Gaming machine
The gaming machine addresses engagement by implementing variable games and prize awards based on lotteries, enhancing player interest with progressive notifications and rewards.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2025-01-08
- Publication Date
- 2026-07-21
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and interest through progressive notifications and rewards based on winning lotteries.
A gaming machine that executes variable games and awards prizes based on lottery results, featuring multiple notification stages with varying execution modes and timing, including a first notification that can progress at different timings and a fourth notification restricted during a new game start.
Enhances player interest by providing dynamic and engaging gameplay experiences through varied notifications and rewards.
Smart Images

Figure 2026120010000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, in a pachinko gaming machine which is a kind of gaming machine, it is configured to be able to execute notifications regarding various kinds of information. For example, in the gaming machine described in Patent Document 1, there are notifications that can proceed step by step over a plurality of stages.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Today, it is desired to improve the interest by further devising the effects that can proceed step by step over a plurality of stages.
Means for Solving the Problems
[0005] A gaming machine that solves the above problem is capable of executing a variable game based on the result of a winning lottery, and is capable of awarding a prize based on the result of the winning lottery after the completion of the variable game, comprising: a variable game execution means for executing the variable game; a prize awarding means for awarding the prize; and a notification execution means for executing a notification, wherein the notification includes a first notification, a second notification, a third notification, and a fourth notification, the first notification can be executed before the execution of the second notification, there are multiple types of execution modes for the second notification, the first notification can progress in stages over multiple stages, the stages of the first notification include at least a first stage and a second stage which is more advanced than the first stage, and in the variable game, at the first timing the first notification There are cases where the stages progress, and cases where the stage of the first notification progresses at a second timing different from the first timing. The gist of this is that the first notification of the first stage can be executed before the second notification of the first mode is executed, the first notification of the second stage can be executed before the second notification of the second mode is executed, and when the first notification of the second stage is executed, if the third notification is executed before the first notification progresses to the second stage, the stage of the first notification does not progress to the second stage. The fourth notification can be executed during the period after the execution of the second notification until a new variable game is started, and while the fourth notification is being executed, the execution of a predetermined notification is restricted or the predetermined notification is not executed. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawing]
[0007] [Figure 1] Figure 1 shows the external appearance of a pachinko game machine. [Figure 2] Figure 2 shows the game board as viewed from the front. [Figure 3] Figure 3 shows the electrical configuration of a pachinko game machine. [Figure 4]Figures 4(a) to 4(d) show examples of the presentation methods for the second notification. [Figure 5] Figures 5(a) and 5(b) show examples of the presentation methods for the first notification. [Figure 6] Figure 6 shows an example of the timing of the progression through the first notification stage. [Figure 7] Figure 7 shows an example of the presentation method for the third notification. [Figure 8] Figures 8(a) and 8(b) show examples of the presentation methods for the fourth notification. [Figure 9] Figures 9(a) and 9(b) show examples of the presentation methods for the fifth notification. [Figure 10] Figure 10 shows an example of the presentation method for the sixth notification. [Figure 11] Figure 11 shows an example of the presentation method for Notification No. 7. [Figure 12] Figure 12 shows an example of the presentation method for the eighth notice. [Figure 13] Figures 13(a) to 13(e) show specific examples of how the first, second, and sixth notices are implemented. [Figure 14] Figures 14(a) to 14(f) show specific examples of how the first, third, fifth, sixth, and seventh notices are implemented. [Figure 15] Figures 15(a) to 15(e) show specific examples of how the second, third, fourth, and seventh notices are implemented. [Modes for carrying out the invention]
[0008] (First Embodiment) The following describes the first embodiment of a pachinko gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective.
[0009] A pachinko machine 10, which is an example of a gaming machine, is configured as a circulating pachinko machine that circulates game balls inside the machine. However, it is not limited to this, and the pachinko machine 10 may be configured as a non-circulating pachinko machine that pays out prize balls and receives the supply of game balls from island facilities or the like. The game balls may be magnetic or non-magnetic. The pachinko machine 10 may be configured to operate independently, or may be configured to operate in cooperation with an external management unit or management server.
[0010] As shown in FIG. 1, the pachinko machine 10 includes a frame body 11. The frame body 11 includes an outer frame 11a for fixing the machine body to the island facilities, and a mounting frame 11b for mounting various game parts. A game board YB described later is assembled to the mounting frame 11b. The mounting frame 11b may include a protective frame for protecting the game board YB.
[0011] The pachinko machine 10 includes a speaker SP. The speaker SP can execute an effect (hereinafter referred to as a voice effect) that outputs a predetermined voice. For example, the predetermined voice includes music, human voices, sound effects, and the like. The pachinko machine 10 includes a decorative lamp LA. The decorative lamp LA can execute an effect (hereinafter referred to as a light emission effect) by lighting, blinking, and extinguishing a built-in light emitter (not shown).
[0012] The pachinko machine 10 includes a firing handle HD that is operated when firing a game ball. The pachinko machine 10 is operable and includes a performance lever LV as an example of an operating means different from the performance button BT. Note that the pachinko machine 10 may not include one or both of the performance button BT and the performance lever LV, and may include an operating means different from these.
[0013] As shown in FIG. 2, on the front surface of the game board YB, a game area YBa having a substantially circular shape in a front view is formed. A display window YBb is formed substantially at the center of the game area YBa. On the left side of the game area YBa, a firing passage YBc is formed for guiding the game ball fired by the operation of the firing handle HD to the game area YBa.
[0014] The pachinko gaming machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first hold display device 19c, a second hold display device 19d, and a normal symbol display device 19e. As an example, each of the display devices 19a to 19e is provided at a position visible to the player on the game board YB.
[0015] The first special symbol display device 19a is capable of executing a first special symbol variation game (hereinafter referred to as the first special game) in which a predetermined symbol is variably displayed and finally the first special symbol is stopped and displayed. The second special symbol display device 19b is capable of executing a second special symbol variation game (hereinafter referred to as the second special game) in which a predetermined symbol is variably displayed and finally the second special symbol is stopped and displayed. Each special symbol is a symbol for notifying the result of an internal lottery (winning lottery for special symbols). Hereinafter, the first special game and the second special game are collectively referred to as the "special game". The special symbols include a jackpot symbol as a jackpot display result and a losing symbol as a losing display result. When winning the jackpot in the winning lottery for special symbols, the jackpot symbol is stopped and displayed in the special game. Thereafter, a jackpot game is awarded after the end of the special game in which the jackpot symbol is stopped and displayed.
[0016] The first hold display device 19c displays information that can identify the number of times of the first special game (hereinafter referred to as the first hold number) whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. The second hold display device 19d displays information that can identify the number of times of the second special game (hereinafter referred to as the second hold number) whose execution is held because the hold condition is satisfied but the start condition is not yet satisfied. As an example, the upper limit number of each hold number is 4. However, it is not limited to this, and the upper limit number of each hold number may be 1 to 3 or 5 or more. Also, the upper limit numbers of the first hold number and the second hold number may be different.
[0017] The regular symbol display device 19e is capable of running a regular game in which predetermined symbols are displayed in a variable manner, and finally a regular symbol is displayed in a stopped position. The regular symbol is a symbol used to notify the result of an internal lottery (a lottery for winning regular symbols). There are regular winning symbols and regular losing symbols. If the lottery for winning regular symbols is won, the regular winning symbol is displayed in a stopped position during the regular game. After the regular game in which the regular winning symbol was displayed ends, a regular winning game is awarded.
[0018] The pachinko game machine 10 may be equipped with a normal hold display device, a right-hand play display device, and a round display device. The normal hold display device displays information that can identify the number of normal games (hereinafter referred to as the normal hold count) in which the execution of the normal game is suspended because the hold condition has been met but the start condition has not yet been met. The right-hand play display device displays information that instructs the player to play to the right. Playing to the right involves setting the launch intensity to be stronger so that the game balls flow down the area to the right of the display window YBb within the game area YBa. The round display device notifies the upper limit of the number of round games, which will be described later.
[0019] The pachinko game machine 10 is equipped with a performance display device EH. The performance display device EH has a display area R on which an image can be displayed. The performance display device EH is an example of an image display means for displaying an image. The performance display device EH is assembled to the game board YB so that the display area R can be viewed through the display window YBb. As an example, the performance display device EH is a liquid crystal display device. The performance display device EH is capable of performing a performance (hereinafter referred to as a display performance) that displays a predetermined object as an image. For example, predetermined objects include performance patterns (decorative patterns), characters, landscapes, letters, numbers, and symbols. Hereinafter, when it is simply said that these characters, etc. are "displayed", it means that these characters, etc. objects are displayed as images. The performance display device EH, speaker SP, and decorative lamp LA are each performance devices capable of performing a performance. The performance display device EH, speaker SP, and decorative lamp LA form a performance device group ES consisting of multiple performance devices.
[0020] As an example, one of the display effects in the EH display device is a variable symbol game using multiple rows of symbols (hereinafter referred to as the "effect game"). In the effect game, after multiple rows of symbols are displayed in a variable manner, a final combination of symbols (hereinafter referred to as the "symbol combination") is displayed in a fixed position. The symbols are characters and patterns that have been decorated, and are used to diversify the display effects. As an example, the effect game is performed by displaying the symbols in the left, middle, and right symbol rows in a variable manner in a predetermined direction.
[0021] The performance game starts together with the special game. The performance game ends together with the special game. In the performance game, the symbol combinations corresponding to the special symbols that stop and are displayed in the special game are displayed. When a winning symbol stops and is displayed in the special game, the winning symbol combination is displayed in the performance game. When a losing symbol stops and is displayed in the special game, the losing symbol combination is displayed in the performance game. Hereinafter, the first special game and the performance game executed in conjunction with it will be collectively referred to as the "first variation game." Similarly, the second special game and the performance game executed in conjunction with it will be collectively referred to as the "second variation game." Furthermore, the first variation game and the second variation game will be collectively referred to as the "variation game."
[0022] The game's presentation may include a reach presentation. A reach presentation is a presentation that forms a reach and ultimately stops and displays a predetermined combination of symbols. For example, a reach is a state in which the same presentation symbols are temporarily stopped and displayed in the left and right rows of symbols, and the presentation symbols continue to be displayed in the middle row of symbols. There are two types of reach presentations: normal reach presentations (hereinafter referred to as N reach presentations) and super reach presentations (hereinafter referred to as SP reach presentations) which have a higher probability of winning than N reach presentations. For example, an SP reach presentation may be executed via an N reach presentation. For example, an SP reach presentation consists of an introductory presentation, a branching presentation, and a result presentation.
[0023] The game area YBa has multiple entry points (ball entry points) into which game balls can be entered. The entry points include at least a first start point 12, a second start point 13, and a large entry point 14. The first start point 12 is an entry point into which game balls are entered in order to fulfill the conditions for awarding prize balls and the conditions for starting the first variable game. The first start point 12 is located below the performance display device EH and is open at all times so that game balls can be entered. The game board YB is equipped with a first start sensor SE1 that detects game balls that have entered the first start point 12 (see Figure 3).
[0024] The second starting opening 13 is a prize-winning opening into which game balls are inserted to fulfill the conditions for awarding prize balls and for starting the second variable game. The second starting opening 13 is located to the right of the first starting opening 12. The second starting opening 13 is equipped with a standard opening / closing piece 13a, which is exemplified by a door. When a normal winning game is not awarded, the second starting opening 13 is closed so that game balls cannot enter or are difficult to enter. When a normal winning game is awarded, the second starting opening 13 is opened so that game balls can enter or are easy to enter. The game board YB is equipped with a standard solenoid SL1 as a means for operating the standard opening / closing piece 13a (see Figure 3). The game board YB is equipped with a second starting sensor SE2 for detecting game balls that have entered the second starting opening 13 (see Figure 3). The second starting opening 13 is a so-called "standard electric mechanism".
[0025] The large prize slot 14 is a slot into which game balls are entered in order to fulfill the conditions for awarding prize balls. The large prize slot 14 is located in the lower right of the performance display device EH. The large prize slot 14 is equipped with a special opening / closing piece 14a, which is one example of a door shape. The large prize slot 14 is closed to prevent game balls from entering when a jackpot game has not been awarded. The large prize slot 14 is opened to allow game balls to enter or to facilitate their entry when a jackpot game has been awarded. The game board YB is equipped with a special solenoid SL2 as a means for operating the special opening / closing piece 14a (see Figure 3). The game board YB is equipped with a count sensor SE3 for detecting game balls that have entered the large prize slot 14 (see Figure 3).
[0026] A gate 17 is provided in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second starting gate 13 and the big prize gate 14. The gate 17 has a gate opening 17a that is always open to allow game balls to enter. A gate sensor SE4 is provided in the gate opening 17a to detect game balls entering and passing through (see Figure 3). The gate 17 is an entry point into which game balls are entered in order to fulfill the conditions for starting a normal game. The conditions for awarding prize balls are not met even if game balls enter the gate 17.
[0027] The game area YBa has an outlet 18 into which game balls can be entered. The outlet 18 is an entry point for collecting game balls that did not enter the first starting opening 12, the second starting opening 13, or the big prize opening 14 from the game area YBa.
[0028] Next, I will explain the jackpot game. In a jackpot game, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the opening time). For example, this sequence of events is an opening sequence that signals the start of a jackpot game. After the opening time has elapsed, a round of games is played, opening the large prize slot 14, up to a predetermined maximum number of times. Each round of games ends when a predetermined maximum number of game balls enters the slot, or when a predetermined maximum time has elapsed. During the rounds, the large prize slot 14 is opened in a predetermined opening pattern. Each round of games includes a round sequence of events. In a jackpot game, once the final round of games has ended, a predetermined sequence of events is played for a set period of time (hereinafter referred to as the ending time). For example, this sequence of events is an ending sequence that signals the end of the jackpot game. The jackpot game ends when the ending time has elapsed.
[0029] This explains the functions of the Pachinko game machine 10. The pachinko game machine 10 is equipped with a probability variation function (hereinafter referred to as the probability variation function). The probability variation function is a function that changes the probability of winning a jackpot in the special symbol winning lottery (hereinafter referred to as the jackpot probability). Pachinko game machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function is not activated, and a high probability state in which the probability variation function is activated. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is advantageous for the player because it makes it easier to win a jackpot in the special symbol winning lottery. The high probability state is what is known as the "probability variation state (probability variation state)".
[0030] The pachinko game machine 10 is equipped with a ball entry assistance function. The ball entry assistance function is a function to assist in the entry of the ball into the second starting opening 13. The pachinko game machine 10 has two states in which the probability of a game ball entering the second starting opening 13 differs: a low ball entry rate state in which the ball entry assistance function is not activated, and a high ball entry rate state in which the ball entry assistance function is activated. In the high ball entry rate state, the probability of a game ball entering the second starting opening 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of a game ball entering the second starting opening 13 increases. Since it becomes easier for game balls to enter the second starting opening 13 in the high ball entry rate state, it becomes a favorable state for the player (easy ball entry state).
[0031] For example, a high ball entry rate state can be achieved by performing one of the three controls described below, either by selecting one arbitrarily or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low ball entry rate state. The second control is a control that changes the probability of winning the normal win lottery (normal win probability) to a higher probability than in the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start opening 13 in one normal win game longer than in the low ball entry rate state. The opening time extension control should be at least one of the following: a control that increases the number of times the second start opening 13 is opened in one normal win game compared to the low ball entry rate state, and a control that makes the single opening time of the second start opening 13 in a normal win game longer than in the low ball entry rate state.
[0032] A high ball-scoring rate state can also be achieved by combining it with the fourth control described below. The fourth control is a special symbol variation time reduction control, which shortens the variation time of the special game (for example, the average variation time) compared to the low ball-scoring rate state. When special symbol variation time reduction control is performed, a high ball-scoring rate state becomes a special symbol variation time reduction state (time-saving state), while a low ball-scoring rate state becomes a special symbol non-variation time reduction state (non-time-saving state).
[0033] The game state in the pachinko game machine 10 is determined by the combination of whether or not the probability variation function is activated and whether or not the ball entry assistance function is activated. In the following explanation, a game state that is both low probability and low ball entry rate is referred to as the "low probability low ball entry rate state". A game state that is both high probability and low ball entry rate is referred to as the "high probability low ball entry rate state". A game state that is both low probability and high ball entry rate is referred to as the "low probability high ball entry rate state". A game state that is both high probability and high ball entry rate is referred to as the "high probability high ball entry rate state".
[0034] Next, we will explain the electrical configuration of the pachinko game machine 10. As shown in Figure 3, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back (rear) side of the game board YB. The main board 40 and the sub-board 50 are connected in such a way that control signals (control commands) can be output in one direction from the main board 40 to the sub-board 50. The main board 40 performs predetermined processing and outputs control signals to the sub-board 50. The sub-board 50 performs predetermined processing based on the control signals input from the main board 40.
[0035] The main board 40 will now be described. The main board 40 comprises a CPU 41, a ROM 42, a RAM 43, and a random number generation circuit 44. The CPU 41 executes processes related to the progress of the game by running the main control program. The ROM 42 stores the main control program, judgment values used for various judgments and lotteries, and tables.
[0036] ROM42 stores multiple types of variation patterns. A variation pattern is information that identifies the variation time from the start to the end of a variation game. A variation pattern is information that identifies the variation content (presentation content) of a variation game. There are two types of variation patterns: jackpot variation patterns and losing variation patterns. Jackpot variation patterns identify the variation content in a presentation game that, after a reach presentation, ultimately displays a jackpot combination of symbols. Losing variation patterns identify the variation content in a presentation game that, after a reach presentation, or without a reach presentation, ultimately displays a losing combination of symbols. Details of variation patterns will be described later.
[0037] RAM 43 stores various types of information that are rewritten according to the processing results of CPU 41. For example, the information stored in RAM 43 may include flags, counters, and timers. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to generate software random numbers through the random number generation process performed by CPU 41.
[0038] The main board 40 is connected to each of the sensors SE1 to SE4. The CPU 41 can receive detection signals output by each of the sensors SE1 to SE4 when they detect a game ball. The main board 40 is connected to each of the display devices 19a to 19e. The CPU 41 can control the display content of each of the display devices 19a to 19e. The main board 40 is connected to each of the solenoids SL1 and SL2. By controlling the operation of each of the solenoids SL1 and SL2, the CPU 41 can control the opening modes of the second starting opening 13 and the large prize opening 14.
[0039] Next, the sub-board 50 will be described. The sub-board 50 includes a CPU 51, a ROM 52, and a RAM 53. The CPU 51 performs processing related to the game's presentation by executing a sub-control program. The ROM 52 stores the sub-control program and judgment values used for predetermined lotteries. The ROM 52 stores display presentation data used for display presentations, light-emitting presentation data used for light-emitting presentations, and sound presentation data used for sound presentations. The RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the RAM 53 may include flags, counters, and timers. The sub-board 50 is configured to generate software random numbers through random number generation processing by the CPU 51. The sub-board 50 may also include a random number generation circuit and be configured to generate hardware random numbers using this random number generation circuit.
[0040] Sub-board 50 is connected to the performance display device EH. The CPU 51 can control the display content in the display area R of the performance display device EH. The CPU 51 is an example of a display control means that controls the image display means. Sub-board 50 is connected to the speaker SP. The CPU 51 can control the output content of the speaker SP. Sub-board 50 is connected to the decorative lamp LA. The CPU 51 can control the light emission mode of the decorative lamp LA. Sub-board 50 is connected to the performance button BT. The CPU 51 can receive an operation signal indicating that the performance button BT has been operated. Sub-board 50 is connected to the performance lever LV. The CPU 51 can receive an operation signal indicating that the performance lever LV has been operated.
[0041] Next, we will explain the various processes performed by CPU41. The CPU 41 performs timer interrupt processing, such as special symbol input processing and special symbol start processing, at predetermined control cycles (e.g., 4ms).
[0042] This section explains the special symbol input process. The CPU 41 determines whether a game ball has entered the first start opening 12 based on whether or not it has received a detection signal from the first start sensor SE1. If a game ball has entered the first start opening 12, the CPU 41 determines whether or not the first reserved number stored in the RAM 43 is less than the upper limit. If the first reserved number is less than the upper limit, the CPU 41 updates the first reserved number by adding 1. Subsequently, the CPU 41 controls the first reserved display device 19c to display information that allows for the identification of the updated first reserved number. The CPU 41 outputs a control command (hereinafter referred to as the first reserved number command) that allows for the identification of the first reserved number after the addition to the first reserved number to the sub-board 50. In this way, the reservation condition for the first special game can be met if the first reserved number is less than the upper limit and a game ball is detected by the first start sensor SE1.
[0043] Next, the CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the RAM 43. For example, the random numbers may be winning random numbers used for the special symbol winning lottery, winning symbol random numbers used for determining the winning symbols, and variation pattern random numbers used for determining the variation pattern. The CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the first special game and the order in which the random number information is stored. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the RAM 43, the pachinko game machine 10 can postpone its execution until the start conditions for the first special game are met.
[0044] The CPU 41 performs a pre-reading process based on the various random numbers acquired for the first special game. In the pre-reading process, the CPU 41 pre-determines the contents of the first special game's variations. For example, the CPU 41 determines whether the acquired winning random number value is a value that will result in a win in the lottery, and if it does result in a win, which type of win it will be. In the pre-reading process, the CPU 41 may also determine which type of winning symbol the winning symbol random number value will result in. In the pre-reading process, the CPU 41 may also determine which type of variation pattern the variation pattern random number value will result in. The CPU 41 outputs a control command (hereinafter referred to as a pre-reading command) that can identify the contents of the pre-read first special game's variations to the sub-board 50.
[0045] When the CPU 41 has finished the pre-reading process, if no game balls have entered the first start opening 12, and if the first reserve number is not less than the upper limit, it determines whether or not a detection signal has been input from the second start sensor SE2, based on whether or not a game ball has entered the second start opening 13. If a game ball has entered the second start opening 13, the CPU 41 determines whether or not the second reserve number stored in the RAM 43 is less than the upper limit. If the second reserve number is less than the upper limit, the CPU 41 updates the second reserve number by adding 1. The CPU 41 controls the second reserve display device 19d to display information that allows for the identification of the second reserve number after the addition. The CPU 41 outputs a control command (hereinafter referred to as the second reserve number command) that allows for the identification of the second reserve number after the addition to the sub-board 50. The reserve condition for the second special game can be met if the second reserve number is less than the upper limit and a game ball is detected by the second start sensor SE2.
[0046] Next, the CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the RAM 43. The CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information to be used for the second special game and the order in which the random number information is stored. By storing the random number information to be used for the second special game in the RAM 43, the pachinko game machine 10 can postpone the execution of the second special game until the start conditions for the second special game are met. If the random number information for the second special game is stored in the RAM 43, and no game balls have entered the second start opening 13, and the second reserve number is not less than the upper limit, the CPU 41 terminates the special symbol input process.
[0047] Next, we will explain the process for initiating the special pattern. CPU 41 determines whether the conditions for starting a special game are met. CPU 41 makes a positive determination if it is not during a jackpot game, during the execution of a special game, or during the interval period for a special game. On the other hand, CPU 41 makes a negative determination if it is during a jackpot game, during the execution of a special game, or during the interval period for a special game. If the conditions for starting a special game are not met, CPU 41 terminates the special symbol start process. If the conditions for starting a special game are met, CPU 41 determines whether the second reserve number is greater than zero.
[0048] If the second reserve number is greater than zero, the CPU 41 performs the process of executing the second special game. Specifically, the CPU 41 decrements the second reserve number by 1 and updates it. The CPU 41 controls the second reserve display device 19d to display information that allows for the identification of the second reserve number after the decrement. The CPU 41 outputs a second reserve number command that allows for the identification of the second reserve number after the decrement to the sub-board 50. Next, the CPU 41 retrieves the first stored random number information from the RAM 43 among the random number information for the second special game. The CPU 41 uses the winning random number identified from the retrieved random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot. The CPU 41 performs the jackpot lottery with a jackpot probability corresponding to the current probability state.
[0049] If a jackpot is won, CPU 41 performs a jackpot variation process. In the jackpot variation process, CPU 41 uses a random number that can be identified from the random number information to draw jackpot symbols and determines the jackpot symbols to be displayed in the second special game. CPU 41 uses a random number that can be identified from the random number information to draw a variation pattern and determines a variation pattern from among several jackpot variation patterns. After that, CPU 41 finishes the special symbol start process. As an example, one jackpot variation pattern is a jackpot variation pattern that identifies the variation content that ultimately displays the jackpot symbol combination after going through the N-reach effect in the performance game (hereinafter referred to as the N-reach jackpot variation pattern). As an example, one jackpot variation pattern is a jackpot variation pattern that identifies the variation content that ultimately displays the jackpot symbol combination after going through the SP-reach effect in the performance game (hereinafter referred to as the SP-reach jackpot variation pattern).
[0050] If a big win is not achieved, CPU 41 performs a losing spin process. In the losing spin process, CPU 41 determines the losing symbols to be displayed in the second special game. CPU 41 uses random numbers that can be identified from random number information to perform a spin pattern determination lottery and determines a spin pattern from among multiple losing spin patterns. After that, CPU 41 terminates the special symbol start process. As an example, one losing spin pattern is a spin pattern that specifies the content of the spin that ultimately displays a losing combination of symbols without going through a reach animation in the performance game (hereinafter referred to as the no-reach losing spin pattern). As an example, one losing spin pattern is a spin that specifies the content of the spin that ultimately displays a losing combination of symbols after going through an N-reach animation in the performance game (hereinafter referred to as the N-reach losing spin pattern). As an example, one losing spin pattern is a spin that specifies the content of the spin that ultimately displays a losing combination of symbols after going through an SP-reach animation in the performance game (hereinafter referred to as the SP-reach losing spin pattern).
[0051] If the second reserved number is zero, the CPU 41 determines whether the first reserved number is greater than zero. If the first reserved number is zero, the CPU 41 terminates the special symbol start process. If the first reserved number is greater than zero, the CPU 41 performs the process of executing the first special game. Specifically, the CPU 41 updates the first reserved number by subtracting 1. The CPU 41 controls the first reserved number display device 19c to display information that allows for the identification of the first reserved number after the subtraction. The CPU 41 outputs a first reserved number command that allows for the identification of the first reserved number after the subtraction to the sub-board 50. Next, the CPU 41 obtains the first stored random number information from the RAM 43 among the random number information for the first special game. The CPU 41 uses the winning random number identified from the obtained random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The CPU 41 performs the jackpot lottery with a jackpot probability according to the current probability state.
[0052] If a jackpot is won, CPU 41 performs the jackpot variation process. In the jackpot variation process, CPU 41 uses a random number that can be identified from the random number information to perform a jackpot symbol lottery and determines the jackpot symbol to be displayed in the first special game. CPU 41 uses a random number that can be identified from the random number information to perform a variation pattern determination lottery and determines a variation pattern from among several jackpot variation patterns. For example, CPU 41 uses a random number that can be identified from the random number information to perform a variation pattern determination lottery and determines either the N-reach jackpot variation pattern or the SP-reach jackpot variation pattern as the variation pattern. After that, CPU 41 finishes the special symbol start process.
[0053] If a jackpot is not won, the CPU 41 performs a losing spin process. In the losing spin process, the CPU 41 determines the losing symbols to be displayed in the first special game. The CPU 41 performs a spin pattern determination lottery using spin pattern random numbers that can be identified from random number information, and determines a spin pattern from among multiple losing spin patterns. For example, the CPU 41 performs a spin pattern determination lottery using spin pattern random numbers that can be identified from random number information, and determines a no-reach losing spin pattern, an N-reach losing spin pattern, or an SP-reach losing spin pattern as the spin pattern. After that, the CPU 41 finishes the special symbol start process. In the jackpot spin process and the losing spin process, the CPU 41 outputs a spin start command and a special symbol command to the sub-board 50. The spin start command is a control command that can specify the spin pattern determined in each spin process and the start of the spin game. The special symbol command is a control command that can specify the special symbol (jackpot symbol or losing symbol) determined in each spin process. Note that the command to start the variation and the command for special symbols are different control commands depending on whether the variation processing for the first special game is executed or the variation processing for the second special game is executed.
[0054] When the special symbol start process is completed, the CPU 41 executes either the first special game or the second special game through a process separate from the special symbol start process. When the CPU 41 executes the first special game, it controls the first special symbol display device 19a to start displaying the variable symbols. The CPU 41 measures the variable time defined in the variable pattern. When the variable time defined in the variable pattern has elapsed, the CPU 41 controls the first special symbol display device 19a to stop displaying the special symbols determined in the special symbol start process. When the variable time defined in the variable pattern has elapsed, the CPU 41 outputs a control command that can identify the end of the variable game (hereinafter referred to as the variable end command) to the sub-board 50. After that, the CPU 41 measures the interval time (for example, 0.5 seconds). The period during which the CPU 41 measures the interval time is the interval period.
[0055] When the CPU 41 is to execute the second special game, it controls the second special symbol display device 19b to start displaying a predetermined symbol in a variable pattern. The CPU 41 measures the variable time defined in the variable pattern. When the variable time defined in the variable pattern has elapsed, the CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the variable time defined in the variable pattern has elapsed, the CPU 41 outputs a variable end command to the sub-board 50. After that, the CPU 41 measures the interval time. As described above, the CPU 41 is configured to perform a winning lottery triggered by a game ball entering the start slot by executing the special symbol input process and the special symbol start process. The CPU 41 is an example of a variable game execution means that executes a variable game.
[0056] This explains the process for handling jackpot wins. The jackpot game processing is the process for granting a jackpot game. When the CPU 41 stops and displays a jackpot symbol in a special game, it executes the jackpot game processing after the special game for the jackpot has ended. Based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing, the CPU 41 identifies the type of jackpot game. The CPU 41 then grants the identified type of jackpot game.
[0057] First, the CPU 41 outputs a control command (hereinafter referred to as the opening command) to the sub-board 50 that can identify the start of the opening time. Once the opening time has elapsed, the CPU 41 performs processing to execute the round game. That is, the CPU 41 controls the special solenoid SL2 using the opening control data for the jackpot game that it has identified, and opens the jackpot opening 14. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit, or when the above-mentioned upper limit time has elapsed, the CPU 41 controls the special solenoid SL2 to close the jackpot opening 14, thereby ending the round game. The CPU 41 repeats this 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 CPU 41 outputs a control command (hereinafter referred to as the round command) to the sub-board 50 that can identify the start of the jackpot round game. When the final round of gameplay ends, CPU 41 outputs a control command (hereinafter referred to as the ending start command) to sub-board 50 that can identify the start of the ending time. When the ending time has elapsed, CPU 41 terminates the jackpot game. CPU 41 outputs a control command (hereinafter referred to as the ending end command) to sub-board 50 that can identify the elapsed ending time. This makes it possible to execute a variable game based on the result of the winning lottery, and after the end of the variable game, a jackpot game is awarded based on the result of the winning lottery. The jackpot game is an example of a reward. CPU 41 is an example of a reward awarding means that awards the jackpot game, which is an example of a reward.
[0058] This section explains the game state transition process, which involves changing the game state. Game state transitions include probability transitions, which change the probability state, and ball entry rate transitions, which change the ball entry rate state. For example, in game state transitions, the probability transition is executed first, followed by the ball entry rate transition.
[0059] First, let's explain the probability transition process. When CPU 41 finishes a jackpot game based on the first jackpot symbol, it sets a high probability flag in RAM 43. In other words, CPU 41 controls the game to a high probability state. After the jackpot game based on the first jackpot symbol ends, CPU 41 does not clear the high probability flag until the next jackpot game is awarded. On the other hand, when CPU 41 finishes a jackpot game based on a second jackpot symbol different from the first jackpot symbol, it does not set a high probability flag in RAM 43. In other words, CPU 41 controls the game to a low probability state. When CPU 41 starts a jackpot game and the high probability flag is set, it clears the high probability flag. In other words, CPU 41 controls the game to a low probability state during a jackpot game.
[0060] Next, I will explain the process for transferring the ball entry rate. When a jackpot game based on the first or second jackpot symbol ends, CPU 41 sets an activation flag in RAM 43. In other words, CPU 41 controls the system to a high base state. After a jackpot game based on the second jackpot symbol ends, CPU 41 counts the number of times a special game has been played after the jackpot game ends by updating the value of the execution counter stored in RAM 43 each time a special game is started. When a special game ends after the number of special games played after the jackpot game has reached the activation count, CPU 41 clears the activation flag stored in RAM 43. In other words, after a jackpot game based on the second jackpot symbol ends, CPU 41 controls the system to a low base state after the activation count of the special game has finished. After a jackpot game based on the first jackpot symbol ends, CPU 41 does not clear the activation flag until the next jackpot game is awarded. When CPU 41 initiates a jackpot game and the activation flag is set, it clears the activation flag. In other words, CPU 41 controls the game to a low base state during a jackpot game.
[0061] Through probability transition processing and ball entry rate transition processing, after the end of a jackpot game based on the first jackpot symbol, the game is controlled to a high probability state and a high ball entry rate state. In other words, after the end of a jackpot game based on the first jackpot symbol, the game is controlled to a high probability, high ball entry rate state. Similarly, after the end of a jackpot game based on the second jackpot symbol, the game is controlled to a low probability state and a high ball entry rate state. In other words, after the end of a jackpot game based on the second jackpot symbol, the game is controlled to a low probability, high ball entry rate state. In this way, the CPU 41 can control the game to a state advantageous to the player, triggered by the end of a jackpot game. In other words, the pachinko game machine 10 can execute a variable game based on the result of a winning lottery, and after the end of the variable game, a game state advantageous to the player is granted based on the result of the winning lottery. A game state advantageous to the player is one example of a bonus. CPU41 is an example of a means of granting a bonus, which is to grant a "game state that is advantageous to the player."
[0062] Thus, in the pachinko game machine 10, a variable game can be played based on the result of the winning lottery, and after the end of the variable game, a bonus can be awarded based on the result of the winning lottery.
[0063] This section explains the normal pattern input process. The CPU 41 executes a normal symbol input process as a timer interrupt handler. In the normal symbol input process, the CPU 41 determines whether a game ball has entered gate 17 based on whether or not it has received a detection signal from gate sensor SE4. If a game ball has entered gate 17, the CPU 41 determines whether or not the number of normal reserved balls stored in RAM 43 is less than the upper limit. For example, the upper limit for the number of normal reserved balls is 4. If the number of normal reserved balls is less than the upper limit, the CPU 41 updates the number of normal reserved balls by adding 1.
[0064] Next, the CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the RAM 43. For example, the random numbers may be winning random numbers used for the lottery for winning regular symbols, and winning symbol random numbers used for determining regular symbols. The CPU 41 stores the random number information in such a way that the storage order of the random number information can be specified.
[0065] Next, we will explain the process for starting the normal pattern. CPU41 executes the normal symbol start process as a timer interrupt handler. In the normal symbol start process, CPU41 determines whether the conditions for starting a normal game are met. CPU41 makes a positive determination if neither a normal win game nor a normal game is in progress, and a negative determination if either a normal win game or a normal game is in progress. If the conditions for starting a normal game are not met, CPU41 terminates the normal symbol start process. If the conditions for starting a normal game are met, CPU41 determines whether the normal reserve count is greater than zero. If the normal reserve count is zero, CPU41 terminates the normal symbol start process.
[0066] If the normal reserve count is greater than zero, the CPU 41 performs the process of executing the normal game. Specifically, the CPU 41 updates the normal reserve count by subtracting 1. The CPU 41 retrieves the first stored random number information from the RAM 43 among the random number information for the normal game. The CPU 41 uses the winning random number identified from the retrieved random number information to perform a normal win lottery to determine whether or not to award a normal win. The CPU 41 performs the normal win lottery at a normal win probability corresponding to the current ball entry rate state. For example, the normal win probability in a high ball entry rate state is 1 or approximately 1. For example, the normal win probability in a low ball entry rate state is zero or approximately zero.
[0067] If a regular win is achieved, CPU 41 performs a regular win variation process. In the regular win variation process, CPU 41 uses a regular win symbol random number that can be identified from the random number information to draw a regular win symbol and determines the regular win symbol to be displayed as the stop in the regular game. If a regular win is not achieved, CPU 41 performs a regular loss variation process. In the regular loss variation process, CPU 41 determines the regular loss symbol to be displayed as the stop in the regular game.
[0068] The CPU 41 determines a variation pattern from among several normal variation patterns according to the ball entry rate state. For example, when the current ball entry rate state is low, the CPU 41 determines a variation pattern with a longer variation time compared to when the current ball entry rate state is high. Note that there may be multiple variation patterns that can be determined for each ball entry rate state. In this case, the CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among the multiple normal variation patterns. After determining the variation pattern, the CPU 41 terminates the normal symbol start process.
[0069] When the normal symbol start process is completed, the CPU 41 executes the normal game through a process separate from the normal symbol start process. When the CPU 41 executes the normal game, it controls the normal symbol display device 19e to start displaying the variation of a predetermined symbol. The CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process.
[0070] This explains the normal gameplay process. The normal win game processing is the process for granting a normal win game. When the CPU 41 stops and displays a normal win symbol in a normal game, it executes the normal win game processing after the normal win normal game ends. The CPU 41 controls the normal solenoid SL1 using the opening control data corresponding to the normal win symbol determined in the normal symbol start processing, and opens the second start port 13.
[0071] Next, we will explain the various processes that CPU51 performs. This section explains the process of creating a jackpot animation. The jackpot animation processing is the process of executing the animations that occur during a jackpot game (hereinafter referred to as the jackpot animations). When the CPU 51 receives an opening command, it controls the animation device group ES to execute the opening animation. When the CPU 51 receives a round command, it controls the animation device group ES to execute the round animation. When the CPU 51 receives an ending start command, it controls the animation device group ES to execute the ending animation. When the CPU 51 receives an ending end command, it controls the animation device group ES to end the ending animation.
[0072] This section explains the game's presentation and processing. The performance game processing is the process of executing a performance game as one of the display effects associated with a special game while the special game is being played. When the CPU 51 receives a variation start command and a special symbol command, it controls the performance device group ES, including the performance display device EH, to execute the performance game.
[0073] CPU 51 determines the symbol combination to be displayed in the performance game based on the special symbol command. If the CPU 51 can identify the winning symbol from the special symbol command, it determines the winning symbol combination (e.g., 777). If the CPU 51 can identify the losing symbol from the special symbol command, it determines the losing symbol combination. When determining the losing symbol combination, if the conditions for executing the reach performance (hereinafter referred to as the reach condition) are met, CPU 51 determines the symbol combination that includes the reach (e.g., 787). When determining the losing symbol combination, if the reach condition is not met, CPU 51 determines the symbol combination that does not include the reach (e.g., 783). As an example, CPU 51 determines whether or not the reach condition is met based on the variation pattern that can be identified from the input variation start command.
[0074] The CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. For example, the CPU 51 determines an auxiliary variation pattern that can identify the variation content of the performance game based on the variation pattern. For example, the CPU 51 may select one auxiliary variation pattern associated with the variation pattern. For example, the CPU 51 may select one from multiple auxiliary variation patterns associated with the variation pattern. The auxiliary variation pattern should contain variation content that can be identified from the variation pattern. Based on the determined variation content, the CPU 51 controls the performance display device EH to start displaying the variation of the performance symbols in each symbol row. In other words, the CPU 51 starts the performance game.
[0075] The CPU 51 temporarily stops displaying the symbol combination when a predetermined timing arrives after the start of the performance game. The CPU 51 then definitively stops displaying the symbol combination when a variation end command is input. The CPU 51 may also definitively stop displaying the symbol combination when the variation time specified in the variation pattern has elapsed. In this case, the variation end command may be omitted. The CPU 51 is an example of a variation game execution means for executing a variation game.
[0076] Next, we will explain the various notifications that are executed in relation to the fluctuating game. Notifications are made to inform players of information related to the pachinko game machine 10. In other words, players can recognize information related to the pachinko game machine 10 through various notifications. Here, "recognizable information" may be by directly notifying the information or by indirectly notifying the information. Direct notification of information may include, for example, displaying a string of characters that represents the information itself, or outputting an audio output that reads out a string of characters that represents the information itself. Indirect notification of information may include making it possible to identify the type of notification by having a different form from other notifications. In other words, notifications are made in any form, such as suggestion, indication, or notification. Various notifications are made as performances by the performance device group ES or as notifications. In other words, the performance device group ES functions as a notification execution means that executes notifications.
[0077] For example, various notices include the first notice, the second notice, the third notice, the fourth notice, the fifth notice, the sixth notice, the seventh notice, and the eighth notice. First, let me explain the first notice.
[0078] The first notification is a prior notification that the second notification, described later, will be executed. In other words, the first notification can be executed before the second notification is executed if it is to be executed. For example, the first notification is a notification of the expected probability of receiving a jackpot game (bonus) (hereinafter referred to as the bonus probability). For example, the first notification can proceed in stages over multiple stages. For example, the stages may include a first stage and a second stage that is further along than the first stage. Note that the stages may also include other stages different from the first and second stages. For example, the other stage may be a stage earlier than the first stage, a stage further along than the first stage, and a stage earlier than the second stage, or a stage further along than the second stage. In other words, the stages may include at least a first stage and a second stage. For example, the first notification provides prior notification of the execution of different types of second notifications depending on the stage at which the first notification is completed. For example, the first notification is executed as a pre-performance that makes the execution of the second notification recognizable. In other words, the pre-performance consists of a first-stage pre-performance and a second-stage pre-performance. For example, the pre-performance may include a display performance that displays an image of the design related to the second notification in the display area R of the performance display device EH. For this reason, the second notification and the performance performance of the second notification will be explained before the explanation of the performance modes of the first notification.
[0079] For example, the second notification is a notification of the expected level of a bonus. For example, the second notification is a sequence that progresses in stages across multiple stages. For example, the stages include a first stage and a second stage that progresses beyond the first stage. Note that the stages may also include other stages different from the first and second stages. For example, the other stage may be a stage before the first stage, a stage that progresses beyond the first stage, and a stage before the second stage, or a stage that progresses beyond the second stage. In other words, the stages should at least include a first stage and a second stage. For example, the first stage of the second notification is executed as a branching sequence in the SP reach sequence. For example, the second stage of the second notification is executed as the result sequence in the SP reach sequence. In other words, the second notification is executed as part of the SP reach sequence. More specifically, the second notification is executed as a branching sequence and a result sequence in the SP reach sequence.
[0080] For example, there are multiple types of second notifications. For example, there are second notifications in the first form and second notifications in the second form. For example, second notifications in the second form notify of a higher expectation of benefits compared to second notifications in the first form. For example, second notifications are executed as a presentation that displays branching images (branching presentation).
[0081] As shown in Figure 4(a), as an example, the branching effect according to the first embodiment may include a display effect that displays the first branching image GA1 in the display area R of the effect display device EH. In other words, the second notification of the first stage according to the first embodiment is performed by displaying the first branching image GA1 in the display area R of the effect display device EH. As an example, the first branching image GA1 is an image that mimics the effect lever LV. As an example, the first branching image GA1 is a white-based image that mimics the effect lever LV. As an example, the first branching image GA1 is an image that prompts operation of the effect lever LV.
[0082] As shown in Figure 4(b), as an example, the branching effect according to the second embodiment may include a display effect that displays a second branching image GA2, which is different from the first branching image GA1, in the display area R of the effect display device EH. In other words, the second notification of the first stage according to the second embodiment is performed by displaying the second branching image GA2 in the display area R of the effect display device EH. As an example, the second branching image GA2 is an image that mimics the effect lever LV. As an example, the second branching image GA2 is a gold-based image that mimics the effect lever LV. As an example, the second branching image GA2 is an image that prompts operation of the effect lever LV.
[0083] The execution of the second notification in the first stage includes an operation acceptance period during which the performance lever LV is operated. If the performance lever LV is operated during the operation acceptance period while the second notification in the first stage is being executed, the second notification progresses to the second stage. In other words, the stages of the second notification progress according to the operation of the performance lever LV. For example, the manner of the second notification in the second stage does not change depending on whether it is the second notification in the first manner or the second notification in the second manner. For example, the result performance of the SP reach performance executed as the second notification in the second stage is executed in either the first manner or the second manner. The first manner is the losing manner corresponding to a losing spin game. The second manner is the winning manner corresponding to a winning spin game. In other words, the second notification in the second stage is executed in a manner corresponding to the symbol combination derived in the performance game, regardless of whether it is the second notification in the first manner or the second notification in the second manner.
[0084] As shown in Figure 4(c), the result presentation according to the first embodiment, which is performed as the second notification of the second stage, may include a display presentation that displays the first result image GA3 in the display area R of the presentation display device EH. In other words, the second notification of the second stage can be performed by displaying the first result image GA3 in the display area R of the presentation display device EH. For example, the first result image GA3 is an image that makes it clear that a jackpot game (bonus) has not been awarded. For example, the first result image GA3 is an image that mimics the string of characters "Failure".
[0085] As shown in Figure 4(d), the second result presentation, which is performed as the second notification of the second stage, may include a display presentation that displays the second result image GA4 in the display area R of the presentation display device EH. In other words, the second notification of the second stage can be performed by displaying the second result image GA4 in the display area R of the presentation display device EH. For example, the second result image GA4 is an image that makes it recognizable that a jackpot game (bonus) has been awarded. For example, the second result image GA4 is an image that mimics the string of characters "Success". Thus, the second notification has a first stage which is performed by displaying an image prompting the operation of the presentation lever LV, and a second stage which is performed by displaying a result image based on the fact that the presentation lever LV has been operated.
[0086] Thus, the result presentation performed as the second notification of the second stage includes result presentation according to the first mode and result presentation according to the second mode. In the following explanation, the second notification including the second notification of the second stage performed by the result presentation according to the first mode will be referred to as the predetermined second notification, the second notification including the second notification of the second stage performed by the result presentation according to the second mode will be referred to as the specific second notification, and when these are not distinguished, they may simply be referred to as the second notification. In other words, when describing the second notification, it will be described as the predetermined second notification according to the first mode, the predetermined second notification according to the second mode, the specific second notification according to the first mode, the specific second notification according to the second mode, the second notification according to the first mode, the second notification according to the second mode, the predetermined second notification, the specific second notification, and the second notification, etc.
[0087] The presentation style of the first notification will be explained. As shown in Figure 5(a), the first stage pre-presentation may include a display presentation that displays the first pre-image GB1 in the display area R of the presentation display device EH. In other words, the first notification of the first stage is performed by displaying the first pre-image GB1 in the display area R of the presentation display device EH. For example, the first pre-image GB1 is a design related to the second notification according to the first embodiment. For example, the first pre-image GB1 is a design that mimics the first branching image GA1. In other words, the first pre-image GB1 can be said to be an image that mimics the presentation lever LV. More specifically, the first pre-image GB1 is a white-based image that mimics a predetermined character holding the presentation lever LV. For example, the first pre-image GB1 is an image that mimics the presentation lever LV, but of a different size than the first branching image GA1. For example, the first pre-image GB1 is an image that mimics the presentation lever LV, but smaller than the first branching image GA1. For example, the first pre-image GB1 is an image that is displayed in a different position than the first branching image GA1.
[0088] As shown in Figure 5(b), the second stage pre-show may include a display show that displays the second pre-image GB2 in the display area R of the show display device EH. In other words, the second notification in the second stage is performed by displaying the second pre-image GB2 in the display area R of the show display device EH. For example, the second pre-image GB2 is a design related to the second notification according to the second embodiment. For example, the second pre-image GB2 is a design that mimics the second branching image GA2. In other words, the second pre-image GB2 can be said to be an image that mimics the show lever LV. More specifically, the second pre-image GB2 is a gold-based image that mimics a character holding the show lever LV. For example, the second pre-image GB2 is an image that mimics the show lever LV, but of a different size than the second branching image GA2. For example, the second pre-image GB2 is an image that mimics the show lever LV, but smaller than the second branching image GA2. For example, the second pre-image GB2 is an image that is displayed in a different position than the second branching image GA2. The first pre-image GB1 and the second pre-image GB2 are images that mimic the same character holding the performance lever LV, although they differ in their base colors. Thus, the first notification is executed by displaying the pre-images. The pre-images are designs related to the second notification. More specifically, the pre-images are designs that mimic branching images.
[0089] The preliminary presentation in the first stage is a presentation that makes it recognizable that a second notification in the first manner, or a second notification in the second manner, will be carried out. In other words, the first notification in the first stage can be carried out before the second notification in the first manner is carried out, if such a notification is carried out. Also, the first notification in the first stage can be carried out before the second notification in the second manner is carried out, if such a notification is carried out. On the other hand, the preliminary presentation in the second stage is a presentation that makes it recognizable that a second notification in the second manner will be carried out. In other words, the first notification in the second stage can be carried out before the second notification in the second manner is carried out, if such a notification is carried out.
[0090] As shown in Figure 6, the first notification can progress through stages at a first timing during the execution of the variable game, and at a second timing that follows the first timing. In other words, in a variable game, there are cases where the stages of the first notification progress at the first timing, and cases where the stages of the first notification progress at a second timing that is different from the first timing. For example, the first timing is before a reach is formed in the variable game (hereinafter referred to as "before reach"). For example, the second timing is after a reach is formed in the variable game (hereinafter referred to as "after reach").
[0091] For example, if the first notification stage progresses during a losing variable game, there is a 40% chance that the first notification stage will progress at the first timing. For example, if the first notification stage progresses during a losing variable game, there is a 60% chance that the first notification stage will progress at the second timing. For example, if the first notification stage progresses during a winning variable game, there is a 20% chance that the first notification stage will progress at the first timing. For example, if the first notification stage progresses during a winning variable game, there is an 80% chance that the first notification stage will progress at the second timing. In other words, in variable games, different bonus expectations are notified depending on whether the first notification stage progresses at the first timing or at the second timing.
[0092] Next, I will explain the third notice. For example, the third notification is a notification of the expected bonus level. For example, the third notification is executed as a flash animation upon winning. The flash animation upon winning is an animation that is executed when the execution of a variable game is put on hold, and it is an animation that allows the player to recognize the expected bonus level of that variable game. In other words, the third notification is executed as a pre-announcement animation that allows the player to recognize the expected bonus level of the variable game that is currently on hold.
[0093] As shown in Figure 7, as an example, the winning flash effect may include a display effect that displays the winning flash image GC in the display area R of the effect display device EH. In other words, the third notification is performed by displaying the winning flash image GC in the display area R of the effect display device EH. As an example, the winning flash image GC is an image that mimics a flash of light.
[0094] Next, I will explain the fourth notice. For example, the fourth notification is a notification of the expected level of the reward. For example, the fourth notification is a presentation that progresses in stages across multiple stages. For example, the stages include a first stage and a second stage that progresses beyond the first stage. Note that the stages may include other stages different from the first and second stages. For example, the other stage may be a stage before the first stage, a stage that progresses beyond the first stage, and a stage before the second stage, or a stage that progresses beyond the second stage. In other words, the stages should ideally include at least a first stage and a second stage.
[0095] For example, the fourth notification is executed as a chance event. In other words, the chance event has a first stage and a second stage. The chance event is an event that is executed targeting a predetermined spin game among the pending spin games, and is an event that allows the player to recognize the expected value of the bonus in that spin game. In other words, the fourth notification is executed as a pre-announcement event. For example, the fourth notification is an event that always progresses to the second stage, which is the final stage. For example, the fourth notification is executed at the end of a spin game. For example, the fourth notification progresses from the first stage to the second stage when a spin game ends. In other words, the fourth notification in the second stage is executed at the start of the interval period (the start of measurement of the interval time).
[0096] As shown in FIG. 8(a), as an example, the chance outcome presentation in the first stage may include a display presentation for displaying a first chance image GD1 in the display area R of the presentation display device EH. That is, the fourth notification in the first stage is executed by displaying the first chance image GD1 in the display area R of the presentation display device EH. As an example, the first chance image GD1 is an image simulating light emission. As an example, the first chance image GD1 is an image for obtaining an effect of giving an impression that the presentation symbol is emitting light when displayed. That is, it can be said that the first chance image GD1 is a presentation symbol that emits light.
[0097] As shown in FIG. 8(b), as an example, the chance outcome presentation in the second stage may include a display presentation for displaying a second chance image GD2 in the display area R of the presentation display device EH. That is, the fourth notification in the second stage is executed by displaying the second chance image GD2 in the display area R of the presentation display device EH. As an example, the second chance image GD2 is an image simulating an aura. As an example, the second chance image GD2 is an image for obtaining an effect of giving an impression that the presentation symbol is wrapped in an aura when displayed. That is, it can be said that the second chance image GD2 is a presentation symbol wrapped in an aura. For this reason, it can be said that when the chance outcome presentation is executed, finally the presentation symbol changes from the normal mode to a specific mode wrapped in an aura.
[0098] Next, the fifth notification will be described. The fifth notice is a prior notification that the third notice will be executed. In other words, the fifth notice can be executed before the third notice is executed if the third notice is to be executed. As mentioned above, the third notice can, in principle, be executed when the variable game is suspended, but if the conditions for the execution of the third notice are met and the predetermined conditions are met, the fifth notice will be executed instead of the third notice. In other words, the fifth notice is executed when the conditions for the execution of the third notice are met while the predetermined conditions are met. Then, when the predetermined conditions are no longer met, the fifth notice ends and the third notice is executed. For example, the predetermined conditions may be met during the notification of information of higher importance than the third notice. Notification of information of higher importance than the third notice is, for example, a notification regarding an error (hereinafter referred to as an error notification). For example, the fifth notice can proceed in stages over multiple stages. For example, the multiple stages may include a first stage and a second stage which is more advanced than the first stage. Note that the multiple stages may include other stages different from the first and second stages. For example, another stage may be a stage earlier than the first stage, or a stage later than the first stage, and may be a stage earlier than the second stage, or a stage later than the second stage. In other words, there should be at least a first stage and a second stage among the multiple stages. For example, the fifth notification is executed as a preparatory action that allows recognition that the execution of the third notification is pending. In other words, there is a preparatory action for the first stage and a preparatory action for the second stage. For example, the preparatory action is an action that always progresses to the second stage, which is the final stage. For example, the preparatory action for the first stage is executed when the conditions related to the execution of the third notification are met. For example, the preparatory action progresses from the first stage to the second stage when the error related to the error notification is resolved. For example, when the fifth notification of the second stage is completed, the third notification is executed. For example, the fifth notification of the second stage is completed when a predetermined time (for example, 3 seconds) has elapsed.
[0099] As shown in Figure 9(a), as an example, the first stage preparation animation may include a display animation that displays the first preparation image GE1 in the display area R of the animation display device EH. In other words, the fifth notification of the first stage is performed by displaying the first preparation image GE1 in the display area R of the animation display device EH. As an example, the first preparation image GE1 is an image that mimics the string "Preparing for prize-winning flash animation". As described above, the preparation animation as the fifth notification is performed when the conditions for the execution of the third notification are met, and as a predetermined condition, an error notification, which is an example of a notification of information of higher importance than the third notification, is being performed. As an example, the error notification is an error animation (error notification). Here, as an example of an error animation (error notification), a door opening error related to the opening of the mounting frame 11b is used to explain. As an example, the error animation (error notification) may include a display animation that displays an error image GF in the display area R of the animation display device EH. As an example, the error image GF is an image that mimics the string "The door is open".
[0100] As shown in Figure 9(b), as an example, the preparation sequence of the second stage may include a display sequence that displays the second preparation image GE2 in the display area R of the performance display device EH. In other words, the fifth notification of the second stage is performed by displaying the second preparation image GE2 in the display area R of the performance display device EH. As an example, the second preparation image GE2 is an image that mimics the text string "The winning flash sequence will be performed in ○ seconds." The preparation sequence progresses from the first stage to the second stage triggered by the closing of the mounting frame 11b (indicating that the error related to the error notification has been resolved).
[0101] Next, I will explain the sixth notice. For example, the sixth notice is the final stage (hereinafter referred to as the final stage) of the first notice. In other words, the sixth notice is executed before the first notice is completed. For example, the sixth notice is executed while the first notice is being executed. However, the sixth notice may also be executable before the first notice is executed. In other words, the sixth notice can be executed before the first notice is executed or during the first notice is being executed. For example, the sixth notice is the final production that recognizes the final stage of the preliminary production as the first notice.
[0102] As shown in Figure 10, the final performance may include a display performance that displays the final image GG in the display area R of the performance display device EH. In other words, the sixth notification is performed by displaying the final image GG in the display area R of the performance display device EH. For example, the final image GG may contain an image that makes it recognizable that the final stage of the pre-performance is the first stage. For example, the final image GG may contain an image that makes it recognizable that the final stage of the pre-performance is a different stage from the first and second stages. For example, the final image GG may contain an image that suggests that the final stage of the pre-performance is one of several predetermined stages. Here, we will describe the case in which it is recognizable that the final stage of the pre-performance is the second stage from the final image GG. For example, the final image GG is an image that mimics the string of characters "You might see a golden lever".
[0103] Next, I will explain the seventh notice. For example, Notification 7 is a notification of the expected level of rewards. For example, Notification 7 is a presentation that progresses in stages across multiple stages. For example, the stages may be Stage 1, Stage 2, Stage 3, Stage 4, and Stage 5. For example, the stages of Notification 7 progress in the order of Stage 1 < Stage 2 < Stage 3 < Stage 4 < Stage 5. Note that there may be other stages besides Stages 1 to 5. For example, the other stages may be earlier than Stage 1 or later than Stage 5. In other words, it is desirable that there be at least Stages 1 to 5 in the stages.
[0104] For example, Notification No. 7 is executed as a game icon animation (hereinafter simply referred to as "icon animation") corresponding to the currently running variable game and the variable game that is on hold. In other words, the icon animation has stages 1 through 5. The icon animation is executed separately for the currently running variable game and the variable game that is on hold. In other words, the icon animation consists of an icon animation corresponding to the currently running variable game and an icon animation corresponding to one or more variable games that are on hold. Each icon animation is an animation that allows the player to recognize the expected bonus level of the corresponding variable game. In other words, Notification No. 7 is executed as a pre-announcement animation. For example, the icon animation as Notification No. 7 is executed when the execution of the corresponding variable game is put on hold.
[0105] As shown in Figure 11, as an example, each icon effect may include a display effect that displays an icon image GH in the display area R of the effect display device EH. In other words, the seventh notification is performed by displaying an icon image GH in the display area R of the effect display device EH. As an example, the icon image GH may include icon image GH0 corresponding to the currently running variable game, icon image GH1 corresponding to the first pending variable game, icon image GH2 corresponding to the second pending variable game, icon image GH3 corresponding to the third pending variable game, and icon image GH4 corresponding to the fourth pending variable game. As an example, each icon image GH is an image that imitates a ball (for example, a game ball). Each icon image GH is displayed in a manner corresponding to the stage. For example, icon image GH1 is displayed in a manner based on white, blue, yellow, green, and red in each of the first to fifth stages.
[0106] Next, I will explain the eighth notice. For example, Notification No. 8 is a notification concerning the execution method of other notifications. For example, Notification No. 8 can be executed in a state that is neither during a jackpot game, during the execution of a variable game, during the hold period of a variable game, nor during the interval period of a variable game (hereinafter referred to as the standby state). For example, Notification No. 8 is executed as a customization effect concerning the customization of various effects (various notifications).
[0107] As shown in Figure 12, as an example, a customized performance may include a display performance that displays a customized image GI in the display area R of the performance display device EH. In other words, the 8th notification is performed by displaying a customized image GI in the display area R of the performance display device EH. As an example, the customized image GI may include an item image that indicates a customizable performance (notification). As an example, the item image is an image that mimics the strings of characters such as "Icon Change Performance," "Chance Eye Performance," "Lever Icon Performance," and "Gold Lever Performance." As an example, the customized image GI may include a status image that indicates the customization status of various performances (various notifications). As an example, the status image is an image that mimics the strings of characters such as "Normal," "OFF," "Increased Appearance Rate," and "Increased Expectation." In other words, the execution modes of customizable notifications include changes in the execution probability, including whether or not the notification is performed, and changes in the expected value of the notified bonus.
[0108] This section explains the process for executing various notifications. First, let's explain the process for executing the second notification. When a variation start command is input, CPU 51 decides whether or not to execute a second notification based on the variation content of the variation game that can be identified from the variation start command. For example, if CPU 51 identifies an SP reach jackpot variation pattern from the input variation start command, it may decide to execute a specific second notification. If CPU 51 identifies an SP reach miss variation pattern from the input variation start command, it may decide to execute a predetermined second notification. Furthermore, if CPU 51 decides to execute a second notification, it determines the presentation style of that second notification.
[0109] As an example, when the CPU 51 decides to execute a specific second notification, it determines the presentation style of the second notification in a way that makes it easier to determine the second style compared to when it decides to execute a predetermined second notification. In other words, when the CPU 51 decides to execute a specific second notification, it determines the presentation style of the second notification in a way that makes it more difficult to determine the first style compared to when it decides to execute a predetermined second notification. Similarly, when the CPU 51 decides to execute a predetermined second notification, it determines the presentation style of the second notification in a way that makes it easier to determine the first style compared to when it decides to execute a specific second notification. In other words, when the CPU 51 decides to execute a predetermined second notification, it determines the presentation style of the second notification in a way that makes it more difficult to determine the first style compared to when it decides to execute a specific second notification. As an example, the CPU 51 determines the presentation style of the second notification in a proportion corresponding to the customization status of the second notification.
[0110] For example, if the CPU 51 decides to execute the second notification, it controls the performance display device EH to execute the first stage of the second notification when the start timing of the second notification (for example, the start timing of the SP reach performance) arrives. After that, the CPU 51 starts an operation acceptance period in which it accepts operation of the performance lever LV. If the performance lever LV is operated during the operation acceptance period, or if a predetermined time has elapsed since the start of the operation acceptance period, the CPU 51 controls the performance display device EH to advance the stage of the second notification from the first stage to the second stage. For example, the CPU 51 determines whether the performance lever LV has been operated based on whether or not an operation signal has been input from the performance lever LV. After that, the CPU 51 controls the performance display device EH to terminate the second notification when the end timing of the second notification arrives. For example, the end timing of the second notification arrives when a predetermined time (performance time) has elapsed since the start of the second notification.
[0111] This section describes the process for executing the first notification. The CPU 51 decides whether or not to execute the first notification based on whether or not to execute the second notification. For example, if the CPU 51 decides not to execute the second notification, it decides not to execute the first notification. For example, if the CPU 51 decides to execute the second notification, it conducts a predetermined lottery and decides to execute the first notification according to the result of the predetermined lottery. For example, the CPU 51 may conduct a predetermined lottery when it decides to execute the second notification. For example, the proportion of times the CPU 51 decides to execute the first notification differs depending on the type of second notification. For example, the CPU 51 is more likely to decide to execute the first notification when executing a specific second notification compared to executing a predetermined second notification. Also, for example, the CPU 51 is more likely to decide to execute the first notification when executing the second notification in a second manner compared to executing the second notification in a first manner. For example, the CPU 51 conducts a predetermined lottery according to the customization status of the first notification.
[0112] When executing the first notification, the CPU 51 determines the final stage of the first notification and the timing of the stage progression if the stage progresses. For example, if the CPU 51 has decided to execute the second notification in the first mode, it determines the final stage of the first notification to be the first stage. For example, if the CPU 51 has decided to execute the second notification in the second mode, it determines the final stage of the first notification to be the second stage. As described above, when the CPU 51 executes a specific second notification, it is easier to decide to execute the second notification in the second mode than when it executes a predetermined second notification. For this reason, in this embodiment, the likelihood of executing a specific second notification differs depending on whether the stage of the first notification is the first stage or the second stage. In other words, the likelihood of executing a specific second notification differs depending on the stage of the first notification. More specifically, when the final stage of the first notification is the second stage, the likelihood of executing a specific second notification is higher than when the final stage of the first notification is the first stage.
[0113] If the final stage of the first notification is not the first stage, the CPU 51 determines the timing at which the stages of the first notification progress. For example, if the final stage of the first notification is not the first stage, the second timing is more likely to be determined when executing a specific second notification than when executing a predetermined second notification. For example, when executing a predetermined second notification (in the case of failure), the CPU 51 determines the timing at which the stages of the first notification progress so that the first timing occurs 40% of the time. For example, when executing a predetermined second notification (in the case of failure), the CPU 51 determines the timing at which the stages of the first notification progress so that the second timing occurs 60% of the time. For example, when executing a specific second notification (in the case of success), the CPU 51 determines the timing at which the stages of the first notification progress so that the first timing occurs 20% of the time. For example, when executing a specific second notification (in the case of success), the CPU 51 determines the timing at which the stages of the first notification progress so that the first timing occurs 80% of the time.
[0114] For example, if the CPU 51 decides to execute the first notification, it controls the display device EH to execute the first notification when the start timing for the first notification arrives. For example, the CPU 51 determines that the start timing for the first notification has arrived when a predetermined time (for example, 1 second) has elapsed since the start of the variable game. In other words, if the CPU 51 decides to execute the first notification, it controls the display device EH to execute the first stage of the first notification when a predetermined time has elapsed since the start of the variable game.
[0115] Subsequently, if the timing for the progression of the first notification stage is the first timing, the CPU 51 controls the display device EH to advance the first notification stage to the second stage, triggered by the arrival of the first timing. If the timing for the progression of the second notification stage is the second timing, the CPU 51 controls the display device EH to advance the first notification stage to the second stage, triggered by the arrival of the second timing. The CPU 51 controls the display device EH to terminate the first notification when the timing for the end of the first notification arrives. For example, the termination timing of the first notification is the start timing of the second notification. In other words, the first notification ends when the second notification of the first stage begins. Alternatively, the second notification can be said to be executed (started) triggered by the termination of the first notification. For example, when the third notification is executed while the first notification is being executed, the CPU 51 does not determine that the timing for the progression of the first notification stage has arrived. In other words, when the third notification is executed while the first notification is being executed, the first notification does not progress. The detailed process will be explained along with the process for executing the third notification and the process for executing the fifth notification.
[0116] In the processes for executing the third notification and the fifth notification, when a pre-read command is input, the CPU 51 decides whether or not to execute the third notification based on the variation content of the variation game that can be identified from the pre-read command. For example, if the CPU 51 identifies a winning variation pattern from the input pre-read command, it is more likely to decide to execute the third notification than if it identifies a losing variation pattern. Note that the CPU 51 does not decide to execute a new third notification if it is currently executing the third notification. In other words, if a new variation game is put on hold while the third notification is being executed, the third notification targeting that variation game will not be executed. Also, the CPU 51 does not decide to execute a new third notification if it is currently executing the fifth notification. In other words, if a new variation game is put on hold while the fifth notification is being executed, the third notification targeting that variation game will not be executed.
[0117] If the CPU 51 decides to execute the third notification, it controls the display device EH to execute either the third notification or the fifth notification, depending on whether an error notification is currently being executed. If an error notification is currently being executed, the CPU 51 controls the display device EH to execute the first stage of the fifth notification. If the CPU 51 has executed the fifth notification, when the timing for the fifth notification's stage progression arrives, it controls the display device EH to advance the fifth notification from the first stage to the second stage. For example, the timing for the fifth notification's stage progression arrives when the error related to the error notification that was being executed or is currently being executed is resolved. Subsequently, the CPU 51 controls the display device EH to terminate the fifth notification when the timing for the fifth notification's termination arrives. For example, the timing for the fifth notification's termination arrives when a predetermined time has elapsed since the start of the second stage of the fifth notification.
[0118] If the CPU 51 is not currently executing an error notification, or if it is terminating the fifth notification, it controls the display device EH to execute the third notification. At this time, if the CPU 51 is executing the first notification, it changes the final stage of the first notification to the current stage. The CPU 51 also changes the presentation style of the second notification according to the changed final stage of the first notification. For example, if the CPU 51 changes the final stage of the first notification from the second stage to the first stage, it changes the presentation style of the second notification to the first style of the second notification. Furthermore, if the CPU 51 has decided to execute the sixth notification but has not yet started the sixth notification, it changes the decision regarding the execution of the sixth notification so that the sixth notification is not executed.
[0119] This section describes the process for executing the fourth notification. When a pre-read command is input, CPU 51 decides whether or not to execute the fourth notification based on the variation content of the variation game that can be identified from the pre-read command. For example, if CPU 51 identifies a winning variation pattern from the input pre-read command, it is more likely to decide to execute the fourth notification than if it identifies a losing variation pattern. For example, if CPU 51 has a variation game based on a winning variation pattern among the pending variation games, it decides not to execute the fourth notification. For example, CPU 51 decides whether or not to execute the fourth notification at a rate that depends on the customization status of the fourth notification. For example, if CPU 51 is executing the fourth notification, or has decided to execute the fourth notification but has not yet started it, it will not decide to execute a new fourth notification. In other words, if a new variation game is pending while the fourth notification is executing, or has decided to execute the fourth notification but has not yet started it, the fourth notification targeting that variation game will not be executed.
[0120] Furthermore, CPU 51 does not decide to execute the fourth notification if it is currently executing the third notification. In other words, if a new variable game is put on hold while the third notification is being executed, the fourth notification targeting that variable game will not be executed. Also, CPU 51 does not decide to execute the fourth notification if it is currently executing the fifth notification. In other words, if a new variable game is put on hold while the fifth notification is being executed, the fourth notification targeting that variable game will not be executed.
[0121] If the CPU 51 decides to execute the fourth notification, it controls the display device EH to execute the fourth notification when the start timing for the fourth notification arrives. For example, the CPU 51 controls the display device EH to execute the first stage of the fourth notification when the remaining variation time of the variation game reaches a predetermined time (for example, 1 second). Subsequently, the CPU 51 controls the display device EH to advance the stage of the fourth notification to the second stage when the progression timing for the fourth notification stage arrives. For example, the progression timing for the fourth notification arrives when the variation game ends. Subsequently, when the end timing for the fourth notification arrives, the CPU 51 controls the display device EH to terminate the fourth notification. For example, the end timing for the fourth notification arrives when a new variation game starts. In other words, the fourth notification can be executed during the period until a new variation game starts.
[0122] This section describes the process for executing the sixth notification. CPU 51 decides whether or not to execute the 6th notification based on whether or not the 1st notification is executed. For example, if CPU 51 does not execute the 1st notification, it decides not to execute the 6th notification. For example, if CPU 51 decides to execute the 1st notification, it conducts a predetermined lottery and decides to execute the 6th notification according to the result of the predetermined lottery. For example, CPU 51 may conduct a predetermined lottery when it decides to execute the 1st notification. The proportion of CPU 51 deciding to execute the 6th notification differs depending on the final stage of the 1st notification. For example, if the final stage of the 1st notification is the 2nd stage, CPU 51 is more likely to decide to execute the 2nd notification than if the final stage of the 1st notification is the 1st stage. For example, CPU 51 decides whether or not to execute the 6th notification in proportion to the customization status of the 6th notification.
[0123] For example, if the CPU 51 decides to execute the sixth notification, it controls the display device EH to execute the sixth notification when the start timing for the sixth notification arrives. For example, the start timing for the sixth notification is later than the start timing for the first notification. For example, the start timing for the sixth notification is earlier than the first timing when the stage of the first notification can progress. Subsequently, the CPU 51 controls the display device EH to terminate the sixth notification when a predetermined time has elapsed since the start of the sixth notification. As mentioned above, if the third notification is executed before the start timing for the sixth notification arrives, the sixth notification will not be executed. Also, if the fifth notification is executed before the start timing for the sixth notification arrives, the sixth notification will not be executed.
[0124] This section describes the process for executing the seventh notification. When CPU 51 receives a pre-read command, it determines the presentation style of the 7th notification corresponding to that game based on the game's variation content that can be identified from the pre-read command. Specifically, it determines the final stage of the 7th notification corresponding to that game based on the game's variation content that can be identified from the pre-read command. For example, when CPU 51 identifies a winning variation pattern from the input pre-read command, it is more likely to determine a stage with a higher progress rate as the final stage compared to when it identifies a losing variation pattern. For example, when CPU 51 has a variation game based on a winning variation pattern among the pending variation games, it determines the first stage as the final stage of the 7th notification. For example, CPU 51 determines the final stage of the 7th notification at a rate corresponding to the customization status of the 7th notification.
[0125] If the CPU 51 determines the final stage of the 7th notification, it determines the initial stage of that 7th notification. For example, the CPU 51 determines the initial stage of the 7th notification from a stage below the progress of the final stage. Once the CPU 51 determines the initial stage of the 7th notification, it controls the display device EH to execute the 7th notification at that stage. Subsequently, with respect to the 7th notification, if the target variable game starts and the 7th notification has not reached its final stage, the CPU 51 decides to advance it to the final stage and determines the timing of that advancement.
[0126] Furthermore, for each 7th notification, the CPU 51 determines whether or not to advance the stage of the 7th notification and the timing of the advancement each time a variable game prior to the target variable game begins. The CPU 51 may decide to advance the stage of the 7th notification if the current stage of the 7th notification is not the final stage. The CPU 51 may decide that the next stage is higher than the current stage of the 7th notification but less than or equal to the final stage. If the CPU 51 decides to advance the stage of the 7th notification, it determines the timing of the advancement. The CPU 51 determines one or more advancement timings for the 7th notification by predetermined lottery, for example, at the start of a variable game or after a predetermined time has elapsed since the start of a variable game. If the advancement timing for the 7th notification is 1, the predetermined lottery may be omitted and the advancement timing of 1 may be determined. When the advancement timing for each 7th notification arrives, the CPU 51 advances the stage of each 7th notification to the newly determined next stage. In other words, the CPU 51 controls the performance display device EH to execute the 7th notification for the determined subsequent stage of the 7th notification, when the timing for progression has arrived.
[0127] This section describes the process for executing the eighth notification. When the CPU 51 is in a standby state, if it determines that the start timing for the 8th notification has arrived, it controls the performance display device EH to execute the 8th notification. For example, when the CPU 51 is in a standby state, it determines that the start timing for the 8th notification has arrived when the performance button BT is operated. For example, while the 8th notification is being executed, the CPU 51 may change the customization status of various notifications (various performances) depending on whether the performance button BT and other operating means such as the performance lever LV are operated. For example, the customizable notifications (performances) are the 1st notification, 2nd notification, 4th notification, 6th notification, and 7th notification. In other words, for the 1st notification, 2nd notification, 4th notification, 6th notification, and 7th notification, one or both of the execution probability and the expected value of the notified reward can be customized. On the other hand, for the 3rd notification and 5th notification, the execution probability and the expected value of the notified reward cannot be customized. For example, each time the customization status is changed, the CPU 51 controls the performance display device EH to execute the 8th notification, which is capable of recognizing the changed customization status. When the timing for the end of the eighth notification arrives, the CPU 51 controls the performance display device EH to terminate the eighth notification. For example, the timing for the end of the eighth notification may arrive in response to the operation of an operating means such as the performance button BT and the performance lever LV.
[0128] This section will explain a specific example of how a variable game can be executed. As shown in Figure 13(a), in a variable game, the first notification may be executed. Here, we assume that the first notification of the first stage is executed. When the first notification of the first stage is executed, the first pre-image GB1 is displayed in the display area R of the performance display device EH. This allows the player to recognize that a specific performance will be executed. Furthermore, the player can recognize that the execution of the first notification of the first stage will result in the execution of the second notification in the first mode, or the second notification in the second mode. Note that the seventh notification is not shown in Figure 13.
[0129] As shown in Figure 13(b), when the start timing for the sixth notification arrives, the sixth notification may be executed. When the sixth notification is executed, the final image GG is displayed in the display area R of the performance display device EH. This makes it possible to recognize the final stage of the first notification. For example, if the final image GG is an image that allows recognition of the second stage, it can be expected that the stage of the first notification will progress to the second stage. Then, when the first timing arrives, the stage of the first notification may progress. Here, we assume that the stage of the first notification did not progress at the first timing.
[0130] As shown in Figure 13(c), when the second timing arrives, the first notification stage may progress. Here, we assume that the first notification stage progresses from the first stage to the second stage. When the first notification stage progresses from the first stage to the second stage, the second pre-image GB2 is displayed in the display area R of the performance display device EH instead of the first pre-image GB1. This allows the player to recognize that the second notification in the second form will be executed. Furthermore, because the first notification stage has progressed from the first stage to the second stage, the player can recognize that the probability of a specific second notification being executed has increased. Also, because the first notification stage progressed at the second timing, the player can recognize that the probability of a specific second notification being executed is higher than when the first notification stage progressed at the first timing.
[0131] As shown in Figure 13(d), when the end timing of the first notification arrives, the performance display device EH terminates the first notification. The performance display device EH then executes the second notification, triggered by the termination of the first notification. At this time, since the final stage of the terminated first notification is the second stage, the performance display device EH executes the second notification in the second mode. In other words, the performance display device EH executes the second notification of the first stage in the second mode, triggered by the termination of the first notification in the second stage. Furthermore, the execution of the second notification of the first stage starts the operation acceptance period for the performance lever LV. The stages of the second notification progress according to the operation of the performance lever LV, which is one of the performance buttons BT and performance lever LV. In other words, even if the performance button BT is operated during this operation acceptance period, the stages of the second notification do not progress.
[0132] As shown in Figure 13(e), during the execution of the second notification in the first stage, if the performance lever LV is operated during the period in which the performance lever LV is accepted, the stage of the second notification progresses. Here, it is assumed that a specific second notification is executed as a result of operating the performance lever LV. This allows the player to recognize that the expectation of a bonus is higher compared to when a predetermined second notification is executed.
[0133] Figures 14(a) and 14(b) show the same situation as Figures 13(a) and 13(b). It is assumed that the execution of two variable games is currently pending. Therefore, the performance display device EH executes the 7th notification corresponding to the currently running variable game, the 7th notification corresponding to the first pending variable game, and the 7th notification corresponding to the second pending variable game. Here, it is assumed that the first stage icon images GH0, GH1, and GH2 are displayed in the display area R of the performance display device EH.
[0134] In Figure 14(c), it is assumed that the execution of the third notification is decided upon when a new variable game is put on hold. Furthermore, it is assumed that the seventh notification, whose final and initial stage is the fifth stage, is executed upon the new variable game being put on hold. At this time, it is assumed that the predetermined conditions are met because an error notification has been executed. In other words, it is assumed that the conditions for executing the third notification are met when the predetermined conditions are met. Therefore, the fifth notification is executed on the performance display device EH. As a result, the first preparation image GE1, the error image GF, and the fifth stage icon image GH3 are displayed in the display area R of the performance display device EH.
[0135] In Figure 14(d), it is assumed that the error related to the error notification has been resolved. As a result, the timing for the end of the error notification and the timing for the progress of the fifth notification arrive. When the timing for the end of the error notification arrives, the error notification ends on the performance display device EH. When the timing for the progress of the fifth notification arrives, the fifth notification progresses from the first stage to the second stage on the performance display device EH. As a result, in the display area R of the performance display device EH, the display of the first preparation image GE1 and the error image GF ends, and the second preparation image GE2 is displayed. Meanwhile, the icon image GH3 for the fifth stage continues to be displayed.
[0136] In Figure 14(e), we assume that the end time for the fifth notification has arrived. When the end time for the fifth notification arrives, the fifth notification is terminated in the performance display device EH. At the same time, the third notification is executed in the performance display device EH. As a result, the winning flash image GC is displayed in the display area R of the performance display device EH. For example, while the third notification is being executed, the execution of the first notification and the seventh notification is restricted in the performance display device EH. In other words, when the winning flash image GC is displayed in the display area R of the performance display device EH, the pre-images GB1, GB2, and icon images GH0~GH4 are not displayed.
[0137] As shown in Figure 14(f), when the end timing of the third notification arrives, the performance display device EH terminates the third notification. As a result, the performance display device EH terminates the display of the winning flash image GC. On the other hand, the performance display device EH is allowed to display the pre-images GB1, GB2 and the icon images GH0~GH4. Note that one or both of the pre-images GB1, GB2 and the icon images GH0~GH4 may be displayed after the end timing of the third notification arrives, when a predetermined trigger occurs. For example, the predetermined trigger may occur when a predetermined time has elapsed after the end timing of the third notification arrives, or when a predetermined performance start timing arrives. For example, the timings at which the display of pre-images GB1, GB2 and icon images GH0~GH4 is allowed may be different. Subsequently, even when the first timing and the second timing, which are the progress timings of the first notification, arrive, the stage of the first notification does not progress because the third notification has been executed.
[0138] As shown in Figure 15(a), let's assume that the start timing for the second notification has now arrived. As a result, the second notification is started on the performance display device EH. At this time, because the third notification is executed while the first notification is being executed, the final stage of the first notification is changed to the first notification, and the second notification according to the first mode is executed. Here, let's assume that a predetermined second notification according to the first mode has been started. Therefore, the first branch image GA1 is displayed in the display area R of the performance display device EH. As an example, while the second notification is being executed, the execution of the seventh notification is restricted on the performance display device EH. In other words, when a branch image is displayed in the display area R of the performance display device EH, the icon images GH0 to GH4 are not displayed.
[0139] As shown in Figure 15(b), during the execution of the second notification in the first stage, if the performance lever LV is operated during the period in which the performance lever LV is accepted, the stage of the second notification progresses. In other words, a predetermined second notification is executed as a result of operating the performance lever LV. This allows the player to recognize that the expected value of the bonus is lower compared to when a specific second notification is executed.
[0140] As shown in Figure 15(c), after the second notification is completed, the remaining time for the variable game reaches a predetermined amount, and the timing for executing the fourth notification arrives. As a result, the fourth notification of the first stage is executed on the performance display device EH. In other words, the first chance image GD1 is displayed in the display area R of the performance display device EH. For example, while the fourth notification of the first stage is being executed, the execution of the seventh notification is restricted. In other words, when the first chance image GD1 is displayed in the display area R of the performance display device EH, the icon images GH0 to GH4 are not displayed.
[0141] In Figure 15(d), it is assumed that the execution of the third notification is decided when a new variable game is put on hold during the execution of the fourth notification in the first stage. Furthermore, it is assumed that the seventh notification, which is the final stage and the first stage is the fourth stage, is executed when a new variable game is put on hold. At this time, the predetermined conditions are not met. Therefore, the third notification is executed on the performance display device EH. As a result, the winning flash image GC is displayed in the display area R of the performance display device EH. On the other hand, the fourth stage icon image GH3 is not displayed. As an example, while the third notification is being executed, the execution of the third notification is restricted on the performance display device EH. That is, when the winning flash image GC is displayed in the display area R of the performance display device EH, the first chance image GD1, the second chance image GD2, and the performance symbols are not displayed.
[0142] As shown in Figure 15(e), when the end timing of the third notification arrives, the performance display device EH terminates the third notification. As a result, the performance display device EH terminates the display of the winning flash image GC. On the other hand, the performance display device EH is allowed to display icon images GH0~GH4, the first chance image GD1, the second chance image GD2, and the performance symbols. Note that the timing at which the display of icon images GH0~GH4, the first chance image GD1, the second chance image GD2, and the performance symbols is allowed may differ. At this time, the fourth notification has ended because a new variable game has started while the third notification was being executed. Therefore, the first chance image GD1 and the second chance image GD2 are not displayed.
[0143] Thus, when the first notification of the second stage is executed, if the third notification is executed before the first notification progresses to the second stage, the first notification will not progress to the second stage. Furthermore, the second notification is executed in its first form, not in the second form corresponding to the first notification of the second stage. In other words, when the first notification of the second stage is executed, if the third notification is executed before the second notification is executed, the execution of the second notification in its second form is restricted.
[0144] Furthermore, the fourth notification can be executed during the period between the execution of the second notification and the start of a new variable game. Here, the fourth notification is not executed if there is a variable game based on a jackpot variable pattern prior to the target variable game. In other words, whether or not the fourth notification is executed depends on the type of the second notification. Also, while the fourth notification is being executed, the execution of the seventh notification is restricted. On the other hand, if the third notification starts while the fourth notification is being executed, the execution of the third notification is not restricted. The seventh notification, whose final stage is stages 2 to 5, is an example of a prescribed notification.
[0145] The effects of this embodiment will now be explained. (1) The first notification may indicate the manner in which the second notification will be executed, depending on its stage. This makes it easier to draw the attention of players interested in the manner in which the second notification will be executed to the stage of the first notification. Also, when the third notification is executed before the first notification progresses to the final stage, the first notification does not progress to the final stage, making it easier to draw the attention to whether or not the third notification will be executed. Furthermore, after the execution of the second notification, the fourth notification may be executed, and while the fourth notification is being executed, the execution of other notifications is restricted. This makes it easier to draw the attention to the fourth notification, which is executed after the second notification.
[0146] (2) Furthermore, when the third notice is to be issued, a fifth notice may be issued beforehand that suggests the third notice will be issued. This makes it easier to draw the attention of players who are interested in the manner in which the second notice is to be issued to whether or not the fifth notice will be issued.
[0147] (3) Furthermore, since the fifth notice proceeds in stages, it is possible to draw attention to the progression of the stages of the fifth notice even after it has been implemented. (4) Since the third notification cannot be customized, it can enhance the sense of exclusivity when the third notification is executed.
[0148] (5) Furthermore, since the execution of the third notice is not restricted even while the fourth notice is being executed, the sense of exclusivity when the third notice is executed can be enhanced. 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.
[0149] In each of the above embodiments, the first pre-image GB1 is exemplified as a design that imitates the first branching image GA1 as an example of a design related to the second notification according to the first aspect, but it is not limited to this. For example, the first pre-image GB1 may be a design with the same base color as the first branching image GA1. For example, the first pre-image GB1 may be a design that imitates a predetermined image displayed in the second notification according to the first aspect. For example, the first pre-image GB1 may be a design that can identify a predetermined performance element constituting the second notification according to the first aspect. For example, the first pre-image GB1 may be a design that can identify the sound output in the second notification according to the first aspect, or a design that can identify the light emission pattern in the second notification according to the first aspect. For example, a design that can identify a predetermined performance element constituting the second notification according to the first aspect may be a design that indirectly imitates the performance element. For example, a design that indirectly imitates a predetermined performance element constituting the second notification according to the first aspect may be a design that imitates a string of characters that can identify the performance element.
[0150] In each of the above embodiments, the second pre-image GB2 is exemplified as a design that imitates the second branching image GA2 as an example of a design related to the second notification according to the second aspect, but it is not limited to this. For example, the second pre-image GB2 may be a design with the same base color as the second branching image GA2. For example, the second pre-image GB2 may be a design that imitates a predetermined image displayed in the second notification according to the second aspect. For example, the second pre-image GB2 may be a design that can identify a predetermined performance element constituting the second notification according to the second aspect. For example, the second pre-image GB2 may be a design that can identify the sound output in the second notification according to the second aspect, or a design that can identify the light emission manner in the second notification according to the second aspect. For example, a design that can identify a predetermined performance element constituting the second notification according to the second aspect may be a design that indirectly imitates the performance element. For example, a design that indirectly imitates a predetermined performance element constituting the second notification according to the second aspect may be a design that imitates a string of characters that can identify the performance element.
[0151] The first timing can be set arbitrarily. For example, the first timing may be after the second timing. For example, the first timing may be when a reach is formed in a variable game (hereinafter referred to as "at the time of reach") or after the reach. For example, the first timing may be any timing before the second timing. In this case, the first timing may be after the reach, as long as it is before the second timing.
[0152] The second timing can be set arbitrarily. For example, the second timing may be before the first timing. For example, the second timing may be before or during the reach. For example, the second timing may be any timing after the first timing. In this case, the second timing may be before the reach, as long as it is before the first timing.
[0153] The first notification may be modified as needed. For example, the first notification may be performed by a predetermined visual effect or notification that makes it possible to recognize the execution of the second notification. For example, the first notification may be performed by a predetermined visual effect or notification that makes it possible to recognize the likelihood that the second notification will be performed. Here, the likelihood includes 0 and 1 (100%). In other words, the first notification may indicate whether or not the second notification will be performed, depending on the stage. For example, the predetermined visual effect (notification) may consist of one or more visual effects (notifications) arbitrarily selected from display effects (notifications), sound effects (notifications), and light effects (notifications).
[0154] • The first notification may begin at a different stage than the first stage. For example, the first notification may begin at the second stage. In other words, the first notification may include a second notification that is the second stage and does not go through the first stage.
[0155] • The first notification may consist of multiple stages that proceed simultaneously. In other words, the first and second stages of the first notification do not have to be consecutive. The first notification stage may be configured to proceed in response to the operation of the performance button BT.
[0156] The first notification stage may be configured to proceed in response to the operation of the performance lever LV. The first notification may be initiated in a variation game prior to the variation game in which the second notification is executed. In other words, the first notification may be executed across multiple variations.
[0157] The second notification may be changed as desired. For example, the second notification may be executed by one or more effects (notifications) arbitrarily selected from display effects (notifications), sound effects (notifications), and light effects (notifications). For example, the second notification may not have multiple stages. In other words, the second notification may be executed by a series of effects. For example, the second notification may be executed as an N-reach effect. For example, the second notification may not be executed as a reach effect. For example, the second notification may be executed as a notification effect that allows recognition of the expected value of a bonus in the ongoing variable game. In this case, a particular second notification may be made to have a higher expected value of a bonus compared to a predetermined second notification. For example, the second notification may be an effect that suggests the expected value of being granted a game state that is advantageous to the player. In this case, for example, the second notification may be a notification of the expected value of a specific symbol stopping and being displayed in a special game.
[0158] The second notification may progress through stages in response to the operation of the performance lever LV, or alternatively, to the operation of the performance button BT. • The third notification may be changed at will. For example, the third notification may be executed by one or more effects (notifications) arbitrarily selected from among display effects (notifications), sound effects (notifications), and light effects (notifications). For example, the third notification does not have to be a notification of the expected value of the bonus. For example, the third notification may be a notification that a specific event arbitrarily determined has occurred.
[0159] • The fourth notification may be changed as desired. For example, the fourth notification may be executed by one or more effects (notifications) arbitrarily selected from display effects (notifications), sound effects (notifications), and light effects (notifications). For example, the fourth notification only needs to be executable after the end of the second notification and before the start of the next variable game, and does not have to be a notification of the expected bonus level. For example, the fourth notification may be executed by displaying a predetermined image in any form. In this case, the fourth notification can be said to be a notification that the second notification has ended and the period until the start of the next variable game. For example, the fourth notification may be executed when the second notification is executed, in accordance with the execution form of the second notification. Specifically, the fourth notification may be executed in the first form when the second notification is executed in the first form, and executed in the second form when the second notification is executed in the second form. In other words, the fourth notification may be executable in an execution form corresponding to the second notification.
[0160] Furthermore, as an example, the fourth notification may be executable if there is a variable game based on a specific jackpot variable pattern prior to the variable game in question. In this case, the variable game based on the specific jackpot variable pattern may execute a different type of second notification than the variable game based on a different jackpot variable pattern. For example, the variable game based on a different jackpot variable pattern is a variable game in which the fourth notification cannot be executed if it is pending prior to the variable game in question.
[0161] • After the fourth notification is executed, the display mode of the performance symbols may change. In other words, after the fourth notification is executed, the performance symbols may be displayed in a different display mode than before the fourth notification was executed. For example, even after the fourth notification in the second stage is completed, the specific display mode may continue until a predetermined timing in the target variable game arrives (for example, the start timing of a predetermined reach performance or the end timing of the variable game).
[0162] • The fifth notification may be modified as desired. For example, the fifth notification may be executed by one or more effects (notifications) arbitrarily selected from display effects (notifications), sound effects (notifications), and light effects (notifications). For example, the third notification may not be executed after the fifth notification has been executed. For instance, if the fifth notification does not progress for a certain period of time after it has been executed, it may be difficult or impossible to recognize the variable game that is the target of the third notification. Depending on the period, it may also occur that the variable game that is the target of the third notification is executed. For this reason, if the fifth notification does not progress for a certain period of time after it has been executed and certain conditions are met, the fifth notification may be terminated without starting the third notification. Note that the specific conditions are simply that the situation has become more difficult to execute the third notification than when the fifth notification was started, and are not limited to the fifth notification not progressing for a certain period of time.
[0163] • The sixth notification may be changed as desired. For example, the sixth notification may be executed by one or more effects (notifications) arbitrarily selected from display effects (notifications), sound effects (notifications), and light effects (notifications). For example, the start timing of the sixth notification may be changed as desired. For example, the start timing of the sixth notification may be later than the first timing. In this case, the stages of the first notification may not progress before the start timing of the sixth notification. That is, if the start timing of the sixth notification is later than the first timing, the sixth notification may be executed when the final stage of the first notification is the second stage, and when the final stage of the first notification is progressing at the second timing. Furthermore, if the start timing of the sixth notification is later than a predetermined timing at which the stages of the first notification can progress, the sixth notification may only be executed if the stages of the first notification can progress after the start timing of the sixth notification.
[0164] • The sixth notification may be executed multiple times during the period in which the first notification is executed. In this case, the type of final image GG may differ between one sixth notification and another sixth notification.
[0165] • The 7th notification may be changed as desired. For example, the 7th notification may be executed by one or more effects (notifications) arbitrarily selected from display effects (notifications), sound effects (notifications), and light effects (notifications). For example, the 7th notification does not have to be executed as a pre-announcement effect. For example, the 7th notification does not have to be a notification of the expected level of the bonus. For example, the 7th notification may be executed in response to the execution of the 4th notification. In other words, when the 4th notification is executed, the 7th notification may be executed at a predetermined rate (including 100%). In this case, the entire execution period of the 7th notification may be part of or all of the execution period of the 4th notification. In other words, the 7th notification as a predetermined notification may not be executed while the 4th notification is being executed. Furthermore, while the 4th notification is being executed, a part of the 7th notification (for example, a part of the image) may be restricted.
[0166] • Notification No. 8 may be modified as desired. For example, Notification No. 8 may be executed by one or more effects (notifications) arbitrarily selected from among display effects (notifications), sound effects (notifications), and light effects (notifications). For example, Notification No. 8 does not have to be executed as a customized effect.
[0167] • Customizable notifications (effects or announcements) may be changed at will. Also, the configurable customization settings may be changed at will. The first and second variation games may be executed in the order in which the pending conditions are met.
[0168] The pachinko game machine 10 can employ a specification that grants a high probability state until the next big win, a specification that grants a high probability state until the player wins the fall-out lottery (a so-called fall-out machine), or a specification that grants a high probability state until a specified number of variable games are completed (a so-called ST machine). The pachinko game machine 10 can employ a specification that grants a high probability state on the condition that the game ball passes through a specific area (a so-called V-probability variation machine). The pachinko game machine 10 may also have a specification that combines the specifications of a fall-out machine and a V-probability variation machine.
[0169] • The special symbol winning lottery may include not only the big win lottery but also the minor win lottery. If a minor win is won in the winning lottery, a minor win game (winning game) is awarded after the special game ends. In this embodiment, the game may be configured to be controllable to a state (so-called minor win RUSH) in which the number of times (frequency) minor wins are won per unit time, or the number of times (frequency) minor win games are awarded per unit time, is increased compared to the normal game state (for example, a low probability, low base state).
[0170] The pachinko game machine 10 may adopt a specification classified as Type 2, also known as a "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing wings (opening and closing members) of the ball entry device (large prize entry hole) open, and a jackpot is generated when the game ball that entered the ball entry device enters the special prize entry hole.
[0171] The CPU 41, ROM 42, RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed as desired.
[0172] The pachinko game machine 10 may have a sub-board 50 as a sub-overall control board, and may also have a display control board that specializes in controlling the performance display device EH, a light emission control board that specializes in controlling the decorative lamp LA, and a sound control board that specializes in controlling the speaker SP, separate from the sub-board 50. The sub-board may also include such a sub-overall control board and other boards that control the performance. In addition, in this embodiment, the CPU 41 and CPU 51 may be mounted on a single board. Furthermore, the display control board, light emission control board, and sound control board may be arbitrarily combined to form one or more boards.
[0173] The above embodiment may be applied to a slot machine. In a slot machine, the bet amount (also called the stake) can be set by operating the BET button or by inserting tokens. In a slot machine, after the bet amount is set, when the start lever is operated, multiple reels rotate. In a slot machine, after the multiple reels have rotated, when the stop button is operated, the rotation of the corresponding reel stops. Then, in a slot machine, when all the reels have stopped rotating, a prize (awarding of tokens, re-play) is given according to the combination of symbols that stopped. In a slot machine, the period from when the start lever is operated with the bet amount set until all the reels have stopped rotating is included in at least one symbol change. In addition, some slot machines have a prize draw, and it is possible to win a bonus prize in the prize draw. In such a slot machine, when a bonus prize is won by deriving a combination of symbols corresponding to a bonus prize on the winning line, a bonus game is awarded. The bonus game is equivalent to the winning game in a pachinko game machine 10.
[0174] Furthermore, some slot machines are configured to allow control over the game state, with multiple game states having different probabilities of winning specific roles such as the replay role (re-play role) during the role lottery. A game state in which the probability of winning specific roles such as the replay role is higher than in the normal game state (the so-called RT state) is advantageous for the player because it increases the number of balls held or reduces the number of balls held compared to the normal game state.
[0175] Furthermore, some slot machines can be controlled to a state (so-called AT state) in which the operation of the stop button to win a predetermined combination is notified. The AT state is advantageous for the player because it makes it easier to win the predetermined combination compared to the normal game state, resulting in an increase in the number of balls held, or a decrease in the number of balls held compared to the normal game state. Some slot machines that can be controlled to the AT state can perform notifications that mimic bonus games in the AT state, or the number of balls held increases more easily in the AT state than in bonus games. In such slot machines, the AT state can be said to be equivalent to a winning game in a pachinko game machine 10.
[0176] The technical concepts that can be understood from the above embodiments and modified examples are described below. (Note 1) In a gaming machine capable of executing a variable game based on the result of a winning lottery, and capable of awarding a prize based on the result of the winning lottery after the completion of the variable game, the machine comprises a variable game execution means for executing the variable game, a prize awarding means for awarding the prize, and a notification execution means for executing a notification, wherein the notification includes a first notification, a second notification, a third notification, and a fourth notification, the first notification can be executed before the execution of the second notification, there are multiple types of execution modes for the second notification, the first notification can progress in stages over multiple stages, the stages of the first notification include at least a first stage and a second stage which is more advanced than the first stage, and in the variable game, at the first timing, the stage of the first notification There are cases in which the process proceeds, and cases in which the stage of the first notification proceeds at a second timing different from the first timing, and the first notification of the first stage can be executed before the second notification of the first mode is executed, and the first notification of the second stage can be executed before the second notification of the second mode is executed, and when the first notification of the second stage is executed, if the third notification is executed before the first notification proceeds to the second stage, the stage of the first notification does not proceed to the second stage, and the fourth notification can be executed during the period after the execution of the second notification until a new variable game is started, and while the fourth notification is being executed, the execution of a predetermined notification is restricted or the predetermined notification is not executed.
[0177] (Note 2) In a gaming machine that can execute a variable game based on the result of a winning lottery and can award a prize based on the result of the winning lottery after the completion of the variable game, the machine comprises a variable game execution means for executing the variable game, a prize awarding means for awarding the prize, and a notification execution means for executing a notification, wherein the notification includes a first notification, a second notification, a third notification, a fourth notification, and a fifth notification, the first notification can be executed before the execution of the second notification, there are multiple types of execution modes for the second notification, the first notification can progress in stages over multiple stages, the stages of the first notification include at least a first stage and a second stage which is more advanced than the first stage, and in the variable game, there are cases in which the stages of the first notification progress at a first timing and the The first notification may progress at a second timing different from the first timing, and the first notification of the first stage can be executed before the second notification of the first mode is executed, and the first notification of the second stage can be executed before the second notification of the second mode is executed, and when the first notification of the second stage is executed, if the third notification is executed before the first notification progresses to the second stage, the first notification does not progress to the second stage, the fourth notification can be executed during the period after the execution of the second notification until a new variable game is started, and while the fourth notification is being executed, the execution of a predetermined notification is restricted or the predetermined notification is not executed, and the fifth notification can be executed before the third notification is executed.
[0178] (Note 3) In a gaming machine that can execute a variable game based on the result of a winning lottery and can award a prize based on the result of the winning lottery after the completion of the variable game, the machine comprises a variable game execution means for executing the variable game, a prize awarding means for awarding the prize, and a notification execution means for executing a notification, wherein the notification includes a first notification, a second notification, a third notification, and a fourth notification, the first notification can be executed before the execution of the second notification, there are multiple types of execution modes for the second notification, the first notification can progress in stages over multiple stages, the stages of the first notification include at least a first stage and a second stage which is more advanced than the first stage, and in the variable game, there are cases where the stages of the first notification progress at a first timing and the first timing In a gaming machine, there are cases where the stage of the first notification progresses at a second timing different from the timing, the first notification of the first stage can be executed before the second notification of the first mode is executed, the first notification of the second stage can be executed before the second notification of the second mode is executed, when the first notification of the second stage is executed, if the third notification is executed before the first notification progresses to the second stage, the stage of the first notification does not progress to the second stage, the fourth notification can be executed during the period from the execution of the second notification until a new variable game is started, the execution of a predetermined notification is restricted or the predetermined notification is not executed while the fourth notification is being executed, and the fourth notification can be executed in an execution mode corresponding to the second notification.
[0179] (Note 4) The aforementioned Notice 5 is a gaming machine as described in Note 2, which can be implemented in stages over multiple phases. (Note 5) The aforementioned Notice 5 is a gaming machine described in Note 2 or Note 4 that is executed when the conditions for the execution of Notice 3 are met under the circumstances in which the prescribed conditions are met.
[0180] (Note 6) A gaming machine according to any of Notes 1 to 5, wherein the execution probability of the predetermined notification can be customized, but the execution probability of the third notification cannot be customized. (Note 7) If the execution of the fourth notification is initiated while the fourth notification is being executed, the execution of the third notification is not restricted in any of the gaming machines described in Notes 1 to 6.
[0181] (Note 8) A gaming machine described in any of Notes 1 to 7 that, after the execution of the aforementioned Notice 4, is capable of displaying the performance symbols in a different display manner than before the execution of the aforementioned Notice 4. [Explanation of symbols]
[0182] BT…Performance button EH…Performance display device ES…Performance device group GA1…First branch image GA2…Second branch image GA3…First result image GA4…Second result image GB1…First pre-image GB2…Second pre-image GB2…Second pre-image GC…Winning flash image GD1…First chance image GD2…Second chance image GE1…First preparation image GE2…Second preparation image GF…Error image GG…Final image GH(GH0~GH4)…Icon image GI…Customization image HD…Launch handle LA…Decorative lamp LV…Performance lever R…Display area SE1…First start sensor SE2…Second start sensor SE3…Count sensor SE4…Gate sensor SL1…Normal solenoid SL2…Special solenoid SP…Speaker YB…Game board YBa…Game area YBb…Display window YBc…Launch passage 10…Pachinko game machine 11…Frame 11a…Outer frame 11b…Mounting frame 12…First start opening 13…Second start opening 13a…Normal opening / closing piece 14…Big prize opening 14a…Special opening / closing piece 17…Gate 17a…Gate opening 18…Out opening 19a…First special symbol display device 19b…Second special symbol display device 19c…First hold display device 19d…Second hold display device 19e…Normal symbol display device 40…Main board 41…CPU 42…ROM 43…RAM 44…Random number generation circuit 50…Sub board 51…CPU 52…ROM 53…RAM
Claims
1. In a gaming machine that can execute a variable game based on the result of a winning lottery, and can award a prize based on the result of the winning lottery after the end of the variable game, A variable game execution means for executing the aforementioned variable game, A means for granting the aforementioned benefits, It comprises a notification execution means for executing a notification, The aforementioned notices include the first notice, the second notice, the third notice, and the fourth notice. The first notification can be executed before the second notification is executed. There are several types of implementation methods for the aforementioned second notification. The aforementioned first notification can be implemented in stages across multiple phases. The stage of the aforementioned first notification includes at least a first stage and a second stage that is more advanced than the first stage. In the aforementioned variable game, there are cases in which the first notification stage progresses at a first timing, and cases in which the first notification stage progresses at a second timing different from the first timing. The first stage of the first notification can be executed before the second notification according to the first embodiment is executed, and the second stage of the first notification can be executed before the second notification according to the second embodiment is executed. When the first notification of the second stage is executed, if the third notification is executed before the first notification progresses to the second stage, the stage of the first notification does not progress to the second stage. The fourth notification can be executed during the period between the execution of the second notification and the start of a new variable game. A gaming machine in which the execution of a specified notification is restricted or the specified notification is not executed while the fourth notification is being executed.
2. The probability of the aforementioned notification being executed can be customized. The gaming machine according to claim 1, wherein the execution probability of the third notification cannot be customized.
3. The gaming machine according to claim 1 or 2, wherein the execution of the third notification is not restricted when the third notification is initiated while the fourth notification is being executed.