, various effects such as a crane lifting an item are performed. And, in the gaming machine described in Patent Document 1, when a winning item is lifted by the crane, notice information such as a super reach notice or a jackpot notice is notified, and anticipation for subsequent development can be created.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, if the variable game ends earlier than the player's random guess, there is a risk of reducing the interest.
Means for Solving the Problems
[0005] The gambling machine that solves the above problems is a gambling machine capable of executing a variable game, comprising an effect execution means and an effect control means capable of controlling the effect execution means, wherein the effects that the effect execution means can execute include a specific effect, and when the specific effect is executed, it is possible to specify a period in which it is possible to specify that the variable game will not end, and even if the result of a predetermined lottery related to the variable game is different, the specific effect can be executed in a predetermined execution mode, and the predetermined execution mode is a mode in which the display content of the specific effect changes over time. [Effects of the Invention]
[0006] According to the present invention, it is possible to suppress the decline in interest. [Brief explanation of the drawing]
[0007] [Figure 1] Figure 1 is a perspective view of a pachinko game machine. [Figure 2] Figure 2 is a front view of the game board. [Figure 3] Figures 3(a) and 3(b) show examples of the display content of the display device when a button animation is executed. [Figure 4] Figure 4 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 5] Figures 5(a) to 5(d) show examples of the content displayed on the performance display device when a timing performance is executed. [Figure 6] Figures 6(a) and 6(b) show examples of the display content of the performance display device when the performance button is operated while a timing performance is being executed. [Figure 7] Figures 7(a) to 7(g) show examples of the effects and display content of the effects display device during the execution of a special game based on various variation patterns. [Modes for carrying out the invention]
[0008] The following describes the embodiments of the gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. <Regarding the mechanical configuration of pachinko gaming machine 10> As shown in Figure 1, the pachinko game machine 10 (hereinafter referred to as "game machine 10") comprises an outer frame 12, an inner frame 13, and a front frame 14. The outer frame 12 is fixed to the game machine installation equipment (so-called island equipment) of a game hall or the like. The inner frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A game board unit including the game board 20 is fixed to the inner frame 13. The front frame 14 is supported on the front side of the inner frame 13 so as to cover the front of the game board 20. Protective glass 15 that protects the game board 20 is supported on the front frame 14. In Figure 1, the protective glass 15 is omitted from the illustration except for a part of it, but in reality it covers the entire opening 14a of the front frame 14.
[0009] The gaming machine 10 is equipped with a launch handle 16 on the front side of the front frame 14. The launch handle 16 is positioned so that it can be operated by the player. In the gaming machine 10, game balls, which are the game medium, are launched with a strength corresponding to the amount of operation (rotation) of the launch handle 16. The gaming machine 10 can adjust the launch strength of the game balls by operating the launch handle 16.
[0010] The gaming machine 10 is equipped with a light-emitting decorative lamp 17 on the front side of the front frame 14. The decorative lamp 17 performs a lighting effect (hereinafter referred to as a lighting effect) by turning a built-in light-emitting element on and off. The decorative lamp 17 can emit light in multiple colors. For example, the brightness of the decorative lamp 17 may be adjustable by operating a predetermined operating means. That is, the gaming machine 10 may have adjustable brightness for the decorative lamp 17. Adjusting the brightness of the decorative lamp 17 can be said to be customizing the performance mode of the effect performed by the decorative lamp 17. The brightness of the decorative lamp 17 corresponds to the intensity of the effect of the decorative lamp 17, and is also called the light output of the decorative lamp 17.
[0011] The gaming machine 10 is equipped with a speaker 18 capable of outputting sound on the front side of the front frame 14. The speaker 18 performs sound effects (hereinafter referred to as "sound effects") that output sounds such as voices, sound effects, and music. For example, the volume of at least some of the sounds output from the speaker 18 may be adjustable by operating a predetermined operating means. In other words, the gaming machine 10 may allow adjustment of the volume of at least some of the sounds output from the speaker 18. Adjusting the volume of the sounds output from the speaker 18 can also be said to be customizing the performance mode of the effects being performed by the speaker 18.
[0012] The gaming machine 10 includes a performance button EB as an example of a predetermined operable operating means. The performance button EB is an operating means that can be operated by the player. The performance button EB is a button-type means configured to allow pressing. The performance button EB is not limited to being a button type, but may also be a touch sensor type, or a predetermined display device may be configured to function as a touch panel type means.
[0013] As shown in Figure 2, a roughly circular game area 21 is defined on the front side of the game board 20 when viewed from the front. The game board 20 is equipped with a guide path 21a that guides the launched game ball to the game area 21. The game board 20 is equipped with a prevention valve 21b that prevents the game ball launched into the game area 21 from returning to the guide path 21a. The launched game ball is guided in the guide path 21a, passes through the prevention valve 21b located at the downstream end of the guide path 21a, and reaches the game area 21. Once the game ball reaches the game area 21, it flows down through the game area 21.
[0014] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 is equipped with a special symbol display unit 22a. The special symbol display unit 22a displays a special symbol variation game (hereinafter referred to as the special game) which displays predetermined symbols in a variable manner and ultimately displays a confirmed stop of the special symbol. The special symbol is a symbol that notifies the result of an internal lottery, which will be described later. In this way, the gaming machine 10 is capable of executing the special game as a variable game.
[0015] In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "confirmed stop display" means a state in which the symbol is definitively stopped and the type of displayed symbol does not change. Special symbols that can be displayed as confirmed stop in the special symbol display unit 22a include jackpot symbols and losing symbols. In a special game, if a jackpot symbol is displayed as confirmed stop, the player can recognize that they have won the jackpot. In a special game, if a losing symbol is displayed as confirmed stop, the player can recognize that they have lost.
[0016] In the gaming machine 10, a jackpot lottery may be held when executing a special game. In the gaming machine 10, if a jackpot is won in the jackpot lottery, the jackpot symbols will be displayed in the special game to which the win pertains, and then a jackpot game will be awarded (occurred). Thus, in the gaming machine 10, if a jackpot is won in the jackpot lottery held when executing a special game, it is possible to award a jackpot game after the special game has ended. In other words, in the gaming machine 10, a jackpot game is awarded when a jackpot lottery is won. In the gaming machine 10, if a jackpot is won, a jackpot game is awarded after the special game based on that jackpot has ended. Thus, the gaming machine 10 is capable of awarding a winning game. Winning a jackpot in a jackpot lottery is equivalent to winning the jackpot lottery, and is equivalent to winning a jackpot in a winning lottery.
[0017] The information display panel 22 is equipped with a special hold display unit 22b. The special hold display unit 22b displays the number of special games whose execution is on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the special hold number). For example, the upper limit of the special hold number is 4. In the following description, a special game whose execution is on hold may be simply referred to as "a special game on hold" or "a special game that is on hold." As described above, the gaming machine 10 can hold the execution of multiple special games. That is, the gaming machine 10 can hold the execution of a variable game.
[0018] The information display panel 22 includes a normal symbol display section 22c. The normal symbol display section 22c displays a normal symbol variation game (hereinafter referred to as a normal game) in which a predetermined symbol is variably displayed and finally the normal symbol is stopped and displayed. The normal symbols that can be stopped and displayed on the normal symbol display section 22c include at least a normal winning symbol and a normal losing symbol. In the normal game, the player can recognize a normal win when the normal winning symbol is stopped and displayed, and can recognize a normal loss when the normal losing symbol is stopped and displayed. In the gaming machine 10, when winning a normal win in the normal win lottery, after the end of the normal game targeted by the winning, a normal win game is awarded. That is, in the gaming machine 10, a normal win game is awarded when winning the normal win lottery. The information display panel 22 includes a normal hold display section 22d. The normal hold display section 22d visibly displays the number of normal games (hereinafter referred to as the normal hold count) whose execution is on hold because the start condition has been satisfied but the execution condition has not been satisfied yet. For example, the upper limit of the normal hold count is 4.
[0019] The gaming machine 10 includes a center frame 23 with various decorations at approximately the center of the game area 21 on the game board 20. The center frame 23 has an opening 23a. The center frame 23 is also referred to as a center role or a center role item.
[0020] The gaming machine 10 is equipped with an image display device 25. For example, the image display device 25 may be a display device such as a liquid crystal display or an organic EL display. The image display device 25 is equipped with a display area 25r on which an image is displayed. The image display device 25 is capable of displaying an image. The image display device 25 is assembled to the gaming board 20 so that the player can see the display area 25r through the opening 23a of the center frame 23. The image display device 25 performs an effect that displays a predetermined image as one of the effects (hereinafter referred to as a display effect). In this embodiment, the function of an effect execution means capable of executing an effect is realized by at least one of the effect devices, which is a decorative lamp 17 as a light-emitting means, a speaker 18 as a sound output means, and an image display device 25 as a display means. In other words, the effect execution means includes at least one of the light-emitting means, the sound output means, and the display means.
[0021] The gaming machine 10 is equipped with a first start opening 26 as a starting point. The first start opening 26 is located below the center frame 23 in the game area 21. The first start opening 26 is open at all times so that game balls can be inserted into it. The gaming machine 10 is equipped with a first start sensor SE1 (shown in Figure 4) that detects game balls that have entered the first start opening 26. For example, the first start opening 26 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first start sensor SE1 is installed in this ball passage. When a game ball is detected by the first start sensor SE1, the conditions for starting a special game may be met, and the conditions for paying out prize balls may also be met. In other words, the gaming machine 10 can postpone the execution of a special game when a game ball enters the first start opening 26. In the gaming machine 10, when a game ball enters the first starting port 26 and the conditions for prize ball payout are met, three game balls are awarded as prize balls.
[0022] The gaming machine 10 is equipped with a second start port 27 as a start port. The gaming machine 10 has a first start port 26 and a second start port 27 as start ports. The second start port 27 is located in the lower right of the center frame 23 in the game area 21. The gaming machine 10 is equipped with a second start sensor SE2 (shown in Figure 4) that detects game balls that enter the second start port 27. For example, the second start port 27 is connected to a ball passage that guides the entered game ball to the back of the game board 20, and the second start sensor SE2 is installed in that ball passage. In this embodiment, when a game ball is detected by the second start sensor SE2, the conditions for starting a special game may be met, and the conditions for paying out prize balls may also be met. That is, the gaming machine 10 can postpone the execution of a special game when a game ball enters the second start port 27. In the gaming machine 10, when a game ball enters the second starting port 27 and the conditions for prize ball payout are met, three game balls are awarded as prize balls. The second starting port 27 also has a first variable member 28 as a variable member. The first variable member 28 can operate between an open state, which makes it easy or possible to enter a game ball into the second starting port 27, and a closed state, which makes it difficult or impossible to enter a game ball into the second starting port 27. The first variable member 28 operates by receiving power from the first actuator A1 (shown in Figure 4). The first variable member 28 is operated to the open state when a normal winning lottery is won.
[0023] The gaming machine 10 is equipped with a large prize opening 29. The large prize opening 29 is located in the lower right of the center frame 23 within the game area 21. The gaming machine 10 is equipped with a count sensor SE3 (shown in Figure 4) that detects game balls that enter the large prize opening 29. For example, the large prize opening 29 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the count sensor SE3 is installed in this ball passage. When a game ball is detected by the count sensor SE3, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the large prize opening 29 and the conditions for paying out prize balls are met, 10 game balls are awarded as prizes. The large prize opening 29 has a second variable member 30. The second variable member 30 is operable to an open state, which allows game balls to enter the large prize opening 29, and a closed state, which prevents game balls from entering the large prize opening 29. The second variable member 30 operates by receiving power from the second actuator A2 (shown in Figure 4). The second variable member 30 is operated to the open state when a jackpot is won. When the second variable member 30 is in the open state, game balls are allowed to enter the large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the large prize opening 29 is closed."
[0024] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the right of the center frame 23 in the game area 21. The gate 31 has an opening that is kept open at all times to allow game balls to enter. A gate sensor SE4 (shown in Figure 4) is installed at the gate opening to detect game balls entering and passing through. When a game ball is detected by the gate sensor SE4, the conditions for starting a normal game may be met. However, it is not necessary to configure the machine so that game balls that enter the gate 31 pass through the gate 31. For example, game balls that enter the gate 31 may pass through a ball passage that leads to the back of the game board 20 and be discharged from the game board 20 to the outside.
[0025] The gaming machine 10 is equipped with a general prize entry opening 32. In the gaming machine 10, the general prize entry opening 32 has a first general prize entry opening 32a and a second general prize entry opening 32b. The first general prize entry opening 32a is located in the lower left of the center frame 23 in the game area 21. The first general prize entry opening 32a is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a first general sensor SE5 (shown in Figure 4) that detects game balls that have entered the first general prize entry opening 32a. For example, the first general prize entry opening 32a is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first general sensor SE5 is installed in that ball passage. When a game ball is detected by the first general sensor SE5, the conditions for paying out prize balls are met. In the gaming machine 10, when a game ball enters the first general prize entry opening 32a and the conditions for prize ball payout are met, seven game balls are awarded as prizes. The second general prize entry opening 32b is located in the lower right of the center frame 23 in the game area 21. The second general prize entry opening 32b is open at all times so that game balls can be entered into it. The gaming machine 10 is equipped with a second general sensor SE6 (shown in Figure 4) that detects game balls that have entered the second general prize entry opening 32b. For example, a ball passage is connected to the second general prize entry opening 32b to guide the entered game ball to the back of the game board 20, and the second general sensor SE6 is installed in that ball passage. When a game ball is detected by the second general sensor SE6, the conditions for prize ball payout are met. In the gaming machine 10, when a game ball enters the second general prize entry opening 32b and the conditions for prize ball payout are met, 7 game balls are awarded as prize balls.
[0026] The gaming machine 10 is equipped with an out port 34. In this embodiment, game balls that do not enter the starting ports 26, 27, the big prize port 29, and the general prize port 32 are discharged out of the machine through the out port 34. The gaming machine 10 is also equipped with game components such as nails (game nails) and windmills to change the behavior of the game balls as they flow down the game area 21.
[0027] The gaming machine 10 is equipped with an out sensor SE7 (shown in Figure 4) that detects game balls (out balls) discharged from the game board 20 to the outside. The out sensor SE7 is positioned on a passage through which game balls launched into the game area 21 of the game board 20 and game balls discharged to the outside of the game board 20 are collected and pass. Game balls discharged to the outside of the game board 20 include game balls that enter the out opening 34. Game balls discharged to the outside of the game board 20 include game balls that enter the start openings 26, 27, the big prize opening 29, and the general prize opening 32. The out sensor SE7 functions as a discharged ball detection means that detects game balls discharged from the game board 20. The discharged ball detection means can also be called an out ball detection means that detects out balls.
[0028] <Regarding the game status> Next, we will explain the game state of the gaming machine 10. The gaming machine 10 has two game states with different jackpot probabilities: a low-probability state and a high-probability state. Jackpot probability is the probability of winning a jackpot in the jackpot lottery. The high-probability state is a game state in which the jackpot probability is higher than that of the low-probability state. The high-probability state is a so-called "probability fluctuation state (probability change state)," and the low-probability state is a "non-probability fluctuation state (non-probability change state)." In the following explanation, the high-probability state will be referred to as the "probability change state," and the low-probability state as the "non-probability change state."
[0029] The gaming machine 10 has two game states, a low-base state and a high-base state, which differ in the ratio of the number of prize balls to the number of game balls launched. The high-base state is a game state in which the probability of game balls entering the second start opening 27 is higher than that of the low-base state. The high-base state is a so-called "electric support state," and the low-base state is a "non-electric support state." The high-base state offers a greater advantage in terms of balls entering the second start opening 27 compared to the low-base state.
[0030] A high base state can be achieved, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low base state. The second control is a control that changes the probability of winning a normal win in the normal win lottery (normal win probability) to a higher probability than in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 28 in one normal win game longer than in the low base state. As for the opening time extension control, it is preferable to perform at least one of the following controls: a control that increases the number of times the first variable member 28 opens in one normal win game compared to the low base state, and a control that makes the single opening time of the first variable member 28 in a normal win game longer than in the low base state. Furthermore, a high base state may be achieved by combining the fourth control described below. The fourth control is a special symbol variation time reduction control, which makes the variation time of special games (for example, the average variation time) easier to shorten than in the low base state. When the special symbol variation time reduction control is performed, the high base state becomes a so-called "variation time reduction state (shortened variation state)".
[0031] In this embodiment, the first variable member 28 may be in the open state even in the low base state, so there is a possibility that a game ball may enter the second start opening 27 even in the low base state. However, in the low base state, the first variable member 28 may not be in the open state and a game ball may not enter the second start opening 27, for example, by configuring the system so that a normal win is not achieved in the normal win lottery. Alternatively, in the low base state, the system may be configured so that the first variable member 28 does not open even if a normal win is achieved in the normal win lottery, so that a game ball does not enter the second start opening 27. In these cases, the low base state can be described as a state in which a game ball cannot enter the second start opening 27, and the high base state can be described as a state in which a game ball can enter the second start opening 27.
[0032] Furthermore, among the controllable game states in the gaming machine 10, there is a "low probability low base state," which is a low base state and a non-probability state. The low probability low base state is what is commonly known as the "normal state (normal game state)." Among the controllable game states in the gaming machine 10, there is a "low probability high base state," which is a high base state and a non-probability state. Among the controllable game states in the gaming machine 10, there is a "high probability high base state," which is a high base state and a probability state. Thus, there are multiple types of controllable game states in the gaming machine 10. And among the controllable game states in the gaming machine 10, the normal state is included.
[0033] <About the jackpot> Next, we will explain how to win a jackpot in the gaming machine 10. The gaming machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. These multiple types of jackpot symbols are classified into first jackpot symbols and second jackpot symbols. Each of the multiple types of jackpot symbols has a defined type of jackpot. The jackpot symbols may also have a defined game state after the jackpot game ends. In a jackpot game, an opening sequence is performed to announce the start of the jackpot game for a predetermined opening time. After the opening sequence ends, a round game is played in which the large prize slot 29 is opened. The round game is played up to a predetermined maximum number of times. In one round game, the large prize slot 29 remains open until the first round end condition is met (a predetermined maximum number of game balls have entered) or the second round end condition is met (a predetermined maximum time has elapsed). A round sequence is performed during the round game. Then, in a jackpot game, once the final round of gameplay is complete, an ending sequence is played for a predetermined duration to announce the end of the jackpot game. The jackpot game ends when the ending sequence concludes.
[0034] Jackpot symbols classified as "First Jackpot Symbols" are designated as "First Jackpot" as the type of jackpot. Jackpot symbols classified as "First Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a probability variation state after the jackpot play ends. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a high base state after the jackpot play ends. Jackpot symbols classified as "Second Jackpot Symbols" are designated as "Second Jackpot" as the type of jackpot. Jackpot symbols classified as "Second Jackpot Symbols" are designated as having a maximum of "8 rounds" for round play. Jackpot symbols classified as "Second Jackpot Symbols" are designated as being in a non-probability variation state after the jackpot play ends. Furthermore, for jackpot symbols classified as second jackpot symbols, it is stipulated that the game state after the jackpot game ends will be a high base state until 100 special games are completed, or until a jackpot game is awarded before 100 special games are completed. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as a first jackpot symbol will be referred to as a "first jackpot game," and a jackpot game awarded based on a jackpot symbol classified as a second jackpot symbol will be referred to as a "second jackpot game."
[0035] <About the game with changing symbols and effects> The display effects that the display device 25 can execute include a variation game of effect symbols (hereinafter referred to as "effect symbols") in which effect symbols (hereinafter referred to as "effect symbols") are displayed in multiple columns and the combination of effect symbols is finally fixed and stopped. The effect game is executed by varying the effect symbols in multiple columns. The effect symbols are also called "decorative symbols" or "ornamental symbols". The effect game is performed by displaying (scrolling) the first, second, and third columns of symbols in the vertical direction. In the following explanation, the "first column" will be referred to as the "left column" and the "first symbol" as the "left symbol", the "second column" will be referred to as the "middle column" and the "second symbol" as the "middle symbol", and the "third column" will be referred to as the "right column" and the "third symbol" as the "right symbol". In each column, as a rule, effect symbols that resemble the numbers "1" to "8" are displayed in a predetermined order.
[0036] The performance game is performed in conjunction with the special game. Specifically, the performance game starts when the special game begins and ends when the special game ends. The gaming machine 10 is configured to be able to run the performance game while the special game is running. In the performance game, combinations of performance symbols corresponding to the special symbols that were displayed as confirmed stops in the special game are displayed as confirmed stops. If a jackpot symbol is displayed as confirmed stops in the special game, the jackpot symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a jackpot symbol combination is a combination where all the performance symbols in all rows are the same, such as "777". If a losing symbol is displayed as confirmed stops in the special game, the losing symbol combination resulting from the performance symbol is displayed as confirmed stops in the performance game. For example, a losing symbol combination is a combination where at least some of the performance symbols in some rows are different from the performance symbols in other rows, such as "426", "115", or "323". In this way, the performance display device 25 runs the performance game in conjunction with the running of the special game. In the special effects game, the special effects symbols will temporarily stop before being displayed as a confirmed stop. In this specification, "temporarily stopped display" means a state that indicates the symbols may change again, such as a "shaking fluctuation state," or a state that is different from a confirmed stop display.
[0037] In the performance game, the display pattern of the performance symbols may become a reach pattern (a reach is formed), and a reach performance may be performed. The reach pattern is a state in which performance symbols resembling the same number are temporarily stopped and displayed in a specific column (for example, the left column and the right column) among multiple columns, and performance symbols in a different column (for example, the middle column) continue to change and display. There may be multiple types of reach performances that differ in the characters that appear and the actions of the performance symbols. Reach performances are performed during the execution of a special game. Reach performances include normal reach performances and super reach performances that are performed after the start of a normal reach performance. In this embodiment, when a super reach performance is performed during the execution of a special game, the expectation of a big win is higher than when only a normal reach performance is performed.
[0038] <About button animations> The gaming machine 10 is capable of executing button-pressing animations. These animations can be performed during the execution of a special game. The button-pressing animations that can be performed on the gaming machine 10 include a first-button animation and a second-button animation. The first-button animation can be performed when all rows of animation symbols are displayed in a variable manner, that is, before the execution of a reach animation begins. The second-button animation can be performed after the execution of a reach animation has begun. The button animation includes an action-prompting animation that encourages the player to press the animation button EB.
[0039] As shown in Figure 3(a), in a button animation, an action prompting image PG prompting the operation of the animation button EB is displayed on the animation display device 25, and the action prompting animation is executed. The action prompting animation can be executed within the validity period of the animation button EB. If the animation button EB is operated within the validity period of the animation button EB, or if the validity period ends without the animation button EB being operated, the action prompting animation ends and the result of the button animation is derived. If the animation button EB is operated within the validity period of the animation button EB, the currently running action prompting animation ends. In other words, if the animation button EB is operated while the action prompting animation is running, the state switches to one where the action prompting animation is not running, and in this case, the result of the button animation is derived. Thus, in the gaming machine 10, when a button animation is executed, the action prompting animation ends because the animation button EB was operated while the action prompting animation was running, and an animation that derives a different result from the action prompting animation is executed.
[0040] The results of the button animation that can be derived in the first button animation are different from the results of the button animation that can be derived in the second button animation. Some or all of the results of the button animation that can be derived in the first button animation may be the same as some or all of the results of the button animation that can be derived in the second button animation. For example, in a button animation, it is possible that no result of the button animation will be derived. For example, in a button animation, it is possible that no result of the button animation will be derived even if the performance button EB is operated within the validity period of the performance button EB. For example, in one or both of the first and second button animations, it is possible that no result of the button animation will be derived even if the performance button EB is operated within the validity period of the performance button EB.
[0041] In the gaming machine 10, the button prompting animation is executed before the action prompting animation is executed. In the gaming machine 10, the action prompting animation is executed after the button prompting animation is executed. Therefore, the button prompting animation can be said to be an animation that suggests or notifies that the action prompting animation is about to begin.
[0042] As shown in Figure 3(b), in the button prompting animation, a first prompting image PGa, which mimics the left side of the operation prompting image PG, and a second prompting image PGb, which mimics the right side of the operation prompting image PG, are displayed on the animation display device 25. In the button prompting animation, the first prompting image PGa moves from left to right and the second prompting image PGb moves from right to left, both to the center of the display area 25r of the animation display device 25. In the gaming machine 10, the operation prompting animation begins when the first prompting image PGa and the second prompting image PGb overlap in the center of the display area 25r. Note that even if the animation button EB is operated while the button prompting animation is running, the result of the button animation will not be obtained. Even if the animation button EB is operated while the button prompting animation is running, the operation prompting animation will then begin.
[0043] <Regarding the electrical configuration of gaming machine 10> Next, we will explain the electrical configuration of the gaming machine 10. As shown in Figure 4, the gaming machine 10 includes a main board 40 as the main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of those processes. The gaming machine 10 also includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes to execute light effects using decorative lamps 17, sound effects using speakers 18, and display effects using the display device 25. The main board 40 and the sub-board 50 are located on the back side of the gaming board 20. The gaming board unit includes the main board 40 and the sub-board 50. The main board 40 is connected to the sub-board 50.
[0044] First, let me explain the main board 40. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing a control program (main control program) for the main CPU 41.
[0045] The main ROM 42 stores the main control program and the lottery table used for predetermined lotteries. The main ROM 42 also stores the jackpot determination values used in the jackpot lottery. The jackpot determination values include high probability values and common values. In the jackpot lottery when the machine is not in a probability-increasing state, only the common values are used. On the other hand, in the jackpot lottery when the machine is in a probability-increasing state, both the common values and high probability values are used. The main ROM 42 also stores the performance determination values used in the performance lottery. The performance lottery is a lottery that determines whether to execute a reach performance when the jackpot lottery is unsuccessful, and is equivalent to a reach lottery.
[0046] The main ROM 42 stores multiple types of variation patterns. Each of these variation patterns is associated with a variation time from the start of the special game until the end of the special game. In other words, the variation pattern is associated with the variation time of the special game. The variation pattern can be said to be information that can identify the variation time of the special game. In the gaming machine 10, the variation time of the special game is determined by the determination of the variation pattern. The variation pattern may also be information that can identify some or all of the performance content of the performance game that takes place from the start of the special game until the end of the special game. Examples of variation patterns include a jackpot variation pattern and a losing variation pattern. The jackpot variation pattern is associated with a performance content of the performance game that, after a reach performance, ultimately displays a confirmed combination of symbols for a jackpot. The losing variation pattern includes a losing variation pattern without a reach and a losing variation pattern with a reach. In the losing spin pattern without a reach, the corresponding gameplay involves displaying a losing combination of symbols without going through a reach animation. In the losing spin pattern with a reach, the corresponding gameplay involves displaying a losing combination of symbols after going through a reach animation.
[0047] There are two types of fluctuation patterns: those that can be determined when the system is in a high base state and those that can be determined when the system is in a low base state. The fluctuation patterns that can be determined when the system is in a high base state and those that can be determined when the system is in a low base state differ in some or all ways. The fluctuation time defined for the fluctuation patterns that can be determined when the system is in a high base state is shorter (or often shorter) than the fluctuation time defined for the fluctuation patterns that can be determined when the system is in a low base state.
[0048] The main ROM 42 stores multiple types of variation patterns for normal games. Each of these multiple types of variation patterns for normal games is associated with a variation time from the start to the end of a normal game. In other words, each variation pattern for a normal game is associated with a variation time for a normal game. For example, there are variation patterns for normal games that can be determined when the base state is low, and variation patterns for normal games that can be determined when the base state is high.
[0049] The main RWM43 is configured to store various information that can be rewritten as needed during the operation of the gaming machine 10. The information stored by the main RWM43 includes, for example, flags, counters, and timers. The main board 40 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0050] The main board 40 is connected to a first start sensor SE1, a second start sensor SE2, a count sensor SE3, a gate sensor SE4, a first general sensor SE5, a second general sensor SE6, and an out sensor SE7. The main CPU 41 is configured to receive detection signals output by the various sensors SE1 to SE7 via ports (not shown). An information display panel 22 is also connected to the main board 40. The main CPU 41 can control the display content of the information display panel 22 via a drive circuit (not shown). A first actuator A1 and a second actuator A2 are also connected to the main board 40. The main CPU 41 can control the operation of the first actuator A1 and the second actuator A2 via a drive circuit (not shown).
[0051] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 performs various processes (for example, processes related to performance) by executing a control program (sub-control program) for the sub-CPU 51. The sub-ROM 52 stores the sub-control program, a lottery table used for the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the manner (content) of the display performance on the performance display device 25. The sub-ROM 52 also stores light emission performance data that can identify the manner (content) of the light emission performance on the decorative lamp 17. The sub-ROM 52 stores sound performance data that can identify the manner (content) of the sound performance on the speaker 18. The sub-RWM 53 is configured to store various information that can be rewritten as appropriate during the operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to generate random numbers. For example, the random numbers could be hardware random numbers or software random numbers.
[0052] The sub-board 50 is connected to a decorative lamp 17, a speaker 18, and a performance display device 25. The sub-CPU 51 can control the decorative lamp 17, the speaker 18, and the performance display device 25 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls the decorative lamp 17 as a light-emitting means, thereby realizing the function of a light-emitting control means capable of controlling a light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker 18 as a sound output means, thereby realizing the function of a sound output control means capable of controlling a sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 25 as a display means, thereby realizing the function of a display control means capable of controlling a display means. In this embodiment, the sub-CPU 51 controls the performance device among the decorative lamp 17, speaker 18, and performance display device 25 as a performance execution means, thereby realizing the function of a performance control means capable of controlling a performance execution means. The sub-board 50 is connected to the performance button EB. The sub-CPU 51 is configured to receive separate operation signals to be output when the performance button EB is operated.
[0053] <Regarding the basic control of the main board 40> Next, we will explain the various processes that the main CPU 41 executes based on the main control program. For example, the main CPU 41 executes special symbol input processing and special symbol start processing as interrupt processing performed at predetermined intervals (for example, 4ms).
[0054] First, let's explain the special symbol input process performed by the main CPU 41. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the start openings 26 and 27 based on whether or not it has received a detection signal from the first start sensor SE1 or the second start sensor SE2 (hereinafter referred to as input determination). If the result of the input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the result of the input determination is positive, the main CPU 41 determines whether the number of special reserved balls stored in the main RWM 43 is less than the upper limit (hereinafter referred to as reserved ball determination). If the result of the reserved ball determination is negative, the main CPU 41 terminates the special symbol input process. If the result of the reserved ball determination is positive, the main CPU 41 adds 1 to the number of special reserved balls and updates it. The main CPU 41 also controls the information display panel 22 to display the updated number of special reserved balls. The main CPU 41 stores control information that can identify the updated number of special reserved balls (hereinafter referred to as reserved ball command) in the output buffer. If the result of the hold judgment is positive, the main CPU 41 acquires the random numbers generated in the main board 40 and stores the random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the random number information in such a way that the storage order can be specified. In this embodiment, by storing the random number information in the main RWM 43, the execution of the special game is held in abeyance until the execution conditions for the special game are met. That is, the gaming machine 10 is configured to hold the execution of the special game. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. For example, the random numbers may be random numbers used for the jackpot lottery, random numbers used for determining special symbols, random numbers used for determining the variation pattern, random numbers used for the performance lottery, etc. Then, the main CPU 41 terminates the special symbol input processing.
[0055] Next, we will explain the special symbol start process performed by the main CPU 41. In the special symbol start process, the main CPU 41 determines whether it is not currently in a jackpot game and is not currently running a special game. If it is currently in a jackpot game or a special game, the main CPU 41 terminates the special symbol start process. On the other hand, if it is not currently in a jackpot game and is not currently running a special game, the main CPU 41 performs a hold check to determine if the number of special hold items is 1 or more. If the hold check determines that the number of special hold items is not 1 or more, the main CPU 41 terminates the special symbol start process.
[0056] Incidentally, if the hold check determines that the number of special holds is not 1 or more, the main CPU 41 stores control information that identifies the standby state (hereinafter referred to as a standby command) in the output buffer. However, the main CPU 41 does not store the standby command in the output buffer again, even if the hold check determines that the number of special holds is not 1 or more, until it executes a special game after storing the standby command in the output buffer. The standby state can be described as a situation where a special game is not being executed, that is, a situation where a special game is not in progress. The standby state can also be described as a situation where a jackpot game has not been awarded, that is, a situation where a jackpot game is not in progress.
[0057] If the main CPU 41 determines that the number of special reserves is 1 or more during the reserve determination process, it decrements the number of special reserves stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated number of special reserves is displayed. The main CPU 41 also stores a reserve number command that can identify the updated number of special reserves in the output buffer. Next, the main CPU 41 reads the most recently stored random number information for the special game from the main RWM 43. After reading the most recently stored random number information, the main CPU 41 erases the previously stored random number information from the main RWM 43. Finally, the main CPU 41 performs the jackpot lottery process.
[0058] In the jackpot lottery process, the main CPU 41 performs a jackpot lottery based on the value of the winning lottery random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. At this time, if the main CPU 41 is in a probability variation state, it performs the jackpot lottery using the common value and the high probability value. On the other hand, if the main CPU 41 is not in a probability variation state, it performs the jackpot lottery using the common value. The main CPU 41 determines whether the value of the winning lottery random number matches the jackpot determination value and performs the jackpot lottery. In this embodiment, if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has been won, and if the value of the winning lottery random number matches the jackpot determination value, it is considered that the jackpot lottery has not been won. If the jackpot lottery is won, the main CPU 41 terminates the jackpot lottery process and performs the jackpot game process. On the other hand, if the jackpot lottery is unsuccessful, the main CPU 41 terminates the jackpot lottery process and performs the losing game process. In this embodiment, the main CPU 41 executes the jackpot lottery process, thereby realizing the function of a jackpot lottery means that performs the jackpot lottery. Thus, in this embodiment, the main CPU 41 realizes the function of a jackpot lottery means that performs the jackpot lottery.
[0059] In the jackpot game processing, the main CPU 41 determines the jackpot symbol based on the value of the symbol random number that can be identified from the read random number information. In this embodiment, the main CPU 41 determines either the first jackpot symbol or the second jackpot symbol based on the value of the symbol random number. The main CPU 41 determines the first jackpot symbol if the value of the symbol random number matches the value that determines the first jackpot symbol, and determines the second jackpot symbol if the value of the symbol random number matches the value that determines the second jackpot symbol. In the jackpot game processing, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. For example, the main CPU 41 refers to information that can identify whether the game state is a low base state or a high base state (hereinafter referred to as the base state flag) among the information that can identify the game state stored in the main RWM 43. Then, for example, the main CPU 41 determines the jackpot variation pattern according to whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the jackpot game processing and stores control information that can identify the determined special symbols (hereinafter referred to as symbol commands) and control information that can identify the determined variation patterns (hereinafter referred to as variation pattern commands) in the output buffer. Then, the main CPU 41 terminates the special symbol start processing.
[0060] In the processing of a losing game, the main CPU 41 determines the losing symbol. In the processing of a losing game, the main CPU 41 determines the losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. In the processing of a losing game, the main CPU 41 performs a performance lottery based on the value of the performance lottery random number that can be identified from the read random number information and the performance judgment value stored in the main ROM 42. The main CPU 41 determines that the performance lottery has been won if the value of the performance lottery random number and the performance judgment value match, and that the performance lottery has not been won (did not win) if the value of the performance lottery random number and the performance judgment value do not match. Based on the value of the variation pattern random number that can be identified from the read random number information, the main CPU 41 determines the variation pattern with a losing reach if the performance lottery has been won, and determines the variation pattern without a losing reach if the performance lottery has not been won. For example, the main CPU 41 refers to the base state flag and determines the losing variation pattern depending on whether it is a low base state or a high base state. After determining the special symbols and variation patterns, the main CPU 41 terminates the losing game processing and stores the symbol commands and variation pattern commands in the output buffer. Then, the main CPU 41 terminates the special symbol start processing.
[0061] After the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process to execute the special game. Specifically, the main CPU 41 controls the information display panel 22 so that the special game starts. The main CPU 41 also measures the variation time associated with the variation pattern determined in the special symbol start process. Then, when the variation time associated with the variation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed in a confirmed stop state. When the variation time associated with the variation pattern has elapsed, the main CPU 41 stores the game end command in the output buffer. After the special symbol is displayed in a confirmed stop state, the main CPU 41 sets a variation interval (for example, 1 second). During the variation interval, the special symbol that was displayed in a confirmed stop state upon the end of the special game continues to be displayed in a confirmed stop state.
[0062] As described above, in the gaming machine 10, the main CPU 41 determines the variation pattern to be used when executing the special game. In this embodiment, the lottery that determines this variation pattern corresponds to a predetermined lottery related to the variation game. In this embodiment, the variation pattern determined by the main CPU 41 corresponds to the lottery result of the predetermined lottery related to the variation game.
[0063] Next, the jackpot processing performed by the main CPU 41 will be described. In this embodiment, the main CPU 41 performs the jackpot processing, thereby realizing the function of a jackpot game awarding means capable of awarding jackpot games.
[0064] The main CPU 41 identifies the type of jackpot game based on the jackpot symbols determined in the special symbol start process. Then, after the jackpot special game ends, the main CPU 41 performs the jackpot process and assigns the identified jackpot game. Specifically, the main CPU 41 performs the jackpot process after the jackpot special game has ended and the interval between spins has elapsed. By performing the jackpot process, the main CPU 41 assigns the jackpot game. In this way, if the game machine 10 wins a jackpot in the jackpot lottery, it is possible to assign the jackpot game after the special game in which the jackpot was won has ended. In other words, if the game machine 10 wins a jackpot, the jackpot game is assigned after the special game has ended.
[0065] In the jackpot processing, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 measures the opening time. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. The main CPU 41 also controls the second actuator A2 to open the large prize slot 29 and start the round game. After starting the round game, when the first or second open game termination condition is met, the main CPU 41 controls the second actuator A2 to close the large prize slot 29 and end the round game. The main CPU 41 repeatedly performs the processing to execute the round game until the maximum number of round games specified for the jackpot game have been completed. Each time a round game is started, the main CPU 41 stores a round command in the output buffer. The round command contains information that allows identification of which round game in the jackpot game it was output for. When the final round of gameplay ends, the main CPU 41 stores the ending command in the output buffer. After storing the ending command in the output buffer, the main CPU 41 starts timing the ending. Once the ending time has elapsed, the main CPU 41 terminates the jackpot processing.
[0066] Next, the game state processing performed by the main CPU 41 will be described. In this embodiment, the main CPU 41 performs game state processing, thereby realizing the function of a game state control means capable of controlling the game state.
[0067] When the main CPU 41 controls the game to a non-probability state, it sets a value that identifies the control to a non-probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a non-probability state (hereinafter referred to as a low probability state command) in the output buffer. Similarly, when the main CPU 41 controls the game to a probability state, it sets a value that identifies the control to a probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a probability state (hereinafter referred to as a high probability state command) in the output buffer. For example, after the first jackpot game ends, the main CPU 41 sets a value that identifies the control to a probability state in the probability state flag. On the other hand, after the second jackpot game ends, the main CPU 41 sets a value that identifies the control to a non-probability state in the probability state flag.
[0068] When the main CPU 41 controls the game to a low base state, it sets a value that identifies the game to be controlled to a low base state in the base state flag stored in the main RWM 43. The main CPU 41 also stores control information that identifies the game to be in a low base state (hereinafter referred to as a low base state command) in the output buffer. Incidentally, when a jackpot is awarded, the main CPU 41 sets a value that identifies the game to be controlled to a low base state in the base state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer.
[0069] When the main CPU 41 controls the game to a high base state after a jackpot game ends, it sets a value that identifies the control to a high base state after the jackpot game ends as the base state flag. The main CPU 41 stores control information (hereinafter referred to as the high base state command) that identifies the high base state controlled after the jackpot game ends in the output buffer. Furthermore, the main CPU 41 updates information (hereinafter referred to as the count information) that identifies the remaining number of special games to control the game to a high base state after the jackpot game ends. At this time, after the first jackpot game ends, the main CPU 41 updates the count information to identify the control to a high base state until the next jackpot game is awarded. On the other hand, after the second jackpot game ends, the main CPU 41 updates the count information to identify 100 times. After the second jackpot game ends, the main CPU 41 subtracts 1 from the count information each time a special game ends and updates the count information. Then, if the number of counts that can be identified from the count information after subtracting 1 reaches 0, the main CPU 41 controls the system to a low base state. Incidentally, if a jackpot is awarded, the main CPU 41 updates the number of counts that can be identified from the count information to 0 and initializes the system. Also, when the main CPU 41 updates the count information, it stores control information (hereinafter referred to as the count command) that can identify the number of counts that can be identified from the updated count information in the output buffer.
[0070] Next, we will explain the normal symbol input processing performed by the main CPU 41. In the normal symbol input process, the main CPU 41 determines whether a game ball has passed through gate 31 based on whether it has received a detection signal from gate sensor SE4. If the game ball has not passed through gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the game ball has passed through gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit. If the normal reserve number is not less than the upper limit, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. The main CPU 41 also controls the information display panel 22 to display the updated normal reserve number. The main CPU 41 also stores control information that can identify the updated normal reserve number (hereinafter referred to as the normal reserve number command) in the output buffer. Next, the main CPU 41 obtains a normal winning lottery random number and stores random number information based on the obtained random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is normal game random number information and the storage order of the random number information can be identified. After that, the main CPU 41 terminates the normal symbol input process.
[0071] Next, we will explain the normal symbol start process performed by the main CPU 41. The main CPU 41 determines whether the conditions for running a normal game are met. The main CPU 41 makes a positive determination if it is neither in a normal win game nor in a normal game, and a negative determination if it is in a normal win game or a normal game. If the conditions for running a normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the conditions for running a normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 decrements the normal reserve number stored in the main RWM 43 by 1 and updates it, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command that can specify the updated normal reserve number in the output buffer. Next, the main CPU 41 reads the first stored random number information from the normal game random number information from the main RWM 43. When the main CPU 41 reads the most recent random number information, it erases the most recently stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win judgment value stored in the main ROM 42. Then, based on the results of the normal win lottery, the main CPU 41 determines the normal symbols to be displayed as confirmed stops in the normal game, and the variation time of the normal game. The main CPU 41 determines the variation time of the normal game by determining the variation pattern for the normal game. After determining the normal symbols and the variation pattern for the normal game, the main CPU 41 stores control information that can identify the determined normal symbols and control information that can identify the variation pattern for the normal game in the output buffer, and terminates the normal symbol start process. After that, the main CPU 41 terminates the normal symbol start process.
[0072] The main CPU 41 then executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. The main CPU 41 then controls the information display panel 22 so that when the variation time of the normal game determined in the normal symbol start process has elapsed, the normal symbols determined in the normal symbol start process are displayed in a confirmed stop state. When the variation time associated with the normal variation pattern determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command that can identify the end of the normal game in the output buffer. After the normal symbols are displayed in a confirmed stop state, that is, after the normal game has ended, the main CPU 41 sets the interval between variations of the normal game (for example, 1 second). During the interval between variations of the normal game, the normal symbols that were displayed in a confirmed stop state upon the end of the normal game continue to be displayed in a confirmed stop state.
[0073] Next, we will explain the normal processing performed by the main CPU 41. After a normal game with a normal win ends, the main CPU 41 performs a normal win process. In the normal win process, the main CPU 41 starts control to generate a normal win game depending on whether it is in a low base state or a high base state. Therefore, by performing the normal win process, the main CPU 41 grants a normal win. For example, in the normal win process, if the main CPU 41 is in a high base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the high base state. If the main CPU 41 is in a low base state, the main CPU 41 controls the first actuator A1 so that the second start opening 27 is opened in the opening mode for the low base state. The opening mode for the high base state results in the second start opening 27 being opened more times in a single normal win game, and the total time the second start opening 27 is open is longer, compared to the opening mode for the low base state. Therefore, when the second start opening 27 is opened in the opening mode when the base is high, it is easier to get the game balls into the second start opening 27 compared to when the second start opening 27 is opened in the opening mode when the base is low. In other words, when the base is high, there is a greater advantage in terms of getting the game balls into the second start opening 27 compared to when the base is low.
[0074] Next, we will explain the prize ball processing performed by the main CPU 41. When a detection signal is received from the first start sensor SE1, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the first start opening 26. When a detection signal is received from the second start sensor SE2, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the second start opening 27. When a detection signal is received from the count sensor SE3, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the large prize opening 29. When a detection signal is received from the first general sensor SE5, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the first general prize opening 32a. When a detection signal is received from the second general sensor SE6, the main CPU 41 controls the system so that a predetermined number of prize balls are dispensed from the second general prize opening 32b. In this way, the main CPU 41 controls the system so that a number of game balls corresponding to the prize opening into which the game ball entered are dispensed as prize balls.
[0075] <Basic control of sub-board 50> Next, we will explain the various processes that the sub-CPU 51 executes based on the control program. When the sub-CPU 51 receives a low probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a non-probability state. When the sub-CPU 51 receives a high probability state command, it sets the sub-probability state flag stored in the sub-RWM 53 to a value that identifies it as a probability state. Also, when the sub-CPU 51 receives a low base state command, it sets the sub-base state flag stored in the sub-RWM 53 to a value that identifies it as a low base state. When the sub-CPU 51 receives a high base state command, it sets the sub-base state flag to a value that identifies it as a high base state. In addition, when the sub-CPU 51 receives a count command, it updates the information stored in the sub-RWM 53 (hereinafter referred to as sub-count information) so that it can identify the remaining number of special games that control the game to a high base state after the end of a jackpot game, which can be identified from the command.
[0076] The sub-CPU 51 controls the performance display device 25 so that the performance game is played. Specifically, when the sub-CPU 51 receives a symbol command and a variation pattern command, it controls the execution of the performance game. Based on the variation pattern command and the symbol command, the sub-CPU 51 determines the symbol combination of performance symbols that will be displayed as the final confirmed stop in the performance game. If the sub-CPU 51 identifies a winning symbol from the input symbol command, it determines the winning symbol combination of performance symbols. If the sub-CPU 51 identifies a losing symbol from the input symbol command, it determines the losing symbol combination of performance symbols. For example, if the sub-CPU 51 identifies a variation pattern with a losing reach from the input variation pattern command, it determines the losing symbol combination that includes the reach. On the other hand, if the sub-CPU 51 identifies a variation pattern without a losing reach from the input variation pattern command, it determines the losing symbol combination that does not include the reach.
[0077] Furthermore, when a variation pattern command is input, the sub-CPU 51 controls the performance display device 25 to display the performance symbols in a variation manner. In other words, the sub-CPU 51 starts the performance game. Then, at a predetermined timing, the sub-CPU 51 temporarily pauses and displays the symbol combination determined by the performance symbols. After that, triggered by the input of an end command, the sub-CPU 51 confirms and stops displaying the symbol combination determined by the performance symbols. Alternatively, the sub-CPU 51 may measure the variation time that can be determined from the variation pattern, regardless of the end command, and confirm and stops displaying the symbol combination when that variation time has elapsed. In this case, the end command may be omitted. In addition, if the variation pattern that can be determined from the variation pattern command is a variation pattern that includes a reach performance, the sub-CPU 51 controls the performance display device 25 so that the reach performance is executed.
[0078] The sub-CPU 51, upon receiving a variable pattern command, decides whether to execute a button animation. Specifically, upon receiving a variable pattern command, the sub-CPU 51 performs a lottery to determine whether to execute the first button animation. In this embodiment, if the lottery for executing the first button animation is won, it is decided to execute the first button animation; if the lottery for executing the first button animation is lost, it is decided not to execute the first button animation. For example, the probability of winning the lottery for executing the first button animation may vary depending on the type of variable pattern that can be identified from the variable pattern command, or it may vary depending on the type of special symbol that can be identified from the symbol command.
[0079] When executing the first button animation, the sub-CPU 51 determines the result of the first button animation to be derived. If it decides to execute the first button animation, the sub-CPU 51 controls the animation display device 25 so that the button prompting animation is executed before a predetermined timing for starting the first button animation. At the timing when the button prompting animation ends, that is, at the predetermined timing for starting the first button animation, the sub-CPU 51 sets the operation validity period for the animation button EB. During the operation validity period for the animation button EB, the sub-CPU 51 controls the animation display device 25 so that the operation promotion animation is executed. When the first button animation is being executed, if an operation signal is input from the animation button EB within the operation validity period of the animation button EB, or if the operation validity period of the animation button EB ends without an operation signal being input from the animation button EB, the sub-CPU 51 controls the animation display device 25 so that the result of the first button animation that it decided to derive is derived. Then, when the end timing of the first button animation arrives, the sub-CPU 51 controls the animation display device 25 so that the derivation of the result of the first button animation ends.
[0080] Furthermore, the sub-CPU 51 decides to execute the second button animation if it can identify a variation pattern associated with executing a super reach animation from the input variation pattern command. On the other hand, the sub-CPU 51 decides not to execute the second button animation if it cannot identify a variation pattern associated with executing a super reach animation from the input variation pattern command. For example, even if it can identify a variation pattern associated with executing a super reach animation from the input variation pattern command, there may be cases where the second button animation is executed and cases where it is not.
[0081] When executing the second button animation, the sub-CPU 51 determines the result of the second button animation to be derived. If it decides to execute the second button animation, the sub-CPU 51 controls the animation display device 25 so that the button prompting animation is executed before a predetermined timing for starting the second button animation. At the timing when the button prompting animation ends, that is, at the predetermined timing for starting the second button animation, the sub-CPU 51 sets the operation validity period for the animation button EB. During the operation validity period for the animation button EB, the sub-CPU 51 controls the animation display device 25 so that the operation promotion animation is executed. When the second button animation is being executed, if an operation signal is input from the animation button EB within the operation validity period of the animation button EB, or if the operation validity period of the animation button EB ends without an operation signal being input from the animation button EB, the sub-CPU 51 controls the animation display device 25 so that the result of the second button animation that it decided to derive is derived. Then, when the end timing of the second button animation arrives, the sub-CPU 51 controls the animation display device 25 so that the derivation of the result of the second button animation ends.
[0082] The sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that a jackpot animation is performed during a jackpot game. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that an opening animation is performed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that a round animation is performed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, speakers 18, and display devices 25 so that an ending animation is performed.
[0083] <About the timing and presentation> The gaming machine 10 is capable of executing a timing effect as a specific effect. The timing effect can be executed on the effect display device 25. Thus, the effects that the effect execution means can execute include specific effects. In the timing effect in this embodiment, the remaining time until the timing when all rows of effect symbols are temporarily stopped and displayed in the effect game is indicated or announced.
[0084] As shown in Figure 5(a), in the gaming machine 10, the timing image CD is displayed on the performance display device 25, and the timing performance is executed. The timing image CD is composed of remaining time information Tx, which corresponds to character information that can identify the remaining time, and frame information Wa that surrounds the remaining time information Tx. The frame information Wa that constitutes the timing image CD is information based on blue. The remaining time information Tx that constitutes the timing image CD is updated as time elapses since the start of the execution of the timing performance. For example, as shown in Figure 5(b), in the gaming machine 10, when 1 second has elapsed since the start of the execution of the timing performance, the remaining time that can be identified from the remaining time information Tx that constitutes the timing image CD decreases by 1 second. Furthermore, for example, as shown in Figure 5(c), in the gaming machine 10, when 2 seconds have elapsed since the start of the execution of the timing performance, the remaining time that can be identified from the remaining time information Tx that constitutes the timing image CD decreases by 2 seconds. In this embodiment, the remaining time that can be identified from the remaining time information Tx that constitutes the timing image CD is updated every second. Thus, the timing effect can be implemented in a manner in which the display content of the timing effect changes over time. In this embodiment, the manner in which the display content of the timing effect changes over time corresponds to the manner in which the display content of a specific effect changes over time, and corresponds to a predetermined execution mode.
[0085] In the timing effect of the gaming machine 10, the effect starts when the remaining time until the timing when all rows of symbols in the performance game are temporarily stopped and displayed becomes 60 seconds. Therefore, the initial time (initial value) of the remaining time suggested or announced in the timing effect of this embodiment is "60 seconds". Note that the initial time (initial value) of the remaining time suggested or announced in the timing effect does not have to be one type, but may be multiple types. Furthermore, in the gaming machine 10, once a variation pattern is determined in which the variation time until the timing when all rows of symbols in the performance game are temporarily stopped and displayed becomes 60 seconds is defined, even if the type of variation pattern is different, the effect is always executed in a manner in which "the display content of the timing effect changes with the passage of time". In other words, when the timing effect is executed, it is possible to execute the timing effect in the same manner regardless of the type of variation pattern that has been determined. That is, in this embodiment, even if the results of the predetermined lottery related to the variation game are different, it is possible to execute a specific effect in a predetermined execution manner.
[0086] As mentioned above, in the gaming machine 10, the timing effect indicates or announces the remaining time until the timing when all rows of symbols in the performance game are temporarily stopped and displayed. The timing effect ends when the remaining time indicated or announced in the timing effect reaches "0 seconds". Therefore, it can be determined that the special game will not end until the remaining time indicated or announced in the timing effect reaches "0 seconds". In other words, when the timing effect is executed, it is possible to determine a period during which it can be determined that the special game will not end. That is, in this embodiment, when a specific effect is executed, it is possible to determine a period during which it can be determined that the variable game will not end.
[0087] In the gaming machine 10, when a timing effect is being performed, the volume of the sound output from the speaker 18 decreases. For example, if background sound is being output from the speaker 18 and a timing effect is being performed, the volume of the background sound decreases while the timing effect is being performed. For example, if sound related to a reach effect is being output from the speaker 18 and a timing effect is being performed, the volume of sound related to the reach effect decreases while the timing effect is being performed. In this way, when a timing effect is being performed, the execution of sound effects performed by the speaker 18 is restricted. In this embodiment, the sound effects performed by the speaker 18 correspond to special effects. In other words, the gaming machine 10 of this embodiment is capable of performing special effects that are different from specific effects. And, in this embodiment, when a specific effect is being performed, the execution of special effects is restricted.
[0088] The gaming machine 10 is capable of executing a hold animation as a predetermined animation. The hold animation can be executed before the timing animation is executed. The hold animation suggests or notifies that the timing animation is about to begin. Thus, this embodiment is capable of executing a predetermined animation that suggests or notifies that a specific animation is about to begin before that specific animation is executed.
[0089] As shown in Figure 5(d), in the gaming machine 10, the hold image TS is displayed on the performance display device 25, and the hold performance is executed. The hold image TS is composed of remaining time information Tx, which corresponds to text information that can identify the remaining time measured in the timing performance, and frame information Wb that surrounds the remaining time information Tx. The frame information Wb that constitutes the hold image TS is information based on the color red. That is, the frame information Wa that constitutes the timing image CD and the frame information Wb that constitutes the hold image TS have different base colors. Furthermore, the remaining time that can be identified from the remaining time information Tx that constitutes the hold image TS is the initial time (initial value) of the remaining time that is suggested or announced in the timing performance. Therefore, in this embodiment, the remaining time that can be identified from the remaining time information Tx that constitutes the hold image TS is "60 seconds". Note that the remaining time information Tx that constitutes the hold image TS is not updated even if time has passed since the start of the execution of the hold performance. Note that even when the hold performance is being executed, the performance game continues to run. Therefore, for example, even if a hold animation is performed while the animation symbols are changing, the animation symbols will continue to change, and the animation game will continue to run.
[0090] In the gaming machine 10, if the timing effect is executed after the hold effect is executed, the timing image CD is displayed instead of the hold image TS, and then, when the timing effect is started, the display content of the timing effect is updated as time progresses. In other words, in the gaming machine 10, the timing effect and the hold effect are not executed in parallel. In the gaming machine 10, the timing effect is started when the execution of the hold effect is completed.
[0091] Furthermore, in the gaming machine 10, it is possible to stop the execution of the timing effect by operating the effect button EB while the timing effect is being executed. In other words, the gaming machine 10 can switch from an execution state in which the timing effect is being executed to a non-execution state in which the timing effect is not being executed by operating the effect button EB while the timing effect is being executed. That is, in this embodiment, it is possible to switch from an execution state in which a specific effect is being executed to a non-execution state in which a specific effect is not being executed by operating a predetermined operating means while a specific effect is being executed.
[0092] For example, as shown in Figure 6(a), when a timing effect is being performed, the timing image CD is displayed on the effect display device 25. When the effect button EB is operated at this time, the execution of the timing effect ends, and the system returns to a non-execution state where the timing effect is not being performed. As shown in Figure 6(b), when the execution of the timing effect ends due to the operation of the effect button EB, the effect display device 25 displays the cancel image CN, and the cancel effect is executed. In this way, when the system switches to a non-execution state where the timing effect is not being performed by operating the effect button EB while the timing effect is being performed, the cancel effect, which is a special effect different from the timing effect, is executed. That is, in this embodiment, when a specific effect is being performed, if a predetermined operating means is operated, the system switches to a non-execution state where the specific effect is not being performed, a special effect different from the specific effect is executed. In the gaming machine 10, when the executed effect switches from a timing effect to a cancel effect, the system returns to a non-execution state where the timing effect is not being performed. The cancel effect ends when the execution time of the cancel effect (for example, 7 seconds) has elapsed. For example, the cancellation animation may end when all rows of animation symbols have stopped displaying in the animation game.
[0093] Furthermore, even if the performance button EB is operated after the cancellation performance has been executed, the timing performance will not be restarted. Thus, if the performance button EB is operated while the timing performance is running, and the game switches to a non-execution state where the timing performance is not running, then operating the performance button EB again will not switch the game back to the execution state where the timing performance is running. In other words, if the performance button EB is operated while the timing performance is running, and the game switches to a non-execution state where the timing performance is not running, then operating the performance button EB again will not switch the game back to the execution state where the timing performance is running. That is to say, if a specific performance is running, and a predetermined operation means is operated, and the game switches to a non-execution state where the specific performance is not running, then operating the predetermined operation means again will not switch the game back to the execution state where the specific performance is running.
[0094] As described above, in the gaming machine 10, by operating the performance button EB while a timing performance is being executed, it is possible to switch to a non-execution state where the timing performance is not being executed. However, in the gaming machine 10, even if the performance button EB is operated while a hold performance is being executed, it will not switch to a non-execution state where the hold performance is not being executed. Furthermore, in the gaming machine 10, even if the performance button EB is operated while a hold performance is being executed, the operation of the performance button EB will not switch to a non-execution state where the timing performance is not being executed, and the execution of the timing performance will then begin. In other words, in the gaming machine 10, even if the performance button EB is operated while a hold performance is being executed, the execution of the timing performance will then begin. That is to say, in this embodiment, even if a predetermined operation means is operated while a predetermined performance is being executed, the execution of a specific performance will then begin.
[0095] Incidentally, in gaming machine 10, a button animation may be executed while a timing animation is running. In gaming machine 10, if a timing animation is running and the animation button EB in the button animation is within its valid operation period, operating the animation button EB will not execute the cancel animation, and the result of the button animation will be derived. In other words, when a timing animation and a button animation are running in parallel, and the animation button EB in the button animation is within its valid operation period, operating the animation button EB will not terminate the timing animation. Furthermore, when a timing animation and a button animation are running in parallel, and the animation button EB in the button animation is within its valid operation period, operating the animation button EB will not execute the cancel animation. Thus, when an animation button EB is operated while a timing animation and a button animation are running in parallel, the operation of the animation button EB will take precedence over the button animation.
[0096] <Regarding the control of the execution of various effects> The sub-CPU 51 may decide to execute a timing performance when a variation pattern command is input. Specifically, the sub-CPU 51 decides not to execute the timing performance if the variation time associated with the variation pattern that can be identified from the input variation pattern command is less than the performance reference time (e.g., 65 seconds) which is longer than the initial remaining time (60 seconds in this embodiment) that is suggested or announced in the timing performance. On the other hand, if the variation time associated with the variation pattern that can be identified from the input variation pattern command is equal to or greater than the performance reference time, the sub-CPU 51 performs a timing performance execution lottery to determine whether to execute the timing performance. In this embodiment, it is decided to execute the timing performance if the timing performance execution lottery is won, and it is decided not to execute the timing performance if the timing performance execution lottery is not won. For example, the probability of winning the timing performance execution lottery may differ depending on the type of variation pattern that can be identified from the variation pattern command, or it may differ depending on the type of special symbol that can be identified from the symbol command. If it is decided not to execute the timing effect, the sub-CPU 51 will not execute the timing effect during the execution of the special game corresponding to the input variation pattern command, nor will it execute the hold effect.
[0097] When executing a timing effect, the sub-CPU 51 controls the effect display device 25 so that the hold effect is executed at a predetermined timing after the start of the special game. When executing a timing effect, the sub-CPU 51 controls the effect display device 25 so that the timing effect is started when the timing for the timing effect to start arrives. At this time, the sub-CPU 51 terminates the execution of the hold effect and starts the execution of the timing effect. In other words, the sub-CPU 51 switches the execution of the effect from the hold effect to the timing effect. The timing for the start of the timing effect is the timing at which the remaining time until the timing when all rows of effect symbols are temporarily stopped and displayed in the effect game becomes the initial remaining time that is suggested or announced in the timing effect. In other words, the timing for the start of the timing effect is at a timing that is earlier than the timing when all rows of effect symbols are temporarily stopped and displayed in the effect game by the initial remaining time that is suggested or announced in the timing effect.
[0098] Furthermore, while the timing effect is running, the sub-CPU 51 controls the effect display device 25 so that the content of the timing effect display changes as time progresses. For example, the sub-CPU 51 changes the content of the timing effect display so that the remaining time that can be determined from the remaining time information Tx constituting the timing image CD decreases by 1 second every second that passes. When the remaining time that can be determined from the remaining time information Tx constituting the timing image CD reaches "0 seconds", the sub-CPU 51 continues the situation where the remaining time that can be determined from the remaining time information Tx constituting the timing image CD is "0 seconds" for a predetermined time (for example, 3 seconds), and then terminates the timing effect.
[0099] Furthermore, while the timing performance is running, the sub-CPU 51 reduces the volume of the sound output from the speaker 18. In this way, the sub-CPU 51 limits the sound output from the speaker 18 while the timing performance is running. When the timing performance ends, the sub-CPU 51 restores the volume of the sound output from the speaker 18 to its original level and releases the restriction on the sound output from the speaker 18.
[0100] Furthermore, while the timing effect is running, the sub-CPU 51 controls the effect display device 25 so that the cancel effect is executed when an operation signal is input from the effect button EB. At this time, the sub-CPU 51 terminates the execution of the timing effect and starts the execution of the cancel effect. In other words, the sub-CPU 51 switches the execution of the effect from the timing effect to the cancel effect. However, even if the timing effect is running, if the operation of the effect button EB in the button effect is valid, the sub-CPU 51 will not execute the cancel effect and will continue the timing effect, even if an operation signal is input from the effect button EB. At this time, the sub-CPU 51 derives the result of the button effect based on the input of the operation signal from the effect button EB. Also, after executing the cancel effect, the sub-CPU 51 terminates the execution of the cancel effect when the execution time of the cancel effect has elapsed. Note that the sub-CPU 51 will not execute the cancel effect even if an operation signal is input from the effect button EB while the hold effect is running.
[0101] <An example of a special game presentation> Here, based on Figures 7(a) to 7(g), we will explain an example of the effects during the execution of a special game based on various variation patterns and an example of the display content of the effect display device. The special game shown in Figure 7(a) is a special game executed based on variation pattern Px1, and the special game shown in Figure 7(b) is a special game executed based on variation pattern Px2. Both variation pattern Px1 and variation pattern Px2 are associated with variation times that are equal to or greater than the standard effect time. Furthermore, the variation time associated with variation pattern Px2 is longer than the variation time associated with variation pattern Px1. In the following explanation, the special game executed based on variation pattern Px1 will be referred to as the "first example game," and the special game executed based on variation pattern Px2 will be referred to as the "second example game."
[0102] As shown in Figure 7(a), during the execution of the first example game, the hold effect is performed from a timing t11 corresponding to a predetermined timing after the start of the first example game to a timing t12 60 seconds before the timing t13 in the performance game during the execution of the first example game when all rows of performance symbols are temporarily stopped and displayed. Similarly, as shown in Figure 7(b), during the execution of the second example game, the hold effect is performed from a timing t21 corresponding to a predetermined timing after the start of the second example game to a timing t22 60 seconds before the timing t23 in the performance game during the execution of the second example game when all rows of performance symbols are temporarily stopped and displayed. The "60 seconds" here refers to the initial time of the remaining time suggested or announced in the timing effect. Regardless of whether the first or second example game is being played, the hold effect is performed at a predetermined timing after the start of the special game.
[0103] As shown in Figure 7(c), during the execution of either the first or second example special game, the hold image TS is displayed on the performance display device 25 and the hold effect is executed. At this time, the hold image TS, which includes remaining time information Tx that can specify "60 seconds", is displayed on the performance display device 25 and the hold effect is executed. Note that the time during which the hold effect is executed during the execution of the second example game (time from timing t21 to timing t22) is longer than the time during which the hold effect is executed during the execution of the first example game (time from timing t11 to timing t12). Note that the remaining time information Tx that constitutes the hold image TS is not updated even if time has elapsed since the start of the hold effect. In other words, from timing t11 to timing t12, the remaining time information Tx that constitutes the hold image TS is not updated even if time has elapsed. Similarly, from timing t21 to timing t22, the remaining time information Tx that constitutes the hold image TS is not updated even if time has elapsed.
[0104] Furthermore, during the execution of the first example game, when timing t12 is reached, the hold animation ends and the timing animation begins. Similarly, during the execution of the second example game, when timing t22 is reached, the hold animation ends and the timing animation begins. During the execution of the timing animation, the remaining time information Tx that constitutes the timing image CD is updated as time elapses since the start of the timing animation. Regardless of whether the first or second example game is being executed, the remaining time information Tx that constitutes the timing image CD is updated as time passes, and the display content of the timing animation is updated. For example, as shown in Figures 7(d) and 7(e), when the remaining time that can be determined from the remaining time information Tx that constitutes the timing image CD is "42 seconds", after 1 second has elapsed, the remaining time that can be determined from the remaining time information Tx that constitutes the timing image CD is updated to "41 seconds". Furthermore, as shown in Figures 7(e) and 7(f), after 1 second has elapsed, the remaining time, which can be determined from the remaining time information Tx that constitutes the timing image CD, is updated from "41 seconds" to "40 seconds". In this way, the display content of the timing effect changes as time progresses.
[0105] Although not shown in the diagram, if the timing effect continues to run during the execution of the first example game, when timing t13 arrives, the remaining time that can be determined from the remaining time information Tx constituting the timing image CD becomes "0 seconds". At this time, the situation in which the remaining time that can be determined from the remaining time information Tx constituting the timing image CD remains "0 seconds" continues for a predetermined period of time from timing t13, after which the timing effect ends. Similarly, although not shown in the diagram, if the timing effect continues to run during the execution of the second example game, when timing t23 arrives, the remaining time that can be determined from the remaining time information Tx constituting the timing image CD becomes "0 seconds". At this time, the situation in which the remaining time that can be determined from the remaining time information Tx constituting the timing image CD remains "0 seconds" continues for a predetermined period of time from timing t23, after which the timing effect ends.
[0106] As shown in Figure 7(g), when the performance button EB is operated during the execution of either the first example game or the second example game, the cancellation image CN is displayed on the performance display device 25, and the cancellation performance is executed. At this time, the performance display device 25 will show that the execution of the timing performance has ended and the execution of the cancellation performance has begun. The cancellation performance will continue to run from the time it starts until the end of the execution period of the cancellation performance has elapsed, and will end when the end of the execution period of the cancellation performance has elapsed.
[0107] <Mechanism of Action and Effects> The operation and effects of this embodiment will be described below. (1) When a timing effect is performed, it becomes possible to determine at least a period during which it can be determined that the special game will not end. Therefore, if it is possible to determine a period during which it can be determined that the special game will not end when a timing effect is performed, players can enjoy the game with peace of mind during that period, and it is possible to prevent the special game from ending during that period and diminishing the enjoyment of the game.
[0108] (2) In particular, even if the variation patterns determined by the lottery are different, the timing performance can be executed in a common manner. Therefore, it is possible to suppress the possibility of identifying the variation pattern determined by the lottery from the manner in which the timing performance is executed, and even if the timing performance is executed, it is possible to make the special game enjoyable and enhance the entertainment value.
[0109] (3) The timing display is performed in such a manner that the content of the timing display changes as time passes. By changing the content of the timing display as time passes in this way, it becomes easier to make players aware that time is passing, that is, that the end of the special game is approaching, and thus the entertainment value can be effectively enhanced.
[0110] (4) When the timing effect is being executed, the player can switch from the execution state (when the timing effect is being executed) to the non-execution state (when the timing effect is not being executed) by operating the effect button EB. Therefore, players who do not want to know "at least the period during which it can be determined that the special game will not end" can switch to the non-execution state (when the timing effect is not being executed) by operating the effect button EB, and thus be able to enjoy the special game without seeing "at least the period during which it can be determined that the special game will not end". In this way, by configuring the timing effect to be executable according to the player's preference, it is possible to suppress the decrease in enjoyment even in situations where the execution of the timing effect would reduce the enjoyment.
[0111] (5) Before the timing performance is performed, a hold effect can be performed to suggest or notify that the timing performance is about to begin. By performing such a hold effect, it is possible to notify in advance that the timing performance will begin, and it is possible to prevent people from missing the timing performance.
[0112] (6) Even if the performance button EB is operated while a hold performance is being performed that suggests or notifies that the execution of the timing performance is about to begin, the execution of the timing performance will begin afterward. In other words, if the execution of the timing performance does not begin, it is not possible to switch to a non-execution state in which the timing performance is not being performed. In this way, since the timing performance is performed first and then the decision of whether or not to perform that timing performance is made, it is possible to prevent the system from switching to a non-execution state in which the timing performance is not being performed even if the user is unaware of the timing performance.
[0113] (7) If the timing effect is being executed and the effect button EB is pressed, switching to a non-execution state where the timing effect is not being executed will result in a cancellation effect different from the timing effect being executed. Therefore, even if the system switches to a non-execution state where the timing effect is not being executed, it is possible to determine that the system has switched to a non-execution state where the timing effect is not being executed by checking the cancellation effect.
[0114] (8) When the timing performance is being performed, the volume of at least some of the sounds output from speaker 18 is reduced. This prevents a decrease in attention to the timing performance, for example, by ensuring that the volume of at least some of the sounds output from speaker 18 is not reduced.
[0115] (9) The duration of the hold animation may vary depending on the variation pattern determined by the lottery. Therefore, after the hold animation is performed, the timing of when the hold animation ends, that is, the timing of when it switches from the hold animation to the timing animation, can be drawn to enhance the entertainment value.
[0116] (10) If the timing effect is in progress and the effect button EB in the button effect is within the valid period for operation, operating the effect button EB will not execute the cancel effect, and the result of the button effect will be derived. For this reason, for example, even if the effect button EB is operated in response to the execution of the operation prompt effect, it is possible to prevent the timing effect from ending as a result of that operation.
[0117] (11) Even if a hold animation is performed, the animation symbols continue to change and the animation game continues to run. Therefore, even if the hold animation is performed and the remaining time that can be determined from the remaining time information Tx that constitutes the hold image TS is not updated, it is possible to determine that the special game is in progress by confirming that the animation symbols are changing and displayed in the animation game. In other words, for example, it is possible to prevent players from mistakenly thinking that the special game has stopped midway just because a hold animation is performed and the remaining time that can be determined from the remaining time information Tx that constitutes the hold image TS is not updated.
[0118] <Example of changes> 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.
[0119] • The timing effect is designed to be implemented when all rows of symbols in the game temporarily stop and are displayed, but the target event may be changed. For example, the timing effect may be designed to indicate or announce the remaining time until a predetermined effect is performed. In this way, the timing effect may be designed to indicate or announce the occurrence of a predetermined event.
[0120] • In the timing presentation, the remaining time until the target event occurs is indicated or notified in seconds, but it is not necessary to indicate or notify the time itself. For example, the remaining time until the target event occurs may be indicated or notified by a change in a meter (or gauge). Alternatively, for example, the remaining time until the target event occurs may be indicated or notified by a change in the number of predetermined characters. For example, if the target event is shown to occur when the number of characters reaches a predetermined number, the timing of the target event's occurrence can be indicated or notified by a change in the number of characters.
[0121] The standard performance time may be the same as the initial time of the remaining time suggested or announced in the timing performance, or it may be shorter than the initial time of the remaining time suggested or announced in the timing performance. For example, if there are multiple types of initial times of the remaining time suggested or announced in the timing performance, there may also be multiple types of standard performance times. For example, the standard performance time may differ depending on the type of variation pattern, and the type of initial time of the remaining time suggested or announced in the timing performance may differ depending on the type of standard performance time.
[0122] The start timing of the hold animation may vary depending on the start timing of the timing animation. For example, the duration of the hold animation may be the same (e.g., 2 seconds) even if the variation patterns determined by lottery are different. In other words, even if the results of the predetermined lottery related to the variation game are different, the duration of the predetermined animation may be the same. In this case, the time from when the hold animation starts until the timing animation starts will be the same. Therefore, for example, it is possible to prevent a decrease in attention to the hold animation due to the delay between the start of the hold animation and the start of the timing animation, which could result in missing the timing animation. Thus, the duration of the hold animation may be a predetermined time. In this case, the duration of the hold animation, which corresponds to the time from when the hold animation starts until it finishes, may be shorter or longer than the time from when the timing animation starts until it finishes (e.g., the maximum time). As described above, the duration of the hold animation may be the same even if the variation patterns determined by lottery are different.
[0123] - If a timing effect is running and the effect button EB operation in a button effect is valid, operating the effect button EB may result in the button effect not being determined, and the cancel effect may be executed. In other words, if the effect button EB is operated when a timing effect and a button effect are running in parallel, the operation of the effect button EB may be reflected in the timing effect with priority. If a timing effect is running and the effect button EB operation in a button effect is valid, operating the effect button EB may result in the cancel effect being executed and the button effect being determined. In other words, if the effect button EB is operated when a timing effect and a button effect are running in parallel, the operation of the effect button EB may be reflected in both the timing effect and the button effect.
[0124] - The execution of sound effects performed by speaker 18 may be restricted not for the entire duration while the timing effect is being performed, but for example, for a portion of the duration while the timing effect is being performed. The effects whose execution is restricted while the timing effect is being performed may be only some of the types of sound effects performed by speaker 18. Furthermore, when restricting the execution of sound effects performed by speaker 18, it is not limited to reducing the volume, but it is also possible to prevent sound output altogether. In addition, the effects whose execution is restricted while the timing effect is being performed, that is, special effects, are not limited to sound effects performed by speaker 18. For example, some of the effects performed by the effect display device 25 may be designated as special effects, and when the timing effect is being performed, the execution of effects corresponding to those special effects may be restricted. For example, when restricting the execution of effects, the number of effects being performed may be changed (for example, reduced), or effects may be prevented from being performed. For example, a movable body may be provided, and effects in which the movable body moves may be designated as special effects, and when the timing effect is being performed, the execution of effects in which the movable body moves may be restricted.
[0125] The execution time of the cancellation animation may be changed. For example, the cancellation animation may be executed for the duration of the execution of the timing animation if the execution state continues while the timing animation is running, without entering a non-execution state where the timing animation is not running. For example, if the animation button EB is operated while the cancellation animation is running, the execution of the cancellation animation may be terminated as a result of operating the animation button EB. In other words, if the animation button EB is operated while the timing animation is running and the cancellation animation is executed, and then the animation button EB is operated again while the cancellation animation is running, the execution of the cancellation animation may be terminated. Furthermore, even if the system switches from an execution state where the timing animation is running to a non-execution state where the timing animation is not running, the cancellation animation does not have to be executed.
[0126] - If the performance button EB is pressed while the hold performance is in progress, the performance of the hold performance may be terminated. Furthermore, if the performance button EB is pressed while the hold performance is in progress, the timing performance may not be executed afterward. Also, if the performance button EB is pressed while the hold performance is in progress, the cancel performance may be executed, or the cancel performance may not be executed. In addition, the cancel performance executed when the performance button EB is pressed while the hold performance is in progress may be different from the cancel performance executed when the performance button EB is pressed while the timing performance is in progress.
[0127] When the timing effect is initiated, the hold effect may be performed before the timing effect starts, or it may not be performed before the timing effect starts. For example, when executing the timing effect, it may be decided by lottery whether or not to perform the hold effect before the timing effect starts. In addition, depending on the variation pattern determined by lottery, it may be the case that the hold effect is performed before the timing effect starts, or it may not be performed before the timing effect starts. Furthermore, the hold effect may not be performed at all.
[0128] The operating means used to switch from the execution state, in which the timing effect is being performed, to the non-execution state, in which the timing effect is not being performed, does not have to be the effect button EB. The operating means used to switch from the execution state, in which the timing effect is being performed, to the non-execution state, in which the timing effect is not being performed, does not need to be shared with the operating means used in the button effect, as in the effect button EB in the above embodiment, and may be a dedicated operating means for switching to the non-execution state.
[0129] - The execution of the performance may be switched from a timing performance to a performance different from the timing performance, thereby resulting in a non-execution state where the timing performance as a specific performance is not being performed. The "performance different from the timing performance" here may be a cancellation performance, or a performance different from the cancellation performance. Furthermore, the switch to the non-execution state does not have to be triggered by the operation of an operation means such as the performance button EB, but may be triggered by other events. The "other events" here may be, for example, the success or failure of a predetermined lottery, the decision to execute the "performance different from the timing performance" mentioned above, or the passage of time.
[0130] It may be impossible to switch from the execution state, where the timing effect is running, to the non-execution state, where the timing effect is not running. For example, even if the effect button EB is operated while the timing effect is running, the system may not switch to the non-execution state, and the execution state, where the timing effect is running, may continue.
[0131] The timing effect does not have to be performed in a manner in which the displayed content of the timing effect changes with the passage of time. The timing effect may be performed in a manner in which it changes due to an event other than the passage of time. Furthermore, the timing effect does not have to be performed in a manner that changes; for example, it may be performed in a manner that does not change with the passage of time, or in a manner that does not change due to an event other than the passage of time. If there are common characteristics, even if some characteristics differ, they may be considered the same characteristics. Naturally, if at least some characteristics differ, they may be considered different characteristics.
[0132] Even if the variation patterns are different, the timing performance may be executed in a common execution mode corresponding to a predetermined execution mode, or it may be executed in a different execution mode. Also, if the variation patterns are different, the timing performance may be executed in a different execution mode. In other words, when the results of the predetermined lottery related to the variation game are different, the timing performance may be executed in a different mode. Note that the predetermined lottery related to the variation game is not limited to the lottery that determines the variation pattern performed by the main CPU 41. For example, when the sub-CPU 51 is configured to determine the sub-variation pattern, the lottery that determines the sub-variation pattern performed by the sub-CPU 51 may be the predetermined lottery related to the variation game. The CPU that performs the predetermined lottery may be either the main CPU 41 or the sub-CPU 51, or it may be both the main CPU 41 and the sub-CPU 51. For example, the predetermined lottery related to the variation game may be a lottery performed by the main CPU 41 (e.g., a winning lottery, a near-win lottery, etc.) or a lottery performed by the sub-CPU 51 (e.g., a lottery related to the execution of a performance, etc.).
[0133] • The timing effect as a specific effect may be customizable. For example, the probability of the timing effect being performed may be customizable. For example, the initial time of the remaining time suggested or announced in the timing effect may be customizable. For example, the manner in which the timing effect is performed may be customizable.
[0134] The number of specific effects that can be performed is not limited to one, but may be two or more. For example, there may be a first specific effect and a second specific effect that can be performed. Furthermore, one of the first and second specific effects may be customizable, while the other may not be.
[0135] The performance display device 25 may also be capable of running a variable game separate from the performance game. This variable game may be, for example, a variable game (hereinafter referred to as the mini-symbol game) that is run using mini-symbols smaller than the performance symbols (so-called fourth symbols, etc.). The mini-symbol game may start when the special game starts and end when the special game ends. Even when the hold performance is being executed, the performance display device 25 may continue to run the mini-symbol game. This makes it possible to determine that the special game is being run by confirming that the mini-symbols are being displayed in a variable way in the mini-symbol game, even if the hold performance is being executed and the remaining time that can be determined from the remaining time information Tx that constitutes the hold image TS is not updated.
[0136] In the above embodiment, the special game executed based on the ball entering the first start port 26 (hereinafter referred to as the first special game) and the special game executed based on the ball entering the second start port 27 (hereinafter referred to as the second special game) may be separated. For example, the second special game may be configured to be executed with priority over the first special game, or they may be configured to be executed in a reserved order regardless of the type of special game. Alternatively, the first special game may be configured to be executed with priority over the second special game. Furthermore, the first and second special games may be configured to be executed simultaneously. Furthermore, when enabling the simultaneous execution of the first and second special games, for example, the performance game corresponding to the first special game may be executed in a low base state, while the performance game corresponding to the second special game may be executed in a high base state. For example, at least one of the types of jackpots and the probability of determining each type of jackpot may be different when the first special game is a jackpot and when the second special game is a jackpot. In other words, the advantage of winning a jackpot in a jackpot lottery triggered by a ball entering the second starting gate 27 may be different from the advantage of winning a jackpot in a jackpot lottery triggered by a ball entering the first starting gate 26. Furthermore, the number of special games does not have to be limited to one or two.
[0137] The number of game balls awarded as prizes when the conditions for prize ball payout are met due to a game ball entering one of the various entry points (prize entry points) may be changed. For example, the number of game balls awarded as prizes when a game ball enters the general prize entry point 32 may be the same as the number of game balls awarded as prizes when a game ball enters the large prize entry point 29. For example, the number of game balls awarded as prizes when a game ball enters the first start entry point 26 may be the same as the number of game balls awarded as prizes when a game ball enters the second start entry point 27. For example, the number of game balls awarded as prizes when a game ball enters the second start entry point 27 may be 1.
[0138] Even if a jackpot is not won, the game may be controlled to a high base state based on the number of times a special game has been played. For example, the above embodiment may be applied to a gaming machine that is controlled to a low probability high base state when the number of special games played while in a non-probability state reaches a predetermined number.
[0139] - The special symbols that can be displayed as confirmed stop symbols when the jackpot lottery is not won may include a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a time-saving symbol). Furthermore, if a time-saving symbol is displayed as confirmed stop symbols in a special game while the machine is in a low base state, the machine may be controlled to a high base state as a result of the time-saving symbol being displayed as confirmed stop symbols.
[0140] As gaming machines that can be controlled to be in a probability variation state, there are specifications that control the machine to be in a probability variation state until the next big win is awarded, specifications that control the machine to be in a probability variation state until the player wins a draw to drop out of the probability variation state (drop-out machine), or specifications that control the machine to be in a probability variation state until a predetermined number of special games are completed (ST machine). Among gaming machines that adopt the specification that controls the machine to be in a probability variation state until a predetermined number of special games are completed, some machines set a predetermined number of times in which the machine is effectively controlled to be in a probability variation state until the next big win is awarded. In this case, the number of times the machine is effectively controlled to be in a probability variation state until the next big win is awarded may be, for example, 10,000 times. Incidentally, in this case, the period in which the machine is controlled to be in a probability variation state may be controlled to be in a high base state. When a number of times the machine is effectively controlled to be in a probability variation state until the next big win is awarded is set, it can be said that the situation in which the next big win is effectively awarded can be identified. A gaming machine that can be controlled to enter a probability variation state has a specification (V probability variation machine) that controls the machine to enter a probability variation state when the game ball passes through a specific area. The gaming machine of the above embodiment may be embodied in any of these specifications. The gaming machine may also be a gaming machine with a specification that combines the above-mentioned fall-out machine and V probability variation machine. Furthermore, a V probability variation machine may have a specification that generates a specific round game by having a single large prize slot. A V probability variation machine may have a specification that generates a specific round game by having multiple large prize slots consisting of a large prize slot (V prize slot) that is opened in a specific round game and large prize slots that are opened in round games other than the specific round game. The gaming machine of the above embodiment may be embodied in any of these specifications of a V probability variation machine.
[0141] The above embodiment may be applied to a gaming machine that performs both a big win lottery and a small win lottery. Generally, if a small win is won in the small win lottery, the small win symbol is displayed as a confirmed stop in a special game, and a small win game is granted after the special game ends. The small win lottery may be performed only when a ball enters either the first start port 26 or the second start port 27, or the small win lottery may be performed regardless of whether the ball enters the first start port 26 or the second start port 27. The small win symbol is one of the results derived in the special game when a big win is not won. The gaming machine of the above embodiment may be embodied in a gaming machine that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time, or the number of times (frequency) a small win game is granted per unit time, is increased compared to the normal state. In gaming machines that can conduct both big win and small win draws, both the big win draw and the small win draw can be considered as winning draws, and both the big win game and the small win game can be considered as winning games. In addition, in gaming machines that can conduct both big win and small win draws, only the big win draw can be considered as a winning draw, and only the big win game can be considered as a winning game. In other words, in gaming machines that can conduct both big win and small win draws, either the big win draw or the small win draw can be considered as a winning draw, and either the big win game or the small win game can be considered as a winning game.
[0142] The gaming machine of the above embodiment may be embodied in a gaming machine that awards a jackpot game when a game ball passes through a special area. For example, the gaming machine of the above embodiment may be embodied in a gaming machine (a so-called Type 1 and Type 2 mixed machine) that awards a jackpot game based on winning a jackpot in a jackpot lottery and a jackpot game based on a game ball passing through a special area. This special area is provided, for example, in a large prize slot that is opened based on winning a minor prize in a minor prize lottery conducted when a ball enters the second starting slot 27 in the above embodiment. This large prize slot may be the same as the large prize slot 29 that is opened in a jackpot game, or it may be a large prize slot different from the large prize slot 29. Incidentally, even if a game ball enters a large prize slot that has been opened based on winning a minor prize, a jackpot game will not be awarded if the game ball does not pass through the special area. For example, if a minor win occurs and the game ball does not pass through a special area, and the minor win ends without a major win being awarded, the game may be controlled to return to a normal game state.
[0143] The gaming machine of the above embodiment may be embodied in a smart pachinko gaming machine (so-called "SmaPachi"). A smart pachinko gaming machine is sometimes called a managed gaming machine. In a smart pachinko gaming machine, like gaming machine 10, it is possible to launch game balls into the game area 21. On the other hand, in a smart pachinko gaming machine, the number of game balls held by the player is managed as electronic data. Then, by consuming the game balls (game value) managed as electronic data, it is possible to launch physical game balls into the game area 21. In such a smart pachinko gaming machine, when game balls are awarded as prize balls, the game balls are awarded as electronic data. That is, the game balls as a game medium may be physical, of course, but may also be managed as electronic data. Similarly, the game value may be physical, or it may be managed as electronic data.
[0144] The effects that can be performed in the gaming machine 10 are not limited to those described in the above embodiment. Also, the effects that can be performed as specific effects do not have to be timing effects. For example, the effects that can be performed as specific effects may be timing effects and one or more effects different from timing effects. In other words, there may be one or two types of effects that can be performed as specific effects, or there may be three or more types. Also, the effects that can be performed as predetermined effects do not have to be hold effects. For example, the effects that can be performed as predetermined effects may be hold effects and one or more effects different from hold effects. In other words, there may be one or two types of effects that can be performed as predetermined effects, or there may be three or more types. Similarly, the effects that can be performed as special effects do not have to be cancel effects. For example, the effects that can be performed as special effects may be cancel effects and one or more effects different from cancel effects. In other words, there may be one or two types of effects that can be performed as special effects, or there may be three or more types. For example, among the effects that can be executed in the above embodiment, any of the effects from the operation promotion effect, the effect that derives the result of a button effect, and the button prompting effect may be designated as a specific effect. For example, any of the effects from the operation promotion effect, the effect that derives the result of a button effect, and the button prompting effect may be designated as a predetermined effect. For example, any of the effects from the operation promotion effect, the effect that derives the result of a button effect, and the button prompting effect may be designated as a special effect. For example, an effect that displays a part of the elements that make up a character (e.g., clothes or hair) in a specific color may be made executable, and such effect may be executable as any of the effects from the specific effect, predetermined effect, and special effect. The specific color may be a color composed of one color such as black or white, a color composed of two or more colors (multicolor), or a rainbow color.
[0145] The above embodiment may also be applied to a revolving-type gaming machine (a so-called slot machine). In a revolving-type gaming machine, the bet amount (also called the number of tokens) can be set by operating MAXBET or by inserting tokens. In a revolving-type gaming machine, after the bet amount has been set, when the start lever, which is the start operation unit, is operated, multiple reels rotate and the variable game begins to run. In a revolving-type gaming machine, a prize draw is performed when the variable game begins to run. In a revolving-type gaming machine, after multiple reels have rotated, when the stop button, which is the stop operation unit, is operated, the rotation of the corresponding reel stops. Then, in a revolving-type gaming machine, when the rotation of all reels has stopped, a prize may be awarded according to the combination of symbols that stopped. Some revolving-type gaming machines are capable of performing navigation effects (so-called navigation effects) that guide the player in operating the stop buttons that the player can operate. Navigation effects can also be described as effects that encourage the player to operate the stop buttons that the player can operate. In slot machines, setting a bet (the so-called number of spins) and playing a variable game consumes the corresponding amount of game currency. On the other hand, in slot machines, game currency may be awarded when prizes are given according to the combination of symbols that stop.
[0146] Some slot machines grant a bonus game (enter a bonus state) when a combination of symbols corresponding to a bonus role stops. In slot machines, a bonus game can be considered a winning game. Furthermore, in slot machines, if the maximum difference reaches a predetermined value during a bonus game, it may be possible to control the machine to a state where further progress is impossible after the bonus game ends. Incidentally, navigation effects can be executed during a bonus game.
[0147] Some slot machines have an assist time (so-called AT) that can be controlled. Although assist time is different from bonus games, it is similar in that players can earn profits from it. And assist time can be considered a winning game. The duration of the assist time control may be determined by the number of spinning games. In slot machines, if the maximum difference reaches a predetermined value during assist time, assist time may end, and the machine may be controlled to a state where further progress is impossible after the end of assist time. Incidentally, navigation effects can be executed during assist time.
[0148] • A slot machine may use a game medium other than tokens. For example, a slot machine may be embodied as a game machine that uses game balls (pachinko balls) as the game medium. In addition, the game medium may be managed by data (information). A slot machine may be a so-called managed game machine. That is, a slot machine may be a smart slot (so-called smart slot). In other words, a slot machine may be a tokenless game machine. In a tokenless game machine, instead of credits, or in addition to credits, the number of tokens held, including tokens borrowed from the dispenser unit, may be stored as data (information). The number of tokens held is also called the number of balls or tokens held. Tokens in a tokenless game machine can be said to be a virtual medium.
[0149] The gaming machine 10 may be implemented as a gaming machine equipped with a complete function. In a gaming machine equipped with a complete function, the activation of the complete function can control the machine into a state of being unable to play, which is a state of being unable to proceed. The maximum difference is also called MY (or MY value). In pachinko gaming machines, the maximum difference is also called "maximum difference in balls (or maximum difference in balls)". In revolving-type gaming machines, the maximum difference is also called "maximum difference in tokens". Furthermore, when the maximum difference reaches a predetermined value, the machine may be controlled into a state of being unable to proceed. A gaming machine equipped with a complete function may be able to execute a complete function activation notification (unable to proceed notification effect) that allows the player to identify that the machine will be controlled into a state of being unable to proceed after the end of a jackpot game or bonus game. A gaming machine equipped with a complete function may be able to execute a complete function activation warning (reached warning effect) that allows the player to identify that the maximum difference is approaching a predetermined value. A gaming machine equipped with a complete function may also be capable of executing a complete function activation notification (failure notification effect) that allows the player to identify that the machine has been controlled to a state where further progress is impossible.
[0150] In the above embodiment, the sub-board 50 may be used as a sub-overall control board, and a display control board specializing in controlling the performance display device 25, a light emission control board specializing in controlling the decorative lamps 17, and a sound control board specializing in controlling the speakers 18 may be provided separately from the sub-board 50. The sub-overall control board and the other boards that control the performance may be included together as a sub-board (sub-control unit). Alternatively, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 may be mounted on a single board. Furthermore, the display control board, light emission control board, and sound control board may be arbitrarily combined to form a single board or multiple boards.
[0151] Unlike the speaker 18 provided by the gaming machine 10, the above embodiment may allow connection of external sound output means such as earphones or headphones. For example, the above embodiment may allow connection of earphones (or headphones) as external sound output means. In this case, the external sound output means may be connected by wire or by wireless connection. By enabling sound to be heard through external sound output means in this way, the variety of ways to enjoy the gaming machine can be increased, and the entertainment value can be enhanced. For example, the control that enables the external sound output means to output sound may be performed by the sub-CPU 51.
[0152] The information display panel 22 may include a remaining ball display unit that shows the remaining number of prize balls to be dispensed to the player. The information display panel 22 may also include a right-hand shooting lamp that prompts the player to shoot to the right. The information display panel 22 may also include a round number display unit that shows the number of rounds played during a jackpot game. Furthermore, the various display units of the information display panel 22 do not need to be provided on the same component (the information display panel 22 in the above embodiment); for example, some or all of the display units may be provided on a component separate from the other display units.
[0153] <Note> Next, we will describe the technical concepts that can be understood from the above embodiments and modified examples. [1] A gaming machine capable of executing a variable game, comprising an effect execution means and an effect control means capable of controlling the effect execution means, wherein the effects that the effect execution means can execute include a specific effect, and when the specific effect is executed, it is possible to specify a period in which it is possible to specify that the variable game will not end, and the specific effect can be executed in a predetermined execution manner even if the result of a predetermined lottery related to the variable game is different.
[0154] [2] A gaming machine capable of executing a variable game, comprising: an operable predetermined operating means; an effect execution means; and an effect control means capable of controlling the effect execution means, wherein the effects that the effect execution means can execute include a specific effect, and when the specific effect is executed, it is possible to specify a period in which it is possible to specify that the variable game will not end, and by operating the predetermined operating means while the specific effect is being executed, it is possible to switch from an execution state in which the specific effect is being executed to a non-execution state in which the specific effect is not being executed.
[0155] [3] A gaming machine according to the technical concept [2] that is capable of performing a predetermined performance that suggests or notifies that the performance of the specific performance will begin before the performance of the specific performance is performed. [4] A gaming machine according to the technical concept [3] in which, even if the predetermined operating means is operated while the predetermined performance is being performed, the execution of the specific performance is subsequently initiated.
[0156] [5] A gaming machine according to any one of the technical concepts [2] to [4], wherein if the specified performance is being performed and the machine switches to a non-performance state by operating the predetermined operating means, a special performance different from the specified performance is performed.
[0157] [6] A gaming machine capable of executing a variable game, comprising: an effect execution means and an effect control means capable of controlling the effect execution means, wherein the effects that the effect execution means can execute include a specific effect, and when the specific effect is executed, it is possible to specify a period in which it is possible to specify that the variable game will not end, and even if the result of a predetermined lottery related to the variable game is different, the specific effect can be executed in a predetermined execution mode, and the predetermined execution mode is a mode in which the display content of the specific effect changes over time.
[0158] [7] A gaming machine according to the technical concept [6], which is capable of executing special effects different from the specified effects, and which restricts the execution of the special effects when the specified effects are being executed. [Explanation of Symbols]
[0159] 10... Pachinko game machine (game machine) 16... Launch handle 17... Decorative lamp 18... Speaker 22... Information display panel 25... Performance display device 26... First start opening 27... Second start opening 29... Big prize opening 31... Gate 40... Main board 41... Main CPU 42... Main ROM 43... Main RWM 50... Sub-board 51... Sub-CPU 52... Sub-ROM 53... Sub-RWM EB... Performance button SE1... First start sensor SE2... Second start sensor SE3... Count sensor SE4... Gate sensor
Claims
1. In a gaming machine capable of running variable games, Means of execution of the performance, The system includes a performance control means capable of controlling the performance execution means, The effects that the aforementioned effect execution means can execute include specific effects, When the aforementioned specific effect is performed, it is possible to identify at least a period during which the variable game will not end. Even if the results of the predetermined lottery related to the variable game differ, the specific performance can be executed in a predetermined manner. The predetermined execution mode is characterized in that the display content of the specific performance changes over time.
2. It is possible to perform special effects different from the aforementioned specific effects. The gaming machine according to claim 1, wherein the execution of the special performance is restricted when the specified performance is being performed.