Gaming machine
Patent Information
- Application Number
- JP2025062463
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-04
- Publication Date
- 2026-10-16
AI Technical Summary
【0006】 本発明によれば、興趣の向上を図ることができる。
Smart Images

Figure 2026168910000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, some gaming machines are provided with a movable body as a movable part capable of a predetermined operation. For example, Patent Document 1 discloses a gaming machine in which a light-emitting lamp is provided on a movable body capable of a predetermined operation.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] At present, it is desired to further improve the entertainment property of such gaming machines by making additional contrivances.
Means for Solving the Problems
[0005] A gaming machine that solves the above problems is a gaming machine capable of performing effects in multiple game sections, comprising a movable part provided with a light-emitting part, and a display part, wherein the multiple game sections include a section for performing a special effect and a section for performing a special effect that notifies the result of the special effect, the special effect comprises at least a first special effect and a second special effect performed after the first special effect, the second special effect is an effect that includes at least a special display common to multiple types of the special effect, and the special effect comprises a first special effect that can be performed in a common manner to multiple types of the special effect, and the The system may be configured to include, after the first special effect, a second special effect that can be executed in a manner corresponding to the type of special effect, and after the second special effect, a third special effect that can be executed in a manner common to multiple types of special effects, wherein the first special effect is an effect involving the movement of the movable part and the illumination of the light-emitting part, the manner of the light-emitting part may differ depending on the position of the movable part, the third special effect is an effect involving the illumination of the light-emitting part, the position of the movable part may differ from that of the first special effect, and the manner of the light-emitting part differs between the first special effect and the third special effect. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawing]
[0007] [Figure 1] Figure 1 is a schematic perspective view of a pachinko game machine. [Figure 2] Figure 2 is a schematic front view of the game board. [Figure 3] Figure 3 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 4] Figure 4(a) shows an example of the presentation of a door opening error, and Figure 4(b) shows an example of the presentation of an illegal prize entry error. [Figure 5] Figure 5 shows an example of a performance pattern for a pseudo-consecutive win animation. [Figure 6]Figure 6(a) shows an example of the presentation style of the first title presentation that constitutes the first SR presentation, Figure 6(b) shows an example of the presentation style of the first introduction presentation that constitutes the first SR presentation, Figure 6(c) shows an example of the presentation style of the first build-up presentation that constitutes the first SR presentation, and Figure 6(d) shows an example of the presentation style of the first operation presentation that constitutes the first SR presentation. [Figure 7] Figure 7(a) shows an example of the presentation of a common winning animation that constitutes the first SR animation; Figures 7(b) and 7(c) show an example of the presentation of the first winning animation that constitutes the first SR animation; Figure 7(d) shows an example of the presentation of the first losing animation that constitutes the first SR animation; Figure 7(e) shows an example of the presentation of a common revival animation that constitutes the first SR animation; and Figure 7(f) shows an example of the presentation of the first revival animation that constitutes the first SR animation. [Figure 8] Figure 8(a) shows an example of the presentation style of the second title sequence that constitutes the second SR sequence, Figure 8(b) shows an example of the presentation style of the second introduction sequence that constitutes the second SR sequence, Figure 8(c) shows an example of the presentation style of the second build-up sequence that constitutes the second SR sequence, and Figure 8(d) shows an example of the presentation style of the second operation sequence that constitutes the second SR sequence. [Figure 9] Figure 9(a) shows an example of the presentation of a common winning animation that constitutes the second SR animation, Figures 9(b) and 9(c) show an example of the presentation of a second winning animation that constitutes the second SR animation, Figure 9(d) shows an example of the presentation of a second losing animation that constitutes the second SR animation, Figure 9(e) shows an example of the presentation of a common revival animation that constitutes the second SR animation, and Figure 9(f) shows an example of the presentation of a second revival animation that constitutes the second SR animation. [Figure 10] Figure 10 is a timing chart showing an example of the execution mode of the first SR performance, which includes the first result performance according to the first embodiment. [Figure 11] Figure 11 is a timing chart showing an example of the execution mode of the first SR performance, which includes the first result performance according to the third aspect. [Figure 12] Figure 12 is a timing chart showing an example of the execution mode of the second SR performance, which includes the second result performance according to the first mode. [Figure 13] Figure 13 is a timing chart showing an example of the execution mode of the second SR performance, which includes the second result performance according to the third embodiment. [Modes for carrying out the invention]
[0008] An embodiment of the gaming machine will be described below with reference to Figures 1 to 13. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective.
[0009] As shown in Figure 1, the pachinko game machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to the island equipment and a mounting frame 11b for mounting various game components. The mounting frame 11b is supported by the outer frame 11a so as to be openable and closable. The pachinko game machine 10 includes an opening sensor (not shown) capable of detecting the opening of the mounting frame 11b. The game board YB is assembled on the mounting frame 11b. The mounting frame 11b may include a protective frame to protect the game board YB.
[0010] The pachinko game machine 10 is equipped with a speaker SP. For example, the speaker SP is provided on the front surface of the mounting frame 11b. The speaker SP is capable of performing a sound effect (hereinafter referred to as a sound effect) by outputting a predetermined sound. For example, the predetermined sound may be a song, a human voice, or a sound effect. The pachinko game machine 10 is equipped with a first decorative lamp LA1 and a second decorative lamp LA2. For example, the first decorative lamp LA1 is provided on the front surface of the mounting frame 11b. For example, the second decorative lamp LA2 is provided on the front surface of the game board YB, etc. The decorative lamps LA1 and LA2 are capable of performing a light effect (hereinafter referred to as a light effect) by lighting, flashing, and extinguishing a built-in light-emitting element (not shown). The mounting frame 11b on which the first decorative lamp LA1 is provided is an example of a door section on which a light-emitting part is provided.
[0011] The pachinko gaming machine 10 includes a launch handle HD that is operated when launching a game ball. As an example, the launch handle HD is provided on the front surface side (front side) of the mounting frame 11b. As an example, game balls are periodically launched such that the number of launches per minute is approximately 100 when the launch handle HD is being operated. The pachinko gaming machine 10 includes a performance button BT. The performance button BT is configured to include a single operable portion (operation part). As an example, the performance button BT is configured to include a button-type operation part that can be pressed in.
[0012] As shown in Figure 2, on the front surface of the game board YB, a substantially circular game area YBa in front view is formed. A display window YBb is formed at the approximate center of the game area YBa. On the left side of the game area YBa, a launch path YBc that guides game balls launched by the operation of the launch handle HD to the game area YBa is formed. The game board YB is provided with a backflow prevention valve YBd that prevents game balls launched by the operation of the launch handle HD from flowing back into the launch path YBc.
[0013] The pachinko gaming machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reservation display device 19c, a second reservation display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first reservation display device 19c, the second reservation display device 19d, and the normal symbol display device 19e are provided at positions on the game board YB that are visible to the player.
[0014] The first special symbol display device 19a is capable of executing a first special game in which the first special symbol is variably displayed and then finally stopped and displayed. The second special symbol display device 19b is capable of executing a second special game in which the second special symbol is variably displayed and then finally stopped and displayed. Each special symbol is a symbol for notifying the result of an internal lottery (winning lottery for special symbols). Hereinafter, the first special game and the second special game are collectively referred to as "special game". The special symbols include a jackpot symbol as a jackpot display result and a losing symbol as a losing display result. When a jackpot is won in the special symbol winning lottery, the jackpot symbol is stop-displayed, and the special game ends. Thereafter, a jackpot game is awarded after the end of the special game in which the jackpot symbol has been stop-displayed.
[0015] The first reserved display device 19c displays information capable of specifying the number of first special games whose execution has been reserved because the start condition has not yet been satisfied even though the reservation condition has been satisfied (hereinafter referred to as the first reserved count). The second reserved display device 19d displays information capable of specifying the number of second special games whose execution has been reserved because the start condition has not yet been satisfied even though the reservation condition has been satisfied (hereinafter referred to as the second reserved count). As an example, the upper limit of each reserved count is 4. Without being limited thereto, the upper limit of each reserved count may be 1 to 3, or may be 5 or more. Further, the upper limit may be different between the first reserved count and the second reserved count.
[0016] The normal symbol display device 19e is capable of executing a normal game in which the normal symbol is variably displayed and then finally stopped and displayed. The normal symbol is a symbol for notifying the result of an internal lottery (winning lottery for normal symbols). The normal symbols include a normal winning symbol and a normal losing symbol. When a win is drawn in the normal symbol winning lottery, the normal winning symbol is stop-displayed, and the normal game ends. Thereafter, a normal winning game is awarded after the end of the normal game in which the normal winning symbol has been stop-displayed.
[0017] 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 means firing the game ball with a stronger firing intensity so that the game ball flows down the area to the right of the display window YBb within the game area YBa. Firing the game ball with a weaker firing intensity so that the game ball flows down the area to the left of the display window YBb within the game area YBa is called playing to the left. The round display device notifies the upper limit of the number of round games, which will be described later.
[0018] The pachinko game machine 10 is equipped with a performance display device EH. The performance display device EH has a display area GH capable of displaying an image. The performance display device EH is assembled to the game board YB so that the display area GH can be viewed through the display window YBb. As an example, the performance display device EH is a liquid crystal display device. The performance display device EH is capable of performing a performance (hereinafter referred to as a display performance) that displays a predetermined object as an image. For example, the predetermined object may be a performance pattern, character, scenery, letters, numbers, and symbols. The performance display device EH is an example of a display unit.
[0019] As an example, the display effects in the EH display device include a variable game using multiple rows of effect symbols (hereinafter referred to as the "effect game"). The effect game is executed by the variable display of multiple rows of effect symbols, followed by the final display of a combination of effect symbols (hereinafter referred to as the "symbol combination"). The effect game starts together with the special game. The effect game ends together with the special game. In the effect game, the symbol combination corresponding to the special symbol displayed in the special game is displayed. When a winning symbol is displayed in the special game, the winning symbol combination is displayed in the effect game. When a losing symbol is displayed in the special game, the losing symbol combination is displayed in the effect game. Hereinafter, the first special game and the corresponding effect game will be collectively referred to as the "first variable game." Also, the second special game and the corresponding effect game will be collectively referred to as the "second variable game." Also, the first variable game and the second variable game will be collectively referred to as the "variable game."
[0020] The game's presentation may include a "reach" presentation. A reach presentation is a presentation that forms a "reach" and ultimately stops displaying a predetermined combination of symbols. For example, a reach is a state in which the same presentation symbols are temporarily stopped in the left and right rows of presentation symbols, and the presentation symbols in the middle row of presentation symbols continue to change. There are two types of reach presentations: normal reach presentations and super reach presentations. In the following explanation, normal reach presentations may be referred to as NR presentations and super reach presentations as SR presentations. SR presentations have a higher probability of resulting in a big win compared to NR presentations. As an example, SR presentations are executed via NR presentations.
[0021] The pachinko game machine 10 is equipped with a movable part K that can take on a first position and a second position. For example, the movable part K is a component that imitates the face of a predetermined character (for example, an evil spirit of an infant). In other words, the predetermined character can be said to be the character that served as the motif for the movable part K. For example, the movable part K is assembled to the game board YB in such a way that it is fully visible whether it is in the first position or the second position. The movable part K is capable of performing a performance (hereinafter referred to as a movable performance) that operates (displaces) in a predetermined manner. For example, the first position of the movable part K is the upper part of the performance display device EH. The first position of the movable part K is the original position (initial position) that it can take when a movable performance is not being performed. For example, the second position of the movable part K is approximately in the center of the performance display device EH. In other words, the movable part K is provided in front of the performance display device EH. For this reason, when the movable part K is in the second position, the movable part K overlaps with a part of the performance display device EH. The second position of the movable part K is a performance position that can be taken when a predetermined performance is executed.
[0022] The movable part K is equipped with an actuator (not shown). The actuator is the power source for moving the movable part K. As an example, the actuator is a stepping motor. The movable part K has a built-in light-emitting element (not shown). The movable part K can perform lighting effects by turning the built-in light-emitting element on, blinking, and turning it off. As an example, the light-emitting element is built into a position that mimics the eyes of a predetermined character. In other words, when the light-emitting element of the movable part K emits light, it appears as if the eyes of the predetermined character are glowing. In the following description, moving the movable part K means operating the actuator to move the movable part K, and illuminating the movable part K means illuminating the light-emitting element built into the movable part K to make the movable part K glow. The movable part K is an example of a movable part equipped with a light-emitting element.
[0023] The performance display device EH, speaker SP, decorative lamps LA1 and LA2, and movable part K are each performance devices capable of executing performances. The performance display device EH, speaker SP, decorative lamps LA1 and LA2, and movable part K form a performance device group ES consisting of multiple performance devices. In other words, the performance device group ES includes the performance display device EH, speaker SP, decorative lamps LA1 and LA2, and movable part K.
[0024] 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).
[0025] The second starting opening 13 is a prize-winning opening into which game balls are entered when the conditions for awarding prize balls and the conditions for starting the second variable game are met. The second starting opening 13 is located to the right of the first starting opening 12. The second starting opening 13 is equipped with a standard opening / closing piece 13a, which is one example of a door shape. When a normal winning game is not awarded, the second starting opening 13 is closed so that game balls cannot enter or are difficult to enter. When a normal winning game is awarded, the second starting opening 13 is opened so that game balls can enter or are easy to enter. The game board YB is equipped with a standard actuator SL1 as a means for operating the standard opening / closing piece 13a (see Figure 3). As an example, the standard actuator SL1 is a solenoid. The game board YB is equipped with a second starting sensor SE2 that detects game balls that have entered the second starting opening 13 (see Figure 3). The second starting port 13 is a so-called "standard electric mechanism."
[0026] The large prize slot 14 is a slot into which game balls are entered in order to fulfill the conditions for awarding prize balls. The large prize slot 14 is located in the lower right of the performance display device EH. The large prize slot 14 is equipped with a special opening / closing piece 14a, which is one example of a door shape. The large prize slot 14 is closed to prevent game balls from entering when a jackpot game has not been awarded. The large prize slot 14 is opened to allow game balls to enter or to facilitate their entry when a jackpot game has been awarded. The game board YB is equipped with a special actuator SL2 as a means for operating the special opening / closing piece 14a (see Figure 3). As an example, the special actuator SL2 is a solenoid. The game board YB is equipped with a count sensor SE3 that detects game balls that have entered the large prize slot 14 (see Figure 3).
[0027] A gate 17 is provided in the game area YBa. The gate 17 is located to the right of the game area YBa and above the second 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 gate 17 is an entry point into which game balls are entered but the conditions for awarding prize balls are not fulfilled.
[0028] 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.
[0029] In this embodiment, the launch intensity of the game balls can be adjusted by adjusting the amount of operation of the launch handle HD. By adjusting the launch intensity, the game balls pass through either the left or right region of the game board YB. Specifically, when the launch intensity is below a predetermined value, the game balls tend to flow down the left region of the game board YB, and when the launch intensity is above a predetermined value, they tend to pass through the right region of the game board YB. In particular, in this embodiment, when the launch intensity of the game balls is set to maximum, almost all of the game balls pass through the right region of the game board YB.
[0030] When a game ball flows down the left side of the game board YB, it has the potential to enter the first starting opening 12. On the other hand, when a game ball flows down the right side of the game board YB, it has the potential to enter the second starting opening 13, the big prize opening 14, and the gate 17. In particular, in this embodiment, when a game ball flows down the right side of the game board YB, if it does not enter the second starting opening 13, and the big prize opening 14 is open, it has a high probability of entering the big prize opening 14.
[0031] Next, I will explain the jackpot game. In a jackpot game, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the opening time). As an example, this sequence of events is an opening sequence that makes the start of a jackpot game recognizable. Here, recognizability may be achieved by directly presenting information or by indirectly presenting information. Direct presentation of information may include, for example, displaying a string of characters that represents the information itself, or outputting audio that reads out a string of characters that represents the information itself. Indirect presentation of information may include making the type of information identifiable by the fact that the sequence presenting the information indirectly is different in nature from other sequences. In other words, when the sequence is performed, the predetermined information is presented in any manner, such as suggestion, indication, or notification.
[0032] In a jackpot game, after the opening time has elapsed, a round game is played for a predetermined number of times, during which the large prize slot 14 is opened. Each round game ends when a predetermined number of game balls enters or a predetermined amount of time has elapsed. In the round game, the large prize slot 14 is opened in a predetermined opening manner (opening pattern). Round performances are performed during each round game. In a jackpot game, after the final round game has ended, a predetermined performance is played for a predetermined amount of time (hereinafter referred to as the ending time). As an example, the predetermined performance is an ending performance that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses. In the following explanation, the period from the start of the jackpot game until the opening time has elapsed may be referred to as the opening period, the period from the end of the opening period until the end of the final round game may be referred to as the round period, and the period from the end of the round period until the end of the jackpot game may be referred to as the ending period.
[0033] 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)".
[0034] 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).
[0035] 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.
[0036] 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).
[0037] The game state in the pachinko game machine 10 is determined by the combination of whether or not the probability variation function is activated and whether or not the ball entry assistance function is activated. In the following explanation, a game state that is both a low probability state and a low ball entry rate state is referred to as a "low probability non-time reduction state". A game state that is both a high probability state and a low ball entry rate state is referred to as a "high probability non-time reduction state". A game state that is both a low probability state and a high ball entry rate state is referred to as a "low probability time reduction state". A game state that is both a high probability state and a high ball entry rate state is referred to as a "high probability time reduction state".
[0038] 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.
[0039] The main board 40 will now be described. The main board 40 comprises a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes processes related to the progress of the game by executing the main control program. The main ROM 42 stores the main control program, judgment values used for various judgments and lotteries, and tables.
[0040] The main ROM 42 stores multiple types of variation patterns. A variation pattern is information that identifies the variation time from the start to the end of 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.
[0041] The main RAM 43 stores various types of information that are rewritten according to the processing results of the main CPU 41. For example, the information stored in the main RAM 43 includes flags, counters, and timers.
[0042] The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may also be configured to generate software random numbers through random number generation processing by the main CPU 41.
[0043] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. The main CPU 41 can receive each detection signal that the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4 output when they detect a game ball.
[0044] The main board 40 is connected to the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main CPU 41 can individually control the display content of each of the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e.
[0045] The main board 40 is connected to the ordinary actuator SL1 and the special actuator SL2, respectively. The main CPU 41 can control the opening mode of the second start opening 13 by controlling the operation of the ordinary actuator SL1. The main CPU 41 can control the opening mode of the big prize opening 14 by controlling the operation of the special actuator SL2. The main board 40 is connected to an opening sensor that can detect when the mounting frame 11b is opened. The main CPU 41 can receive a detection signal output by the opening sensor when it detects that the mounting frame 11b is opened.
[0046] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 performs processing related to the game's presentation by executing a sub-control program. The sub-ROM 52 stores the sub-control program and judgment values used for predetermined lotteries. The sub-ROM 52 also stores display presentation data used for display presentations, light-emitting presentation data used for light-emitting presentations, and sound presentation data used for sound presentations. The sub-RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RAM 53 may include flags, counters, and timers. The sub-board 50 is configured to generate software random numbers through random number generation processing by the sub-CPU 51. The sub-board 50 may also include a random number generation circuit and be configured to generate hardware random numbers using this random number generation circuit.
[0047] Sub-board 50 is connected to the performance display device EH. Sub-CPU 51 can control the display content (display effects) in the display area GH of the performance display device EH. Sub-board 50 is connected to the speaker SP. Sub-CPU 51 can control the output content (sound effects) of the speaker SP. Sub-board 50 is connected to the decorative lamps LA1 and LA2. Sub-CPU 51 can control the respective light emission modes (light emission effects) of the decorative lamps LA1 and LA2. Sub-board 50 is connected to the movable part K. Sub-CPU 51 can control the operation mode and light emission mode of the movable part K. Sub-CPU 51 is connected to the performance button BT. Sub-CPU 51 can receive an operation signal indicating the operation status of the performance button BT.
[0048] Next, we will explain the various processes performed by the main CPU 41. The main CPU 41 performs various processes, including timer interrupt processing that occurs at predetermined control cycles (e.g., 4ms). As an example, timer interrupt processing includes special symbol input processing and special symbol start processing.
[0049] This section explains the special symbol input process. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the first start opening 12 based on whether or not it has received a detection signal from the first start sensor SE1. If a game ball has entered the first start opening 12, the main CPU 41 determines whether or not the first reserved number stored in the main RAM 43 is less than the upper limit. If the first reserved number is less than the upper limit, the main CPU 41 updates the first reserved number by adding 1. Thus, the 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. Subsequently, the main CPU 41 controls the first reserved display device 19c to display information that allows for the identification of the updated first reserved number. The main CPU 41 stores a control command (hereinafter referred to as the first reserved number command) that allows for the identification of the added first reserved number in the output buffer.
[0050] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used for the special symbol winning lottery, winning symbol random numbers used for determining the winning symbols, and variation pattern random numbers used for determining the variation pattern. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the first special game and that the storage order of the random number information can be identified. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko game machine 10 can postpone its execution until the start conditions for the first special game are met. In the following explanation, postponing execution may simply be referred to as "postponing".
[0051] When the main CPU 41 has stored random number information for the first special game in the main RAM 43, and the game ball has not entered the first start opening 12, and the first reserve number is not less than the upper limit, the main CPU 41 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 main CPU 41 determines whether or not the second reserve number stored in the main RAM 43 is less than the upper limit. If the second reserve number is less than the upper limit, the main CPU 41 updates the second reserve number by adding 1. The main CPU 41 controls the second reserve display device 19d to display information that allows for the identification of the second reserve number after the addition. The main CPU 41 stores a control command that allows for the identification of the second reserve number after the addition (hereinafter referred to as the second reserve number command) in the output buffer. The reserve conditions 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.
[0052] Next, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information to be used for the second special 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 main RAM 43, the pachinko game machine 10 can suspend 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 main 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 main CPU 41 terminates the special symbol input process.
[0053] Next, we will explain the process for initiating the special pattern. The main CPU 41 determines whether the conditions for starting a special game are met. The main CPU 41 makes a positive determination if neither a jackpot game nor a special game is currently in progress, and a negative determination if either a jackpot game or a special game is currently in progress. If the conditions for starting a special game are not met, the main CPU 41 terminates the special symbol start process. If the conditions for starting a special game are met, the main CPU 41 determines whether the second reserve number is greater than zero.
[0054] If the second reserve number is greater than zero, the main CPU 41 performs the process of executing the second special game. Specifically, the main CPU 41 updates the second reserve number by subtracting 1. The main CPU 41 controls the second reserve display device 19d to display information that allows for the identification of the second reserve number after the subtraction. The main CPU 41 stores a second reserve number command that allows for the identification of the second reserve number after the subtraction in the output buffer. Next, the main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the second special game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot. The main CPU 41 performs the jackpot lottery with a jackpot probability corresponding to the current probability state.
[0055] If a jackpot is won, the main CPU 41 performs the jackpot variation process. In the jackpot variation process, the main CPU 41 uses random numbers that can be identified from the random number information to perform a jackpot symbol lottery and determines the jackpot symbols to be displayed in the second special game. The main CPU 41 uses random numbers that can be identified from the random number information to perform a variation pattern determination lottery and determines a variation pattern from among multiple jackpot variation patterns. After that, the main CPU 41 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 NR (Noritual) performance in the performance game (hereinafter referred to as the NR 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 SR (Super Rare) performance in the performance game. As an example, the jackpot spin patterns that determine the content of the spins that ultimately stop to display the winning combination of symbols after the SR (Super Rare) performance include spin patterns that display that it is a jackpot as a result of the SR performance, and spin patterns that display that it is a miss as a result of the SR performance, and then ultimately stop to display the winning combination of symbols. In the following explanation, the spin pattern that displays that it is a jackpot as a result of the SR performance will be referred to as the SR jackpot spin pattern, and the spin pattern that displays that it is a miss as a result of the SR performance, and then ultimately stop to display the winning combination of symbols will be referred to as the SR revival spin pattern.
[0056] If a big win is not achieved, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be displayed in the second special game. The main 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, the main 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 NR animation in the performance game (hereinafter referred to as the NR 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 SR animation in the performance game (hereinafter referred to as the SR losing spin pattern).
[0057] If the second reserve number is zero, the main CPU 41 determines whether the first reserve number is greater than zero. If the first special reserve number is zero, the main CPU 41 determines whether to store the wait command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can identify whether or not the wait command has been output. The wait command is a control command that can identify that the game has been controlled to a wait state. The wait state is a state in which a variable game is not in progress and a jackpot game is not in progress.
[0058] For example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has already been output, it terminates the special symbol start process without storing the wait command in the output buffer. For example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has not yet been output, it stores the wait command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can determine that a wait command has already been output. After that, the main CPU 41 terminates the special symbol start process.
[0059] If the first reserved number is greater than zero, the main CPU 41 performs the process of executing the first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that allows for the identification of the first reserved number after the subtraction. The main CPU 41 stores the first reserved number command that allows for the identification of the first reserved number after the subtraction in the output buffer. Next, the main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the first special game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot. The main CPU 41 performs the jackpot lottery with a jackpot probability corresponding to the current probability state.
[0060] If a jackpot is won, the main CPU 41 performs the jackpot variation process. In the jackpot variation process, the main CPU 41 uses a random number that can be identified from the random number information to draw for the jackpot symbols and determines which jackpot symbols will be displayed in the first special game. The main CPU 41 uses a random number that can be identified from the random number information to draw for the variation pattern and determines a variation pattern from among several jackpot variation patterns. After that, the main CPU 41 finishes the special symbol start process.
[0061] If a jackpot is not won, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be displayed in the first special game. The main 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, the main CPU 41 terminates the special symbol start process. In the jackpot spin process and the losing spin process, the main CPU 41 stores the spin start command and the special symbol command in the output buffer. The spin start command is a control command that can identify the spin pattern determined in each spin process and the start of the spin game. The special symbol command is a control command that can identify the special symbol (jackpot symbol or losing symbol) determined in each spin process. As an example, the spin start command and the special symbol command are different control commands when the spin process for the first special game is executed and when the spin process for the second special game is executed. The main CPU 41 updates the output information in the main RAM 43 during the jackpot variation processing and the loss variation processing so that it can identify that a wait command has not yet been output.
[0062] When the special symbol start process is completed, the main CPU 41 executes either the first special game or the second special game through a process separate from the special symbol start process. When executing the first special game, the main CPU 41 controls the first special symbol display device 19a to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the main CPU 41 stores a control command that can identify the end of the variation game (hereinafter referred to as the variation end command) in the output buffer.
[0063] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start displaying a predetermined symbol variation. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the main CPU 41 stores the variation end command in the output buffer. As described above, the main CPU 41 is configured to perform a winning lottery triggered by a game ball entering the start slot by executing the special symbol input process and the special symbol start process.
[0064] This explains the process for handling jackpot wins. The jackpot game processing is the process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, it executes the jackpot game processing after the special game ends. Based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing, the main CPU 41 identifies the type of jackpot game. The main CPU 41 then awards the identified type of jackpot game. As an example, there are first jackpots and second jackpots. A first jackpot is a jackpot based on the first jackpot symbol among the jackpot symbols. A second jackpot is a jackpot based on a second jackpot symbol that is different from the first jackpot symbol. In the following explanation, a jackpot game based on a first jackpot will be referred to as a first jackpot game, and a jackpot game based on a second jackpot will be referred to as a second jackpot game.
[0065] First, the main CPU 41 stores a control command (hereinafter referred to as the opening command) that can identify the start of the opening time in the output buffer. For example, the opening command may include information that can identify the type of jackpot game. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. That is, the main CPU 41 controls the special actuator SL2 using the opening control data for the identified jackpot game to open the large prize slot 14. For example, the main CPU 41 controls the special actuator SL2 to keep the large prize slot 14 open until a quantity condition or a time condition is met.
[0066] The main CPU 41 performs the processing necessary to execute such round games until the number of round games specified for the jackpot game is completed. For example, both the first jackpot game and the second jackpot game are specified to consist of 10 round games. For example, each round game is specified to have a quantity condition in which 10 game balls enter the large prize slot 14. For example, each round game is specified to have a time condition in which 29 seconds have elapsed.
[0067] The main CPU 41 stores a control command (hereinafter referred to as a round command) that can identify the start of a jackpot round in the output buffer each time a round of game is started. When the final round of game is finished, the main CPU 41 stores a control command (hereinafter referred to as an ending start command) that can identify the start of the ending time in the output buffer. When the ending time has elapsed, the main CPU 41 terminates the jackpot game. The main CPU 41 stores a control command (hereinafter referred to as an ending end command) that can identify the elapsed ending time in the output buffer.
[0068] This section explains the game state transition process, which involves changing the game state. Game state transition processing includes probability transition processing, which transitions the probability state, and ball entry rate transition processing, which transitions the ball entry rate state. For example, game state transition processing is executed after the jackpot game processing is completed. For example, in game state transition processing, the ball entry rate transition processing is executed in the order of probability transition processing.
[0069] First, let me explain the process for transferring the ball entry rate. In the ball entry rate transition process, the main CPU 41 sets an activation flag in the main RAM 43 when the first or second jackpot game ends. In other words, the main CPU 41 controls the game to a high ball entry rate state when the first or second jackpot game ends. After the second jackpot game ends, the main CPU 41 counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the main RAM 43 each time a special game is started. When the number of special games executed after the jackpot game ends reaches the activation count, the main CPU 41 clears the activation flag stored in the main RAM 43. In other words, after the second jackpot game ends, the main CPU 41 controls the game to a low ball entry rate state when the activation count of the special game ends. After the first jackpot game ends, the main CPU 41 does not clear the activation flag until the next jackpot game is awarded. When the main CPU 41 initiates a jackpot game and the activation flag is set, it clears the activation flag. In other words, the main CPU 41 controls the game to a low ball entry rate state while the jackpot game is in progress.
[0070] Next, we will explain the probability transition process. In the probability transition process, when the first jackpot game ends, the main CPU 41 sets a high probability flag in the main RAM 43. In other words, when the first jackpot game ends, the main CPU 41 controls the system to a high probability state. After that, the main CPU 41 does not clear the high probability flag until the next jackpot game is awarded. In other words, when the first jackpot game ends, the main CPU 41 controls the system to a high probability state until the next jackpot game is awarded. When the second jackpot game ends, the main CPU 41 does not set a high probability flag in the main RAM 43. In other words, when the second jackpot game ends, the main CPU 41 controls the system to a low probability state.
[0071] Through probability transition processing and ball entry rate transition processing, after the first jackpot game ends, the pachinko machine 10 is controlled to a high probability state and a high ball entry rate state. In other words, after the first jackpot game ends, the pachinko machine 10 is controlled to a high probability time-saving state. After the second jackpot game ends, the pachinko machine 10 is controlled to a low probability state and a high ball entry rate state. Subsequently, when the special game for the specified number of activations ends, the pachinko machine 10 is controlled to a low ball entry rate state. In other words, after the second jackpot game ends, the pachinko machine 10 is controlled to a low probability time-saving state, and then, triggered by the end of the special game for the specified number of activations, is controlled to a low probability non-time-saving state.
[0072] Thus, the main CPU 41 can control the game state to be more advantageous to the player, triggered by the end of a jackpot game. In other words, the pachinko game machine 10 can execute a variable game based on the result of the jackpot lottery, and after the end of the variable game, a game state that is more advantageous to the player is granted based on the result of the jackpot lottery. The first jackpot game is a jackpot game in which the game state is controlled to be more advantageous after the end of the jackpot game compared to after the end of the second jackpot game.
[0073] For example, when the game state changes, the main CPU 41 stores a control command that can identify the current game state (hereinafter referred to as a state specification command) in the output buffer. In other words, there are state specification commands that can identify a low probability non-time-saving state, a low probability time-saving state, a high probability non-time-saving state, and a high probability time-saving state. For example, when power supply is started or when the game state changes, the main CPU 41 stores a state specification command that can identify the current game state in the output buffer.
[0074] This section explains the normal pattern input process. The normal symbol input process is an example of timer interrupt processing. In the normal symbol input process, the main CPU 41 determines whether a game ball has entered the gate 17 based on whether or not it has received a detection signal from the gate sensor SE4. If a game ball has entered the gate 17, the main CPU 41 determines whether or not the number of normal reserved balls stored in the main RAM 43 is less than the upper limit. For example, the upper limit for the number of normal reserved balls is 4. If the number of normal reserved balls is less than the upper limit, the main CPU 41 updates the number of normal reserved balls by adding 1.
[0075] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used for the lottery of winning regular symbols, and winning symbol random numbers used for determining regular symbols. The main CPU 41 stores the random number information in such a way that the storage order of the random number information can be specified.
[0076] Next, we will explain the process for starting the normal pattern. The normal symbol start process is an example of timer interrupt processing. In the normal symbol start process, the main CPU 41 determines whether the conditions for starting a normal game are met. The main CPU 41 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, the main CPU 41 terminates the normal symbol start process. If the conditions for starting a normal game are met, the main CPU 41 determines whether the normal reserve count is greater than zero. If the normal reserve count is zero, the main CPU 41 terminates the normal symbol start process.
[0077] If the normal reserve count is greater than zero, the main CPU 41 performs the process of executing the normal game. Specifically, the main CPU 41 updates the normal reserve count by subtracting 1. The main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the normal game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a normal win lottery to determine whether or not to award a normal win. The main CPU 41 performs the normal win lottery at a normal win probability corresponding to the current ball entry rate state. For example, the normal win probability in a high ball entry rate state is 1 or approximately 1. For example, the normal win probability in a low ball entry rate state is zero or approximately zero.
[0078] If a regular win is achieved, the main CPU 41 performs a regular win variation process. In the regular win variation process, the main CPU 41 uses a random number of regular win symbols that can be identified from the random number information to draw regular win symbols and determines which regular win symbols will be displayed as stops in the regular game. If a regular win is not achieved, the main CPU 41 performs a regular loss variation process. In the regular loss variation process, the main CPU 41 determines which regular loss symbols will be displayed as stops in the regular game.
[0079] The main CPU 41 determines a variation pattern from among several normal variation patterns according to the ball entry rate state. For example, when the current ball entry rate state is low, the main CPU 41 determines a variation pattern with a longer variation time compared to when the current ball entry rate state is high. Note that there may be multiple variation patterns that can be determined for each ball entry rate state. In this case, the main CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among the multiple normal variation patterns. After determining the variation pattern, the main CPU 41 terminates the normal symbol start process.
[0080] When the normal symbol start process is completed, the main CPU 41 executes the normal game through a process separate from the normal symbol start process. When the main CPU 41 executes the normal game, it controls the normal symbol display device 19e to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process.
[0081] This explains the normal gameplay process. The normal win game processing is the process for granting a normal win game. When the main CPU 41 stops and displays a normal win symbol in a normal game, it executes the normal win game processing after the normal win normal game ends. The main CPU 41 controls the normal actuator SL1 using the opening control data corresponding to the normal win symbol determined in the normal symbol start processing, and opens the second start opening 13.
[0082] Next, I will explain error handling. In error handling, when the main CPU 41 detects that the mounting frame 11b has been opened based on the detection signal from the opening sensor, it stores a control command (hereinafter referred to as the door open command) in the output buffer that identifies that an error related to the opening of the mounting frame 11b (hereinafter referred to as the door open error) has occurred. When the main CPU 41 detects that the mounting frame 11b has been closed based on the detection signal from the opening sensor, it stores a control command (hereinafter referred to as the door close command) in the output buffer that identifies that the door open error has been resolved. The door open error is an example of a specific error.
[0083] Furthermore, in error handling, when the main CPU 41 detects that a game ball has entered the large prize slot 14 while the slot is closed, based on the detection signal from the count sensor SE3, it stores a control command (hereinafter referred to as an "illegal prize entry command") in the output buffer that can identify that an error related to an illegal prize entry (hereinafter referred to as an "illegal prize entry error") has occurred. As an example, the main CPU 41 stores an illegal prize entry command in the output buffer each time it detects that a game ball has entered the large prize slot 14 while the slot is closed. An illegal prize entry error is an example of a special error.
[0084] Next, we will explain the various processes performed by the sub-CPU 51. 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 running. When the sub-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.
[0085] The sub-CPU 51 determines the symbol combinations to be displayed in the performance game based on the special symbol command. The sub-CPU 51 determines the winning symbol combination when it is possible to identify the winning symbol from the special symbol command. For example, a winning symbol combination is a symbol combination in which multiple performance symbols are the same. The sub-CPU 51 determines the losing symbol combination when it is possible to identify the losing symbol from the special symbol command. When determining the losing symbol combination, the sub-CPU 51 determines a losing symbol combination that includes a reach if the conditions for executing a reach performance (hereinafter referred to as the reach condition) are met. For example, a losing symbol combination that includes a reach is a symbol combination in which, among multiple performance symbols, the performance symbols in the left and right columns are the same, while the performance symbols in the middle column are different. When determining the losing symbol combination, the sub-CPU 51 determines a losing symbol combination that does not include a reach if the reach condition is not met. For example, a losing combination of symbols that does not include a reach is a combination of multiple different symbols used in the animation. For example, the sub-CPU 51 determines whether or not the reach condition is met based on the variation pattern that can be identified from the input variation start command.
[0086] The sub-CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. Based on the determined variation content, the sub-CPU 51 controls the performance display device EH to start displaying the variation of the performance symbols in each symbol row. In other words, the sub-CPU 51 starts the performance game.
[0087] The sub-CPU 51 temporarily stops displaying the symbol combinations when a predetermined timing arrives after the start of the performance game. The sub-CPU 51 stops displaying the symbol combinations in a finalized state when a variation end command is input. The sub-CPU 51 may also stop displaying the symbol combinations in a finalized state when the variation time specified in the variation pattern has elapsed. In this case, the variation end command may be omitted.
[0088] Next, we will explain the various effects that can be performed in the pachinko game machine 10. First, let me explain the error animations. An error animation is an animation that allows the player to recognize that an error has occurred. For example, error animations include a door-opening error animation that allows the player to recognize that a door-opening error has occurred, and a fraudulent winning error animation that allows the player to recognize that a fraudulent winning error has occurred.
[0089] As shown in Figure 4(a), the door open error effect may include a display effect that shows a door open error image EG1. The door open error image EG1 is an image that allows recognition that a door open error has occurred. For example, the door open error image EG1 is an image that mimics the text string "The door is open". For example, the door open error effect may include a sound effect that outputs a sound that allows recognition that a door open error has occurred. For example, the door open error effect may include a lighting effect in which the first decorative lamp LA1 lights up in a lighting mode that allows recognition that a door open error has occurred. On the other hand, the door open error effect does not include a lighting effect in which the second decorative lamp LA2 lights up, or a lighting effect in which the movable part K lights up. For example, the door open error effect may include a movable effect that operates in a manner that allows recognition that a door open error has occurred.
[0090] As shown in Figure 4(b), the fraudulent prize entry error effect may include a display effect that shows a fraudulent prize entry error image EG2. The fraudulent prize entry error image EG2 is an image that makes it possible to recognize that a fraudulent prize entry error has occurred. For example, the fraudulent prize entry error effect may include a sound effect that outputs a sound that makes it possible to recognize that a fraudulent prize entry error has occurred. For example, the fraudulent prize entry error effect may include a lighting effect in which decorative lamps LA1 and LA2 light up in a lighting pattern that makes it possible to recognize that a fraudulent prize entry error has occurred. For example, the fraudulent prize entry error effect may include a lighting effect in which the movable part K lights up in a lighting pattern that makes it possible to recognize that a fraudulent prize entry error has occurred. For example, the fraudulent prize entry error effect may include a movable effect that operates in a manner that makes it possible to recognize that a fraudulent prize entry error has occurred.
[0091] Next, we will explain the effects that can be performed while the variable game is running. For example, one variable game can be divided into one or more game sections. In one or more game sections, the performance corresponding to that game section is executed. In other words, the pachinko game machine 10 is a game machine capable of executing performances in multiple game sections. For example, one or more game sections may include a first game section until the NR performance is executed, a second game section from the end of the first game section until the SR performance is executed, and a third game section from the end of the second game section until the variable game ends. In other words, the NR performance is executed in the second game section from the end of the first game section until the SR performance is executed. Also, the SR performance is executed in the third game section from the end of the second game section until the variable game ends.
[0092] This section will explain the effects that can be performed during the first game section. For example, the effects that can be performed in the first game section may include pseudo-consecutive effects (also called pseudo-continuous effects).
[0093] The pseudo-consecutive spin animation is performed by creating a visual division in the animation so as to divide the spin time or animation content of a single spin game into multiple parts. In other words, the first game section may be further divided into multiple game sections, and these multiple game sections may include game sections in which the pseudo-consecutive spin animation is performed and game sections in which the pseudo-consecutive spin animation is not performed. For example, a visual division may be to temporarily stop displaying one or more rows of animation symbols and then restart the animation of those symbols. However, the visual division may be any one or more of the predetermined display animations, predetermined sound output animations, and predetermined light emission animations. For example, a predetermined display animation may simply be to display predetermined characters (e.g., NEXT) on the animation display device EH. In other words, the pseudo-consecutive spin animation may take any form as long as the player can recognize the visual division, regardless of whether or not it involves the restart of the animation symbols.
[0094] As shown in Figure 5, as an example, the pseudo-continuous performance is performed by temporarily stopping and displaying the performance symbols in the middle row. As an example, the pseudo-continuous performance may include a display performance that temporarily stops and displays a specific performance symbol as the performance symbol in the middle row, which allows recognition that the pseudo-continuous performance is being performed, that is, that a performance-based break has occurred. As an example, the specific performance symbol is a performance symbol imitating the character "ren" (continuous). The pseudo-continuous performance can be executed one or more times in a single variation game. The pseudo-continuous performance is a performance that allows recognition that the expectation degree of a big win is higher when executed than when not executed. The pseudo-continuous performance is a performance that allows recognition that the greater the number of executions, the higher the expectation degree of a big win. As an example, the pseudo-continuous performance is not executed after the SR performance. That is, after the SR performance is executed, the pseudo-continuous performance is not executed in the ongoing variation game. The pseudo-continuous performance is a performance that can be executed before the SR performance, and is an example of a performance accompanied by the stop display of some or all of the specific symbols. The some or all of the specific symbols are performance symbols that are temporarily stopped and displayed in one or a plurality of rows as a performance-based break in the pseudo-continuous performance.
[0095] Next, an example of the SR performance in the present embodiment will be described. As an example, the SR performance may include a first SR performance and a second SR performance. As an example, the first SR performance and the second SR performance may have the same or different expectation degrees of a big win. That is, the first SR performance may have a higher expectation degree of a big win than the second SR performance, or may have a lower expectation degree of a big win than the second SR performance. The first SR performance and the second SR performance are configured to include a common performance that can be executed in common. In addition, in each SR performance, the performance is executed in a series of contents excluding the common performance. Hereinafter, an example of the performance mode of each SR performance will be described. Further, in each SR performance, it is assumed that none of the performance symbols are displayed unless otherwise stated as being displayed. In each SR performance, regarding the performance symbols, some or all of them may be displayed unless otherwise stated as being displayed, but the display may be made more difficult to visually recognize than one or both of the first game section and the second game section.
[0096] First, let's explain the presentation style of the first SR (Super Rare) performance. In the first SR (Super Rare) sequence, the scenario is set in a park where one character is attacked by another character. In other words, the first SR sequence, excluding the common sequence, is executed with the same elements: a park, the designated character, and another character.
[0097] As shown in Figure 6(a), the first SR performance begins with the first title performance. The first title performance ends after a predetermined performance time has elapsed. For example, the first title performance may include a display performance that shows the first title image TG1. The first title image TG1 may include an image that makes it clear that the first SR performance has started. The first title image TG1 may include an image that makes it clear what the performance content of the first SR performance is. The first title image TG1 may include an image that makes it clear that the probability of winning a jackpot is high. For example, the first title image TG1 may include an image that mimics the string of characters "~Playground~".
[0098] As an example, the first title sequence may include a lighting sequence in which decorative lamps LA1 and LA2 are illuminated in a first manner. The first manner of lighting for decorative lamps LA1 and LA2 is a lighting sequence that can be performed in cases where a jackpot is won and cases where a jackpot is not won. As an example, the first manner of lighting for decorative lamps LA1 and LA2 may include a period in which part or all of the decorative lamps LA1 and LA2 are turned off (a period of being turned off). Here, including a period of being turned off means that the entire period is a period of being turned off (a period in which at least part of the decorative lamps LA are not emitting light). During a series of periods of being turned off, the parts that are turned off and the parts that are emitting light may change. That is, if in the first period of a series of periods of being turned off, part of the lamps are turned off and other parts are emitting light, then in the second period, part of the lamps may be emitting light and other parts may be turned off.
[0099] As an example, the first title sequence may include a lighting sequence in which the movable part K is illuminated in a first manner. The first manner of lighting for the movable part K is a lighting sequence that can be performed in cases where a jackpot is won and cases where a jackpot is not won. The first manner of lighting for the movable part K is a lighting sequence that can be performed when the movable part K is in a first position. As an example, the first manner of lighting for the movable part K may include a period in which part or all of the movable part K is turned off (a period of darkness). During a series of periods of darkness, the parts that are turned off and the parts that are illuminated may change.
[0100] As shown in Figure 6(b), when the first title sequence ends, the first intro sequence is executed. The first intro sequence ends after a predetermined sequence duration has elapsed. For example, the first intro sequence may include a display sequence that shows the first intro image DG1. The first intro image DG1 may include an image that allows recognition that the first SR sequence is in progress. The first intro image DG1 may include an image that allows recognition of the content of the first SR sequence. The first intro image DG1 may include an image that allows recognition of the probability of winning a jackpot. The first intro image DG1 may include an image that allows recognition of the timing (progress) of the end of the first intro sequence. For example, the first intro image DG1 may include an image that simulates a woman walking in a park.
[0101] As an example, the first introductory effect may include a lighting effect that causes decorative lamps LA1 and LA2 to light up in a first manner. This lighting effect may be the same as or different from the lighting manner of the first title effect. This lighting effect may have a shorter or longer blackout period than, for example, the lighting effect of the first title effect. Here, the length of the blackout period may be the sum of the blackout periods if there are multiple blackout periods.
[0102] For example, the first introductory effect may include a lighting effect that causes the movable part K to light up in a first mode. This lighting effect may be the same as or different from the lighting effect of the first title effect. This lighting effect may have a shorter or longer blackout period than, for example, the lighting effect of the first title effect. For example, in the first introductory effect, a lighting effect is performed that causes the movable part K to light up in a first mode (hereinafter referred to as SR mode) that is different from that of the first title effect. For example, the lighting of the movable part K in SR mode is caused by blinking the movable part K at a first interval.
[0103] As shown in Figure 6(c), once the first introductory sequence is completed, the first build-up sequence is executed. The first build-up sequence ends after a predetermined sequence time has elapsed. As an example, the first build-up sequence may include a display sequence that shows the first build-up image KG1. The first build-up image KG1 may include an image that makes it clear that the first SR sequence is in progress. The first build-up image KG1 may include an image that makes it clear whether the first SR sequence will result in a big win. The first build-up image KG1 may include an image that makes it clear the probability of a big win. As an example, the first build-up image KG1 may include an image that mimics a situation where a woman is about to turn around.
[0104] For example, the first build-up sequence may include a lighting sequence in which decorative lamps LA1 and LA2 are illuminated in a first manner. This lighting sequence may be the same as, or different from, the lighting manner of, the first introduction sequence. This lighting sequence may have a shorter or longer blackout period than, for example, the lighting sequence of the first introduction sequence.
[0105] For example, the first build-up sequence may include a lighting sequence in which the movable part K is illuminated in a first manner. This lighting sequence may be the same as or different from the lighting sequence of the first introduction sequence. The lighting sequence may have a shorter or longer blackout period than, for example, the lighting sequence of the first introduction sequence. For example, in the first build-up sequence, a lighting sequence is performed in which the movable part K is illuminated in the same SR manner as in the first introduction sequence.
[0106] As shown in Figure 6(d), when the first build-up animation ends, the first operation animation is executed. For example, the first operation animation ends when the animation button BT is operated or when a predetermined animation time has elapsed. For example, the first operation animation may include a display animation that shows the first operation instruction image SG1. The first operation instruction image SG1 may include an image that prompts the operation of the animation button BT. The first operation instruction image SG1 may include an image that allows recognition of the probability of winning a jackpot. For example, the first operation instruction image SG1 may include an image that mimics the animation button BT. For example, the first operation instruction image SG1 may include an image that mimics the text "Press the button!".
[0107] As an example, the first operation effect may include a lighting effect that causes decorative lamps LA1 and LA2 to light up in a first manner. This lighting effect may be the same as or different from the lighting manner of the first hype effect. This lighting effect may have a shorter or longer blackout period than, for example, the lighting effect of the first hype effect.
[0108] For example, the first operation effect may include a lighting effect that causes the movable part K to light up in a first manner. This lighting effect may be the same as or different from the lighting effect of the first hype effect. This lighting effect may have a shorter or longer blackout period than, for example, the lighting effect of the first hype effect. For example, in the first operation effect, a lighting effect is performed that causes the movable part K to light up in the same SR manner as the first hype effect. For example, the SR manner is an example of a special manner.
[0109] When the first operation sequence is completed, the first result sequence is executed. The first result sequence includes the first type of first result sequence, the second type of first result sequence, and the third type of first result sequence. The first type of first result sequence is a sequence that allows the player to recognize that the result of the first SR sequence is a jackpot. The second type of first result sequence and the third type of first result sequence are sequences that allow the player to recognize that the result of the first SR sequence is a miss. The third type of first result sequence is a sequence that allows the player to recognize that although the result of the first SR sequence was a miss, the result of the jackpot lottery was a jackpot. For example, the first type of first result sequence may include a common jackpot sequence that can be executed in common with the second SR sequence. For example, the third type of first result sequence may include a common revival sequence that can be executed in common with the second SR sequence.
[0110] In the first result presentation according to the first aspect, a common win presentation is executed first. As shown in Figure 7(a), as an example, the common win animation may include a display animation that shows the common win image CKG. The common win animation ends when a predetermined animation time has elapsed. As an example, the animation time of the common win animation varies depending on when the operation acceptance period ends. The common win image CKG is an image that makes it recognizable that a jackpot has been achieved as a result of the SR animation. As an example, the common win image CKG may include a rainbow-patterned image. The rainbow pattern is a pattern based on a rainbow. In other words, the common win image CKG is an image that is displayed in a pattern based on a rainbow.
[0111] As an example, a common winning animation may include a lighting animation in which decorative lamps LA1 and LA2 are illuminated in a second manner. The second manner of illumination for decorative lamps LA1 and LA2 is a lighting manner that can be performed when a jackpot is achieved. In other words, the second manner of illumination for decorative lamps LA1 and LA2 is a lighting manner that allows for the recognition of a jackpot. As an example, the second manner of illumination for decorative lamps LA1 and LA2 is a rainbow pattern. However, the second manner of illumination for decorative lamps LA1 and LA2 does not have to be a rainbow pattern. For example, the second manner of illumination for decorative lamps LA1 and LA2 may be a manner based on one or more predetermined colors, or a manner based on a predetermined pattern such as flashing.
[0112] As an example, a common win animation may include a movable animation that operates the movable part K in a common win manner. The operation of the movable part K in a common win manner is such that it is displaced from a first position to a second position, then operates in a manner that causes the movable part K to vibrate at the second position, and then returns to the first position. The operation that causes the movable part K to vibrate is, for example, such as moving a predetermined distance in the direction of the first position, and then moving the same distance in the direction of the second position, and repeating this a predetermined number of times. As an example, a common win animation may include a light-emitting animation that causes the movable part K to light up in a second manner. The second manner of light-emitting of the movable part K is a light-emitting manner that can be performed when a jackpot occurs. In other words, the second manner of light-emitting of the movable part K is a light-emitting manner that allows for the recognition of a jackpot. The second manner of light-emitting of the movable part K is a light-emitting manner that can be performed when the movable part K is in the second position. As an example, the second manner of light-emitting of the movable part K may include a period of time when the movable part K is unlit. During the series of periods when the lights are off, the off-zone and the light-emitting zones may change. For example, the light emission of the movable part K according to the second embodiment involves flashing the movable part K at a second interval that is shorter than the first interval.
[0113] In the first result presentation according to the first embodiment, the first win presentation is executed when the common win presentation ends. The first win presentation is a presentation that can be performed in the first SR presentation, but cannot be performed in the second SR presentation. The first win presentation ends when a predetermined presentation time has elapsed.
[0114] As shown in Figure 7(b), as an example, the first win animation may include a display animation that shows the first win result image AG1. The first win result image AG1 may include an image that makes it recognizable that a win has occurred as a result of the first SR animation. As an example, the first win result image AG1 may include an image that mimics a situation where a woman's shoes are left in a park. The first win result image AG1 may include an image in the form of a rainbow.
[0115] As an example, the first winning animation may include a lighting animation in which decorative lamps LA1 and LA2 are illuminated in a second manner. This lighting animation may be the same as or different from the lighting animation of the common winning animation. For example, the duration during which at least a portion of the decorative lamps LA1 and LA2 are illuminated in a rainbow pattern (hereinafter referred to as the rainbow illumination period) may be shorter or longer than that of the lighting animation of the common winning animation.
[0116] For example, the first winning animation may include a lighting animation in which the movable part K lights up in a third manner. For example, the third manner of lighting the movable part K is a lighting manner that can be performed when a big win occurs. In other words, the third manner of lighting the movable part K is a lighting manner that makes it possible to recognize that a big win has occurred. The third manner of lighting the movable part K is a lighting manner that can be performed when the movable part K is in the first position. For example, the third manner of lighting the movable part K is a rainbow manner. However, the third manner of lighting the movable part K does not have to be a rainbow manner. For example, the third manner of lighting the movable part K may be a manner based on one or more predetermined colors, or a manner based on a predetermined pattern such as flashing. Also, for example, the third manner of lighting the movable part K may be based on the same manner as the second manner of lighting the decorative lamps LA1 and LA2, or it may be different. For example, the light emission pattern of the movable part K in the third embodiment (rainbow embodiment) is the same as that of the decorative lamps LA1 and LA2 in the second embodiment (rainbow embodiment), but its light emission pattern is different. For instance, the rainbow emission period of the movable part K in the third embodiment (rainbow embodiment) is different from that of the decorative lamps LA1 and LA2 in the second embodiment (rainbow embodiment). In other words, the rainbow emission period of the movable part K in the third embodiment (rainbow embodiment) may be shorter or longer than that of the decorative lamps LA1 and LA2 in the second embodiment (rainbow embodiment). For example, the period (hereinafter referred to as the rainbow period) for a predetermined light-emitting element from changing from one color to another and then back to one color may be different from that of the decorative lamps LA1 and LA2 in the second embodiment (rainbow embodiment). In other words, the light emission mode of the movable part K in the third embodiment (rainbow mode) may have a shorter or longer rainbow period than the light emission mode of the decorative lamps LA1 and LA2 in the second embodiment (rainbow mode).
[0117] As shown in Figure 7(c), when one hour (for example, 1 second) has elapsed since the start of the first win animation, the animation display device EH displays the winning symbol combination in addition to the first win result image AG1. If the animation symbols are to be displayed in other game sections of the first SR animation, it is preferable that the winning symbol combination be displayed in a stopped state so that it is easier to see than in those game sections. After the animation time of the first win animation has elapsed, the first result animation according to the first mode ends. In other words, when the animation time of the first win animation has elapsed, the first SR animation ends.
[0118] Next, the first result presentation according to the second mode and the first result presentation according to the third mode will be explained. As an example, in the first result presentation according to the second mode and the first result presentation according to the third mode, the first losing presentation is executed first. As an example, the duration of the first losing presentation varies depending on when the operation acceptance period ends.
[0119] As shown in Figure 7(d), for example, the first losing animation may include a display animation that shows the first losing result image HG1. The first losing result image HG1 may include an image that makes it recognizable as a losing result for the first SR animation. For example, the first losing result image HG1 is an image that simulates a situation where a woman is leaving a park.
[0120] For example, the first losing animation may include a lighting animation in which decorative lamps LA1 and LA2 are illuminated in a first manner. This lighting animation may be the same as or different from the lighting manner of the first operation animation. This lighting animation may have a shorter or longer blackout period than, for example, the lighting animation of the first operation animation.
[0121] For example, the first losing animation may include a lighting animation in which the movable part K is illuminated in a first manner. This lighting animation may be the same as or different from the lighting animation of the first operation animation. This lighting animation may have a shorter or longer blackout period than, for example, the lighting animation of the first operation animation. For example, in the first losing animation, a lighting animation is performed in which the movable part K is illuminated in the same SR manner as the first operation animation.
[0122] For example, two hours (for example, 0.5 seconds) after the start of the first losing animation, the losing symbol combination is displayed in a paused state on the animation display device EH. If the animation symbols are configured to be displayed in other game sections of the first SR animation, it is preferable that the losing symbol combination be displayed in a paused state in a way that is easier to see than in those game sections. For example, the second hour is shorter than the first hour, which is the time from the start of the first winning animation until the winning symbol combination is displayed in a paused state. The second hour may be the same as the first hour, or it may be longer than the first hour. Subsequently, in the first result animation of the second mode, the first result animation of the second mode ends when the animation time of the first losing animation has elapsed. On the other hand, in the first result animation of the third mode, a common revival animation is executed when the animation time of the first losing animation has elapsed. In other words, when the animation time of the first losing animation has elapsed, the first SR animation may end, or it may not end. For example, the duration of the first losing animation differs between the first result animation in the second mode and the first result animation in the third mode. For instance, the duration of the first losing animation in the first result animation in the second mode is shorter than that of the first result animation in the third mode. However, the duration of the first losing animation in the first result animation in the second mode may be the same as that of the first result animation in the third mode, or it may be longer than that of the first result animation in the third mode.
[0123] As shown in Figure 7(e), as an example, a common revival animation may include a display animation that shows a common revival image FCG. The common revival image FCG may include an image that allows recognition that although the result of the SR animation was a miss, the result of the jackpot lottery was a jackpot. As an example, the common revival image FCG may include a rainbow-colored image.
[0124] As an example, the common revival effect may include a lighting effect that causes decorative lamps LA1 and LA2 to light up in a second manner. This lighting effect may be the same as or different from the lighting effect of the common win effect. This lighting effect may have a shorter or longer rainbow lighting period than, for example, the lighting effect of the common win effect.
[0125] As an example, the common revival effect may include a lighting effect that causes the movable part K to light up in a first mode. This lighting effect may be the same as or different from the lighting effect in the SR mode. This lighting effect has a longer blackout period than, for example, the lighting effect in the SR mode. As an example, in the common revival effect, a lighting effect is performed that causes the movable part K to light up in a first mode different from the SR mode. As an example, in the common revival effect, a lighting effect is performed that causes the movable part K to blink at a third interval shorter than the first interval.
[0126] For example, the common revival animation ends after a predetermined animation time has elapsed. In the first result animation according to the third mode, the first revival animation is executed when the common revival animation ends. The first revival animation is an animation that can be executed in the first SR animation, but cannot be executed in the second SR animation.
[0127] As shown in Figure 7(f), the first revival sequence may include a display sequence that shows the first revival result image FAG1. The first revival result image FAG1 may include an image that allows recognition that although the result of the first SR sequence was a miss, the result of the jackpot lottery was a jackpot. For example, the first revival result image FAG1 may include an image that mimics a situation where a predetermined character (for example, an evil spirit of a toddler) is in a park. In other words, the predetermined character can be said to be the character that served as the motif for the image included in the first revival result image FAG1. For example, the character that served as the motif for the image included in the first revival result image FAG1 is the same as the character that served as the motif for the movable part K. The first revival result image FAG1 may include an image in the form of a rainbow.
[0128] For example, the first revival sequence may include a lighting sequence in which decorative lamps LA1 and LA2 are illuminated in a second manner. This lighting sequence may be the same as or different from the lighting sequence of the common revival sequence. This lighting sequence may be the same as or different from the lighting sequence of the first winning sequence. For example, the rainbow illumination period of this lighting sequence may be shorter or longer than that of the lighting sequence of the common revival sequence. For example, the rainbow illumination period of this lighting sequence may be shorter or longer than that of the lighting sequence of the first winning sequence.
[0129] As an example, the first revival effect may include a lighting effect that causes the movable part K to light up in a third manner. This lighting effect may be the same as or different from the lighting effect of the first winning effect. This lighting effect may have a shorter or longer rainbow lighting period than, for example, the lighting effect of the first winning effect.
[0130] For example, when three hours (e.g., 1 second) have elapsed since the start of the first revival sequence, the performance display device EH will stop displaying the winning symbol combination in addition to the first revival result image FAG1. In other words, in the first revival sequence, the winning symbol combination is stopped displaying as a performance common to the first win sequence. Note that the manner in which the winning symbol combination is stopped displaying in the first revival sequence may differ from that of the first win sequence. For example, in the first revival sequence, the performance symbols may be displayed smaller or larger than in the first win sequence. Also, for example, in the first revival sequence, the display position of the performance symbols and the types of performance symbols displayed may differ from those in the first win sequence. Furthermore, if the performance symbols are configured to be displayed in other game sections of the first SR sequence (excluding the game section in which the first miss sequence is performed), it is preferable that the winning symbol combination be stopped displaying in a way that is easier to see than in those game sections. The winning symbol combination is an example of a special symbol, either partially or entirely. The third hour is the same as the first hour, from the start of the first win display animation until the winning symbol combination is displayed. The third hour may be shorter than the first hour, or longer than the first hour. Also, the third hour may be shorter than the second hour, from the start of the first loss display animation until the losing symbol combination is displayed, or it may be the same as the second hour, or it may be longer than the second hour. Furthermore, the relationships between these hours may be combined arbitrarily. In other words, the relationships between the first hour, the second hour, and the third hour may be 1st hour < 2nd hour < 3rd hour, 1st hour < 2nd hour = 3rd hour, 1st hour > 2nd hour > 3rd hour, 1st hour > 2nd hour = 3rd hour, 1st hour < 3rd hour < 2nd hour, or 1st hour > 3rd hour > 2nd hour. Furthermore, the relationship between the first hour, the second hour, and the third hour may be: second hour < first hour < third hour; second hour < first hour = third hour; second hour > first hour > third hour; second hour > first hour = third hour; second hour < third hour < first hour; or second hour > third hour > first hour.Furthermore, the relationship between the first, second, and third hours may be: third hour < first hour < second hour, third hour < first hour = second hour, third hour > first hour > second hour, third hour > first hour = second hour, third hour < second hour < first hour, or third hour > second hour > first hour. After the performance time of the first revival performance has elapsed, the first result performance according to the third mode ends. In other words, after the performance time of the first revival performance has elapsed, the first SR performance ends.
[0131] Next, I will explain the presentation style of the second SR (Super Rare) performance. In the second SR (Supernatural) sequence, a series of events is set in a house, where one character is attacked by another character. In other words, the second SR sequence, excluding the common sequences, includes the same elements as the previous sequences: a house, the designated character, and another character.
[0132] As shown in Figure 8(a), the second SR performance begins with the execution of the second title performance. The second title performance ends after a predetermined performance time has elapsed. For example, the second title performance may include a display performance that shows the second title image TG2. The second title image TG2 may include an image that makes it clear that the second SR performance has started. The second title image TG2 may include an image that makes it clear what the performance content of the second SR performance is. The second title image TG2 may include an image that makes it clear that the probability of winning a jackpot is high. For example, the second title image TG2 may include an image that mimics the string "~Resident~".
[0133] For example, the second title sequence may include a lighting effect that causes decorative lamps LA1 and LA2 to illuminate in the first manner. This lighting effect may be the same as or different from the lighting effect of the first title sequence. The duration of the blackout period for this lighting effect may be shorter or longer than that of the lighting effect of the first title sequence.
[0134] As an example, the second title sequence may include a lighting effect that causes the movable part K to light up in the first mode. This lighting effect may be the same as or different from the lighting effect of the first title sequence. The lighting effect may have a shorter or longer blackout period than, for example, the lighting effect of the first title sequence.
[0135] As shown in Figure 8(b), when the second title sequence ends, the second introduction sequence is executed. The second introduction sequence ends after a predetermined sequence time has elapsed. For example, the second introduction sequence may include a display sequence that shows the second introduction image DG2. The second introduction image DG2 may include an image that allows recognition that the second SR sequence is in progress. The second introduction image DG2 may include an image that allows recognition of the content of the second SR sequence. The second introduction image DG2 may include an image that allows recognition of the probability of winning a jackpot. The second introduction image DG2 may include an image that allows recognition of the timing (progress) of the end of the second introduction sequence. For example, the second introduction image DG2 may include an image that mimics a family gathered around a dinner table.
[0136] For example, the second introductory effect may include a lighting effect that causes decorative lamps LA1 and LA2 to light up in the first manner. This lighting effect may be the same as or different from the lighting effect of the second title effect. This lighting effect may be the same as or different from the lighting effect of the first introductory effect. For example, the blackout period of this lighting effect may be shorter or longer than that of the lighting effect of the second title effect. For example, the blackout period of this lighting effect may be shorter or longer than that of the lighting effect of the first introductory effect.
[0137] For example, the second introductory sequence may include a lighting sequence in which the movable part K is illuminated in the first manner. This lighting sequence may be the same as or different from the lighting sequence of the second title sequence. This lighting sequence may be the same as or different from the lighting sequence of the first introductory sequence. For example, the blackout period of this lighting sequence may be shorter or longer than that of the lighting sequence of the second title sequence. For example, the blackout period of this lighting sequence may be shorter or longer than that of the lighting sequence of the first introductory sequence.
[0138] As shown in Figure 8(c), once the second introductory sequence is completed, the second build-up sequence is executed. The second build-up sequence ends after a predetermined sequence time has elapsed. As an example, the second build-up sequence may include a display sequence that shows the second build-up image KG2. The second build-up image KG2 may include an image that makes it clear that the second SR sequence is in progress. The second build-up image KG2 may include an image that builds anticipation for a big win as a result of the second SR sequence. The second build-up image KG2 may include an image that makes it clear the probability of a big win. As an example, the second build-up image KG2 may include an image that mimics a situation where attention is drawn to an empty seat on a dining table (a situation where it is zoomed in on).
[0139] For example, the second build-up effect may include a lighting effect that causes decorative lamps LA1 and LA2 to light up in the first manner. This lighting effect may be the same as or different from the lighting effect of the second introduction effect. This lighting effect may be the same as or different from the lighting effect of the first build-up effect. For example, the blackout period of this lighting effect may be shorter or longer than that of the lighting effect of the second introduction effect. For example, the blackout period of this lighting effect may be shorter or longer than that of the lighting effect of the first build-up effect.
[0140] For example, the second build-up sequence may include a lighting sequence in which the movable part K is illuminated in the first manner. This lighting sequence may be the same as or different from the lighting sequence of the second introduction sequence. This lighting sequence may be the same as or different from the lighting sequence of the first build-up sequence. For example, the blackout period of this lighting sequence may be shorter or longer than that of the lighting sequence of the second introduction sequence. For example, in the second build-up sequence, a lighting sequence is performed in which the movable part K is illuminated in the same SR manner as in the second introduction sequence.
[0141] As shown in Figure 8(d), when the second build-up animation ends, the second operation animation is executed. For example, the second operation animation ends when the animation button BT is operated or when a predetermined animation time has elapsed. For example, the second operation animation may include a display animation that shows the second operation instruction image SG2. The second operation instruction image SG2 may include an image that prompts the operation of the animation button BT. The second operation instruction image SG2 may include an image that allows recognition of the probability of winning a jackpot. For example, the second operation instruction image SG2 may include an image that mimics the animation button BT. For example, the second operation instruction image SG2 may include an image that mimics the text "Press the button!". In other words, the second operation instruction image SG2 may include a display animation that displays the same image as the first operation instruction image SG1. The ability to display a common image for multiple types of animations (operation animations) corresponds to the fact that the animation includes a common special display.
[0142] For example, the second operation effect may include a lighting effect that causes decorative lamps LA1 and LA2 to light up in the first manner. This lighting effect may be the same as or different from the lighting manner of the second excitement effect. This lighting effect may be the same as or different from the lighting manner of the first operation effect. For example, the blackout period of this lighting effect may be shorter or longer than that of the lighting effect of the second excitement effect. For example, the blackout period of this lighting effect may be shorter or longer than that of the lighting effect of the first operation effect.
[0143] For example, the second operation animation may include a lighting animation in which the movable part K is illuminated in the first manner. This lighting animation may be the same as or different from the lighting manner of the second hype animation. This lighting animation may be the same as or different from the lighting manner of the first operation animation. For example, the blackout period of this lighting animation may be shorter or longer than that of the lighting animation of the second hype animation. For example, in the second operation animation, a lighting animation is performed in which the movable part K is illuminated in the same SR manner as the second hype animation.
[0144] When the second operation sequence is completed, the second result sequence is executed. The second result sequence includes the second result sequence in the first mode, the second result sequence in the second mode, and the second result sequence in the third mode. The second result sequence in the first mode is a sequence that allows the player to recognize that the result of the second SR sequence is a jackpot. The second result sequence in the second mode and the second result sequence in the third mode are sequences that allow the player to recognize that the result of the second SR sequence is a miss. The second result sequence in the third mode is a sequence that allows the player to recognize that although the result of the second SR sequence was a miss, the result of the jackpot lottery was a jackpot. As an example, the second result sequence in the first mode may include a common jackpot sequence that can be executed in common with the first SR sequence. As an example, the second result sequence in the third mode may include a common revival sequence that can be executed in common with the first SR sequence.
[0145] As shown in Figure 9(a), in the second result presentation according to the first embodiment, a common win presentation is executed first. The common win presentation ends when a predetermined presentation time has elapsed. The presentation time of the common win presentation in the second SR presentation is the same as the presentation time of the common win presentation in the first SR presentation. The presentation time of the common win presentation in the second SR presentation may be shorter than the presentation time of the common win presentation in the first SR presentation, or it may be longer than the presentation time of the common win presentation in the first SR presentation. In addition, the presentation time of each common win presentation may vary. That is, the presentation time of the common win presentation may be the same for the first SR presentation and the second SR presentation, or one may be longer than the other. In this case, when the presentation time is longer, the bonus granted afterward may be advantageous to the player, or the expectation of such a bonus may be higher.
[0146] In the second result presentation according to the first mode, the second win presentation is executed when the common win presentation ends. The second win presentation is a presentation that can be performed in the second SR presentation, but cannot be performed in the first SR presentation. The second win presentation ends when a predetermined presentation time has elapsed.
[0147] As shown in Figure 9(b), the second win animation may include a display animation that shows the second win result image AG2. The second win result image AG2 may include an image that makes it recognizable that a win has occurred as a result of the second SR animation. For example, the second win result image AG2 may include an image that mimics a situation where food is left on a table. The second win result image AG2 may include an image in the shape of a rainbow.
[0148] As an example, the second winning animation may include a lighting animation in which decorative lamps LA1 and LA2 are illuminated in a second manner. This lighting animation may be the same as or different from the lighting animation of the common winning animation. This lighting animation may be the same as or different from the lighting animation of the first winning animation. For example, the rainbow illumination period of this lighting animation may be shorter or longer than that of the lighting animation of the common winning animation. For example, the rainbow illumination period of this lighting animation may be shorter or longer than that of the lighting animation of the first winning animation.
[0149] As an example, the second winning animation may include a lighting animation in which the movable part K lights up in a third manner. This lighting animation may be the same as or different from the lighting animation of the first winning animation. For example, the rainbow lighting period of this lighting animation may be shorter or longer than that of the lighting animation of the first winning animation.
[0150] As shown in Figure 9(c), when the fourth time (for example, 1 second) has elapsed since the start of the second win display animation, the animation display device EH displays the winning symbol combination in addition to the second win result image AG2. In other words, in the second win animation, the winning symbol combination is displayed in a stopped manner as an animation common to the first win animation and the first revival animation. Note that in the second win animation, the manner in which the winning symbol combination is displayed in a stopped manner may differ from that of the first win animation and the first revival animation, or both. For example, in the second win animation, the animation symbols may be displayed smaller or larger than those in the first win animation and the first revival animation, or both. Also, for example, in the second win animation, the display position of the animation symbols and the types of animation symbols displayed may differ from those in the first win animation and the first revival animation, or both. Furthermore, if the game is configured to display the symbols during other game sections in the second SR (Super Rare) sequence, it is preferable that the winning symbol combination be displayed in a way that is easier to see than in those game sections. For example, the fourth hour is the same as the first hour, which is from the start of the first win display sequence until the winning symbol combination is displayed. The fourth hour may be shorter or longer than the first hour. After the duration of the second win display sequence has elapsed, the second result sequence according to the first mode ends. In other words, the second SR sequence ends when the duration of the second win display sequence has elapsed.
[0151] Next, the second result presentation according to the second mode and the second result presentation according to the third mode will be explained. As an example, in the second result presentation according to the second mode and the second result presentation according to the third mode, the second losing presentation is executed first. As an example, the duration of the second losing presentation varies depending on when the operation acceptance period ends.
[0152] As shown in Figure 9(d), for example, the second losing animation may include a display animation that shows the second losing result image HG2. The second losing result image HG2 may include an image that makes it recognizable as a losing result for the second SR animation. For example, the second losing result image HG2 is an image that simulates a situation where a family has finished eating.
[0153] For example, the second losing animation may include a lighting animation in which decorative lamps LA1 and LA2 are illuminated in the first manner. This lighting animation may be the same as or different from the lighting manner of the second operation animation. This lighting animation may be the same as or different from the lighting manner of the first losing animation. For example, the blackout period of this lighting animation may be shorter or longer than that of the lighting animation of the second operation animation. For example, the blackout period of this lighting animation may be shorter or longer than that of the lighting animation of the first losing animation.
[0154] For example, the first losing animation may include a lighting animation in which the movable part K is illuminated in a first manner. This lighting animation may be the same as or different from the lighting animation of the second operation animation. This lighting animation may be the same as or different from the lighting animation of the first losing animation. For example, the blackout period of this lighting animation may be shorter or longer than that of the lighting animation of the second operation animation. For example, in the second losing animation, a lighting animation is performed in which the movable part K is illuminated in the same SR manner as in the second operation animation.
[0155] For example, when 5 hours (for example, 0.5 seconds) have elapsed since the start of the second losing display animation, the losing symbol combination is displayed in a paused state on the animation display device EH. If the animation symbols are configured to be displayed in other game sections of the second SR animation, it is preferable that the losing symbol combination be displayed in a paused state in a way that is easier to see than in those game sections. For example, the 5th hour is the same as the 2nd hour, from the start of the first losing display animation until the losing symbol combination is displayed in a paused state. The 5th hour may be shorter or longer than the 2nd hour. For example, the 5th hour is shorter than the 4th hour, from the start of the second winning display animation until the winning symbol combination is displayed in a paused state. The 5th hour may be the same as the 4th hour, or longer than the 4th hour. Subsequently, in the second result animation according to the second mode, when the animation time of the second losing animation has elapsed, the second result animation according to the second mode ends.
[0156] As shown in Figure 9(e), in the second result presentation according to the third mode, a common revival presentation is executed after the presentation time of the second miss presentation has elapsed. In other words, after the presentation time of the second miss presentation has elapsed, there are cases in which the second SR presentation ends and cases in which the second SR presentation does not end. For example, the presentation time of the second miss presentation differs between the second result presentation according to the second mode and the second result presentation according to the third mode. For example, the presentation time of the second miss presentation in the second mode is shorter than that of the second result presentation according to the third mode. Note that the presentation time of the second miss presentation in the second mode may be the same as that of the second result presentation according to the third mode, or it may be longer than that of the second result presentation according to the third mode. Furthermore, the duration of the second losing animation in the second result animation according to the second embodiment may be shorter or longer than the duration of the first losing animation in the first result animation according to the second embodiment, or it may be the same as the duration of the first losing animation in the first result animation according to the second embodiment. Furthermore, the duration of the second losing animation in the second result animation according to the third embodiment may be shorter or longer than the duration of the first losing animation in the first result animation according to the third embodiment, or it may be the same as the duration of the first losing animation in the first result animation according to the third embodiment.
[0157] The common revival animation ends after a predetermined animation time has elapsed. The animation time for the common revival animation in the second SR animation is the same as that for the common revival animation in the first SR animation. The animation time for the common revival animation in the second SR animation may be shorter than that of the common revival animation in the first SR animation, or longer than that of the common revival animation in the first SR animation. Furthermore, the animation time for each common revival animation may vary. In other words, the animation time for the common revival animation may be the same for the first SR animation and the second SR animation, or one may be longer than the other. In this case, when the animation time is longer, the bonus granted afterward may be made more advantageous to the player, or the expectation of such a bonus may be increased.
[0158] In the second result presentation according to the third mode, the second revival presentation is executed when the common revival presentation ends. The second revival presentation is a presentation that can be performed in the second SR presentation, but cannot be performed in the first SR presentation.
[0159] As shown in Figure 9(f), the second revival sequence may include a display sequence that shows the second revival result image FAG2. The second revival result image FAG2 may include an image that allows recognition that although the result of the second SR sequence was a miss, the result of the jackpot lottery was a jackpot. For example, the second revival result image FAG2 may include an image that mimics a situation where a predetermined character (for example, an evil spirit of a child) is at a dining table. In other words, the predetermined character can be said to be the character that served as the motif for the image included in the second revival result image FAG2. For example, the character that served as the motif for the image included in the second revival result image FAG2 is the same as the character that served as the motif for the movable part K. The second revival result image FAG2 may include an image in the form of a rainbow.
[0160] As an example, the second revival sequence may include a lighting sequence in which decorative lamps LA1 and LA2 are illuminated in a second manner. This lighting sequence may be the same as or different from the lighting sequence of the common revival sequence. This lighting sequence may be the same as or different from the lighting sequence of the second winning sequence. This lighting sequence may be the same as or different from the lighting sequence of the first revival sequence. For example, the rainbow illumination period of this lighting sequence may be shorter or longer than that of the lighting sequence of the common revival sequence. For example, the rainbow illumination period of this lighting sequence may be shorter or longer than that of the lighting sequence of the second winning sequence. For example, the rainbow illumination period of this lighting sequence may be shorter or longer than that of the lighting sequence of the first revival sequence.
[0161] As an example, the second revival effect may include a lighting effect that causes the movable part K to light up in a third manner. This lighting effect may be the same as or different from the lighting manner of the common revival effect. This lighting effect may be the same as or different from the lighting manner of the second hit effect. This lighting effect may be the same as or different from the lighting manner of the first revival effect. For example, the rainbow lighting period of this lighting effect may be shorter or longer than that of the lighting effect of the common revival effect. For example, the rainbow lighting period of this lighting effect may be shorter or longer than that of the lighting effect of the second hit effect. For example, the rainbow lighting period of this lighting effect may be shorter or longer than that of the lighting effect of the first revival effect.
[0162] For example, when 6 hours (e.g., 1 second) have elapsed since the start of the second revival sequence, the performance display device EH will stop displaying the winning symbol combination in addition to the second revival result image FAG2. Note that the manner in which the winning symbol combination is stopped in the second revival sequence may differ from that of some or all of the first win sequence, the first revival sequence, and the second win sequence. For example, in the second revival sequence, the performance symbols may be displayed smaller or larger than some or all of the first win sequence, the first revival sequence, and the second win sequence. Also, for example, in the second revival sequence, the display position of the performance symbols and the types of performance symbols displayed may differ from those of some or all of the first win sequence, the first revival sequence, and the second win sequence. Note that if the performance symbols are configured to be displayed in other game sections of the second SR sequence (excluding the game section in which the second miss sequence is performed), it is preferable that the winning symbol combination be stopped and displayed in a manner that is easier to see than in those game sections. The 6th hour is the same as the 3rd hour, from the start of the 3rd revival display animation until the winning symbol combination is displayed. The 6th hour may be shorter or longer than the 3rd hour. The 6th hour is the same as the 4th hour, from the start of the 2nd win display animation until the winning symbol combination is displayed. The 6th hour may be shorter or longer than the 4th hour. Also, the 6th hour may be shorter than the 5th hour, the same as the 5th hour, or longer than the 5th hour, from the start of the 2nd loss display animation until the losing symbol combination is displayed. Furthermore, these time relationships may be combined in any way. In other words, the relationship between the 4th, 5th, and 6th hours may be 4th hour < 5th hour < 6th hour, 4th hour < 5th hour = 6th hour, 4th hour > 5th hour > 6th hour, 4th hour > 5th hour = 6th hour, 4th hour < 6th hour < 5th hour, or 4th hour > 6th hour > 5th hour.Furthermore, the relationships between the 4th, 5th, and 6th hours may be 5th hour < 4th hour < 6th hour, 5th hour < 4th hour = 6th hour, 5th hour > 4th hour > 6th hour, 5th hour > 4th hour = 6th hour, 5th hour < 6th hour < 4th hour, or 5th hour > 6th hour > 4th hour. Also, the relationships between the 4th, 5th, and 6th hours may be 6th hour < 4th hour < 5th hour, 6th hour < 4th hour = 5th hour, 6th hour > 4th hour > 5th hour, 6th hour > 4th hour = 5th hour, 6th hour < 5th hour < 4th hour, or 6th hour > 5th hour > 4th hour. Furthermore, the relationships between the 4th, 5th, and 6th hours may be the same as or different from the relationships between the 1st, 2nd, and 3rd hours. After the duration of the second revival sequence has elapsed, the second result sequence in the third form will end. In other words, once the duration of the second revival sequence has elapsed, the second SR sequence will end.
[0163] Thus, each SR (Special Rare) performance consists of a title performance, an introduction performance, a build-up performance, an operation performance, and a result performance. In other words, the third game section can be further divided into multiple game sections, such as a game section for executing the title performance, a game section for executing the introduction performance, a game section for executing the build-up performance, a game section for executing the operation performance, and a game section for executing the result performance. Furthermore, the game section for executing the result performance can be divided into a game section for executing a common win performance, a game section for executing a win performance, a game section for executing a loss performance, a game section for executing a common revival performance, and a game section for executing a revival performance. The title performance, introduction performance, build-up performance, and operation performance are examples of special performances. The title performance, introduction performance, and build-up performance are examples of first special performances. The operation performance is an example of second special performances. The result performance is an example of a special performance. The common win performance that constitutes the result performance is an example of first special performances. Of the various winning animations that make up the result animation, the part until the winning symbol combination is displayed is an example of the second special animation. Of the various winning animations, the part after the winning symbol combination is displayed is an example of the third special animation. The common revival animation and the revival animation are examples of the fourth special animation.
[0164] This section explains the controls used to execute the SR (Super Rare) effect. For example, in the game processing for the performance, when the sub-CPU 51 identifies a variation pattern that includes an SR performance from the variation start command, it performs a predetermined lottery and decides whether to perform the first SR performance or the second SR performance based on the result of the predetermined lottery. For example, the sub-CPU 51 decides whether to perform the first SR performance or the second SR performance such that the second SR performance has a higher probability of resulting in a big win than the first SR performance.
[0165] If the sub-CPU 51 decides to execute the first SR performance, it controls the performance device group ES to execute the first SR performance after a predetermined time has elapsed since the start of the variable game. In other words, the sub-CPU 51 controls the performance device group ES to execute the first title performance after a predetermined time has elapsed since the start of the variable game. After the performance time of the first title performance has elapsed, the sub-CPU 51 controls the performance device group ES to execute the first introduction performance instead of the first title performance. After the performance time of the first introduction performance has elapsed, the sub-CPU 51 controls the performance device group ES to execute the first build-up performance instead of the first build-up performance. After the performance time of the first build-up performance has elapsed, the sub-CPU 51 controls the performance device group ES to execute the first operation performance instead of the first build-up performance. The sub-CPU 51 also starts an operation acceptance period to accept operations on the performance button BT.
[0166] When the performance button BT is operated, or when the acceptance time for accepting the operation of the performance button BT has elapsed, the sub-CPU 51 terminates the operation acceptance period and controls the performance device group ES to execute the first result performance. At this time, the sub-CPU 51 controls the performance device group ES to execute the first result performance in the first mode, the first result performance in the second mode, or the first result performance in the third mode, depending on the variation pattern. For example, the sub-CPU 51 controls the performance device group ES to execute the first result performance in the first mode when the variation pattern is an SR win. The sub-CPU 51 controls the performance device group ES to execute the first result performance in the second mode when the variation pattern is an SR miss. The sub-CPU 51 controls the performance device group ES to execute the first result performance in the third mode when the variation pattern is an SR revival.
[0167] When executing the first result presentation according to the first mode, the sub-CPU 51 first controls the presentation device group ES to execute the common win presentation. At this time, the sub-CPU 51 adds the remaining time of the reception time to the standard presentation time of the common win presentation and uses this time as the presentation time for the common win presentation to execute the common win presentation. When the presentation time for the common win presentation has elapsed, the sub-CPU 51 controls the presentation device group ES to execute the first win presentation. When one hour has elapsed since the start of the first win presentation, the sub-CPU 51 controls the presentation display device EH so that the winning symbol combination is displayed in a stopped state. After that, when the presentation time for the first win presentation has elapsed, the sub-CPU 51 controls the presentation device group ES to terminate the first result presentation according to the first mode. In other words, when the presentation time for the first win presentation has elapsed, the sub-CPU 51 controls the presentation device group ES to terminate the first SR presentation.
[0168] When executing the first result presentation according to the second mode, or when executing the first result presentation according to the third mode, the sub-CPU 51 controls the presentation device group ES to execute the first losing presentation. At this time, the sub-CPU 51 adds the remaining time of the reception time to the standard presentation time of the first losing presentation and uses this time as the presentation time of the first losing presentation to execute the first losing presentation. When two hours have elapsed since the start of the first losing presentation, the sub-CPU 51 controls the presentation display device EH so that the losing symbol combination is displayed in a stopped state. When executing the first result presentation according to the second mode, the sub-CPU 51 controls the presentation device group ES so that the first result presentation according to the second mode is terminated when the presentation time of the first losing presentation (first presentation time) has elapsed. In other words, when executing the first result presentation according to the second mode, the sub-CPU 51 controls the presentation device group ES so that the first SR presentation is terminated when the presentation time of the first losing presentation has elapsed.
[0169] On the other hand, when executing the first result performance according to the third mode, the sub-CPU 51 controls the performance device group ES to execute the common revival performance after the performance time (second performance time) of the first miss performance has elapsed. After the performance time of the common revival performance has elapsed, the sub-CPU 51 controls the performance device group ES to execute the first revival performance. After the third time has elapsed since the start of the first revival performance, the sub-CPU 51 controls the performance display device EH to stop displaying the winning symbol combination. Subsequently, after the performance time of the first revival performance has elapsed, the sub-CPU 51 controls the performance device group ES to terminate the first result performance according to the third mode. In other words, the sub-CPU 51 controls the performance device group ES to terminate the first SR performance after the performance time of the first revival performance has elapsed.
[0170] If the sub-CPU 51 decides to execute the second SR performance, it controls the performance device group ES to execute the second SR performance after a predetermined time has elapsed since the start of the variable game. In other words, the sub-CPU 51 controls the performance device group ES to execute the second title performance after a predetermined time has elapsed since the start of the variable game. After the performance time for the second title performance has elapsed, the sub-CPU 51 controls the performance device group ES to execute the second introduction performance instead of the second title performance. After the performance time for the second introduction performance has elapsed, the sub-CPU 51 controls the performance device group ES to execute the second build-up performance instead of the second introduction performance. After the performance time for the second build-up performance has elapsed, the sub-CPU 51 controls the performance device group ES to execute the second operation performance instead of the second build-up performance. The sub-CPU 51 also starts an operation acceptance period to accept operations on the performance button BT.
[0171] When the performance button BT is operated, or when the acceptance time for accepting the operation of the performance button BT has elapsed, the sub-CPU 51 terminates the operation acceptance period and controls the performance device group ES to execute the second result performance. At this time, the sub-CPU 51 controls the performance device group ES to execute the second result performance in the first mode, the second result performance in the second mode, or the first result performance in the third mode, depending on the variation pattern. For example, the sub-CPU 51 controls the performance device group ES to execute the second result performance in the first mode when the variation pattern is an SR win. The sub-CPU 51 controls the performance device group ES to execute the second result performance in the second mode when the variation pattern is an SR miss. The sub-CPU 51 controls the performance device group ES to execute the second result performance in the third mode when the variation pattern is an SR revival.
[0172] When executing the second result presentation according to the first mode, the sub-CPU 51 first controls the presentation device group ES to execute the common win presentation. At this time, the sub-CPU 51 adds the remaining time of the reception time to the standard presentation time of the common win presentation and uses this time as the presentation time for the common win presentation to execute the common win presentation. When the presentation time for the common win presentation has elapsed, the sub-CPU 51 controls the presentation device group ES to execute the second win presentation. When the fourth time has elapsed since the execution of the second win presentation, the sub-CPU 51 controls the presentation display device EH so that the winning symbol combination is displayed in a stopped state. After that, when the presentation time for the second win presentation has elapsed, the sub-CPU 51 controls the presentation device group ES to terminate the second result presentation according to the first mode. In other words, when the presentation time for the second win presentation has elapsed, the sub-CPU 51 controls the presentation device group ES to terminate the second SR presentation.
[0173] When executing the second result presentation according to the second mode, or when executing the second result presentation according to the third mode, the sub-CPU 51 controls the presentation device group ES to execute the second losing presentation. At this time, the sub-CPU 51 adds the remaining time of the reception time to the standard presentation time of the second losing presentation and uses this time as the presentation time for the second losing presentation to execute the second losing presentation. When the fifth time has elapsed since the execution of the second losing presentation, the sub-CPU 51 controls the presentation display device EH so that the losing symbol combination is displayed in a stopped state. When executing the second result presentation according to the second mode, the sub-CPU 51 controls the presentation device group ES so that the second result presentation according to the second mode is terminated when the presentation time of the second losing presentation (first presentation time) has elapsed. In other words, when executing the second result presentation according to the second mode, the sub-CPU 51 controls the presentation device group ES so that the second SR presentation is terminated when the presentation time of the second losing presentation has elapsed.
[0174] On the other hand, when executing the second result presentation according to the third mode, the sub-CPU 51 controls the presentation device group ES to execute the common revival presentation once the presentation time (second presentation time) of the second miss presentation has elapsed. Once the presentation time of the common revival presentation has elapsed, the sub-CPU 51 controls the presentation device group ES to execute the second revival presentation. Six hours after the start of the second revival presentation, the sub-CPU 51 controls the presentation display device EH to stop displaying the winning symbol combination. Subsequently, once the presentation time of the second revival presentation has elapsed, the sub-CPU 51 controls the presentation device group ES to terminate the second result presentation according to the third mode. In other words, once the presentation time of the second revival presentation has elapsed, the sub-CPU 51 controls the presentation device group ES to terminate the second SR presentation.
[0175] This section explains the process for executing the error animation. The sub-CPU 51 controls the ES display device to execute a door open error animation when a door open command is input. The sub-CPU 51 controls the ES display device to terminate the door open error animation when a door close command is input. The sub-CPU 51 controls the ES display device to execute an illegal prize entry error animation when an illegal prize entry command is input. The sub-CPU 51 controls the ES display device to terminate the illegal prize entry error animation when the animation time has elapsed. For example, when executing an error animation, the sub-CPU 51 controls the ES display device to prioritize the error animation over the pseudo-consecutive win animation and the SR animation. For example, the sub-CPU 51 executes the light-up animation related to the error animation without executing some or all of the light-up animation related to the pseudo-consecutive win animation or the SR animation. Also, for example, the sub-CPU 51 executes the display animation related to the error animation so that it is easier to see than the display animation related to the pseudo-consecutive win animation or the SR animation.
[0176] The following is a specific example of how SR (Super Rare) effects are executed. Time point T01 in Figure 10 shows the situation when the first SR performance begins. That is, at time point T01, the first title performance is executed. At this time, since the movable performance is not being executed, the movable part K is in the first position (original position). When the first title performance is executed, the first title image TG1 is displayed on the performance display device EH. Also, when the first title performance is executed, the decorative lamps LA1 and LA2 light up in the first mode. Also, when the first title performance is executed, the movable part K lights up in the first mode.
[0177] Time point T02 indicates the situation when the first introductory sequence is executed in place of the first title sequence after the sequence time has elapsed. At this time, since the movable sequence is not being executed, the movable part K is in the first position. When the first introductory sequence is executed, the first introductory image DG1 is displayed on the sequence display device EH. Also, when the first introductory sequence is executed, the decorative lamps LA1 and LA2 light up in the first mode. Furthermore, when the first introductory sequence is executed, the movable part K lights up in a first mode (SR mode) that is different from the lighting sequence of the first title sequence. In other words, the movable part K lights up at a first interval that is longer than the second interval. This gives the player the impression that the eyes of the predetermined character that serves as the motif for the movable part K are ominously glowing.
[0178] Time point T03 indicates the situation when the first build-up animation is executed in place of the first build-up animation because the animation time for the first build-up animation has elapsed. At this time, since the movable animation is not being executed, the movable part K is in the first position. When the first build-up animation is executed, the first build-up image KG1 is displayed on the animation display device EH. Also, when the first build-up animation is executed, the decorative lamps LA1 and LA2 illuminate in the first mode. Also, when the first build-up animation is executed, the movable part K continues to illuminate in the first mode (SR mode) from the illumination animation of the first build-up animation.
[0179] Time point T04 indicates the situation when the first action sequence is executed in place of the first action sequence because the duration of the first action sequence has elapsed. At this time, since the movable sequence is not being executed, the movable part K is in the first position. When the first action sequence is executed, the first action instruction image SG1 is displayed on the action display device EH. Also, when the first action sequence is executed, the decorative lamps LA1 and LA2 illuminate in the first mode. Furthermore, when the first action sequence is executed, the movable part K continues to illuminate in the first mode (SR mode) from the illumination sequence of the first action sequence.
[0180] Time point T05 indicates the situation when the first result animation is executed instead of the first operation animation due to the animation button BT being operated during the operation acceptance period while the first operation animation is being executed. Here, it is assumed that the first result animation in the first mode is executed instead of the first operation animation. In other words, the common win animation is executed. When the common win animation is executed, the common win image CKG is displayed on the animation display device EH. Also, when the common win animation is executed, the decorative lamps LA1 and LA2 light up in the second mode. Also, when the common win animation is executed, the movable part K operates in the common win mode. In other words, after the movable part K is displaced to the second position, it operates in a manner that causes it to vibrate. This gives the player the impression that the movable part K is vibrating at the second position. Also, when the common win animation is executed, the movable part K lights up in the second mode. In other words, the movable part K blinks at the second interval. At this time, the movable part K is operating in a manner that gives the impression that it is vibrating at the second position. Therefore, by having the movable part K flash at the second interval, the player can be given the impression that the eyes of the predetermined character that served as the motif for the movable part K are moving.
[0181] Time point T06 indicates the situation when the common win animation has finished and the first win animation is executed instead. At this time, the movable part K is in the first position because the common win animation has finished. Also, when the first win animation is executed, the first win result image AG1 is displayed on the animation display device EH. Also, when the first win animation is executed, the decorative lamps LA1 and LA2 light up in the second mode. Also, when the first win animation is executed, the movable part K lights up in the third mode. In other words, the decorative lamps LA1 and LA2 and the movable part K light up in a rainbow mode. This makes it easy for the player to recognize that a win has occurred as a result of the first SR animation.
[0182] Time point T07 indicates the situation one hour after the start of the first winning animation. Because one hour has passed since the start of the first winning animation, the animation display device EH displays the winning combination of symbols in addition to the first winning result image AG1. This makes it easier to recognize that the result of the first SR animation and the winning lottery was a jackpot.
[0183] Time point T11 in Figure 11 shows the situation when the first operation animation of the first SR animation is executed. At this time, since the movable animation is not being executed, the movable part K is in the first position. When the first operation animation is executed, the first operation instruction image SG1 is displayed on the animation display device EH. Also, when the first operation animation is executed, the decorative lamps LA1 and LA2 light up in the first mode. Also, when the first operation animation is executed, the movable part K continues to light up in the first mode (SR mode) from the illumination animation of the first tweaking animation.
[0184] Time point T12 indicates the situation when the first result animation is executed instead of the first operation animation due to the operation acceptance period during the execution of the first operation animation. Here, it is assumed that the first result animation in the third mode is executed instead of the first operation animation. In other words, the first losing animation is executed. At this time, since the movable animation is not being executed, the movable part K is in the first position. As the first losing animation is executed, the first losing result image HG1 is displayed on the animation display device EH. Also, as the first losing animation is executed, the decorative lamps LA1 and LA2 light up in the first mode. Furthermore, the movable part K continues to light up in the first mode (SR mode) from the lighting animation of the first operation animation. Also, as two hours have elapsed since the start of the first losing animation, the losing symbol combination is displayed on the animation display device EH.
[0185] Time point T13 indicates the situation when the common revival animation is executed in place of the first miss animation because the animation time (second animation time) of the first miss animation has elapsed. At this time, since the movable animation is not being executed, the movable part K is in the first position. When the common revival animation is executed, the common revival image FCG is displayed on the animation display device EH. Also, when the common revival animation is executed, the decorative lamps LA1 and LA2 light up in the second mode. Also, when the common revival animation is executed, the movable part K lights up in the first mode, which is different from the lighting animation of the first miss animation (lighting animation in SR mode). In other words, the movable part K blinks at the third interval. At this time, since the movable part K is in the first position, the blinking of the movable part K at the third interval can give the player the impression that the eyes of the predetermined character that served as the motif for the movable part K are glowing eerily. Also, the third interval is shorter than the first interval. Therefore, the player can be given the impression that the eyes of a given character are shining more intensely than when the movable part K flashes at the first interval.
[0186] Time point T14 indicates the situation when the first revival animation is executed in place of the common revival animation because the animation time for the common revival animation has elapsed. At this time, since the movable animation is not being executed, the movable part K is in the first position. Also, when the first revival animation is executed, the first revival result image FAG1 is displayed on the animation display device EH. Also, when the first revival animation is executed, the decorative lamps LA1 and LA2 light up in the second mode. Also, when the first revival animation is executed, the movable part K lights up in the third mode. In other words, the decorative lamps LA1 and LA2 and the movable part K light up in a rainbow mode. This makes it easy for the player to recognize that although the result of the first SR animation was a miss, the result of the jackpot lottery was a jackpot. As the third time has elapsed since the start of the first revival animation, the jackpot symbol combination is displayed in a stopped state on the animation display device EH.
[0187] Time point T15 indicates the situation when the door-opening error animation is executed while the first revival animation is in progress. When the door-opening error animation is executed, the animation display device EH displays the door-opening error image EG1 in addition to the first revival result image FAG1 and the stop display of the winning symbol combination. At this time, the door-opening error image EG1 is displayed with priority over the first revival result image FAG1 and the stop display of the winning symbol combination. Also, when the door-opening error animation is executed, the first decorative lamp LA1 emits light in a mode that allows recognition that a door-opening error has occurred, instead of the second mode of illumination. Meanwhile, the second decorative lamp LA2 continues to emit light in the second mode. In addition, the movable part K continues to emit light in the third mode.
[0188] Time point T21 in Figure 12 shows the situation when the second SR performance begins. That is, at time point T21, the second title performance is executed. At this time, since the movable performance is not being executed, the movable part K is in the first position (original position). When the second title performance is executed, the second title image TG2 is displayed on the performance display device EH. Also, when the second title performance is executed, the decorative lamps LA1 and LA2 light up in the first mode. Also, when the second title performance is executed, the movable part K lights up in the first mode.
[0189] Time point T22 indicates the situation when the second title sequence has finished and the second introduction sequence is performed instead. At this time, since the movable sequence is not being performed, the movable part K is in the first position. When the second introduction sequence is performed, the second introduction image DG2 is displayed on the sequence display device EH. Also, when the second introduction sequence is performed, the decorative lamps LA1 and LA2 light up in the first mode. Furthermore, when the second introduction sequence is performed, the movable part K lights up in a first mode (SR mode) that is different from the lighting sequence of the second title sequence. In other words, the movable part K lights up at a first interval that is longer than the second interval. This gives the player the impression that the eyes of the predetermined character that serves as the motif for the movable part K are ominously glowing.
[0190] Time point T23 indicates the situation when the second build-up animation is executed in place of the second build-up animation because the animation time for the second build-up animation has elapsed. At this time, since the movable animation is not being executed, the movable part K is in the first position. When the second build-up animation is executed, the second build-up image KG2 is displayed on the animation display device EH. Also, when the second build-up animation is executed, the decorative lamps LA1 and LA2 illuminate in the first mode. Furthermore, when the second build-up animation is executed, the movable part K continues to illuminate in the first mode (SR mode) from the illumination animation of the second build-up animation.
[0191] Time point T24 indicates the situation when the second action sequence is executed in place of the second action sequence because the duration of the second action sequence has elapsed. At this time, since the movable action sequence is not being executed, the movable part K is in the first position. When the second action sequence is executed, the second action instruction image SG2 is displayed on the action display device EH. Also, when the second action sequence is executed, the decorative lamps LA1 and LA2 illuminate in the first mode. Furthermore, when the second action sequence is executed, the movable part K continues to illuminate in the first mode (SR mode) from the illumination sequence of the second action sequence.
[0192] Time point T25 indicates the situation when the second result animation is executed instead of the second operation animation due to the animation button BT being operated during the operation acceptance period while the second operation animation is being executed. Here, it is assumed that the second result animation in the first mode is executed instead of the second operation animation. In other words, the common win animation is executed. When the common win animation is executed, the common win image CKG is displayed on the animation display device EH. Also, when the common win animation is executed, the decorative lamps LA1 and LA2 light up in the second mode. Also, when the common win animation is executed, the movable part K operates in the common win mode. In other words, after the movable part K is displaced to the second position, it operates in a manner that causes it to vibrate. This gives the player the impression that the movable part K is vibrating at the second position. Also, when the common win animation is executed, the movable part K lights up in the second mode. In other words, the movable part K blinks at the second interval. At this time, the movable part K is operating in a manner that gives the impression that it is vibrating at the second position. Therefore, by having the movable part K flash at the second interval, the player can be given the impression that the eyes of the predetermined character that served as the motif for the movable part K are moving.
[0193] Time point T26 indicates the situation when the second win animation is executed in place of the common win animation after the animation time has elapsed. At this time, the movable part K is in the first position because the common win animation has finished. Also, when the second win animation is executed, the second win result image AG2 is displayed on the animation display device EH. Also, when the second win animation is executed, the decorative lamps LA1 and LA2 light up in the second mode. Also, when the second win animation is executed, the movable part K lights up in the third mode. In other words, the decorative lamps LA1 and LA2 and the movable part K light up in a rainbow mode. This makes it easy for the player to recognize that a win has occurred as a result of the second SR animation.
[0194] Time point T27 indicates the situation four hours after the start of the second winning animation. Because four hours have passed since the start of the second winning animation, the animation display device EH displays the winning symbol combination in addition to the second winning result image AG2. This makes it easier to recognize that the result of the second SR animation and the winning lottery was a jackpot.
[0195] Time point T31 in Figure 13 shows the situation when the second operation animation of the second SR animation is executed. At this time, since the movable animation is not being executed, the movable part K is in the first position. When the second operation animation is executed, the second operation instruction image SG2 is displayed on the animation display device EH. Also, when the second operation animation is executed, the decorative lamps LA1 and LA2 light up in the first mode. Furthermore, when the second operation animation is executed, the movable part K continues to light up in the first mode (SR mode) from the lighting animation of the first hyping animation.
[0196] Time point T32 indicates the situation when the second result animation is executed instead of the second operation animation due to the operation acceptance period during the execution of the second operation animation. Here, it is assumed that the second result animation in the third mode is executed instead of the second operation animation. In other words, the second miss animation is executed. At this time, since the movable animation is not being executed, the movable part K is in the first position. As the second miss animation is executed, the second miss result image HG2 is displayed on the animation display device EH. Also, as the second miss animation is executed, the decorative lamps LA1 and LA2 light up in the first mode. Furthermore, the movable part K continues to light up in the first mode (SR mode) from the lighting animation of the second operation animation. Also, as 5 hours have elapsed since the start of the second miss animation, the losing symbol combination is displayed on the animation display device EH.
[0197] Time point T33 indicates the situation when the common revival animation is executed in place of the second miss animation because the animation time (second animation time) of the second miss animation has elapsed. At this time, since the movable animation is not being executed, the movable part K is in the first position. When the common revival animation is executed, the common revival image FCG is displayed on the animation display device EH. Also, when the common revival animation is executed, the decorative lamps LA1 and LA2 light up in the second mode. Also, when the common revival animation is executed, the movable part K lights up in the first mode, which is different from the lighting animation of the second miss animation (lighting animation in SR mode). In other words, the movable part K blinks at the third interval. At this time, since the movable part K is in the first position, the blinking of the movable part K at the third interval can give the player the impression that the eyes of the predetermined character that served as the motif for the movable part K are glowing eerily. Also, the third interval is shorter than the first interval. Therefore, the player can be given the impression that the eyes of a given character are shining more intensely than when the movable part K flashes at the first interval.
[0198] Time point T34 indicates the situation when the second revival animation is executed in place of the common revival animation because the animation time for the common revival animation has elapsed. At this time, since the movable animation is not being executed, the movable part K is in the first position. Also, when the second revival animation is executed, the second revival result image FAG2 is displayed on the animation display device EH. Also, when the second revival animation is executed, the decorative lamps LA1 and LA2 light up in the second mode. Also, when the second revival animation is executed, the movable part K lights up in the third mode. In other words, the decorative lamps LA1 and LA2 and the movable part K light up in a rainbow mode. This makes it easy for the player to recognize that although the result of the second SR animation was a miss, the result of the jackpot lottery was a jackpot. As 6 hours have passed since the start of the second revival animation, the jackpot symbol combination is displayed in a stopped state on the animation display device EH.
[0199] Time point T35 indicates the situation when the fraudulent winning error animation is executed while the second revival animation is running. When the fraudulent winning error animation is executed, the animation display device EH displays the fraudulent winning error image EG2 in addition to the second revival result image FAG2 and the stop display of the winning symbol combination. At this time, the fraudulent winning error image EG2 is displayed with priority over the second revival result image FAG2 and the stop display of the winning symbol combination. Also, when the fraudulent winning error animation is executed, the decorative lamps LA1 and LA2 emit light in a manner that allows recognition that a fraudulent winning error has occurred, instead of the second manner of illumination. Furthermore, when the fraudulent winning error animation is executed, the movable part K emits light in a manner that allows recognition that a fraudulent winning error has occurred, instead of the third manner of illumination.
[0200] Thus, the appearance of the light-emitting part on the movable part K differs between the common winning animation and each title animation. Also, the appearance of the light-emitting part on the movable part K differs between the common winning animation and each introduction animation. Also, the appearance of the light-emitting part on the movable part K differs between the common winning animation and each build-up animation. Also, the appearance of the light-emitting part on the movable part K differs between the common winning animation and each operation animation. Also, the appearance of the light-emitting part on the movable part K differs between the common winning animation and each winning animation. Also, in each winning animation, the appearance of the light-emitting part on the movable part K does not change even after the winning symbol combination is displayed. Also, the appearance of the light-emitting part on the movable part K differs between the common winning animation and each losing animation. Also, the appearance of the light-emitting part on the movable part K differs between the common winning animation and the common revival animation. Also, the appearance of the light-emitting part on the movable part K differs between the common winning animation and each revival animation. Furthermore, in each revival animation, the appearance of the light-emitting part on the movable part K does not change even after the winning combination of symbols has stopped and been displayed. In these animations, where the appearance of the light-emitting part on the movable part K differs from that of the common winning animation, the position of the movable part K is different. In other words, the appearance of the light-emitting part on the movable part K may differ depending on the position of the movable part K.
[0201] Furthermore, in each winning animation and each revival animation, the decorative lamps LA1 and LA2 are in a rainbow pattern (second pattern), and the light-emitting part of the movable part K is in a rainbow pattern (third pattern). On the other hand, even if the decorative lamps LA1 and LA2 and the light-emitting part of the movable part K are both in a rainbow pattern, their patterns are different. In other words, when the decorative lamps LA1 and LA2 and the light-emitting part of the movable part K are in a rainbow pattern, their patterns are different. In this case, if a door opening error occurs, the rainbow pattern of the first decorative lamp LA1 is restricted. On the other hand, the rainbow pattern is maintained for the second decorative lamp LA2 and the movable part K. Also, the display is maintained on the animation display device EH. Conversely, if an illegal entry error occurs during the execution of each winning animation or each revival animation, the rainbow pattern is restricted for the decorative lamps LA1 and LA2 and the light-emitting part of the movable part K. On the other hand, the display device EH maintains its display as it did when a door opening error occurred.
[0202] According to this embodiment, the following effects can be obtained. (1) The way the light-emitting part (eye) of the movable part K illuminates differs between a common winning animation that includes a movable animation involving the movement of the movable part K and an animation that does not include a movable animation. As a result, different impressions can be given depending on the way the light-emitting part of the movable part K illuminates depending on whether the movable animation is being performed or not, and the light-emitting part of the movable part K can be illuminated appropriately according to the position of the movable part K.
[0203] (2) For example, the way the light-emitting part (eye) of the movable part K illuminates differs between a common winning animation that includes a movable animation involving the movement of the movable part K and an operation animation that does not include a movable animation (first operation animation and second operation animation). As a result, these animations can give different impressions depending on the way the light-emitting part of the movable part K illuminates, and the light-emitting part of the movable part K can be made to illuminate appropriately according to the position of the movable part K.
[0204] (3) Furthermore, for example, the way the light-emitting part (eye) of the movable part K illuminates differs between a common winning animation that includes a movable animation involving the movement of the movable part K and subsequent animations that do not include a movable animation (the first winning animation and the second winning animation). As a result, these animations can give different impressions depending on the way the light-emitting part of the movable part K illuminates, and the light-emitting part of the movable part K can be made to illuminate appropriately according to the position of the movable part K.
[0205] (4) Furthermore, for example, the way the light-emitting part (eye) of the movable part K illuminates differs between a common winning animation that includes a movable animation involving the movement of the movable part K and a common revival animation that does not include a movable animation. As a result, these animations can give different impressions depending on the way the light-emitting part of the movable part K illuminates, and the light-emitting part of the movable part K can be made to illuminate appropriately according to the position of the movable part K.
[0206] (5) In the winning animations (first and second winning animations), the movable part K and the first decorative lamp LA1 emit light in a rainbow pattern. Even in such cases, the specific patterns of the light can be emphasized by having different rainbow light durations or rainbow cycles. Therefore, the rainbow light can be strongly impressed upon the player.
[0207] (6) If a door opening error occurs during the execution of the winning animation (first winning animation and second winning animation), the door opening error animation restricts the rainbow pattern illumination of the first decorative lamp LA1, while the rainbow pattern illumination of the movable part K continues. Therefore, the movable part K and the first decorative lamp LA1 can be illuminated appropriately during the execution of the door opening error animation.
[0208] (7) If an illegal entry error occurs during the execution of the winning animation (first winning animation and second winning animation), the illegal entry error animation restricts the rainbow pattern illumination of the decorative lamps LA1 and LA2, as well as the rainbow pattern illumination of the movable part K. Therefore, the movable part K and the first decorative lamp LA1 can be illuminated appropriately during the execution of the illegal entry error animation.
[0209] (8) In the pseudo-consecutive win animation, a specific animation symbol is displayed in the middle row. On the other hand, in the common win animation, the animation symbol in the middle row is not displayed. For this reason, the common win animation is more likely to draw the player's attention to parts other than the animation symbol in the middle row compared to the pseudo-consecutive win animation.
[0210] (9) In the pseudo-consecutive win animation, a specific animation symbol is stopped and displayed in the middle row. On the other hand, in the operation animation (first operation animation and second operation animation), the animation symbol in the middle row is not displayed. For this reason, the operation animation is more likely to draw the player's attention to parts other than the animation symbol in the middle row compared to the pseudo-consecutive win animation.
[0211] (10) The duration of the pseudo-consecutive win animation (the time during which specific winning symbols are displayed) is longer than the duration of the common win animation. This helps to prevent players from finding the common win animation bothersome.
[0212] (11) In the revival sequence (first revival sequence and second revival sequence), the winning combination of symbols is displayed, whereas in the common win sequence, the symbols in all rows are not displayed. For this reason, the common win sequence is more likely to draw the player's attention to the parts other than the symbols in the middle row compared to the revival sequence.
[0213] (12) The duration of the common winning animation is longer than that of the subsequent animations (the first winning animation and the second winning animation). This helps to prevent players from finding the subsequent animations (the first winning animation and the second winning animation) bothersome.
[0214] (13) The winning animations (first winning animation and second winning animation) include the same elements (park and female character) as the introductory animations (first introductory animation and second introductory animation). Therefore, the winning animations and introductory animations can give the player the impression that they are a series of animations.
[0215] (14) The winning animations (first winning animation and second winning animation) include the same elements (dining table and family members as characters) as the build-up animations (first build-up animation and second build-up animation). Therefore, the winning animations and build-up animations can give the player the impression that they are a series of animations.
[0216] 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. Each game section may be changed at will. In other words, any part of each game section may be omitted, or another game section may be provided in place of any part of that section. The length of each game section may also be set at will. In other words, a specific game section that is part of each game section may be shorter, longer, or the same length as a predetermined game section that is at least part of the other game sections. For example, the first game section that executes a pseudo-consecutive win animation as a predetermined animation may be longer than the game section that executes a common win animation as the first special animation. Also, for example, the game section that executes a common win animation as the first special animation may be longer than the game section that executes each win animation as the second special animation. Furthermore, the relationships between the lengths of multiple game sections may be set at will.
[0217] Furthermore, for example, another game section may contain a game section in which a specific performance is executed. The specific performance may be a performance that can be executed in a game section prior to the third game section in which the SR performance is executed (for example, the first game section), or it may be a performance that can be executed after the third game section, or it may be a performance that can be executed in the third game section. The specific performance may include, for example, a performance in which the light-emitting part of the movable part K is in a fourth mode. When the said light-emitting performance is executed, the movable part K may be in the first position or the second position. In other words, the fourth mode as a light-emitting mode of the movable part K may be a light-emitting mode that can be executed when the movable part K is in the first position, or it may be a light-emitting mode that can be executed when the movable part K is in the second position. As an example, the fourth mode as a light-emitting mode of the movable part K may be the same as either the first mode or the second mode, or it may be different from both. The fourth mode of illumination of the movable part K may have a shorter or longer off-duration period than one or both of the first and second modes, or it may have a shorter off-duration period than one of the first and second modes and a longer off-duration period than the other. The mode in which the light-emitting part of the movable part K is turned off is an example of a specific mode.
[0218] Furthermore, for example, a specific performance may include a lighting performance in which the light-emitting part of the movable part K is in a fifth form that is different from the fourth form. When the lighting performance is performed, the movable part K may be in the first position or the second position. In other words, the fifth form as a lighting form of the movable part K may be a lighting form that can be performed when the movable part K is in the first position, or a lighting form that can be performed when the movable part K is in the second position. For example, the fifth form as a lighting form of the movable part K may be the same as or different from the third form. For example, the rainbow luminescence period of the fifth form as a lighting form of the movable part K may be shorter or longer than that of the third form. Also, for example, the rainbow period of the rainbow luminescence period of the fifth form as a lighting form of the movable part K may be shorter or longer than that of the third form.
[0219] - One or both of the common winning animation and the common revival animation may be executable in multiple game states. For example, the first SR animation and the second SR animation may be executable in different game states. Also, for example, in a game state different from the game state in which the first SR animation and the second SR animation are executable, a different reach animation may be executable, and the different reach animation may include at least one of a reach animation that includes a common winning animation and a reach animation that includes a common revival animation. In this case, the different reach animation may be configured not to include an animation that is not a common animation (e.g., a third special animation) after the common winning animation or the revival winning animation, or it may include an animation that is not a common animation (e.g., a third special animation) (it may or may not include it). As an example, the multiple game states may include game states with different degrees of advantage for the player.
[0220] • Special effects and special performances may be changed as desired. For example, one or both of the special effects and special performances do not have to be SR effects, nor do they have to be reach effects. For example, the special effects and special performances do not have to be a series of effects. For example, the special effects and special performances may be performed in different variable games. Also, the performance modes of the special effects and special performances may be changed as desired. As an example, the light-emitting effects that make up each effect may be performed in a manner depending on the position of the movable part K. Also, there may be multiple types of light-emitting effects that make up each effect. In this case, the light-emitting effects that make up each effect may include light-emitting effects that can be performed in a manner depending on the position of the movable part K, and light-emitting effects that can be performed regardless of the position of the movable part K.
[0221] The various effects may include any effects such as display effects, sound effects, light effects, movement effects, and vibration effects. Furthermore, any part or all of the various effects may be executed as a notification.
[0222] The first and second variation games may be executed in the order in which the pending conditions are met. The pachinko game machine 10 can employ a specification that grants a high probability state until the next big win, a specification that grants a high probability state until the player wins a fall-out lottery (so-called fall-out specification), or a specification that grants a high probability state until a specified number of variable games are completed (so-called ST specification). The pachinko game machine 10 can employ a specification that grants a high probability state on the condition that the game ball passes through a specific area (so-called V probability variation specification). The pachinko game machine 10 may also have a specification that combines the fall-out specification and the V probability variation specification. The pachinko game machine 10 may also have a specification that combines the ST specification and the V probability variation specification.
[0223] • The special symbol winning lottery may include not only the big win lottery but also the minor win lottery. If a minor win is won in the winning lottery, a minor win game (winning game) will be awarded after the special game ends. For example, the high probability non-time-saving state may be a state 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 low probability non-time-saving state (a so-called minor win rush specification). In other words, the high probability non-time-saving state may be a state in which a specific number of balls is more likely to increase.
[0224] • Minor wins may be triggered by a game ball entering the starting slot, without going through a winning lottery. Furthermore, if the system is configured to allow for minor wins, it may adopt a specification classified as Type 2, in which a major win occurs when a game ball passes through the major prize pocket 14 or a special area within another major prize pocket.
[0225] The main CPU 41, main ROM 42, main RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed as desired.
[0226] 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 lamps LA1 and LA2, and a sound control board that specializes in controlling the speaker SP, separate from the sub-board 50. The sub-board may include such a sub-overall control board and other boards that control the performance. In addition, in this embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single board. Furthermore, the display control board, the light emission control board, and the sound control board may be arbitrarily combined to form one or more boards.
[0227] 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 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 spinning game. 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.
[0228] 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 tokens held or makes it less likely for the number of tokens held to decrease compared to the normal game state.
[0229] Furthermore, some slot machines can be controlled to a state (so-called AT state) in which the operation of the stop button to win a predetermined combination is announced. The AT state is advantageous 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 tokens held, or a decrease in the number of tokens held compared to the normal game state. Some slot machines that can be controlled to the AT state can perform a performance that mimics a bonus game in the AT state, or the number of tokens held increases more easily in the AT state than in a bonus game. In such slot machines, the AT state can be said to be equivalent to a winning game in a pachinko game machine 10.
[0230] In a slot machine, special effects and unique effects may be executed as visual cues that allow the player to recognize whether benefits are being granted, such as bonus play, RT state, and AT state. Special effects and unique effects may be executed in separate spinning games. For example, a special effect may be executed when the final stop button is pressed, stopping the rotation of all reels, and then a unique effect (e.g., a common win effect or individual loss effects) may be executed when the start lever is pressed to begin the next spinning game. Subsequently, in the next spinning game, the next unique effect (e.g., individual win effects or common revival effects) may be executed when a non-final stop button (e.g., the first or second stop button in a slot machine with three stop buttons) is pressed, and the next unique effect (e.g., symbol combination stop display or individual revival effects) may be executed when the final stop button is pressed. Furthermore, for example, after a special effect is performed when all the reels stop spinning, a special effect (e.g., a common winning effect or individual losing effects) may be performed when an effect button or BET button provided on the slot machine is operated. Subsequently, when the start lever is operated to start the next spinning game, the next special effect (e.g., individual winning effects or a common revival effect) may be performed. Even when applied to a slot machine, it is possible to configure it to have any of the above-mentioned characteristics as a special effect and characteristics as a special effect, as long as it is not technically contradictory.
[0231] The technical concepts that can be understood from the above embodiments and modified examples are described below. (Note 1) A gaming machine capable of performing effects in multiple game sections, comprising a movable part provided with a light-emitting part, and a display unit, wherein the multiple game sections include a section for performing a special effect and a section for performing a special effect that notifies the result of the special effect, the special effect comprises at least a first special effect and a second special effect performed after the first special effect, the second special effect is an effect that includes at least a special display common to multiple types of the special effect, the special effect may comprise a first special effect that can be performed in a manner common to multiple types of the special effect, a second special effect that can be performed after the first special effect in a manner corresponding to the type of the special effect, and a third special effect that can be performed after the second special effect in a manner common to multiple types of the special effect, the first special effect is an effect that involves the movement of the movable part and the illumination of the light-emitting part, and the manner of the light-emitting part may differ depending on the position of the movable part.
[0232] (Note 2) In a gaming machine capable of performing effects in multiple game sections, the machine comprises a movable part equipped with a light-emitting part and a display part, wherein the multiple game sections include a section for performing a special effect and a section for performing a special effect that notifies the result of the special effect, the special effect comprises at least a first special effect and a second special effect performed after the first special effect, the second special effect is an effect that includes at least a special display common to multiple types of the special effect, and the special effect comprises a first special effect that can be performed in a common manner to multiple types of the special effect and the first special effect The game machine may be configured to include, after the first special performance, a second special performance that can be executed in a manner corresponding to the type of special performance, and after the second special performance, a third special performance that can be executed in a manner common to multiple types of special performances, wherein the first special performance is a performance that involves the movement of the movable part and the illumination of the light-emitting part, the manner of the light-emitting part may differ depending on the position of the movable part, the third special performance is a performance that involves the illumination of the light-emitting part, the position of the movable part may differ from that of the first special performance, and the manner of the light-emitting part differs between the first special performance and the third special performance.
[0233] (Note 3) In a gaming machine capable of performing effects in multiple gaming sections, the machine comprises a movable part equipped with a light-emitting part and a display part, wherein the multiple gaming sections include a section for performing a special effect and a section for performing a special effect that notifies the result of the special effect, the special effect comprises at least a first special effect and a second special effect performed after the first special effect, the second special effect is an effect that includes at least a special display common to multiple types of the special effect, and the special effect comprises a first special effect that can be performed in a common manner to multiple types of the special effect and the first special effect The game machine may later include a second special performance that can be executed in a manner corresponding to the type of special performance, and a third special performance that can be executed in a manner common to multiple types of special performances after the second special performance, wherein the first special performance is a performance that involves the movement of the movable part and the illumination of the light-emitting part, the manner of the light-emitting part may differ depending on the position of the movable part, the second special performance is a performance in which the light-emitting part is in a special manner, the position of the movable part may differ from that of the first special performance, and the manner of the light-emitting part differs between the first special performance and the second special performance.
[0234] (Note 4) In a gaming machine capable of performing effects in multiple gaming sections, the machine comprises a movable part provided with a light-emitting part and a display part, wherein the multiple gaming sections include a section for performing a special effect and a section for performing a special effect that notifies the result of the special effect, the special effect comprises at least a first special effect and a second special effect performed after the first special effect, the second special effect is an effect that includes at least a special display common to multiple types of the special effect, the special effect comprises a first special effect that can be performed in a common manner to multiple types of the special effect, and a second special effect performed after the first special effect, depending on the type of special effect A gaming machine characterized in that it may include a second special performance that can be executed in a corresponding manner, and a third special performance that can be executed in a manner common to multiple types of special performances after the second special performance, the first special performance being a performance that involves the movement of the movable part and the illumination of the light-emitting part, the manner of the light-emitting part may differ depending on the position of the movable part, the special performance may include a fourth special performance, the fourth special performance being a performance that involves the illumination of the light-emitting part, the position of the movable part may differ from that of the first special performance, and the manner of the light-emitting part differs between the first special performance and the fourth special performance.
[0235] (Note 5) A gaming machine according to any of Notes 1 to 4, comprising a door section provided with a light-emitting section, wherein when the light-emitting section of the movable section and the light-emitting section of the door section are in a predetermined configuration, the configuration of the light-emitting section of the movable section and the light-emitting section of the door section are different.
[0236] (Note 6) A gaming machine according to any of Notes 1 to 5, comprising a door section provided with a light-emitting section, wherein when a specific error occurs while the light-emitting section of the movable section and the light-emitting section of the door section are in a predetermined configuration, the display section maintains a predetermined display, the light-emitting section of the movable section maintains a predetermined configuration, and the light-emitting section of the door section is restricted to a predetermined configuration.
[0237] (Note 7) A gaming machine according to any of Notes 1 to 6, comprising a door section provided with a light-emitting section, wherein when a special error occurs while the light-emitting section of the movable section and the light-emitting section of the door section are in a predetermined configuration, the display section maintains a predetermined display, and the light-emitting section of the movable section and the light-emitting section of the door section are restricted to a predetermined configuration.
[0238] (Note 8) The gaming machine described in any of Notes 1 to 7, wherein the multiple gaming sections include a section in which a predetermined performance is executed, the predetermined performance is a performance that can be executed before the special performance, and is a performance that involves the stopping display of a specific symbol, some or all of it, and the specific symbol cannot be seen or is more difficult to see than when the first special performance is being executed.
[0239] (Note 9) The gaming machine described in any of Notes 1 to 9, wherein the multiple gaming sections include a section in which a predetermined performance is executed, the predetermined performance is a performance that can be executed before the special performance, and is a performance that involves the stopping display of a specific symbol, in part or in whole, and the specific symbol cannot be seen or is more difficult to see than when the second special performance is being executed.
[0240] (Note 10) A gaming machine as described in any of Notes 1 to 9, wherein the multiple gaming sections include a section in which a predetermined performance is executed, and the section in which the predetermined performance is executed is longer than the section in which the first special performance is executed.
[0241] (Note 11) A gaming machine described in any of Notes 1 to 10, wherein during the execution of the fourth special performance, the performance involves the stopping display of some or all of the special symbols, and during the execution of the first special performance, the special symbols cannot be seen or are more difficult to see than during the execution of the fourth special performance.
[0242] (Note 12) The gaming machine described in any of Notes 1 to 11, in which the section in which the first special performance is executed may be longer than the section in which the second special performance is executed. (Note 13) The second special performance described above is performed in any of the gaming machines described in Notes 1 to 12, and includes the same performance elements as the first special performance that was performed before it.
[0243] (Note 14) The above-mentioned special performance can be performed in the first state and in the second state which is more advantageous than the first state, as described in any of the gaming machines described in Notes 1 to 13. (Note 15) A gaming machine as described in any of Notes 1 to 14, wherein the special performance in the first state is composed of the third special performance, and the special performance in the second state, which is more advantageous than the first state, is composed of or may not include the third special performance.
[0244] (Note 16) A gaming machine as described in any of Notes 1 to 15, wherein the multiple game sections include sections in which a specific performance is executed, the specific performance is a performance that can be executed before the special performance, and the proportion of the time that the light-emitting part of the movable part is in a specific state during the execution of the specific performance is different from the proportion of the time that the light-emitting part of the movable part is in the specific state during the execution of the second special performance.
[0245] (Note 17) A gaming machine as described in any of Notes 1 to 16, wherein the plurality of game sections include a section in which a specific performance is executed, the specific performance is a performance that can be executed before the special performance, and the proportion of the time that the light-emitting part of the movable part is in a predetermined state during the execution of the specific performance is different from the proportion of the time that the light-emitting part of the movable part is in the predetermined state during the execution of the first special performance.
[0246] (Note 18) The game machine described in any of Notes 1 to 17, wherein the movable part can take at least a first position and a second position different from the first position, and the appearance of the light-emitting part differs when the movable part is in the first position and when the movable part is in the second position. [Explanation of symbols]
[0247] AG1…First win result image AG2…Second win result image BT…Performance button CKG…Common win image DG1…First introduction image DG2…Second introduction image EG1…Door opening error image EG2…Illegal entry error image EH…Performance display device ES…Performance device group FAG1…First revival result image FAG2…Second revival result image FCG…Common revival image GH…Display area HD…Launch handle HG1…First miss result image HG2…Second miss result image K…Movable part KG1…First tease image KG2…Second tease image LA1…First decorative lamp LA2…Second decorative lamp SE1…First start sensor SE2…Second start sensor SE3…Count sensor SE4…Gate sensor SG1…First operation instruction image SG2…Second operation instruction image SL1…Normal actuator SL2…Special actuator SP…Speaker TG1…First title image TG2…Second title image YB...Game board YBa...Game area YBb...Display window YBc...Launch path YBd...Return prevention valve 10...Pachinko game machine 11...Frame 11a...Outer frame 11b...Mounting frame 12...First start opening 13...Second start opening 13a...Normal opening / closing piece 14...Big prize opening 14a...Special opening / closing piece 17...Gate 17a...Gate opening 18...Out opening 19a...First special symbol display device 19b...Second special symbol display device 19c...First hold display device 19d...Second hold display device 19e...Normal symbol display device 40...Main board 41...Main CPU 42...Main ROM 43...Main RAM 44...Random number generation circuit 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RAM
Claims
1. In a gaming machine capable of executing effects in multiple game sections, A movable part equipped with a light-emitting section, It includes a display unit, The aforementioned multiple game sections include sections in which special effects are performed and sections in which special effects are performed to announce the results of the special effects. The special effect comprises at least a first special effect and a second special effect that is performed after the first special effect. The second special effect is an effect that includes at least a special display common to multiple types of the special effect, The aforementioned special performance may include a first special performance that can be executed in a common manner for multiple types of the aforementioned special performances, a second special performance that can be executed after the first special performance in a manner corresponding to the type of the aforementioned special performance, and a third special performance that can be executed after the second special performance in a common manner for multiple types of the aforementioned special performances. The first special effect is an effect that involves the movement of the movable part and the illumination of the light-emitting part, The configuration of the light-emitting part may vary depending on the position of the movable part. The third special effect is an effect that involves the illumination of the light-emitting part, and the position of the movable part may differ from that of the first special effect. A gaming machine characterized in that the configuration of the light-emitting part differs between the first special effect and the third special effect.
2. It is equipped with a door section that has a light-emitting part, The gaming machine according to claim 1, in which the light-emitting part of the movable part and the light-emitting part of the door part are in a predetermined configuration, and the configuration of the light-emitting part of the movable part and the light-emitting part of the door part are different.
Citation Information
Patent Citations
Game machine
JP2021006135A