Gaming Machines

The gaming machine addresses the need for enhanced player engagement by incorporating a performance system that dynamically adjusts and notifies stage progressions, thereby improving interest and entertainment.

JP7649572B2Active Publication Date: 2025-03-21NEWGIN KK
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Patent Information

Application Number
JP2023211295
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-14
Publication Date
2025-03-21
Estimated Expiration
2041-07-29

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack innovative ways to enhance player engagement and interest through staged progressions over multiple levels.

Method used

A gaming machine equipped with an operation means, performance execution means, and performance control means, allowing for a specific performance that progressively increases or decreases stages while executing, with real-time notification of current and potential stage numbers.

Benefits of technology

This solution enhances player interest by providing clear stage progression notifications and dynamic visual effects, improving overall engagement and entertainment value.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve an interest.SOLUTION: A performance display device can execute a stage performance. The stage performance is the performance which can gradually increase / decrease the stage number over the plurality of stage numbers from the lowest stage number to the highest stage number during execution of the stage performance. The device can increase the stage number to a next stage number from a current stage number with operation of a performance button that can be operated by a player as a trigger during execution of the stage performance. The device can suggest or notify a user of the current stage number in the stage performance, and can suggest or notify a user of two or more stage numbers different from the current stage number regardless of whether the stage number increases from the current stage number to the next stage number during execution of the stage performance. The device can suggest or notify a user of the stage number from the lowest stage number to the highest stage number in the stage performance regardless of whether the current stage number in the stage performance is any stage number during execution of the stage performance.SELECTED DRAWING: Figure 4
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Description

[Technical field]

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

[0002] Conventionally, in a pachinko game machine, which is a type of game machine, various effects are executed based on the results of a predetermined lottery to enhance the interest of the player. As such effects, there is an effect that can progress stepwise over multiple stages (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-51481 A Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, there is room for further ingenuity in the presentation of a staging that can progress in stages across multiple stages, thereby increasing the interest of the audience. [Means for solving the problem]

[0005] The gaming machine that solves the above problem comprises an operation means operable by a player, an effect execution means capable of executing an effect, and an effect control means for controlling the effect execution means, wherein the effect execution means is capable of executing a specific effect, the specific effect being an effect capable of increasing the number of stages in stages over a plurality of stages from a minimum number of stages to a maximum number of stages during the execution of the specific effect, the specific effect being an effect capable of decreasing the number of stages during the execution of the specific effect, the number of stages can be increased from the current number of stages to the next number of stages upon operation of the operation means during the execution of the specific effect, the current number of stages in the specific effect can be suggested or notified during the execution of the specific effect, and regardless of whether the number of stages increases from the current number of stages to the next number of stages, two or more number of stages in the specific effect being executed that is a number of stages different from the current number of stages can be suggested or notified during the execution of the specific effect, regardless of the current number of stages in the specific effect, Effect of the Invention

[0006] According to the present invention, interest can be increased. [Brief description of the drawings]

[0007] [Figure 1] 1 is a perspective view showing a typical pachinko gaming machine; [Diagram 2] FIG. 2 is a front view showing a schematic diagram of the game board. [Diagram 3] 2 is a block diagram showing the electrical configuration of the pachinko game machine; [Figure 4] 13(a) and (b) are schematic diagrams showing an example of staged presentation. [Diagram 5] FIG. 13 is a schematic diagram showing an example of a stage determination effect. [Figure 6] FIG. 13 is an explanatory diagram showing an example of a display pattern of display content in a staged presentation. [Figure 7]13(a) to 13(d) are schematic diagrams showing an example of a reach effect. [Figure 8] 13(a) and (b) are schematic diagrams showing an example of staged presentation. [Figure 9] 13(a) and (b) are schematic diagrams showing an example of staged presentation. [Figure 10] 13(a) to 13(d) are schematic diagrams showing an example of staged presentation in a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10, which is an example of a gaming machine, includes a frame 11. The frame 11 includes an installation frame for fixing the pachinko gaming machine 10 to an island facility in an amusement parlor or the like, and a mounting frame for mounting various gaming components. The pachinko gaming machine 10 includes a gaming board YB. The gaming board YB is mounted on the frame 11. The pachinko gaming machine 10 includes a launching handle HD. In the pachinko gaming machine 10, a gaming ball as a gaming medium is launched with strength according to the amount of operation (amount of rotation) of the launching handle HD.

[0009] The pachinko gaming machine 10 includes a decorative lamp LA. The decorative lamp LA executes an effect (hereinafter referred to as a light emission effect) of turning on, blinking, and turning off a built-in light-emitting element. The decorative lamp LA is provided in the frame body 11, as an example. The pachinko gaming machine 10 includes a speaker SP. The speaker SP executes an effect (hereinafter referred to as a sound effect) of outputting sounds such as the voices of people and animals, sound effects, and music. The speaker SP is provided in the frame body 11, as an example.

[0010] As shown in FIG. 2, the pachinko game machine 10 includes a first special symbol display section 13a and a second special symbol display section 13b as display sections capable of displaying a special symbol changing game (hereinafter, referred to as a special game). The special game corresponds to a changing game. The special symbol changing game includes a first special symbol changing game (hereinafter, referred to as a first special game) and a second special symbol changing game (hereinafter, referred to as a second special game). In the first special game, a predetermined symbol is displayed in a changing manner, and finally, a first special symbol, which is an example of a special symbol, is displayed in a fixed and stopped state. In the second special game, a predetermined symbol is displayed in a changing manner, and finally, a second special symbol, which is an example of a special symbol, is displayed in a fixed and stopped state. The special symbol is a symbol for notifying the result of a big win lottery. The first special symbol display section 13a displays the first special game. The second special symbol display section 13b displays the second special game. In this specification, "variable display" means a state in which the type of the displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly displayed and the type of the displayed symbol does not change. With respect to symbols, "fixed stop display" and "derivation" have the same meaning. In the pachinko gaming machine 10, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed in parallel at the same time.

[0011] The special symbols include a jackpot symbol, which is an example of a jackpot result, and a non-jackpot symbol, which is an example of a non-jackpot result. In the pachinko game machine 10, when a jackpot is won in the jackpot lottery, a jackpot symbol is derived in the special game, and a jackpot game is generated (awarded) after the end of the jackpot special game. In the pachinko game machine 10, when a jackpot is not won in the jackpot lottery, a non-jackpot symbol is derived in the special game.

[0012] The pachinko gaming machine 10 includes a first special hold display section 13c. The first special hold display section 13c displays information that can identify the number of first special games whose execution is on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the first special hold number). The pachinko gaming machine 10 includes a second special hold display section 13d. The second special hold display section 13d displays information that can identify the number of second special games whose execution is on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the second special hold number). For example, the upper limit values ​​of the first special hold number and the second special hold number are each 4.

[0013] The pachinko gaming machine 10 includes a normal symbol display unit 13e. The normal symbol display unit 13e displays a normal game. In the normal game, a predetermined symbol is displayed variably, and finally, a normal symbol is displayed as a fixed stop. The normal symbol is a symbol for notifying the result of a normal lottery. The normal symbol includes a normal winning symbol and a normal losing symbol. In the pachinko gaming machine 10, when a normal winning is won in a normal lottery, a normal winning symbol is derived in a normal game, and after the normal game of the normal winning is finished, a normal winning game is generated (given). The pachinko gaming machine 10 includes a normal hold display unit 13f. The normal hold display unit 13f displays information that can specify the number of normal games (hereinafter, referred to as the normal hold number) whose execution is held because the start condition is satisfied but the execution condition is not yet satisfied. For example, the upper limit value of the normal hold number is 4.

[0014] A game area YBa is formed on the front side of the game board YB provided in the pachinko game machine 10, where game balls, which are an example of game media, flow down. An opening window YBb is formed in the game board YB at approximately the center when viewed from the front. A center frame W with various designs is attached to the opening window YBb. The pachinko game machine 10 is equipped with a performance display device EH. The performance display device EH has an image display unit GH capable of displaying images. Examples of the image display unit GH include a liquid crystal panel and an organic EL panel. The image display unit GH has a display area H having a predetermined area. That is, the performance display device EH has a display area H having a predetermined area. The performance display device EH is attached to the game board YB so that the display area H of the image display unit GH is visible through the opening window YBb (center frame W) of the game board YB when viewed from the front. The performance display device EH executes a performance (hereinafter referred to as a display performance) that displays images that resemble predetermined characters or letters.

[0015] In this embodiment, the performance display device EH, the decorative lamp LA, and the speaker SP are each a performance device that performs a performance, and these constitute a performance device group DE, which is an example of a performance execution means. The performance execution means is not limited to including all of the performance display device EH, the decorative lamp LA, and the speaker SP, and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.

[0016] The pachinko gaming machine 10 has a first start port 15 as an example of a winning port. The first start port 15 corresponds to a first start winning port. The pachinko gaming machine 10 has a first start sensor SE1 that detects a gaming ball that has entered the first start port 15 (shown in FIG. 3). In the pachinko gaming machine 10, when a gaming ball is detected by the first start sensor SE1, a start condition for a first special game may be established, and a payout condition for a predetermined number of prize balls (three in this embodiment) is also established. The first start port 15 is always open so that gaming balls can be entered.

[0017] The pachinko game machine 10 is provided with a second start port 16 as an example of a winning port. The second start port 16 corresponds to a second start winning port. The pachinko game machine 10 is provided with a second start sensor SE2 that detects a game ball that has entered the second start port 16 (shown in FIG. 3). In the pachinko game machine 10, when a game ball is detected by the second start sensor SE2, the start condition of the second special game may be established, and the payout condition of a predetermined number of prize balls (three in this embodiment) is established. The second start port 16 has a normal variable member 17 that can be operated between an open state in which the game ball can enter the second start port 16 and a closed state in which the game ball cannot enter the second start port 16. The pachinko game machine 10 is provided with a normal solenoid SL1 as an example of a means for operating the normal variable member 17 (shown in FIG. 3). The normal variable member 17 is operated to an open state during a normal winning game.

[0018] The pachinko game machine 10 includes a large prize opening 18 as an example of a prize opening. The pachinko game machine 10 includes a special prize sensor SE3 that detects a game ball that has entered the large prize opening 18 (shown in FIG. 3). In the pachinko game machine 10, when a game ball is detected by the special prize sensor SE3, a payout condition for a predetermined number of prize balls (15 in this embodiment) is established. The pachinko game machine 10 includes a special variable member 19 that can be operated between an open state in which the game ball can enter the large prize opening 18 and a closed state in which the game ball cannot enter the large prize opening 18. The pachinko game machine 10 includes a special solenoid SL2 as an example of a means for operating the special variable member 19 (shown in FIG. 3). The special variable member 19 is operated to the open state during a big win game.

[0019] The pachinko gaming machine 10 includes a gate 25. The pachinko gaming machine 10 includes a normal start sensor SE4 that detects a gaming ball passing through the gate 25 (shown in FIG. 3). When the normal start sensor SE4 detects a gaming ball, the start condition of the normal game may be satisfied, but the payout condition of the prize balls may not be satisfied. The pachinko gaming machine 10 includes an outlet 27. The outlet 27 is formed at the lower end of the gaming area YBa. Of the gaming balls shot into the gaming area YBa, those that do not enter the first start hole 15, the second start hole 16, or the big prize hole 18 are discharged from the outlet 27 to the outside of the machine.

[0020] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 is equipped with a probability variation function that varies the jackpot probability to a high probability, and a ball entry assistance function that assists the game ball in entering the second starting hole 16. The game state of the pachinko gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.

[0021] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The pachinko game machine 10 has a plurality of probability states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. Therefore, the high probability state is more advantageous than the low probability state. When the probability change function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot.

[0022] The goal-scoring assistance function will now be explained. The ball entry assistance function is a function that assists ball entry into the second starting hole 16, and is a so-called "electric support function." The pachinko game machine 10 has a plurality of ball entry states, which are states in which the ball entry rate of game balls into the second starting hole 16 is different. The plurality of ball entry states include a non-time-saving state and a time-saving state in which the ball entry rate of game balls into the second starting hole 16 per unit time is higher than that of the non-time-saving state. Therefore, the time-saving state has a higher advantage in terms of ball entry into the second starting hole 16 than that of the non-time-saving state. The time-saving state is a so-called "electric support state" or "high base state." The non-time-saving state is a so-called "non-electric support state" or "low base state." In the time-saving state and the non-time-saving state, the ball entry rate of game balls into the first starting hole 15 per unit time is the same. In the time-saving state, the rate at which game balls enter the second starting hole 16 per unit time is improved, and game balls are more likely to enter the second starting hole 16 than the first starting hole 15. That is, the time-saving state is more advantageous for game balls to enter the second starting hole 16 than the non-time-saving state. Therefore, the time-saving state is more advantageous than the non-time-saving state.

[0023] For example, the time-saving state can be realized by executing one of three controls that can be arbitrarily selected from the three controls described below, or by executing a combination of a plurality of controls. The first control is a control that shortens the variable time of the normal game compared to the non-time-saving state. The second control is a control that changes the normal winning probability in the normal lottery to a higher probability than in the non-time-saving state. The third control is a control that lengthens the total opening time of the normal variable member 17 in one normal winning game compared to the non-time-saving state. As the third control, at least one of the following controls may be performed: a control that increases the number of openings of the normal variable member 17 in one normal winning game compared to the non-time-saving state, and a control that lengthens one opening time of the normal variable member 17 in a normal winning game compared to the non-time-saving state. The time-saving state may also be realized by combining the fourth control described below. The fourth control is a control that shortens the variable time (average variable time) of the special game compared to the non-time-saving state. In the time-saving state, the number of times that the special game can be substantially executed per unit time increases compared to when the time-saving state is not in effect, i.e., the efficiency of consuming reserved special games improves.

[0024] In this embodiment, the game states include a low-probability non-time-saving state, a low-probability time-saving state, and a high-probability time-saving state. The low-probability non-time-saving state is a game state in which neither the probability variable function nor the ball-scoring assistance function is activated. The low-probability time-saving state is a game state in which the probability variable function is not activated, but the ball-scoring assistance function is activated. The high-probability time-saving state is a game state in which both the probability variable function and the ball-scoring assistance function are activated.

[0025] In the pachinko game machine 10, when it is in the low-probability non-time-shortening state or the low-probability time-shortening state, it is controlled to the low-probability state, and when it is in the high-probability time-shortening state, it is controlled to the high-probability state. Therefore, the high-probability time-shortening state is more likely to win a jackpot than the low-probability non-time-shortening state or the low-probability time-shortening state, and is an advantageous game state.

[0026] In the pachinko game machine 10, when it is in a low-probability non-time-shortening state, it is controlled to a non-time-shortening state, and when it is in a high-probability time-shortening state or a low-probability time-shortening state, it is controlled to a time-shortening state. Therefore, the high-probability time-shortening state and the low-probability time-shortening state have a higher rate of game balls entering the second starting hole 16 per unit time than the low-probability non-time-shortening state, and are advantageous game states for the player.

[0027] Next, we will explain about the jackpot. The pachinko gaming machine 10 has a plurality of types of jackpot symbols as special jackpot symbols. Specifically, the pachinko gaming machine 10 has a jackpot symbol ZA and a jackpot symbol ZB as special jackpot symbols. In the pachinko gaming machine 10, when a jackpot is won in a jackpot lottery, a jackpot symbol is determined by a jackpot symbol lottery performed using a jackpot symbol random number. In the pachinko gaming machine 10, when a jackpot is won in a jackpot lottery performed in response to a game ball entering the first starting hole 15 or the second starting hole 16, one of the jackpot symbols ZA and the jackpot symbol ZB is determined by a jackpot symbol lottery performed using a jackpot symbol random number. The jackpot symbol ZA and the jackpot symbol ZB correspond to a jackpot result.

[0028] The first jackpot is determined for the jackpot symbol ZA. The second jackpot is determined for the jackpot symbol ZB. Hereinafter, the jackpot game based on the jackpot symbol ZA will be referred to as the "first jackpot game," and the jackpot game based on the jackpot symbol ZB will be referred to as the "second jackpot game." In the pachinko gaming machine 10, if a jackpot is won in the jackpot lottery and the jackpot symbol is the jackpot symbol ZA, the first jackpot game will start after the first jackpot. In the pachinko gaming machine 10, if a jackpot is won in the jackpot lottery and the jackpot symbol is the jackpot symbol ZB, the second jackpot game will start after the second jackpot.

[0029] We will explain about jackpot games. In the jackpot game, first, an opening performance that can identify the start of the jackpot game is performed for a predetermined opening time. In the jackpot game, after the opening time has elapsed, a round game in which the large prize winning hole 18 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the large prize winning hole 18 or when a predetermined upper limit time has elapsed. In the round game, the large prize winning hole 18 is opened in a predetermined opening mode. In the jackpot game, it is possible to acquire game balls by having a game ball enter the large prize winning hole 18, and this is an advantageous state.

[0030] In the first jackpot game, round play is performed up to 5 times. In the second jackpot game, round play is performed up to 10 times. The number of balls acquired during the jackpot game corresponds to the number of rounds in which balls can be acquired. The number of balls acquired may be expressed as the total number of game balls (prize balls) paid out by balls entering the big prize opening 18, or may be expressed as the number obtained by subtracting the number of balls shot from the total number of paid-out game balls. According to the above configuration, the number of balls acquired in the second jackpot game is theoretically greater than the number of balls acquired in the first jackpot game. In each round game, a round performance is performed. In the jackpot game, when the final round game ends, an ending performance that can specify the end of the jackpot game is performed for a predetermined ending time. The jackpot game ends as the ending time passes.

[0031] The gaming state after the big win game ends will be explained. In the pachinko gaming machine 10, the game state controlled after the end of the jackpot game differs depending on the type of jackpot game. In the pachinko gaming machine 10, after the end of the first jackpot game, the game state is controlled to a low-probability time-shortening state until the end of 100 special games or until the next jackpot game occurs. In the pachinko gaming machine 10, after the end of the first jackpot game, when the end of 100 special games, the game state is controlled to a low-probability non-time-shortening state. In the pachinko gaming machine 10, after the end of the second jackpot game, the game state is controlled to a high-probability time-shortening state until the next jackpot game occurs. In the pachinko gaming machine 10, when a jackpot game occurs, the game state is controlled to a low-probability non-time-shortening state. According to the above configuration, when comparing the first and second jackpots, the probability variable function is activated after the end of the jackpot game in the second jackpot, while the probability variable function is not activated after the end of the jackpot game in the first jackpot. Therefore, in terms of the conditions for granting the high probability state, the second jackpot is more advantageous than the first jackpot.

[0032] The following describes the display effects that can be executed by the effect display device EH. The effect display device EH displays an effect game as an example of a display effect. In the effect game, multiple rows of effect symbols are variably displayed, and finally a combination of effect symbols (hereinafter referred to as a symbol combination) is derived. The effect symbols are also called "decorative symbols" or "ornamental symbols." As an example, the effect game of this embodiment is performed by variably displaying (scrolling) the effect symbols of the left, middle, and right pattern rows in a predetermined direction. In each pattern row, as a rule, effect symbols imitating the numbers "1" to "8" are variably displayed in a predetermined order.

[0033] The presentation game is started together with the special game and is ended together with the special game. In the presentation game, a symbol combination according to the special symbol derived in the special game is derived. In this way, the pachinko game machine 10 can execute a presentation game using the presentation symbol during the execution of the special game. When a jackpot symbol is derived in the special game, a jackpot symbol combination is derived in the presentation game. The jackpot symbol combination is a symbol combination in which the presentation symbols in all columns are the same, such as "777". The jackpot symbol combination corresponds to a jackpot display result. When a losing symbol is derived in the special game, a non-jackpot symbol combination is derived in the presentation game. For example, a non-jackpot symbol combination is a symbol combination in which the presentation symbols in at least some columns are different from the presentation symbols in the other columns, such as "738" or "787". As described above, in the pachinko gaming machine 10, when a jackpot is won in the jackpot lottery, a jackpot symbol combination is derived in the performance game.

[0034] In this embodiment, when a reach is formed in the performance game, a reach performance is executed. The reach is a state in which the same performance pattern is temporarily stopped and displayed in a plurality of specific pattern rows, and the performance pattern is continuously displayed in a variable manner in other pattern rows. As an example, in this embodiment, the left pattern row and the right pattern row correspond to the specific pattern rows, and the center pattern row corresponds to the other pattern rows. The reach performance includes a normal reach performance and a super reach performance having a higher jackpot expectation rate than the normal reach performance. The jackpot expectation rate can be calculated by the ratio of the appearance rate in the case of a jackpot to the total appearance rate obtained by adding up the appearance rate in the case of a miss and the appearance rate in the case of a jackpot. In this way, the jackpot expectation rate is the expectation rate at which a jackpot game is granted, and therefore it can also be said to be the expectation rate at which a special privilege, a jackpot game, is granted. Furthermore, after the jackpot game ends, the game is controlled to either a low-probability time-saving state or a high-probability time-saving state, which is more advantageous than a low-probability non-time-saving state. For this reason, the expectation of a jackpot is the expectation of not only being awarded a jackpot game, but also of being awarded a favorable gaming state, and can therefore also be said to be the expectation of a favorable development.

[0035] The normal reach effect is an effect in which, after a reach is formed, a symbol combination is derived by deriving effect symbols of other symbol rows. The super reach effect is an effect in which the effect is gradually developed from the middle of the normal reach effect, and a symbol combination is derived by the effect after the development. In this way, the pachinko gaming machine 10 is configured to be able to execute the reach effect in the effect game. And, in the pachinko gaming machine 10, the reach effect suggests the expectation of a jackpot. In other words, the pachinko gaming machine 10 is configured to be able to execute the reach effect based on the result of the jackpot lottery. For this reason, the reach effect can be said to be an effect that is likely to attract the player's attention.

[0036] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko gaming machine 10 includes a main control board 40 and a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The main control board 40 performs various controls and outputs various control information (control commands). The sub-control board 50 controls a performance device group DE, which is an example of a performance execution means, based on the various control commands output by the main control board 40.

[0037] First, the main control board 40 will be described. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter, referred to as a main CPU 42) and a storage unit. The main CPU 42 executes various processes by executing a program for main control. The storage unit of the microprocessor 41 includes a ROM area (hereinafter, referred to as a main ROM 43) from which information can be read but to which information cannot be written, and an RWM area (hereinafter, referred to as a main RWM 44) from which information can be read and written.

[0038] The main ROM 43 stores judgment values ​​and tables used for various judgments and lotteries. The main ROM 43 stores a jackpot judgment value used to judge whether or not a jackpot has been won in the jackpot lottery. The main ROM 43 stores a jackpot pattern judgment value used in the jackpot pattern lottery. The main ROM 43 stores an effect judgment value used in the effect lottery. The effect lottery is a lottery that determines whether or not a reach effect is executed when a jackpot is not won in the jackpot lottery.

[0039] The main ROM 43 stores a plurality of types of variation patterns. The variation pattern is information that can specify the variation time from the start to the end of the special game. The variation pattern is information that can specify at least a part of the presentation content (variation content) of the presentation game performed during the execution of the special game. The variation patterns include a big win variation pattern and a miss variation pattern. The big win variation pattern is a variation pattern in which a reach performance is performed and a big win symbol combination is ultimately derived. The big win variation pattern includes a "normal reach" big win variation pattern associated with the execution of a normal reach performance, and a "super reach" big win variation pattern associated with the execution of a super reach performance. The miss variation pattern is a variation pattern in which a non-big win symbol combination is ultimately derived. The miss variation pattern includes a "reach" miss variation pattern associated with the execution of a reach performance, and a "no reach" miss variation pattern not associated with the execution of a reach performance. The miss fluctuation pattern of "reach" associated with the execution of the reach performance includes a miss fluctuation pattern of "normal reach" associated with the execution of the normal reach performance, and a miss fluctuation pattern of "super reach" associated with the execution of the super reach performance.

[0040] The main RWM 44 stores various information that is rewritten depending on the results of processing by the main CPU 42. For example, the information stored in the main RWM 44 is a flag, a counter, a timer, etc. The microprocessor 41 includes a random number circuit 45 that generates hardware random numbers. The microprocessor 41 may be capable of generating software random numbers by the random number generation process by the main CPU 42. Note that the main CPU 42, main ROM 43, main RWM 44, and random number circuit 45 are not limited to being configured on one chip as the microprocessor 41, and may each be configured separately.

[0041] The fluctuation patterns in this embodiment include fluctuation patterns HP01 to HP05. Fluctuation patterns HP01 to HP03 are miss fluctuation patterns. Fluctuation pattern HP01 is associated with the miss fluctuation pattern of "no reach". Fluctuation pattern HP02 is associated with the miss fluctuation pattern of "normal reach". Fluctuation pattern HP03 is associated with the miss fluctuation pattern of "super reach". Fluctuation patterns HP04 and HP05 are jackpot fluctuation patterns. Fluctuation pattern HP04 is associated with the jackpot fluctuation pattern of "normal reach". Fluctuation pattern HP05 is associated with the jackpot fluctuation pattern of "super reach".

[0042] The main control board 40 is connected to the sensors SE1 to SE4. The main CPU 42 is configured to be able to input detection signals output when the sensors SE1 to SE4 detect a gaming ball. The main control board 40 is connected to the display units 13a to 13f. The main CPU 42 is configured to be able to control the display contents of the display units 13a to 13f. The main control board 40 is connected to the solenoids SL1, SL2. The main CPU 42 is configured to be able to control the operation of the variable members 17, 19 by controlling the operation of the solenoids SL1, SL2.

[0043] The sub-control board 50 will now be described. The sub-control board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. The sub-CPU 51 executes a program for sub-control to perform various processes related to the performance. The sub-CPU 51 executes processes related to the execution of the performance based on a control command input from the main CPU 42. The sub-ROM 52 stores the sub-control program and a judgment value used for a predetermined lottery. The sub-ROM 52 stores display performance data used for display performance, light-emitting performance data used for light-emitting performance, and audio performance data used for audio performance.

[0044] The sub-RWM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-RWM 53 is a flag, a counter, a timer, etc. The sub-control board 50 is configured to be capable of generating software random numbers by a random number generation process performed by the sub-CPU 51. The sub-control board 50 may also be equipped with a random number circuit and be capable of generating hardware random numbers.

[0045] The sub-control board 50 is connected to the performance display device EH. The sub-CPU 51 is configured to be able to control the display contents of the performance display device EH. The sub-control board 50 is connected to a decorative lamp LA. The sub-CPU 51 is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control board 50 is connected to a speaker SP. The sub-CPU 51 is configured to be able to control the output mode of the speaker SP. In this embodiment, the sub-CPU 51 corresponds to a performance control means that controls the performance display device EH, the speaker SP, and the decorative lamp LA as a performance execution means.

[0046] Next, various processes performed by the main CPU 42 of the main control board 40 will be described. The main CPU 42 executes a special symbol input process, a special symbol start process, a big win game process, a normal symbol input process, a normal symbol start process, and a normal win game process as timer interrupt processes performed at a predetermined cycle (for example, 4 ms). In this embodiment, the control information (control command) stored in the output buffer is output to the sub-control board 50 by an information output process executed as a timer interrupt process.

[0047] First, the special symbol input process will be described. In the special symbol input process, the main CPU 42 judges whether or not a game ball has entered the first start hole 15 based on whether or not a detection signal has been input from the first start sensor SE1. When the game ball has entered the first start hole 15, the main CPU 42 judges whether or not the first special reserve number stored in the main RWM 44 is less than the upper limit number. When the first special reserve number is less than the upper limit number, the main CPU 42 adds 1 to the first special reserve number to update it. Then, the main CPU 42 controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. In this way, the start condition of the first special game is established when the game ball is detected by the first start sensor SE1 when the first special reserve number is less than the upper limit number.

[0048] Next, the main CPU 42 acquires the random numbers generated by the random number circuit 45, and stores random number information based on the acquired random numbers in the main RWM 44. For example, the random numbers are special winning random numbers used in a winning lottery, winning symbol random numbers used to determine a winning symbol, variation pattern random numbers used to determine a variation pattern, and effect determination random numbers used in an effect lottery. The main CPU 42 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. The pachinko game machine 10 of this embodiment can suspend the execution of the first special game until the execution condition of the first special game is satisfied by storing the random number information used in the first special game in the main RWM 44.

[0049] When the random number information for the first special game is stored in the main RWM 44, if a game ball has not entered the first start hole 15 and if the first special reserved number is not less than the upper limit number, the main CPU 42 judges whether or not a game ball has entered the second start hole 16 based on whether or not a detection signal has been input from the second start sensor SE2. If a game ball has not entered the second start hole 16, the main CPU 42 ends the special symbol input process. If a game ball has entered the second start hole 16, the main CPU 42 judges whether or not the second special reserved number stored in the main RWM 44 is less than the upper limit number. If the second special reserved number is not less than the upper limit number, the main CPU 42 ends the special symbol input process. If the second special reserved number is less than the upper limit number, the main CPU 42 adds 1 to the second special reserved number to update it. The main CPU 42 controls the second special reserved display unit 13d to display information that can identify the updated second special reserved number. In this way, the start condition of the second special game is established when the second special reserved number is less than the upper limit number and a game ball is detected by the second start sensor SE2.

[0050] Next, the main CPU 42 acquires the random numbers generated by the random number circuit 45, and stores random number information based on the acquired random numbers in the main RWM 44. The main CPU 42 stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the storage order of the random number information. By storing the random number information used for the second special game in the main RWM 44, the pachinko gaming machine 10 of this embodiment can suspend the execution of the second special game until the execution condition of the second special game is satisfied. Thereafter, the main CPU 42 ends the special symbol input process.

[0051] Next, the special symbol start process will be described. In the special symbol start processing, the main CPU 42 judges whether or not the special game cannot be executed. The main CPU 42 judges negative when the jackpot game is not being played and the special game is not being played. On the other hand, the main CPU 42 judges positive when the jackpot game is being played or the special game is being played. When the special game cannot be executed, the main CPU 42 ends the special symbol start processing. When the special game can be executed, the main CPU 42 judges whether or not the second special reserved number is 1 or more. When the second special reserved number is not 1 or more, the main CPU 42 judges whether or not the first special reserved number is less than 1. When the first special reserved number is less than 1, the main CPU 42 ends the special symbol start processing.

[0052] If the first special reserved number is not less than 1, the main CPU 42 performs a process to execute the first special game. Specifically, the main CPU 42 updates the first special reserved number by subtracting 1. The main CPU 42 controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. Then, the main CPU 42 performs a jackpot lottery. Specifically, the main CPU 42 acquires the first stored random number information from the main RWM 44 among the random number information for the first special game. Next, the main CPU 42 performs a jackpot lottery to determine whether or not a jackpot is won, using the special winning random number and the jackpot determination value identified from the acquired random number information. The main CPU 42 performs a jackpot lottery with a jackpot probability according to the current probability state, and determines whether or not a jackpot is won.

[0053] When a jackpot is won, the main CPU 42 performs jackpot game processing. In the jackpot game processing, the main CPU 42 performs a jackpot pattern lottery using a jackpot pattern random number and a jackpot pattern determination value that can be specified from the random number information, and determines a jackpot pattern to be derived in the first special game. The main CPU 42 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a jackpot variation pattern (either variation pattern HP04 or variation pattern HP05). After that, the main CPU 42 ends the special pattern start processing. In the jackpot pattern lottery, the main CPU 42 determines a jackpot pattern to be derived in the first special game using a jackpot pattern random number that can be specified from the random number information and a jackpot pattern determination value that corresponds to the game state when a jackpot is won in the jackpot lottery.

[0054] If the jackpot is not won, the main CPU 42 performs a loss game process. In the loss game process, the main CPU 42 determines a loss symbol to be derived in the first special game. In the loss game process, the main CPU 42 performs a performance lottery using a performance determination random number that can be specified from the random number information, and determines whether or not to execute a reach performance. If the main CPU 42 determines not to execute a reach performance in the performance lottery, it performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a loss variation pattern of "no reach" (variation pattern HP01). In addition, if the main CPU 42 determines to execute a reach performance in the performance lottery, it performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a loss variation pattern of "with reach" (either variation pattern HP02 or variation pattern HP03).

[0055] When the second special reserved number is 1 or more, the main CPU 42 executes a process to execute a second special game. The process to execute a second special game is a process in which the "first special game" is replaced with the "second special game", the "first special reserved number" is replaced with the "second special reserved number", and the "first special reserved display section 13c" is replaced with the "second special reserved display section 13d" in the process to execute a first special game, so a detailed description thereof will be omitted. That is, the main CPU 42 performs subtraction of the second special reserved number, a jackpot lottery, and any game process based on the result of the jackpot lottery, and then ends the special symbol start process. As described above, the pachinko game machine 10 of this embodiment executes a jackpot lottery when a game ball enters the first start hole 15 or the second start hole 16 by the main CPU 42 executing the special symbol input process and the special symbol start process. In this embodiment, the main CPU 42 corresponds to a jackpot lottery means for executing a jackpot lottery.

[0056] The main CPU 42 stores a variation start command and a special symbol command in an output buffer in the jackpot game processing and the loss game processing. The variation start command is a control command capable of specifying a variation pattern determined in each game processing and the start of a special game (performance game). The special symbol command is a control command capable of specifying a special symbol determined in each game processing. The variation start command and the special symbol command may be different control commands when the game processing of the first special game is executed and when the game processing of the second special game is executed.

[0057] When the special symbol start process is completed, the main CPU 42 executes the first special game or the second special game by a process separate from the special symbol start process. Specifically, when the main CPU 42 executes the first special game, it controls the first special symbol display unit 13a to start the variable display of a predetermined symbol. The main CPU 42 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 42 controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. In addition, when the variable time set in the variable pattern has elapsed, the main CPU 42 stores a control command (hereinafter, referred to as a variable end command) capable of identifying the end of the special game in the output buffer.

[0058] On the other hand, when the main CPU 42 executes the second special game, it controls the second special symbol display unit 13b to start the variable display of a predetermined symbol. The main CPU 42 measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the main CPU 42 controls the second special symbol display unit 13b to derive the special symbol determined in the special symbol start process. In addition, when the variable time determined in the variable pattern has elapsed, the main CPU 42 stores a variable end command in the output buffer.

[0059] Next, the big win game processing will be explained. The jackpot game process is a process for awarding a jackpot game. The main CPU 42 of this embodiment performs the following control by executing the jackpot game process as a timer interrupt process. When the main CPU 42 causes a jackpot pattern to be derived in a special game, it executes the jackpot game process after the end of the jackpot special game. The main CPU 42 specifies the type of jackpot game based on the jackpot pattern (i.e., the type of jackpot) determined in the special pattern start process. The main CPU 42 awards the specified type of jackpot game.

[0060] First, the main CPU 42 stores a control command (hereinafter, referred to as an opening command) capable of identifying the start of the opening time in the output buffer. When the opening time has elapsed, the main CPU 42 performs processing for executing a round game. That is, the main CPU 42 uses the specified opening control data for the big win game to control the special solenoid SL2 to open the big win opening 18. When the number of game balls detected by the special win sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the main CPU 42 controls the special solenoid SL2 to close the big win opening 18, thereby ending the round game. The main CPU 42 repeats such processing for executing a round game until the upper limit number of round games set for the big win game is completed. The main CPU 42 stores a control command (hereinafter, referred to as a round command) capable of identifying the start of a round game in the output buffer every time a round game is started. When the main CPU 42 ends the final round of play, it stores a control command (hereinafter, referred to as an ending command) capable of specifying the start of the ending time in an output buffer. When the ending time has elapsed, the main CPU 42 ends the big win game.

[0061] Next, the process performed by the main CPU 42 to transition the gaming state will be described. When the main CPU 42 transitions between the probability state and the ball-entering state, the main CPU 42 updates the game state information and stores it in the main RWM 44. Specifically, when the main CPU 42 controls to the low probability state and the non-time-shortening state, the main CPU 42 stores the low-probability non-time-shortening information as game state information in the main RWM 44. At this time, the main CPU 42 stores a control command (hereinafter, referred to as a low-probability non-time-shortening command) that can specify that the state is controlled to the low probability non-time-shortening state in the output buffer. When the main CPU 42 controls to the low probability state and the time-shortening state, the main CPU 42 stores the low-probability time-shortening information as game state information in the main RWM 44. At this time, the main CPU 42 stores a control command (hereinafter, referred to as a low-probability time-shortening command) that can specify that the state is controlled to the low probability time-shortening state in the output buffer. When the main CPU 42 controls to the high probability state and the time-shortening state, the main CPU 42 stores the high-probability time-shortening information as game state information in the main RWM 44. At this time, the main CPU 42 stores in the output buffer a control command that can specify that control will be made to the high-probability time-shortening state (hereinafter, referred to as a high-probability time-shortening command).

[0062] When the main CPU 42 ends the second jackpot game, it sets a high probability flag in the main RWM 44. That is, the main CPU 42 controls to a high probability state. On the other hand, when the main CPU 42 ends the first jackpot game, it does not set a high probability flag in the main RWM 44. That is, the main CPU 42 controls to a low probability state. When the main CPU 42 starts a jackpot game and the high probability flag is set, it erases the high probability flag. That is, the main CPU 42 controls to a low probability state during the jackpot game.

[0063] When the main CPU 42 ends the jackpot game, it sets a time-saving flag in the main RWM 44. That is, when the main CPU 42 ends the jackpot game, it controls the time-saving state. When the main CPU 42 ends the first jackpot game, it stores 100 times as the number of time-saving times in the main RWM 44. The number of time-saving times is information that can specify the remaining number of times of the special game that can be executed in the time-saving state after being controlled to the time-saving state and when the jackpot is not won in the jackpot lottery. At this time, the main CPU 42 stores a control command that can specify the number of time-saving times (hereinafter, referred to as a time-saving times command) in the output buffer.

[0064] After the first jackpot game ends, the main CPU 42 updates the number of time-saving times stored in the main RWM 44 by subtracting 1 each time the special game ends. When the main CPU 42 updates the number of time-saving times, it stores a time-saving number command capable of specifying the updated number of time-saving times in the output buffer. When the updated number of time-saving times becomes 0, the main CPU 42 erases the time-saving flag. That is, the main CPU 42 controls to a non-time-saving state. When the main CPU 42 starts a jackpot game and a time-saving flag is stored in the main RWM 44, the main CPU 42 erases the time-saving flag. That is, the main CPU 42 controls to a non-time-saving state during a jackpot game.

[0065] Next, the normal symbol input process performed by the main CPU 42 will be described. In the normal symbol input process, the main CPU 42 judges whether the game ball has passed (entered) the gate 25 based on whether a detection signal has been input from the normal start sensor SE4. If the game ball has not passed the gate 25, the main CPU 42 ends the normal symbol input process. On the other hand, if the game ball has passed the gate 25, the main CPU 42 judges whether the normal reserved number stored in the main RWM 44 is less than the upper limit number. If the normal reserved number is not less than the upper limit number, the main CPU 42 ends the normal symbol input process. If the normal reserved number is less than the upper limit number, the main CPU 42 updates the normal reserved number by adding 1. The main CPU 42 controls the normal reserved display unit 13f to display information that can identify the updated normal reserved number.

[0066] Next, the main CPU 42 acquires the random numbers generated by the random number circuit 45, and stores random number information based on the acquired random numbers in the main RWM 44. The main CPU 42 stores the random number information so that it is possible to identify that the random number information is for a normal game, and the storage order of the random number information. Thereafter, the main CPU 42 ends the normal symbol input process. By storing random number information used for the normal game in the main RWM 44, the pachinko gaming machine 10 of this embodiment can suspend the execution of the normal game until the execution condition of the normal game is satisfied.

[0067] Next, the normal symbol start process performed by the main CPU 42 will be described. In the normal symbol start processing, the main CPU 42 judges whether or not the execution conditions of the normal game are met. The main CPU 42 judges positively when the normal win game is not being played and the normal game is not being played, whereas it judges negatively when the normal win game is being played or the normal game is being played. If the execution conditions of the normal game are not met, the main CPU 42 ends the normal symbol start processing. If the execution conditions of the normal game are met, the main CPU 42 judges whether or not the normal reserved number is greater than 0. If the normal reserved number is 0, the normal symbol start processing ends.

[0068] If the normal reserved number is greater than 0, the main CPU 42 performs a process to execute a normal game. Specifically, the main CPU 42 updates the normal reserved number by subtracting 1. The main CPU 42 controls the normal reserved display unit 13f to display information that can identify the updated normal reserved number. Next, the main CPU 42 acquires the random number information stored first from the main RWM 44 among the random number information for the normal game. Next, the main CPU 42 performs a normal lottery (normal hit judgment) to determine whether or not a normal hit is won, using the acquired random number information. In addition, the main CPU 42 performs a normal lottery with a normal hit probability according to the current ball entry state (either a non-time-shortening state or a time-shortening state), and judges whether or not a normal hit is won. The normal hit probability in the time-shortening state is higher than the normal hit probability in the non-time-shortening state. In other words, when in the time-shortening state, it is easier to win a normal hit than when in the non-time-shortening state.

[0069] When a normal win is won, the main CPU 42 determines the normal winning symbol to be displayed as a fixed stop in the normal game and the fluctuation time of the normal game, and then ends the normal symbol start process. When a normal win is not won, the main CPU 42 determines the normal losing symbol to be displayed as a fixed stop in the normal game and the fluctuation time of the normal game, and then ends the normal symbol start process. In this embodiment, the fluctuation time of the normal game in the time-saving state is shorter than the fluctuation time of the normal game in the non-time-saving state. Therefore, in the time-saving state, the number of normal lotteries executed per unit time is likely to be greater than in the non-time-saving state. As a result, in the time-saving state, the number of times a normal win is won per unit time is likely to be greater than in the non-time-saving state. Therefore, in the time-saving state, the advantage of the game ball entering the second start hole 16 is higher than in the non-time-saving state. When the normal symbol start process is ended, the main CPU 42 executes the normal game by a process other than the normal symbol start process. Specifically, the main CPU 42 starts the normal game and controls the normal pattern display unit 13e so that, when the variable time determined in the normal pattern start processing has elapsed, the normal pattern determined in the normal pattern start processing is displayed in a fixed, stopped state.

[0070] Next, the normal winning game process performed by the main CPU 42 will be described. The normal winning game process is a process for awarding a normal winning game. The main CPU 42 of the present embodiment performs the following control by executing the normal winning game process as a timer interrupt process.

[0071] When the main CPU 42 causes a normal winning symbol to be derived in a normal game, it executes a normal winning game process after the end of the normal game of the normal winning. In the normal winning game process, when the time-shortening state is in effect, the main CPU 42 controls the normal solenoid SL1 so that the second start hole 16 is opened in the opening mode in the time-shortening state. Also, when the time-shortening state is not in effect, the main CPU 42 controls the normal solenoid SL1 so that the second start hole 16 is opened in the opening mode in the non-time-shortening state.

[0072] In this embodiment, in the opening mode in the time-saving state, the second start hole 16 is opened more times in one normal winning game than in the opening mode in the non-time-saving state, and the total time for which the second start hole 16 is opened is longer. Therefore, when the second start hole 16 is opened in the opening mode in the time-saving state, it is easier to make the game ball enter the second start hole 16 than when the second start hole 16 is opened in the opening mode in the non-time-saving state. In this way, the time-saving state has a higher advantage in terms of entering the game ball into the second start hole 16 than in the non-time-saving state. That is, the high-probability time-saving state and the low-probability time-saving state have a higher advantage in terms of entering the game ball into the second start hole 16 than the low-probability non-time-saving state.

[0073] Next, various processes executed by the sub-CPU 51 of the sub-control board 50 will be described. First, the process when a control command relating to the game state is input will be described. When the sub-CPU 51 inputs a low-probability non-time-shortening command, it stores information capable of identifying that it is controlled to a low-probability non-time-shortening state in the sub-RWM 53. When the sub-CPU 51 inputs a low-probability time-shortening command, it stores information capable of identifying that it is controlled to a low-probability time-shortening state in the sub-RWM 53. When the sub-CPU 51 inputs a high-probability time-shortening command, it stores information capable of identifying that it is controlled to a high-probability time-shortening state in the sub-RWM 53.

[0074] Next, the effect game process will be described. The presentation game process is a process for executing a presentation game as one of the display presentations related to a special game during the execution of the special game. When the sub-CPU51 inputs a variation start command and a special symbol command, it controls the presentation display device EH to execute a presentation game corresponding to the special game. Specifically, when the sub-CPU51 inputs a variation start command, it selects a presentation pattern (presentation content) of the presentation game based on a variation pattern that can be specified from the control command. In addition, the sub-CPU51 determines a symbol combination to be derived in the presentation game based on a special symbol that can be specified from the input special symbol command. When a jackpot symbol can be specified from the special symbol command, the sub-CPU51 determines a jackpot symbol combination. When a miss symbol can be specified from the special symbol command, the sub-CPU51 determines a non-jackpot symbol combination. When a miss variation pattern associated with the execution of either the normal reach effect or the super reach effect is specified, the sub-CPU51 may determine a non-jackpot symbol combination including a reach.

[0075] In the performance game process, the sub-CPU51 controls the performance display device EH so that the performance display of each symbol row is started upon input of a variation start command. That is, the sub-CPU51 starts the performance game. The sub-CPU51 controls the performance display device EH so that the performance game is performed based on the determined performance pattern during the variation time set for the variation pattern. Then, the sub-CPU51 stops and displays the symbol combination once when a predetermined timing arrives after starting the performance game, and displays the symbol combination as a fixed stop upon input of a variation end command. For example, when the sub-CPU51 inputs a variation start command of a miss variation pattern associated with the execution of a super reach performance, the sub-CPU51 starts the performance game, and then executes the super reach performance, and when a predetermined timing arrives, the symbol combination is stopped and displayed once, and displays the symbol combination as a fixed stop upon input of a variation end command.

[0076] Next, the big win effect processing will be described. The big win performance process is a process for executing a performance during a big win game (hereinafter referred to as a big win performance). When the sub-CPU51 inputs an opening command, it controls the performance device group DE to execute an opening performance. When the sub-CPU51 inputs a round command, it controls the performance device group DE to execute a round performance. When the sub-CPU51 inputs an ending command, it controls the performance device group DE to execute an ending performance.

[0077] The following describes the effects that can be performed in the pachinko gaming machine 10 of this embodiment. The pachinko gaming machine 10 can execute various effects based on the results of a jackpot lottery. In the pachinko gaming machine 10, the effects that the effect display device EH can execute include stage effects that correspond to specific effects. Stage effects are executed from the start of an effect game until the left and right symbol rows are temporarily stopped and displayed in the effect game. In other words, the stage effects are configured to be executable before the reach effect is executed when the reach effect is executed.

[0078] The staged performance is a performance that can progress stepwise over a plurality of stages. The plurality of stages in the staged performance include a first stage, a second stage, a third stage, and a fourth stage. That is, the number of stages in the staged performance is four. The staged performance is configured to be able to progress stepwise starting from the first stage. Specifically, the staged performance is configured to be able to progress stepwise in the order of the first stage → the second stage → the third stage → the fourth stage. In the staged performance, there are cases where the performance progresses from the first stage to the second stage, and cases where the performance does not progress from the first stage to the second stage. If the performance does not progress to the second stage, the staged performance ends. If the performance progresses to the second stage, the staged performance continues. Then, after progressing to the second stage, in the staged performance, there are cases where the performance progresses from the second stage to the third stage, and cases where the performance does not progress from the second stage to the third stage. If the performance does not progress to the third stage, the staged performance ends. If the performance progresses to the third stage, the staged performance continues. Then, after proceeding to the third stage, the stage performance may proceed from the third stage to the fourth stage, or may not proceed from the third stage to the fourth stage. If the stage performance does not proceed to the fourth stage, the stage performance ends. If the stage performance proceeds to the fourth stage, the stage performance continues. Then, after proceeding to the fourth stage, the stage performance ends.

[0079] An example of a staged performance executed on the performance display device EH will be described below. FIG. 4(a) shows an example of the display contents of the performance display device EH when a staged performance starts. When a staged performance starts in the performance display device EH, images corresponding to the first to fourth stages are displayed in the display area H. Specifically, stage image D1 is an image corresponding to the first stage. Stage images D2 and D3 are images corresponding to the second stage. Stage images D4 to D6 are images corresponding to the third stage. Stage images D7 to D10 are images corresponding to the fourth stage.

[0080] Each of the stage images D1 to D10 is composed of a substantially rectangular frame portion WK and a frame portion EK. The frame portion EK (frame portion EK1 to EK7) in the stage images D1 to D10 is composed of an image imitating a character, an image showing the character string "VS", and an image imitating a star. The frame portion WK, the image imitating a character, the image showing the character string "VS", and the image imitating a star in the stage images D1 to D10 are still images. For example, the frame portion EK1 in the stage image D1 is composed of an image imitating a mouse, an image showing the character string "VS", and an image imitating one star. For example, the frame portion EK3 in the stage image D3 is composed of an image imitating a dog, an image showing the character string "VS", and an image imitating three stars. The number of images imitating stars suggests or notifies the expectation of favorable development, which will be described in detail later. In this embodiment, the greater the number of images imitating stars, the higher the expectation of favorable development. The number of images imitating stars is paired with an image imitating a character. For example, an image imitating three stars is paired with an image imitating a dog. For example, an image imitating five stars is paired with an image imitating a cow. For this reason, in this embodiment, the image imitating a character also suggests or notifies the expectation of favorable development.

[0081] Each of the stage images D1 to D10 at least partially overlaps with one of the other stage images D1 to D10 in the display area H. For example, the stage image D3 partially overlaps with the stage images D1, D5, and D6. The stage image D1 corresponding to the first stage is set to have a higher display priority (layer) than the stage images D2 and D3 corresponding to the second stage. The stage images D2 and D3 corresponding to the second stage are set to have a higher display priority than the stage images D4 to D6 corresponding to the third stage. The stage images D4 to D6 corresponding to the third stage are set to have a higher display priority than the stage images D7 to D10 corresponding to the fourth stage.

[0082] Here, FIG. 4(a) shows the case where the current stage is the first stage. In the performance display device EH, a display is performed that allows one to identify which of the first to fourth stages the current stage is. In other words, in the performance display device EH, a display is performed that allows one to identify which of the stage images D1 to D10 is an image corresponding to the current stage. The current stage is configured to be identifiable by the display mode of the stage images D1 to D10. Specifically, the current stage is configured to be identifiable by the thickness of the frame portion WK in the stage images D1 to D10. Also, the current stage is configured to be identifiable by whether or not an image AK resembling a panda is displayed in the stage images D1 to D10 in addition to the frame portion WK in the stage images D1 to D10 and the image constituting the portion EK within the frame in the stage images D1 to D10. For example, as shown in FIG. 4(a), when the current stage is the first stage, in the performance display device EH, the frame portion WK in the stage image D1 is displayed thicker than the frame portion WK in the stage images D2 to D10. In addition, in the performance display device EH, in addition to the frame portion WK in the stage image D1 and the portion EK1 within the frame in the stage image D1, an image AK imitating a panda is displayed in the stage image D1. The image AK imitating a panda is a still image. In addition, in the performance display device EH, the image AK imitating a panda is not displayed in the stage images D2 to D10 corresponding to stages other than the current stage. As a result, in the performance display device EH, it is possible to specify that the image corresponding to the current stage is the stage image D1, and that the current stage is the first stage. In addition, in the performance display device EH, it is possible to specify that the images corresponding to stages other than the current stage are the stage images D2 to D10, and that the stages other than the current stage are the second stage to the fourth stage.

[0083] In this way, in the pachinko gaming machine 10, the current stage can be specified by the thickness of the frame portion WK in the stage images D1 to D10 and whether or not the image AK imitating a panda is displayed in the stage images D1 to D10 during the execution of the stage performance. In other words, the pachinko gaming machine 10 can suggest or notify the current stage in the stage performance during the execution of the stage performance. In addition, in the pachinko gaming machine 10, the current stage can be suggested or notified by displaying a still image corresponding to the current stage (for example, the frame portion WK or the image AK imitating a panda) during the execution of the stage performance. Furthermore, the pachinko gaming machine 10 can suggest or notify that there are two or more stages other than the current stage in the stage performance during the execution of the stage performance.

[0084] The stage other than the current stage in the stage presentation differs depending on whether the current stage is the first stage to the fourth stage. For example, when the current stage is the first stage, the stages other than the current stage are the second stage to the fourth stage. In other words, when the current stage is the first stage, the stages other than the current stage include the stages following the current stage. On the other hand, when the current stage is the first stage, the stages other than the current stage do not include any stage earlier than the current stage.

[0085] When the current stage is the second stage, the stages other than the current stage are the first stage, the third stage, and the fourth stage. In other words, when the current stage is the second stage, the stages other than the current stage include the stage following the current stage and the stage before the current stage.

[0086] When the current stage is the third stage, the stages other than the current stage are the first stage, the second stage, and the fourth stage. In other words, when the current stage is the third stage, the stages other than the current stage include the stage following the current stage and the stage before the current stage.

[0087] When the current stage is the fourth stage, the stages other than the current stage are the first to third stages. In other words, when the current stage is the fourth stage, the stages other than the current stage include the stages before the current stage. On the other hand, when the current stage is the first stage, the stages other than the current stage do not include the stages following the current stage.

[0088] Here, the first stage is the lowest stage among the multiple stages and corresponds to the lowest stage. The fourth stage is the highest stage among the multiple stages and corresponds to the highest stage. As described above, when the current stage is one of the first to third stages, the stages other than the current stage include the stages following the current stage. On the other hand, when the current stage is the fourth stage, the stages other than the current stage do not include the stages following the current stage. In other words, when at least the current stage is not the highest stage during the execution of the stage performance, the stages other than the current stage that can be suggested or notified include the stages following the current stage.

[0089] In addition, when the current stage is one of the second to fourth stages, the stages other than the current stage include stages earlier than the current stage. On the other hand, when the current stage is the first stage, the stages other than the current stage do not include stages earlier than the current stage. In other words, when at least the current stage is not the lowest stage during the execution of the stage performance, the stages other than the current stage that can be suggested or notified include stages earlier than the current stage.

[0090] And, when the current stage is the first stage, the stage other than the current stage includes the second stage to the fourth stage. That is, when the current stage is the lowest stage during the execution of the stage performance, the stage other than the current stage that can be suggested or notified includes the stage next to the lowest stage to the highest stage. Therefore, the pachinko gaming machine 10 can suggest or notify the stages from the lowest stage to the highest stage when the current stage is the lowest stage during the execution of the stage performance. When the current stage is the fourth stage, the stage other than the current stage includes the first stage to the third stage. That is, when the current stage is the highest stage during the execution of the stage performance, the stage other than the current stage that can be suggested or notified includes the stage from the lowest stage to the stage just before the highest stage. Therefore, the pachinko gaming machine 10 can suggest or notify the stages from the lowest stage to the highest stage when the current stage is the highest stage during the execution of the stage performance.

[0091] In this way, the stage other than the current stage that can be suggested or notified during the execution of the stage performance may include a stage subsequent to the current stage. Also, the stage other than the current stage that can be suggested or notified during the execution of the stage performance may include a stage prior to the current stage.

[0092] In addition, the performance display device EH displays an image that can identify that a step-by-step progression is possible across multiple stages. Specifically, the performance display device EH displays an image that resembles an arrow that can identify that a progression is possible from the first stage to the second stage, an image that resembles an arrow that can identify that a progression is possible from the second stage to the third stage, and an image that resembles an arrow that can identify that a progression is possible from the third stage to the fourth stage.

[0093] The images imitating an arrow that can identify progression from the first stage to the second stage include an image imitating an arrow going from stage image D1 to stage image D2, and an image imitating an arrow going from stage image D1 to stage image D3.

[0094] The images imitating an arrow that can identify whether the second stage can be progressed to the third stage include an image imitating an arrow from stage image D2 to stage image D4, and an image imitating an arrow from stage image D2 to stage image D5. The images imitating an arrow that can identify whether the second stage can be progressed to the third stage include an image imitating an arrow from stage image D3 to stage image D5, and an image imitating an arrow from stage image D3 to stage image D6.

[0095] The images imitating an arrow that can be specified as being able to progress from the third stage to the fourth stage include an image imitating an arrow from the stage image D4 to the stage image D7, and an image imitating an arrow from the stage image D4 to the stage image D8. The images imitating an arrow that can be specified as being able to progress from the third stage to the fourth stage include an image imitating an arrow from the stage image D5 to the stage image D8, and an image imitating an arrow from the stage image D5 to the stage image D9. The images imitating an arrow that can be specified as being able to progress from the third stage to the fourth stage include an image imitating an arrow from the stage image D6 to the stage image D9, and an image imitating an arrow from the stage image D6 to the stage image D10.

[0096] As described above, the pachinko gaming machine 10 of this embodiment is capable of displaying the stage images D1 to D10 corresponding to the first to fourth stages, respectively, during the execution of the stage performance, and of suggesting or informing that there are two or more stages other than the current stage in the stage performance. Furthermore, the pachinko gaming machine 10 of this embodiment is capable of displaying an image resembling an arrow that can specify that the game can progress stepwise through a plurality of stages during the execution of the stage performance.

[0097] Here, a description will be given of the stage progression presentation that is executed when progressing from the current stage to the next stage during the execution of the stage presentation. Fig. 4(b) shows an example of the display content of the performance display device EH when the stage progresses from Fig. 4(a). That is, Fig. 4(b) shows an example of the display content of the performance display device EH when the stage progresses from the first stage to the second stage. In the performance display device EH, a stage progression performance is executed when the stage progresses during the execution of the stage performance. The stage progression performance is a performance that suggests or notifies that the stage will progress when progressing from the current stage to the next stage.

[0098] As shown in FIG. 4(b), for example, when progressing from the first stage to the second stage, and progressing from the stage image D1 to the stage image D3, the stage progression performance is executed in the performance display device EH. Specifically, when the stage progression performance starts, the image AK imitating a panda in the stage image D1 is erased in the performance display device EH. Then, the performance display device EH dynamically displays the image AK imitating a panda walking from the stage image D1 to the stage image D3 on the image imitating an arrow from the stage image D1 to the stage image D3. Note that the image imitating an arrow from the stage image D1 to the stage image D3 is configured to change to a different color tone as the image AK imitating a panda progresses from the stage image D1 to the stage image D3. Then, the performance display device EH dynamically displays the image AK imitating a panda arriving at the stage image D3, and the stage progression performance ends. With this configuration, in the pachinko game machine 10, when the stage performance progresses from the current stage to the next stage during execution of the stage performance, a stage progression performance is executed to suggest or notify that the stage will progress. In addition, in the performance display device EH, during execution of the stage progression performance, the stage images D2, D4 to D10 are displayed in the same state as before the execution of the stage progression performance.

[0099] After that, in the performance display device EH, the frame portion WK in the stage image D3 is displayed thicker than the frame portion WK in the stage images D1, D2, D4 to D10, and an image AK resembling a panda is displayed in the stage image D3. In addition, in the performance display device EH, the frame portion WK in the stage image D1 is displayed with the same thickness as the frame portion WK in the stage images D2, D4 to D10. As a result, in the performance display device EH, it is possible to specify that the image corresponding to the current stage is the stage image D3, and that the current stage is the second stage. In other words, in the performance display device EH, it is possible to specify that the current stage has progressed from the first stage to the second stage.

[0100] Incidentally, there are a plurality of directions of progression (hereinafter referred to as "stage progression directions") when progressing through stages in stage performance. Specifically, the stage progression directions include the upper left direction when the image display unit GH is viewed from the front, and the upper right direction when the image display unit GH is viewed from the front. For example, when the current stage is the first stage, when progressing from the current stage to the next stage, there are cases where the stage image D1 progresses to the stage image D2 (progressing to the upper right direction) and cases where the stage image D1 progresses to the stage image D3 (progressing to the upper left direction). Then, in the performance display device EH, the stage progression performance is executed in a manner according to the stage progression direction. That is, the manner of the stage progression performance includes a manner of progressing to the upper left direction corresponding to the first manner, and a manner of progressing to the upper right direction corresponding to the second manner.

[0101] During the execution of the stage performance, if the current stage does not progress to the next stage, the stage progress performance is not executed. In this case, the performance display device EH executes a stage determination performance that can specify that the stage has been determined without progressing.

[0102] Fig. 5 shows an example of the display content of the performance display device EH when the stage does not progress from Fig. 4(b). That is, Fig. 5 shows an example of the display content of the performance display device EH when there is no progression from the second stage to the third stage. In the performance display device EH, a stage confirmation performance is executed when the stage does not progress (when the stage is confirmed) during the execution of a stage performance. The stage confirmation performance is a performance that suggests or notifies that the stage has been confirmed without progressing when there is no progression from the current stage to the next stage.

[0103] As shown in FIG. 5, for example, when the second stage does not progress to the third stage, that is, when the stage image D3 does not progress to either the stage image D5 or the stage image D6, the stage determination performance is executed in the performance display device EH. Specifically, when the stage determination performance starts, the display priority of the stage image D3 corresponding to the current stage is set to the highest in the performance display device EH, and the stage image D3 corresponding to the current stage is enlarged and displayed. In other words, when the stage determination performance starts, the display area of ​​the stage image D3 corresponding to the current stage in the display area H in the performance display device EH becomes wider than before the stage determination performance is executed. Then, in the performance display device EH, during the execution of the stage determination performance, the display area of ​​the stage images D1, D5, and D6 becomes narrower than before the execution of the stage determination performance. In this way, in the performance display device EH, during the execution of the stage determination performance, the display area of ​​the image corresponding to a stage other than the current stage becomes narrower than before the execution of the stage determination performance. However, in the performance display device EH, even during the execution of the stage determination performance, the image corresponding to a stage other than the current stage is visible.

[0104] Then, in the performance display device EH, the image imitating a dog, the image showing the character string "VS", and the image imitating three stars that were displayed in the portion EK3 within the frame in the stage image D3 corresponding to the current stage are erased. In addition, in the performance display device EH, the image imitating a panda AK that was displayed in the stage image D3 is erased. Then, in the performance display device EH, the image imitating three stars is displayed in the stage image D3, and the image imitating a panda AK and the image imitating a dog are dynamically displayed as they fight. That is, in the performance display device EH, a performance corresponding to the image imitating a panda AK and the image imitating a dog that were displayed in the stage image D3 corresponding to the current stage when the stage is determined is executed. In this way, the pachinko gaming machine 10 is configured to dynamically display a still image corresponding to the current stage when the stage is determined during the execution of the stage determination performance. Then, in the performance display device EH, the stage determination performance ends. With this configuration, in the pachinko game machine 10, when the player does not progress from the current stage to the next stage during the execution of the stage presentation, a stage confirmation presentation is executed to suggest or notify that the stage has been confirmed without progressing to the next stage.

[0105] As described above, the pachinko gaming machine 10 can execute a stage performance that can progress stepwise through a plurality of stages on the performance display device EH. The pachinko gaming machine 10 can suggest or notify the current stage in the stage performance during the execution of the stage performance. Furthermore, in the pachinko gaming machine 10, when the current stage progresses to the next stage during the execution of the stage performance, a stage progression performance is executed. On the other hand, in the pachinko gaming machine 10, when the stage is determined without progressing from the current stage to the next stage during the execution of the stage performance, a stage determination performance is executed. As described above, the pachinko gaming machine 10 can suggest or notify the current stage even during the execution of the stage progression performance or the stage determination performance, and can suggest or notify that there are two or more stages other than the current stage. In other words, the pachinko game machine 10 is capable of suggesting or notifying the player of the current stage in the stage presentation while the stage presentation is being executed, and is capable of suggesting or notifying the player that there are two or more stages other than the current stage, regardless of whether or not there is progress from the current stage to the next stage.

[0106] Next, the control relating to the execution of stage performance will be described. When the sub-CPU51 inputs the variation start command and the special symbol command, it performs a variation execution lottery to determine whether or not to execute a staged performance. If the variation execution lottery is not won, the sub-CPU51 decides not to execute a staged performance. On the other hand, if the variation execution lottery is won, the sub-CPU51 decides to execute a staged performance and executes a performance content determination process to determine the performance content of the staged performance. In this embodiment, the winning probability of the variation execution lottery differs depending on the variation pattern that can be specified by the variation start command. For example, the winning probability of the variation execution lottery when a variation start command that can specify the variation pattern HP01 is input is lower than the winning probability of the variation execution lottery when a variation start command that can specify any of the variation patterns HP02 to HP05 is input.

[0107] The presentation content determination process will be described below. In the performance content determination process, the sub-CPU51 performs a stage number lottery process to determine the number of stages to be advanced in the stage performance. That is, the sub-CPU51 determines the stage (hereinafter, referred to as the determined stage number) when the stage is determined from any one of the first stage to the fourth stage. For example, if the determined stage number is determined to be the third stage, the sub-CPU51 controls the stage to advance from the first stage to the second stage to the third stage when the stage performance is executed. The sub-CPU51 stores information capable of identifying the determined determined stage number in the sub-RWM53.

[0108] In the stage number lottery process, when the sub-CPU 51 inputs a fluctuation start command capable of identifying the fluctuation pattern HP01, it determines the number of confirmed stages from either the first stage or the second stage. That is, when the sub-CPU 51 inputs a fluctuation start command capable of identifying the fluctuation pattern HP01, it does not determine either the third stage or the fourth stage as the number of confirmed stages. On the other hand, when the sub-CPU 51 inputs a fluctuation start command capable of identifying any of the fluctuation patterns HP02 to HP04, it determines the number of confirmed stages from either the first stage, the second stage, the third stage, or the fourth stage.

[0109] In this way, the number of determined stages when a fluctuation start command capable of identifying a "no reach" failure fluctuation pattern is input is determined from either the first stage or the second stage. On the other hand, the number of determined stages when a fluctuation start command capable of identifying either a "reach" failure fluctuation pattern or a jackpot fluctuation pattern is input is determined from either the first stage to the fourth stage. Therefore, when the stage performance has progressed beyond the second stage, which corresponds to a predetermined stage among the multiple stages, the reach performance is executed. On the other hand, when the stage performance has not progressed beyond the second stage, which corresponds to a predetermined stage among the multiple stages, the reach performance may or may not be executed.

[0110] The probability of determining the number of confirmed stages when a fluctuation start command that can identify the fluctuation pattern HP01 is input is "probability of determining the first stage > probability of determining the second stage." The probability of determining the number of confirmed stages when a fluctuation start command that can identify the fluctuation pattern HP02 is input is "probability of determining the second stage > probability of determining the first stage > probability of determining the third stage > probability of determining the fourth stage." The probability of determining the number of confirmed stages when a fluctuation start command that can identify the fluctuation pattern HP03 is input is "probability of determining the third stage > probability of determining the second stage > probability of determining the first stage > probability of determining the fourth stage." The probability of determining the number of confirmed stages when a fluctuation start command that can identify the fluctuation pattern HP04 is input is "probability of determining the third stage > probability of determining the fourth stage > probability of determining the second stage > probability of determining the first stage." The probability of determining the number of confirmed stages when a fluctuation start command that can identify the fluctuation pattern HP05 is input is "probability of determining the fourth stage > probability of determining the third stage > probability of determining the second stage > probability of determining the first stage."

[0111] In this way, the average number of determined stages differs depending on the fluctuation pattern that can be specified by the fluctuation start command. The average number of determined stages when a fluctuation start command that can specify the fluctuation pattern HP01 is input is smaller than the average number of determined stages when a fluctuation start command that can specify any of the fluctuation patterns HP02 to HP05 is input. The average number of determined stages when a fluctuation start command that can specify the fluctuation pattern HP02 is input is smaller than the average number of determined stages when a fluctuation start command that can specify any of the fluctuation patterns HP03 to HP05 is input. The average number of determined stages when a fluctuation start command that can specify the fluctuation pattern HP03 is input is smaller than the average number of determined stages when a fluctuation start command that can specify any of the fluctuation patterns HP04 and HP05 is input. The average number of determined stages when a fluctuation start command that can specify the fluctuation pattern HP04 is input is smaller than the average number of determined stages when a fluctuation start command that can specify the fluctuation pattern HP05 is input.

[0112] The average number of determined stages when a fluctuation start command capable of identifying a jackpot fluctuation pattern is input is larger than the average number of determined stages when a fluctuation start command capable of identifying a failure fluctuation pattern is input. In other words, the number of determined stages when a fluctuation start command capable of identifying a jackpot fluctuation pattern is input is likely to be larger than the number of determined stages when a fluctuation start command capable of identifying a failure fluctuation pattern is input. For this reason, in the pachinko game machine 10, the more the stages in the stage performance progress, the higher the expectation of favorable development tends to be.

[0113] When the confirmed number of stages is determined and the stage number lottery process is ended, the sub-CPU 51 executes a progress direction determination process for determining a stage progress direction. In the progress direction determination process, the sub-CPU 51 determines the step progress direction for each step progress according to the determined number of steps. Specifically, when the determined number of steps is the first step, the sub-CPU 51 ends the progress direction determination process without determining the step progress direction. When the determined number of steps is the second step, the sub-CPU 51 determines the step progress direction when progressing from the first step to the second step (hereinafter referred to as the first step progress direction). When the determined number of steps is the third step, the sub-CPU 51 determines the first step progress direction and the step progress direction when progressing from the second step to the third step (hereinafter referred to as the second step progress direction). When the determined number of steps is the fourth step, the sub-CPU 51 determines the first step progress direction, the second step progress direction, and the step progress direction when progressing from the third step to the fourth step (hereinafter referred to as the third step progress direction). The sub-CPU 51 stores information capable of identifying each of the determined first step progress direction to third step progress direction in the sub-RWM 53.

[0114] The sub-CPU51 determines each of the first stage progression direction to the third stage progression direction according to the inputted fluctuation start command. Specifically, the probability of determining the first stage progression direction when a fluctuation start command capable of identifying the fluctuation patterns HP01 and HP02 is inputted is "probability of determining the upper right direction > probability of determining the upper left direction." The probability of determining the first stage progression direction when a fluctuation start command capable of identifying the fluctuation pattern HP03 is inputted is "probability of determining the upper right direction = probability of determining the upper left direction." The probability of determining the first stage progression direction when a fluctuation start command capable of identifying the fluctuation patterns HP04 and HP05 is inputted is "probability of determining the upper left direction > probability of determining the upper right direction."

[0115] The probability of determining the second stage direction when a fluctuation start command that can identify fluctuation pattern HP02 is input is "probability of determining the upper right direction > probability of determining the upper left direction." The probability of determining the second stage direction when a fluctuation start command that can identify fluctuation pattern HP03 is input is "probability of determining the upper right direction = probability of determining the upper left direction." The probability of determining the second stage direction when a fluctuation start command that can identify fluctuation patterns HP04 and HP05 is input is "probability of determining the upper left direction > probability of determining the upper right direction."

[0116] The probability of determining the third stage direction when a fluctuation start command that can identify fluctuation pattern HP02 is input is "probability of determining the upper right direction > probability of determining the upper left direction." The probability of determining the third stage direction when a fluctuation start command that can identify fluctuation pattern HP03 is input is "probability of determining the upper right direction > probability of determining the upper left direction." The probability of determining the third stage direction when a fluctuation start command that can identify fluctuation patterns HP04 and HP05 is input is "probability of determining the upper left direction > probability of determining the upper right direction."

[0117] In this way, the stage progression direction when a variation start command that can specify a big win variation pattern is input is more likely to be determined to be the upper left direction than the stage progression direction when a variation start command that can specify a loss variation pattern is input. Therefore, in the pachinko game machine 10, when a stage progression performance in a manner of progressing to the upper left direction is executed, the expectation of favorable development is more likely to be high compared to when a stage progression performance in a manner of progressing to the upper right direction is executed.

[0118] After determining the stage progression direction and completing the progression direction determination process, the sub-CPU51 executes a display content determination process to determine the content (hereinafter referred to as the frame display content) to be displayed in the portion EK within the frame of the stage images D1 to D10 in the stage performance.

[0119] As shown in Fig. 6, in the display content determination process, the display content within the frame is determined from one of the display patterns PT01 to PT05. For example, when the display pattern PT03 is determined, an image imitating a dog, an image showing the character string "VS", and an image imitating three stars are displayed in the portion EK3 within the frame in the stage image D3. When the display pattern PT03 is determined, the performance display device EH displays the content shown in Fig. 4(a). The sub-CPU51 stores information capable of identifying the display pattern of the determined display content within the frame in the sub-RWM53.

[0120] The sub-CPU51 determines the contents to be displayed within the frame according to the inputted fluctuation start command. Specifically, the probability of determining the contents to be displayed within the frame when a fluctuation start command capable of identifying the fluctuation patterns HP01 to HP03 is inputted is "probability of determining display pattern PT01>probability of determining display pattern PT02>probability of determining display pattern PT03>probability of determining display pattern PT04>probability of determining display pattern PT05." The probability of determining the contents to be displayed within the frame when a fluctuation start command capable of identifying the fluctuation patterns HP04 and HP05 is inputted is "probability of determining display pattern PT05>probability of determining display pattern PT04>probability of determining display pattern PT03>probability of determining display pattern PT02>probability of determining display pattern PT01."

[0121] In this way, the display contents within the frame when a variation start command capable of identifying a jackpot variation pattern is inputted tend to display a larger number of images imitating stars than the display contents within the frame when a variation start command capable of identifying a miss variation pattern is inputted. Also, as shown in FIG. 4(a) and FIG. 6, when a stage progresses in the stage performance, a larger number of images imitating stars are likely to be displayed when progressing to the upper left direction than when progressing to the upper right direction. Therefore, in the pachinko gaming machine 10, in the stage performance, the more images imitating stars in the image corresponding to the current stage when the stage is determined, the higher the expectation of advantageous development tends to be. And, as shown in FIG. 5, in the pachinko gaming machine 10, during the execution of the stage determination performance, an image imitating a star corresponding to the current stage when the stage is determined is displayed. That is, the stage determination performance of this embodiment includes a performance that suggests or notifies the expectation of advantageous development.

[0122] When the display contents within the frame are determined and the display contents determination process is terminated, the sub-CPU51 terminates the performance content determination process. Then, the sub-CPU51 controls the performance display device EH to execute the stage performance, stage progress performance, and stage confirmation performance based on the result of the performance content determination process. When it is determined to execute the stage performance, the sub-CPU51 controls the performance display device EH so that the stage performance starts when a predetermined time has elapsed after starting the performance game. Then, the sub-CPU51 controls the performance display device EH so that the stage performance ends before the left pattern row and the right pattern row are temporarily stopped in the performance game. Incidentally, as shown in FIG. 4(a), FIG. 4(b), and FIG. 5, the sub-CPU51 controls the performance display device EH so that the performance game is displayed in the lower right corner when the image display unit GH is viewed from the front during the execution of the stage performance.

[0123] Then, after the end of the stage performance, if a reach is formed when the left and right pattern rows are temporarily stopped in the performance game, a reach performance corresponding to the performance content of the stage performance is executed. Note that, after the end of the stage performance, if a reach is not formed when the left and right pattern rows are temporarily stopped in the performance game, a reach performance is not executed, and a performance corresponding to the performance content of the stage performance is not executed.

[0124] As shown in Fig. 7(a)-(d), after the end of the stage performance, the performance display device EH executes a reach performance according to the performance content of the stage performance. Fig. 7(a)-(d) show an example in which the image corresponding to the current stage when the stage is determined is the stage image D3, as shown in Fig. 5. As described above, in Fig. 5, during the execution of the stage determination performance, a still image corresponding to the current stage when the stage is determined is dynamically displayed. After that, in the reach performance, the performance display device EH executes the continuation of the performance executed in the stage determination performance.

[0125] As shown in Fig. 5, the performance display device EH dynamically displays a panda image AK and a dog image battling in a stage determination performance. And as shown in Fig. 7(a) and Fig. 7(b), the performance display device EH dynamically displays a panda image AK and a dog image battling in a reach performance following the stage determination performance. In Fig. 7(a), the performance display device EH dynamically displays a panda image AK attacking. In Fig. 7(b), the performance display device EH dynamically displays a dog image attacking.

[0126] After that, in FIG. 7(c), the effect display device EH dynamically displays an image AK that resembles a panda winning. This suggests or notifies the player that a jackpot has been won in the effect display device EH. In FIG. 7(d), the effect display device EH dynamically displays an image that resembles a dog winning. This suggests or notifies the player that a jackpot has not been won in the effect display device EH. In this way, the pachinko gaming machine 10 is configured such that when a reach effect is executed in the effect game after the stage effect has ended, the reach effect is executed with content related to the stage determination effect.

[0127] As described above, the sub-CPU51 determines the content of the stage performance in the performance content determination process, and stores information about the determined performance content in the sub-RWM53. Then, the sub-CPU51 controls the performance display device EH so that the stage performance based on the performance content of the stage performance stored in the sub-RWM53 is executed. Furthermore, when the sub-CPU51 executes the reach performance after the stage performance ends, it controls the performance display device EH so that the reach performance corresponding to the performance content of the stage performance is executed. Then, when the sub-CPU51 inputs a fluctuation start command capable of identifying a jackpot fluctuation pattern, it suggests or notifies that the jackpot has been won in the reach performance corresponding to the performance content of the stage performance. On the other hand, when the sub-CPU51 inputs a fluctuation start command capable of identifying a miss fluctuation pattern, it suggests or notifies that the jackpot has not been won in the reach performance corresponding to the performance content of the stage performance. Below, as a specific example, the stage performance executed based on the performance content of the stage performance determined in the performance content determination process will be described.

[0128] 8(a), 8(b), 9(a), and 9(b) show an example in which the fourth stage is determined as the confirmed stage number in the performance content determination process. Furthermore, in the performance content determination process, the upper right direction is determined as the first stage progression direction and the second stage progression direction, and the upper left direction is determined as the third stage progression direction. Then, in the performance content determination process, display pattern PT04 is determined as the content to be displayed within the frame.

[0129] As shown in FIG. 8(a), when the stage performance starts, the performance display device EH displays the frame portions WK of the stage images D1 to D10. The frame portion WK of the stage image D1 corresponding to the current stage is displayed in a different display mode (for example, line thickness) from the frame portions WK of the stage images D2 to D10 corresponding to stages other than the current stage. Furthermore, the performance display device EH displays an image imitating a character, an image showing the character string "VS", and an image imitating a star in the frame portions EK of the stage images D1 to D10 based on the display pattern PT04 determined in the performance content determination process. The stage image D1 corresponding to the current stage displays an image AK imitating a panda. On the other hand, the image AK imitating a panda is not displayed in the stage images D2 to D10 corresponding to stages other than the current stage.

[0130] After the stage performance is started, the performance display device EH executes a stage progression performance based on the confirmed stage number determined in the performance content determination process and the first stage progression direction to the third stage progression direction. First, the performance display device EH executes a stage progression performance that progresses from the first stage to the second stage. As described above, in the performance content determination process, the upper right direction is determined as the first stage progression direction. Therefore, when progressing from the first stage to the second stage, the performance display device EH executes a stage progression performance that progresses from stage image D1 to stage image D2 in the upper right direction.

[0131] When the step-by-step performance starts, the performance display device EH erases the image AK imitating a panda in the step image D1. Then, the performance display device EH dynamically displays the image AK imitating a panda walking from step image D1 to step image D2 on the image imitating an arrow pointing from step image D1 to step image D2. At this time, the performance display device EH dynamically displays the image imitating an arrow pointing from step image D1 to step image D2, changing to a different color tone as the image AK imitating a panda progresses from step image D1 to step image D2. Then, the performance display device EH dynamically displays the image AK imitating a panda arriving at step image D2, and the step-by-step performance ends.

[0132] As shown in Fig. 8(b), in the performance display device EH, when the stage progression performance progressing from the first stage to the second stage ends, the frame portion WK in the stage image D2 is displayed thicker than the frame portions WK in the stage images D1, D3 to D10, and an image AK imitating a panda is displayed in the stage image D2. Note that in the performance display device EH, the frame portion WK in the stage image D1 is displayed with the same thickness as the frame portions WK in the stage images D3 to D10. As a result, in the performance display device EH, it is possible to specify that the image corresponding to the current stage is the stage image D2, and that the current stage is the second stage.

[0133] After the current stage becomes the second stage, the performance display device EH executes a stage progression performance that progresses from the second stage to the third stage. As described above, in the performance content determination process, the upper right direction is determined as the second stage progression direction. Therefore, in the performance display device EH, when progressing from the second stage to the third stage, a stage progression performance that progresses from the stage image D2 to the stage image D4 in the upper right direction is executed.

[0134] When the step-by-step performance starts, the performance display device EH erases the image AK imitating a panda in the step image D2. Then, the performance display device EH dynamically displays the image AK imitating a panda walking from the step image D2 to the step image D4 on the image imitating an arrow from the step image D2 to the step image D4. At this time, the performance display device EH dynamically displays the image imitating an arrow from the step image D2 to the step image D4 as the image AK imitating a panda progresses from the step image D2 to the step image D4, changing to a different color tone. Then, the performance display device EH dynamically displays the image AK imitating a panda arriving at the step image D4, and the step-by-step performance ends.

[0135] As shown in Fig. 9(a), in the performance display device EH, when the stage progression performance progressing from the second stage to the third stage ends, the frame portion WK in the stage image D4 is displayed thicker than the frame portion WK in the stage images D1 to D3, D5 to D10, and an image AK imitating a panda is displayed in the stage image D4. In addition, in the performance display device EH, the frame portion WK in the stage image D2 is displayed with the same thickness as the frame portion WK in the stage images D1, D3, D5 to D10. As a result, in the performance display device EH, it is possible to specify that the image corresponding to the current stage is the stage image D4, and that the current stage is the third stage.

[0136] After the current stage becomes the third stage, the performance display device EH executes a stage progression performance that progresses from the third stage to the fourth stage. As described above, in the performance content determination process, the upper left direction is determined as the third stage progression direction. Therefore, in the performance display device EH, when progressing from the third stage to the fourth stage, a stage progression performance that progresses from the stage image D4 to the stage image D8 toward the upper left direction is executed.

[0137] When the step-by-step performance starts, the performance display device EH erases the image AK imitating a panda in the step image D4. Then, the performance display device EH dynamically displays the image AK imitating a panda walking from step image D4 to step image D8 on the image imitating an arrow pointing from step image D4 to step image D8. At this time, the performance display device EH dynamically displays the image imitating an arrow pointing from step image D4 to step image D8, changing to a different color tone as the image AK imitating a panda progresses from step image D4 to step image D8. Then, the performance display device EH dynamically displays the image AK imitating a panda arriving at step image D8, and the step-by-step performance ends.

[0138] As shown in Fig. 9(b), in the performance display device EH, when the stage progression performance progressing from the third stage to the fourth stage ends, the frame portion WK in the stage image D8 is displayed thicker than the frame portion WK in the stage images D1 to D7, D9, and D10, and an image AK imitating a panda is displayed in the stage image D8. In addition, in the performance display device EH, the frame portion WK in the stage image D4 is displayed with the same thickness as the frame portion WK in the stage images D1 to D3, D5 to D7, D9, and D10. As a result, in the performance display device EH, it is possible to specify that the image corresponding to the current stage is the stage image D8, and that the current stage is the fourth stage.

[0139] After the current stage becomes the fourth stage, the stage determination performance is executed in the performance display device EH. In the stage performance of this embodiment, the highest stage is the fourth stage, and it is not possible to progress beyond the fourth stage. In other words, in the stage performance, when the highest stage is reached, the stage is determined without progressing. For this reason, in the stage performance of the performance display device EH, when the current stage reaches the highest stage, the stage progression performance is not executed, and a stage determination performance is executed.

[0140] When the stage determination performance starts, in the performance display device EH, the display priority of the stage image D8 corresponding to the current stage is set to the highest, and the stage image D8 corresponding to the current stage is enlarged and displayed. In other words, when the stage determination performance starts, in the performance display device EH, the display area of ​​the stage image D8 corresponding to the current stage in the display area H becomes wider than before the stage determination performance is executed. And, in the performance display device EH, during the execution of the stage determination performance, the display area of ​​the stage images D4, D5 becomes narrower than before the execution of the stage determination performance. In this way, in the performance display device EH, during the execution of the stage determination performance, the display area of ​​the image corresponding to a stage other than the current stage becomes narrower than before the execution of the stage determination performance. However, in the performance display device EH, even during the execution of the stage determination performance, the image corresponding to a stage other than the current stage is visible.

[0141] Then, in the performance display device EH, the image imitating a cow, the image showing the character string "VS", and the image imitating five stars that were displayed in the portion EK5 within the frame in the stage image D8 corresponding to the current stage are erased. In addition, in the performance display device EH, the image imitating a panda AK that was displayed in the stage image D8 is erased. Then, in the performance display device EH, the image imitating five stars is displayed in the stage image D8, and the image imitating a panda AK and the image imitating a cow are dynamically displayed as they compete against each other. That is, in the performance display device EH, a performance corresponding to the image imitating a panda AK and the image imitating a cow that were displayed in the stage image D8 corresponding to the current stage when the stage was determined is executed. After that, in the performance display device EH, the stage determination performance ends.

[0142] Then, after the end of the stage performance, in the performance display device EH, if a reach is formed when the left pattern row and the right pattern row are temporarily stopped in the performance game, a reach performance corresponding to the performance content of the stage performance is executed. In the reach performance, the performance display device EH dynamically displays the image AK imitating a panda and the image imitating a cow fighting each other following the stage determination performance. After that, the performance display device EH suggests or notifies whether or not a jackpot has been won. For example, if a jackpot has been won, the performance display device EH dynamically displays the image AK imitating a panda winning, thereby suggesting or notifying that a jackpot has been won. For example, if a jackpot has not been won, the performance display device EH dynamically displays the image imitating a cow winning, thereby suggesting or notifying that a jackpot has not been won.

[0143] The effects of the embodiment will be described. (1) The pachinko gaming machine 10 can execute various effects based on the result of a jackpot lottery, and can execute a stage effect that can progress stepwise over a plurality of stages. As a result, when a stage effect is executed, interest in the progress of the stages can be heightened, and interest can be improved. However, if the stage in the stage effect cannot be recognized during execution of the stage effect, it is difficult to understand the progress of the stages, and there is a risk of reducing interest. In this embodiment, such a problem is solved by making it easy to recognize the current stage in the stage effect and that there are two or more stages other than the current stage. Furthermore, the pachinko gaming machine 10 is configured to be able to suggest or notify that there are two or more stages other than the current stage, regardless of whether the current stage progresses to the next stage. Therefore, according to this embodiment, in a situation where the current stage can progress to the next stage, interest in the progress of the stages can be heightened and interest can be improved by making the player recognize that there are two or more stages other than the current stage and the current stage.

[0144] (2) In the pachinko gaming machine 10, when progressing from the current stage to the next stage, a stage progression effect is executed to suggest or inform the player that the stage will progress. This allows the player to recognize that there are multiple stages other than the current stage, while the stage progression effect is executed to increase interest in the stage progression, thereby improving interest. Furthermore, in the pachinko gaming machine 10, when the player does not progress from the current stage to the next stage, a stage determination effect is executed to suggest or inform the player that the stage has not progressed and that the stage has been determined. Therefore, when the stage determination effect is executed, the player is made to understand that the current stage has been determined, while the player is made to recognize a stage other than the current stage, making it easier to understand how far the determined stage has progressed, thereby improving interest.

[0145] (3) In the pachinko gaming machine 10, when the game does not progress from the current stage to the next stage, a performance is executed to suggest or inform the player of the expectation of favorable development. In this embodiment, in a situation where the player loses interest in the progression of the stage because the stage has been determined, the player's interest can be increased by suggesting or informing the player of the expectation of favorable development.

[0146] (4) When a stage is determined during the execution of the stage presentation, a still image corresponding to the current stage at the time the stage is determined is dynamically displayed. Therefore, during the execution of the stage presentation, attention can be drawn to the still image corresponding to the current stage, and interest can be increased. Furthermore, in this embodiment, in a situation in which interest in the progress of the stages is reduced due to the determination of the stage and interest is likely to decrease, the still image corresponding to the current stage is dynamically displayed, so that attention can be drawn to how the still image is dynamically displayed, and interest can be increased.

[0147] (5) In the pachinko gaming machine 10, the more the stage in the stage presentation progresses, the higher the expectation of favorable development tends to become. Therefore, in this embodiment, it is possible to increase the interest of a player who expects favorable development in the progress of the stages in the stage presentation, and to increase interest. In particular, the stage presentation is executed before the execution of the reach presentation. Therefore, in this embodiment, by executing the stage presentation, it is possible to increase interest in the presentation game, and it is possible to synergistically increase interest.

[0148] (6) The pachinko gaming machine 10 is configured to be able to suggest or notify the next or subsequent stage, which is a stage after the current stage, regardless of whether the current stage progresses to the next stage. The pachinko gaming machine 10 is also configured to increase the likelihood of winning as the stage progresses, so that in a situation where the current stage can progress to the next stage, interest in the progression of stages can be heightened, and interest can be enhanced.

[0149] (7) The pachinko gaming machine 10 is configured to be able to suggest or notify all stages from the lowest stage to the highest stage when the current stage is the highest stage. This makes it easier for the player to recognize how the game progressed from the lowest stage to the highest stage, thereby heightening the player's interest in the progression of stages and increasing the player's interest.

[0150] (8) In the pachinko game machine 10, when the stage performance is performed after a predetermined stage among the multiple stages, the reach performance is executed, while when the stage performance is not performed after the predetermined stage among the multiple stages, the reach performance may or may not be executed. Therefore, among the situations where the current stage can be progressed to the next stage, especially in the situation where the stage can be progressed to the next stage from the predetermined stage, the interest in the progress of the stages can be heightened, and the interest can be improved.

[0151] (9) The stage progression presentation has a form in which the stage progresses to the upper left and a form in which the stage progresses to the upper right. When a stage progression presentation in which the stage progresses to the upper left is executed, the expectation of favorable development is likely to be higher than when a stage progression presentation in which the stage progresses to the upper right is executed. Therefore, in this embodiment, the stage progression presentation is executed to give the player joy in the stage progress, and in addition, the stage progression presentation form can be focused on, increasing the interest.

[0152] (10) In the pachinko game machine 10, when a reach effect is executed in the effect game after the stage effect is finished, the reach effect is executed with the content related to the stage determination effect. In particular, the reach effect is an effect that is easy for the player to notice. Therefore, it is possible to make the player pay attention to the stage effect that is influenced by the content of the reach effect, and to increase the interest.

[0153] (11) In this embodiment, there are multiple patterns of the display contents within the frame in the stage presentation. Therefore, even if the event of progressing from the current stage to the next stage is the same, it is possible to provide a wide variety of combinations of images corresponding to the current stage before the progression and images corresponding to the current stage after the progression, thereby increasing interest.

[0154] (12) In this embodiment, when the stage progression presentation is executed, the color of an image imitating an arrow connecting an image corresponding to the current stage before the progression and an image corresponding to the current stage after the progression changes. Therefore, in this embodiment, the process by which the stage has progressed can be recognized, and interest can be increased. In particular, the stage progression presentation has a form in which the stage progresses to the upper left and a form in which the stage progresses to the upper right. Therefore, in this embodiment, interest can be generated in the process leading up to the current stage, and interest can be increased.

[0155] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. As shown in FIG. 10(a) to FIG. 10(d), during the execution of the staged performance, the performance display device EH may set the display priority of the image corresponding to the current stage to the highest level. In this case, during the execution of the staged performance, the performance display device EH may change the setting of the display priority of the image as the image progresses from the current stage to the next stage. For example, as shown in FIG. 10(a), when the image corresponding to the current stage is the stage image D1, the display priority of the stage image D1 may be set to a higher level than the stage images D2 and D3. Then, as shown in FIG. 10(b) to FIG. 10(d), when the stage progresses and the image corresponding to the current stage becomes the stage image D3, the display priority of the stage image D1 may be set to a lower level than the stage image D3. Then, the display priority of the stage image D3 may be set to a higher level than the stage images D1, D5, and D6. The display priority of the stage image D1 may be set to a higher level than the stage image D2, or may be set to a lower level.

[0156] In the above embodiment, all stages from the lowest stage to the highest stage are suggested or notified in the performance display device EH, but this is not limited to this. As shown in FIG. 10(a) to FIG. 10(d), the performance display device EH may suggest or notify at least some stages from the lowest stage to the highest stage without suggesting or notifying all stages from the lowest stage to the highest stage. In this case, the performance display device EH may suggest or notify at least the current stage and some stages of the stages other than the current stage. For example, some stages of the stages other than the current stage may only be stages before the current stage. For example, some stages of the stages other than the current stage may only be stages after the current stage. For example, some stages of the stages other than the current stage may only be the stage one stage before the current stage. For example, some stages of the stages other than the current stage may only be the stage next to the current stage.

[0157] Fig. 10(a) shows an example of the display contents of the performance display device EH when a stage performance starts. In the performance display device EH, when a stage performance starts, a stage image D1 corresponding to a first stage and stage images D2 and D3 corresponding to a second stage may be displayed in the display area H. At this time, the display area of ​​the stage image D1 in the display area H may be larger than the display area of ​​the stage images D2 and D3 in the display area H. In other words, during the execution of a stage performance, the display area suggesting or notifying the current stage may be larger than the display area suggesting or notifying a stage other than the current stage.

[0158] As shown in Fig. 10(b) and Fig. 10(c), for example, in the case of progressing from the first stage to the second stage, when progressing from the stage image D1 to the stage image D3, the stage progression performance may be executed in the performance display device EH. Specifically, when the stage progression performance starts, the performance display device EH may erase the image AK imitating a panda displayed in the stage image D1. Then, as shown in Fig. 10(a) → Fig. 10(b) → Fig. 10(c), the performance display device EH may dynamically display the image AK imitating a panda walking from the stage image D1 to the stage image D3 on the image imitating an arrow from the stage image D1 to the stage image D3. Note that the image imitating an arrow from the stage image D1 to the stage image D3 may be configured to change to a different color tone as the image AK imitating a panda progresses from the stage image D1 to the stage image D3. Here, in the performance display device EH, as the image AK imitating a panda is dynamically displayed walking from the stage image D1 to the stage image D3, a change may occur in the display area of ​​the stage image D1 and the stage images D2, D3 in the display area H. In other words, as the stage progression performance is executed, a change may occur between the display area suggesting or notifying the current stage and the display area suggesting or notifying a stage other than the current stage.

[0159] Specifically, as shown in FIG. 10(a) to FIG. 10(c), in the performance display device EH, the display area of ​​the stage image D1 may become narrower as the stage progression performance progresses. In other words, in the performance display device EH, the display area of ​​the stage image D1 corresponding to the current stage may become narrower as time passes since the start of the stage progression performance. On the other hand, in the performance display device EH, the display area of ​​the stage image D3 may become wider as the stage progression performance progresses. In other words, in the performance display device EH, the display area of ​​the stage image D3 corresponding to a stage other than the current stage may become wider as time passes since the start of the stage progression performance. And, as shown in FIG. 10(c), when a predetermined time has passed since the start of the stage progression performance, the display area of ​​the stage image D3 corresponding to a stage other than the current stage may become wider than the display area of ​​the stage image D1 corresponding to the current stage. In other words, when a predetermined time has not passed since the start of the stage progression performance, the display area of ​​the stage image D3 corresponding to a stage other than the current stage may be narrower than the display area of ​​the stage image D1 corresponding to the current stage. Thereafter, as shown in FIG. 10(d), the performance display device EH may dynamically display the image AK imitating a panda arriving at the stage image D3, and the stage progression performance may end. At this time, the display area of ​​the stage image D3 in the display area H may be wider than the display areas of the stage images D1, D5, and D6 in the display area H. As described above, when the stage progression performance is not being performed, the display area suggesting or notifying the current stage may be wider than the display area suggesting or notifying a stage other than the current stage. In this modification example, the display area suggesting or notifying the current stage corresponds to the first display area, and the display area suggesting or notifying a stage other than the current stage corresponds to the second display area. Then, when the stage progression performance is performed, the first display area may become narrower and the second display area may become wider as time passes from the start of the stage progression performance, and when a predetermined time has passed from the start of the stage progression performance, the second display area may become wider than the first display area.

[0160] The number of stages in the stage performance is 4, but is not limited to this. The number of stages in the stage performance may be 2, 3, or 5 or more. That is, the highest stage may be the second stage, the third stage, or the fifth stage or more. In this case, the number of confirmed stages may be determined according to the number of stages in the stage performance. The number of stages in the stage performance may be determined by lottery in the performance content determination process, or may be a predetermined number. When the number of stages in the stage performance is determined by lottery in the performance content determination process, the number of stages in the stage performance may be larger when a fluctuation start command capable of identifying a jackpot fluctuation pattern is input than when a fluctuation start command capable of identifying a miss fluctuation pattern is input.

[0161] The stage progression direction is not limited to two directions. The stage progression direction may be one direction or three or more directions. In other words, the pattern of the stage progression presentation may be one type or three or more types. The stage progression direction may be different depending on the stage. For example, in the stage presentation, the progression direction when progressing from the first stage to the second stage may be two directions, the progression direction when progressing from the second stage to the third stage may be three directions, and the progression direction when progressing from the third stage to the fourth stage may be four directions. In this way, the pattern of the stage progression presentation may be different depending on the current stage when the stage progression presentation is executed.

[0162] In staged presentation, the stage may be reversed. For example, after progressing from the first stage to the third stage, such as first stage → second stage → third stage → second stage → third stage, the stage may be reversed from the third stage to the second stage, and then progress to the third stage again. In this way, in staged presentation, it is possible to progress in stages over a plurality of stages, and also possible to reverse in stages over a plurality of stages.

[0163] There may be multiple kinds of stage progression effects. The stage progression effects executed when progressing from the first stage to the second stage (hereinafter referred to as the first stage) and the stage progression effects executed when progressing from the second stage to the third stage (hereinafter referred to as the second stage) may be different. Furthermore, the stage progression effects executed when progressing from the third stage to the fourth stage (hereinafter referred to as the third stage) may be different from the first stage and the second stage. For example, the first stage may be dynamically displayed as an image AK imitating a panda walking on an image imitating an arrow. For example, the second stage may be dynamically displayed as an image AK imitating a panda riding a bicycle on an image imitating an arrow. For example, the third stage may be dynamically displayed as an image AK imitating a panda riding a car on an image imitating an arrow. In this way, the content of the stage-progression presentation may differ depending on the current stage when the stage-progression presentation is executed.

[0164] The first presentation content may be the same as the second presentation content, while the third presentation content may be different from the first and second presentation contents. In other words, the presentation content of the step-by-step progression presentation may be at least partially different depending on the current stage when the step-by-step progression presentation is executed.

[0165] The content of the stage progression effect executed when progressing to the highest stage may be different from the content of the stage progression effect executed when progressing to a stage other than the highest stage. Note that when progressing to a stage other than the highest stage, the same stage progression effect may be executed regardless of the number of stages to progress to.

[0166] A progress suggestion effect may be executed to suggest or notify whether a step-by-step progression effect will be executed. The progress suggestion effect may be configured to include either an effect that can specify that a step-by-step progression effect will be executed or an effect that can specify that a step-by-step progression effect will not be executed. For example, when a progress suggestion effect is executed, the effect display device EH may display a blinking image AK that resembles a panda displayed in the stage image corresponding to the current stage. Then, the effect display device EH may execute a step-by-step progression effect when the image AK that resembles a panda is erased from the blinking state. On the other hand, the effect display device EH may not execute a step-by-step progression effect when the image AK that resembles a panda is displayed from the blinking state.

[0167] Although the stage performance is configured to start from the first stage, it may start from the second stage or from the third stage. In other words, the stage performance may start from a stage other than the lowest stage or the highest stage. For example, when it is decided to execute the stage performance, the sub-CPU51 may determine the starting stage from a stage other than the highest stage by lottery.

[0168] The stage image corresponding to each stage may include an image that can identify the stage number. For example, the stage image corresponding to the first stage may include an image that suggests or notifies that the stage number is "1", such as an image showing the character string "1" or an image showing the character string "1st". Similarly, the stage image corresponding to the second stage may include an image that suggests or notifies that the stage number is "2", the stage image corresponding to the third stage may include an image that suggests or notifies that the stage number is "3", and the stage image corresponding to the fourth stage may include an image that suggests or notifies that the stage number is "4". With such a configuration, it is possible to identify the stage number of the current stage from the stage image corresponding to the current stage, and also to identify that there is another stage other than the current stage.

[0169] As the stage of the stage performance progresses, the stage suggested or notified may be updated. For example, when the current stage is the lowest stage, the fact that there is another stage other than the current stage may not be suggested or notified, and when the current stage is not the lowest stage, the fact that there is another stage other than the current stage may be suggested or notified. For example, when the current stage is the highest stage, the fact that there is another stage other than the current stage may not be suggested or notified, and when the current stage is not the highest stage, the fact that there is another stage other than the current stage may be suggested or notified.

[0170] The time from progression to the highest stage (e.g., the fourth stage) until the stage determination performance starts may be shorter than the time from progression to a stage other than the highest stage (e.g., the second and third stages) until the stage determination performance starts. At the highest stage, there is no progression to the next stage, so it is clear that the stage determination performance will be executed. For this reason, by shortening the time until the stage determination performance is executed after progression to the highest stage, the stage determination performance can be executed without any sense of incongruity. On the other hand, at a stage other than the highest stage, it is possible to progress to the next stage, so if the time until the stage determination performance is executed is short, it is difficult to increase the sense of anticipation for the progression to the stage. According to this modified example, the time until the stage determination performance starts is made different depending on whether it is the highest stage, thereby increasing interest.

[0171] The device may be provided with a performance button that can be operated by the player, and the performance may be triggered by the operation of the performance button during the stage performance to execute either the stage progression performance or the stage determination performance. For example, in a situation before the stage progression performance and the stage determination performance are executed, the performance display device EH may execute a performance that prompts the operation of the performance button, and execute either the stage progression performance or the stage determination performance based on the operation of the performance button. In other words, the performance display device EH may execute the stage progression performance or may not execute the stage progression performance based on the operation of the performance button during the execution of the stage performance. Also, the performance display device EH may execute the stage determination performance or may not execute the stage determination performance based on the operation of the performance button during the execution of the stage performance.

[0172] When the stage determination performance starts, the performance display device EH does not need to enlarge and display the image corresponding to the current stage. This allows the performance display device EH to execute the stage determination performance without obstructing the visibility of the image corresponding to a stage other than the current stage. In this case, the performance display device EH may or may not set the display priority of the image corresponding to the current stage to the highest level.

[0173] In the above embodiment, the display priority (layer) of the stage image corresponding to each stage is set higher as the stage number is smaller during the execution of the stage performance, but this is not limited to the above. The display priority of the stage image corresponding to each stage may be set higher as the stage number is larger during the execution of the stage performance. For example, the display priority of the stage images D7 to D10 corresponding to the fourth stage may be set higher than the display priority of the stage images D4 to D6 corresponding to the third stage. The display priority of the stage images D4 to D6 corresponding to the third stage may be set higher than the display priority of the stage images D2, D3 corresponding to the second stage. The display priority of the stage images D2, D3 corresponding to the second stage may be set higher than the display priority of the stage image D1 corresponding to the first stage.

[0174] During the execution of the stage determination performance, there may be a plurality of patterns for the contents (hereinafter referred to as stage determination performance contents) in which a still image corresponding to the current stage when the stage is determined is dynamically displayed. For example, in the state in which the image AK imitating a panda and the image imitating a dog fight as shown in FIG. 5, there may be a pattern in which the image AK imitating a panda attacks and a pattern in which the image imitating a dog attacks. The sub-CPU51 may determine the stage determination performance contents in the performance content determination process. The sub-CPU51 may determine the stage determination performance contents according to the inputted fluctuation start command. The sub-CPU51 may make the probability of determining the stage determination performance contents different when a fluctuation start command capable of identifying a big hit fluctuation pattern is input and when a fluctuation start command capable of identifying a miss fluctuation pattern is input. For example, the stage determination performance contents when a fluctuation start command capable of identifying a big hit fluctuation pattern is input may be more likely to be determined as a pattern in which the image AK imitating a panda attacks than the stage determination performance contents when a fluctuation start command capable of identifying a miss fluctuation pattern is input. This allows the player to understand the expectation of favorable developments based on the stage-determined performance contents, thereby increasing interest.

[0175] The stage performance is configured to be executable before the reach performance is executed when the reach performance is executed, but this is not limited thereto. The stage performance may be configured to be executable after the reach performance is executed when the reach performance is executed. For example, in the performance display device EH, the stage performance may be executed from the time when the left and right pattern columns are temporarily stopped and displayed in the performance game and the reach performance starts until the left, middle, and right pattern columns are displayed as fixed stops. Here, the super reach performance is a performance that develops the performance from the middle of the normal reach performance, but after this development, there may be a reach performance (for example, a super super reach performance) that develops the performance from the middle of the super reach performance. In other words, in the pachinko game machine 10, the reach performance may be configured to be developed in stages. In this case, in the performance display device EH, the stage performance may be executed during the time until the performance is developed during the normal reach performance. Also, in the performance display device EH, the stage performance may be executed during the time until the performance is developed during the super reach performance.

[0176] In the pachinko gaming machine 10, a pseudo continuous performance (so-called pseudo consecutive) may be performed during the execution of a special game. In the pseudo continuous performance, the start of the change of the performance symbols of all the columns is performed multiple times in one special game. In the following description, the start of the change of the performance symbols of all the columns in the pseudo continuous performance is referred to as a "performance cycle". The number of performance cycles in the pseudo continuous performance means the number of times the change of the performance symbols of all the columns is started in the pseudo continuous performance. When the pseudo continuous performance is performed, in a performance cycle other than the final one, the performance symbols of all the columns may be temporarily stopped and then displayed again. That is, during the execution of one performance game, the performance symbols may be temporarily stopped and then displayed again. In the pachinko gaming machine 10 configured to be able to perform such a pseudo continuous performance, multiple stage performances may be performed during the execution of one special game. That is, in the pachinko gaming machine 10, when the pseudo continuous performance is performed, the stage performance may be performed in each performance cycle. For example, when a pseudo continuous performance of two performance cycles is performed, a stage performance that progresses from the first stage to the second stage in the first performance cycle may be executed, and then a stage performance that progresses from the first stage to the second stage to the third stage in the second performance cycle may be executed. In this case, the reach performance may be executed based on the stage performance executed in the second performance cycle (the final performance cycle). In addition, in the pachinko gaming machine 10, when a pseudo continuous performance is performed, when a stage performance is executed in each performance cycle, the stage performance may be executed by taking over the number of stages that have progressed. For example, when a pseudo continuous performance of two performance cycles is performed, a stage performance that progresses from the first stage to the second stage in the first performance cycle may be executed, and then a stage performance that starts from the second stage and progresses from the second stage to the third stage in the second performance cycle may be executed.

[0177] The above embodiment may be applied to a slot machine (a so-called reel-type gaming machine). For example, the slot machine may have a plurality of reels and a stop operation means capable of stopping the plurality of reels, and may execute a stage performance when at least one of the plurality of reels is spinning. In this case, the slot machine may end the stage performance when all of the plurality of reels have stopped. The execution time of one variation game in the slot machine differs depending on the operation of the stop operation means. Therefore, for example, if the variation game ends during the execution of the stage performance, the stage performance ends midway.

[0178] The slot machine may execute the stage performance across multiple consecutive variable games. In other words, the slot machine may continue the stage performance even after the variable game in which the stage performance started has ended. For example, the more times the stage is advanced in the stage performance, the greater the number of consecutive variable games in which the stage performance is executed. With this configuration, it is possible to prevent the stage performance from ending midway.

[0179] The pachinko game machine of the above embodiment may be configured to be controlled to the time-saving state when the number of times that a special game is executed within a predetermined period reaches a specified number of times, even if the jackpot is not won. The number of times that a special game is executed within a predetermined period may be, for example, the number of times that a special game is executed without a jackpot game being awarded after the game is controlled to the low probability state, or the number of times that a special game is executed without a next jackpot game being awarded after the jackpot game ends. In the case where such a configuration is provided, in the stage presentation executed when the number of times that a special game is executed within a predetermined period reaches a specified number of times, the stage in the stage presentation may be more likely to progress than the stage presentation executed when the number of times that a special game is executed within a predetermined period does not reach a specified number of times. In other words, the expectation of being controlled to the time-saving state may be higher as the stage in the stage presentation progresses.

[0180] The pachinko game machine of the above embodiment may have a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a chance symbol) as a non-jackpot result that may be derived when the jackpot lottery is not won. And, when a chance symbol is derived in a special game during a non-time-saving state, the time-saving state may be controlled upon the chance symbol being derived. When equipped with such a configuration, in the stage performance executed when the chance symbol is derived, the stage in the stage performance may be more likely to progress than in the stage performance executed when the losing symbol is derived. In other words, the expectation of being controlled to the time-saving state may be higher as the stage in the stage performance progresses.

[0181] The pachinko gaming machine of the above embodiment may be applied to a pachinko gaming machine that performs a small win lottery in addition to a big win lottery. In general, if a small win is won in the small win lottery, the small win game is awarded after the special game ends. The pachinko gaming machine of the above embodiment may be embodied as a pachinko gaming machine that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal gaming state (for example, a gaming state that is a low probability state and not a time-saving state).

[0182] As a pachinko game machine that can be controlled to a high probability state, there is a specification that controls the game to a high probability state until a drop lottery is won (a falling machine), and a specification that controls the game to a high probability state until a predetermined number of special games are completed (a ST machine). In addition, a pachinko game machine that can be controlled to a high probability state has a specification that controls the game to a high probability state when a game ball passes through a specific area (a V high probability machine). The pachinko game machine of the above embodiment may be embodied as a pachinko game machine of any of these specifications. In addition, the pachinko game machine may be a pachinko game machine of a specification that combines the above-mentioned falling machine and the V high probability machine. In addition, the V high probability machine has a specification that has a single large prize opening and generates a specific round game. The V high probability machine has a specification that has a large prize opening (V prize opening) that is opened in a specific round game and a large prize opening that is opened in a round game other than the specific round game, and generates a specific round game. The pachinko gaming machine of the above embodiment may be embodied as a V-type variable type machine of any of these specifications.

[0183] The special game may be displayed on the effect display device EH. In this case, the effect game may not be displayed. The first special game and the second special game may be executed in the order of reservation, or may be executed simultaneously in parallel.

[0184] The mechanical configuration of the pachinko game machine may be changed as appropriate. For example, the performance display device EH may be composed of a plurality of display means, some of which may be configured to be displaceable. The display means on which the stage performance is performed may be different from the display means on which the performance game is performed.

[0185] The above embodiment may be embodied in a pachinko game machine in which a virtual medium composed of electronic data is provided when a game ball is provided. That is, the above embodiment may be embodied in a pachinko game machine in which a physical game medium is not paid out (a so-called managed game machine). Such a pachinko game machine is configured to convert a game ball that can be launched by using the virtual medium, and to be able to launch the game ball.

[0186] The functions of the main control board 40 may be realized by being divided among multiple boards. The main control board 40 may be composed of multiple CPUs mounted on a single board. The functions of the sub-control board 50 may be realized by being divided among multiple boards. For example, a pachinko game machine may be equipped with a display board that specializes in controlling the performance display device EH, a lamp board that specializes in controlling the decorative lamps LA, and an audio board that specializes in controlling the speaker SP, and may further be equipped with a master board that comprehensively controls these boards. In addition, the sub-CPU 51 may be composed of multiple CPUs mounted on a single board.

[0187] The technical ideas that can be understood from each embodiment and modification will be described. (i) The stage other than the current stage that can be suggested or notified during the execution of the specific performance may include a stage prior to the current stage.

[0188] (b) During the execution of the specific presentation, when there is a progression from the current stage to the next stage, a stage progression presentation is executed which suggests or notifies the player that the stage will progress, whereas when there is no progression from the current stage to the next stage, a stage confirmation presentation is executed which suggests or notifies the player that the stage has been confirmed without progressing.

[0189] (C) A gaming machine as described in (B) in which the stage determination effects include effects that suggest or notify the player of the degree of expectation for a favorable development. (ii) A gaming machine as described in (ii) or (iii), in which while the specific presentation is being executed, it is possible to suggest or notify the current stage by displaying a still image corresponding to the current stage, and while the stage determination presentation is being executed, a still image corresponding to the current stage at the time the stage is determined is dynamically displayed.

[0190] (E) A gaming machine as described in any one of (B) to (D), in which the stage-progression presentation has a first mode and a second mode, and when the stage-progression presentation is executed according to the first mode, there is a higher expectation of a favorable development than when the stage-progression presentation is executed according to the second mode.

[0191] (e) The performance execution means is provided with a display area having a predetermined area, and during the execution of the specific performance, the display area suggesting or notifying the current stage is larger than a display area suggesting or notifying a stage other than the current stage.

[0192] (d) The effect execution means is provided with a display area having a predetermined area, and during execution of the specific effect, when progressing from the current stage to the next stage, a stage progression effect is executed which suggests or notifies the player that a stage will progress, and when the stage progression effect is not being executed, a first display area which suggests or notifies the player of the current stage is larger than a second display area which suggests or notifies the player of a stage other than the current stage, and when the stage progression effect is executed, the first display area becomes narrower and the second display area becomes wider with each passing time from the start of the stage progression effect, and when a predetermined time has passed since the start of the stage progression effect, the second display area becomes wider than the first display area.

[0193] (H) A gaming machine as described in (C) in which, when the reach effect is executed in the effect game after the specific effect has ended, the reach effect is executed with content related to the stage determination effect.

[0194] (i) A gaming machine capable of executing a presentation game using presentation symbols during execution of a variable game and configured to be capable of executing a reach presentation in the presentation game, the gaming machine is provided with a jackpot drawing means for executing a jackpot drawing, a presentation execution means capable of executing a presentation, and a presentation control means for controlling the presentation execution means, and when a jackpot is won in the jackpot drawing, a jackpot display result is derived in the presentation game, the presentation execution means is capable of executing a specific presentation that can progress stepwise over a plurality of stages, the specific presentation is configured to be executable before the reach presentation is executed when the reach presentation is executed, and as the stages in the specific presentation progress, a gaming machine in which the more the number of stages increases, the higher the expectation of a favorable development is likely to be, and while the specific performance is being executed, it is possible to suggest or notify the player of the current stage in the specific performance, and it is possible to suggest or notify the player that there are two or more stages other than the current stage regardless of whether the player progresses from the current stage to the next stage, and while the specific performance is being executed, it is possible to execute a predetermined performance that suggests or notifies the player that the stage has been determined without progressing from the current stage, and the time from progression to the highest stage, which is the highest of the multiple stages, until the predetermined performance begins is shorter than the time from progression to a stage other than the highest stage until the predetermined performance begins.

[0195] (J) A gaming machine capable of executing a presentation game using presentation symbols during execution of a variable game and configured to be capable of executing a reach presentation in the presentation game, the gaming machine is provided with a jackpot drawing means for executing a jackpot drawing, a presentation execution means capable of executing a presentation, and a presentation control means for controlling the presentation execution means, and when a jackpot is won in the jackpot drawing, a jackpot display result is derived in the presentation game, the presentation execution means is capable of executing a specific presentation that can progress stepwise over a plurality of stages, the specific presentation is configured to be executable after the reach presentation is started when the reach presentation is executed, and the stages in the specific presentation progress. a gaming machine in which the more the number of stages increases, the higher the expectation that the game will unfold more favorably, and during the execution of the specific performance, it is possible to suggest or notify the player of the current stage in the specific performance, and it is possible to suggest or notify the player that there are two or more stages other than the current stage regardless of whether the game will progress from the current stage to the next stage, and during the execution of the specific performance, it is possible to execute a predetermined performance that suggests or notifies the player that the stage has been determined without progressing from the current stage, and the time from progression to the highest stage, which is the highest of the multiple stages, until the predetermined performance begins is shorter than the time from progression to a stage other than the highest stage until the predetermined performance begins.

[0196] (K) A gaming machine as described in (Ri), in which, when the specific presentation has progressed beyond a predetermined stage among the multiple stages, the reach presentation is executed, and, when the specific presentation has not progressed beyond the predetermined stage among the multiple stages, the reach presentation is or is not executed. [Explanation of symbols]

[0197] 10... Pachinko game machine 13a... First special symbol display section 13b... Second special symbol display section 40... Main control board 41... Microprocessor 42... Main CPU 43... Main ROM 44... Main RWM 50... Sub control board 51... Sub CPU 52... Sub ROM 53... Sub RWM DE... Performance device group EH... Performance display device GH... Image display section H... Display area LA... Decorative lamp SP... Speaker

Claims

[Claim 1] An operation means operable by a player; A performance execution means capable of executing a performance; A performance control means for controlling the performance execution means, The performance execution means is capable of executing a specific performance, The specific effect is an effect in which the number of stages can be increased stepwise over a plurality of stages from a minimum number of stages to a maximum number of stages during a period from when a specific image is displayed to when it is not displayed, The specific effect is an effect in which the number of stages can be lowered during the period from when the specific image is displayed to when it is not displayed, During the execution of the specific performance, it is possible to increase the number of stages from the current number of stages to the next number of stages by operating the operating means, During the execution of the specific performance, it is possible to suggest or notify the current stage number in the specific performance, and regardless of whether the stage number increases from the current stage number to the next stage number, it is possible to suggest or notify two or more stage numbers in the specific performance being executed that are different from the current stage number; A gaming machine characterized in that, during execution of the specific performance, it is possible to suggest or notify the player of the minimum to maximum stage numbers in the specific performance, regardless of the current stage number in the specific performance.

Citation Information

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