Gaming Machines
By introducing counting and display functions into the game console, the problem of players being confused by sudden game restrictions is solved, and clear notification of game restrictions and game state initialization after power recovery is achieved.
Patent Information
- Application Number
- JP2024055399
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-29
- Publication Date
- 2025-05-07
- Estimated Expiration
- 2042-03-31
AI Technical Summary
Existing consoles can lead to players being confused by sudden game restrictions when limiting players to receive too many prize balls.
By introducing counting and display functions into the game console, it provides clear notifications when the game is executed and initializes counting after power is restored, ensuring players are aware of the game status.
Effectively notify players of activation of game restrictions, reduce player confusion, and ensure normal recovery of game state after power recovery.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, among pachinko machines, which are a type of gaming machine, there are gaming machines that give players the opportunity to win prize balls through winning games. For example, in the gaming machine described in Patent Document 1, a big win game occurs when a big win is won in a winning lottery, and a small win game occurs when a small win is won in a winning lottery. In these winning games, the player can win prize balls. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-97881 A Summary of the Invention [Problem to be solved by the invention]
[0004] In order to prevent a player from winning too many prize balls, such a gaming machine may be provided with a function that restricts the execution of a game when the number of prize balls won by the player and the number of balls used by the player in the game reach an upper limit. However, if such a function is provided, there is a risk that the player will be confused if the execution of the game is suddenly restricted by the activation of the function. [Means for solving the problem]
[0005] A gaming machine that solves the above problem includes a counting means, an informing means including at least a display means for displaying predetermined information, a display control means for controlling the display means, a large prize opening that is opened in a winning game, and a predetermined prize opening different from the large prize opening, the counting means is capable of counting a number of specific gaming media, and when the number of specific gaming media reaches an upper limit number, execution of a game on the gaming machine is restricted, the display means is capable of displaying specific information that can identify that the number of specific gaming media has reached a specific number smaller than the upper limit number, and when the number of specific gaming media has reached the upper limit number, is capable of displaying special information that can identify that the upper limit number has been reached, and when the number of specific gaming media has reached the upper limit number during execution of a predetermined winning game, if the number of specific gaming media reaches the upper limit number during the execution of the winning game, and then the power supply is cut off during the execution of the winning game and then the power supply is started, the winning game is resumed, and execution of a game on the gaming machine is restricted upon the end of the winning game, During execution of a predetermined winning game, if power supply is cut off before the number of the specific game media reaches the upper limit number, and power supply is then started again, the winning game is resumed, and the counting means is capable of initializing the number of the specific game media; The gist of the invention is that the notification means, when power supply is started, executes an input notification that can identify the start of power supply, and if the power supply is cut off while the special information is being displayed and then power supply is started again, at least a part of the input notification is not executed, and the display means changes the number of specific gaming media when a gaming ball enters the designated winning slot, and is capable of displaying the specific information when the number of specific gaming media after the change reaches the specific number.
[0006] The gaming machine that solves the above problem includes a counting means, a display means for displaying predetermined information, and a display control means for controlling the display means, wherein the counting means: A specific number of game media can be counted, and the specific number of game media can be counted. When the upper limit number is reached, execution of the game in the gaming machine is restricted, and the display means displays: The specific number of gaming media When the number reaches a specific number that is smaller than the upper limit, ,before The specified number has been reached. Identifiable Specific information can be displayed, The specific number of gaming media As a result of reaching the upper limit ,before Special information that can identify when the upper limit has been reached can be displayed. ofDuring play The specific number of gaming media After reaching the upper limit, Applicable If the power supply is cut off during play and then restarted, Note The game was resumed and Applicable The gist of the invention is that the execution of a game on the gaming machine is restricted upon the end of a game, and when the execution of the game is restricted, when prize balls have been awarded but the payout of the game balls has not yet been completed and the display means is not displaying payout information regarding the payout of the game balls, the power supply is cut off, and thereafter, when the power supply is started again, the display means is capable of displaying payout information regarding the payout of the game balls. Effect of the Invention
[0007] According to the present invention, it is possible to preferably notify a player that a function for restricting the execution of a game is being activated. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing the appearance of a pachinko gaming machine. [Diagram 2] This is a diagram of the game board as seen from the front. [Diagram 3] FIG. 2 is a diagram showing the electrical configuration of a pachinko game machine. [Figure 4] FIG. 1A is a diagram showing an example of the display content of the performance display device when a payout error is set, and FIG. 1B is a diagram showing an example of the display content of the performance display device when an illegal winning error is set. [Diagram 5] 13(a) to (d) are diagrams showing an example of the display contents of the effect display device when the progress part of the gaming machine is the waiting part. [Figure 6] 13(a) to (f) are figures showing an example of the display contents of the effect display device when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part. [Figure 7]13(a) to (f) are figures showing an example of the display contents of the effect display device when the gaming state is a low-probability time-saving state and the progress part of the gaming machine is a variable part. [Figure 8] 13(a) to (f) are figures showing an example of the display contents of the effect display device when the gaming state is a high probability non-time-saving state and the progress part of the gaming machine is a variable part. [Figure 9] 13(a) to (f) are diagrams showing an example of the display contents of the effect display device when the gaming state is a high-probability time-saving state and the progress part of the gaming machine is a variable part. [Figure 10] 13A to 13D are diagrams showing an example of the display contents of the effect display device when the progress part of the gaming machine is the jackpot part. [Figure 11] 13A to 13D are diagrams showing an example of the display contents of the effect display device when the progress part of the gaming machine is the jackpot part. [Figure 12] A figure showing an example of the display content of the performance display device when power supply is started. [Figure 13] A figure showing an example of the display content of the performance display device when the complete function is activated. [Figure 14] A figure showing an example of the display content of the performance display device when a specific number of balls reaches a specific number. [Figure 15] A figure showing an example of the display content of the performance display device when the activation of the complete function is pending. [Figure 16] 11 is a flowchart for explaining a first specific ball number counting process. [Figure 17] 13 is a flowchart for explaining a second specific ball number counting process. [Figure 18] FIG. 2 is a diagram for explaining layers on which various images are arranged. [Figure 19] 13(a) to 13(d) are diagrams showing an example of a display mode of the effect display device when specific information is displayed on the effect display device when the progress part of the gaming machine is the waiting part. [Figure 20](a) to (f) are figures showing an example of the display mode of the performance display device when specific information is displayed on the performance display device when the gaming state is a low-probability non-time-saving state and the progressing part of the gaming machine is a variable part. [Figure 21] (a) to (f) are figures showing an example of the display mode of the performance display device when the game state is a low-probability time-saving state and the progressing part of the gaming machine is a variable part and specific information is displayed on the performance display device. [Figure 22] (a) to (f) are figures showing an example of the display mode of the performance display device when the gaming state is a high-probability non-time-saving state and the progressing part of the gaming machine is a variable part and specific information is displayed on the performance display device. [Diagram 23] (a) to (f) are figures showing an example of the display mode of the performance display device when the gaming state is a high-probability time-saving state and the progressing part of the gaming machine is a variable part and specific information is displayed on the performance display device. [Figure 24] 13(a) to 13(d) are diagrams showing an example of a display mode of the effect display device when specific information is displayed on the effect display device when the progress part of the gaming machine is the jackpot part. [Diagram 25] 13(a) to 13(d) are diagrams showing an example of a display mode of the effect display device when specific information is displayed on the effect display device when the progress part of the gaming machine is the jackpot part. [Figure 26] 13A and 13B are diagrams showing an example of the display mode of the performance display device when specific information is displayed on the performance display device when an error is set. [Figure 27] 13A and 13B are diagrams showing an example of the display mode of the performance display device when special information is displayed on the performance display device when an error is set. FIG. [Figure 28] FIG. 13 is a diagram showing a specific example of a display mode of specific information. [Figure 29] FIG. 13 is a diagram showing a specific example of a display mode of specific information. [Diagram 30]13(a) to 13(c) are diagrams showing a specific example of how the base value changes when the complete function is activated. [Diagram 31] A figure showing an example of the display content of the performance display device when the complete function is activated in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] (First embodiment) A first embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.
[0010] As shown in Fig. 1, a pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine to an island facility, and a mounting frame 11b for mounting various game components. A game board YB is attached to the mounting frame 11b. The mounting frame 11b may include a protective frame for protecting the game board YB.
[0011] The pachinko gaming machine 10 includes a speaker SP. The speaker SP can execute an effect of outputting a predetermined sound (hereinafter referred to as a sound effect). For example, the predetermined sound is a piece of music, a human voice, a sound effect, etc. The speaker SP is an example of a sound output means capable of outputting a predetermined sound. The pachinko gaming machine 10 includes a decorative lamp LA. The decorative lamp LA can execute an effect (hereinafter referred to as a light emission effect) by turning on, blinking, and turning off a built-in light-emitting body (not shown).
[0012] The pachinko game machine 10 includes a launch handle HD that is operated when launching game balls. As an example, the launch handle HD is provided on the surface side (front side) of the mounting frame 11b. The pachinko game machine 10 includes a storage tray CZ for storing game balls. As an example, the storage tray CZ is provided on the surface side (front side) of the mounting frame 11b. A payout outlet CZa through which game balls are paid out from inside the pachinko game machine 10 is opened in the storage tray CZ. As an example, the pachinko game machine 10 includes a payout sensor SE7 that detects game balls paid out from inside the machine (see FIG. 3). As an example, the payout sensor SE7 is provided upstream of the payout outlet CZa. The game balls stored in the storage tray CZ are supplied to the inside of the machine through a ball passage (not shown), and then are fired by operating the launch handle HD.
[0013] The pachinko gaming machine 10 includes a performance button BT. The performance button BT includes a single operable part (operation unit). As an example, the performance button BT includes a button-type operation unit that can be pressed. The performance button BT is an example of an operation means that can be operated by a player. The pachinko gaming machine 10 includes a performance lever LV. The performance lever LV includes a single operable operation unit. As an example, the performance lever LV includes a lever-type operation unit that can be pressed. The performance lever LV is an example of an operation means different from the performance button BT as an operation means. The pachinko gaming machine 10 includes a cross button JB. The cross button JB includes a plurality of operation units that can be operated, respectively. As an example, the cross button JB includes an up button JBu, a down button JBd, a left button JBl, and a right button JBr as a plurality of operation units that can be operated, respectively. As an example, each of the up button JBu, the down button JBd, the left button JBl, and the right button JBr includes a button-type operation portion that can be pressed.
[0014] As shown in FIG. 2, a game area YBa having a substantially circular shape in a front view is formed on the front surface of the game board YB. A display window YBb is formed in the substantially center of the game area YBa. A launch passage YBc is formed on the left side of the game area YBa to guide the game balls launched by operating the launch handle HD to the game area YBa. The game board YB is provided with a backflow prevention valve YBd that prevents the game balls launched by operating the launch handle HD from returning back to the launch passage YBc. The game board YB is provided with a used ball sensor SE8 that detects game balls that have reached the game area YBa among the game balls launched by operating the launch handle HD (see FIG. 3). As an example, the used ball sensor SE8 is provided near the game area YBa side of the backflow prevention valve YBd. As an example, the used ball sensor SE8 outputs a used ball signal when it detects a game ball.
[0015] The pachinko game machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserved display device 19c, a second reserved display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first reserved display device 19c, the second reserved display device 19d, and the normal symbol display device 19e are provided at positions on the game board YB that are visible to the player.
[0016] The first special symbol display device 19a can execute a first special symbol changing game (hereinafter referred to as the first special game) in which a predetermined symbol is displayed in a variable manner and then a first special symbol is displayed in a static manner. The second special symbol display device 19b can execute a second special symbol changing game (hereinafter referred to as the second special game) in which a predetermined symbol is displayed in a variable manner and then a second special symbol is displayed in a static manner. Each special symbol is a symbol for notifying the result of an internal lottery (a lottery for a special symbol to win). Hereinafter, the first special game and the second special game are collectively referred to as a "special game". There are a jackpot symbol as a jackpot display result and a miss symbol as a miss display result for the special symbol. If a jackpot is won in the lottery for a special symbol, the jackpot symbol is displayed in a static manner in the special game. After that, a jackpot game is awarded after the special game in which the jackpot symbol is displayed in a static manner ends.
[0017] The first reservation display device 19c displays information that can identify the number of first special games whose execution has been put on hold (hereinafter referred to as the first reservation number) because the reservation conditions have been met but the start conditions have not yet been met. The second reservation display device 19d displays information that can identify the number of second special games whose execution has been put on hold (hereinafter referred to as the second reservation number) because the reservation conditions have been met but the start conditions have not yet been met. As an example, the upper limit number for each reservation number is 4. Without being limited to this, the upper limit number for each reservation number may be 1 to 3, or may be 5 or more. Furthermore, the upper limit numbers for the first reservation number and the second reservation number may be different.
[0018] The normal symbol display device 19e can execute a normal game in which a predetermined symbol is variably displayed and then a normal symbol is stopped and displayed. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). There are normal winning symbols and normal losing symbols. If the lottery for a winning normal symbol is won, the normal winning symbol is stopped and displayed in the normal game. After that, a normal winning game is awarded after the end of the normal game in which the normal winning symbol is stopped and displayed.
[0019] The pachinko game machine 10 may be equipped with a normal reserve display device, a right-hit display device, and a round display device. The normal reserve display device displays information that can identify the number of normal games whose execution is reserved because the reserve condition has been met but the start condition has not yet been met (hereinafter referred to as the normal reserve number). The right-hit display device displays information instructing a right hit. A right hit is a shot of a game ball with a stronger shot strength set so that the game ball flows down the area of the game area YBa to the right of the display window YBb. It should be noted that a left hit is a shot of a game ball with a weaker shot strength set so that the game ball flows down the area of the game area YBa to the left of the display window YBb. The round display device notifies the upper limit number of round games, which will be described later.
[0020] The pachinko game machine 10 includes a performance display device EH. The performance display device EH has a display area R capable of displaying an image. The performance display device EH is an example of a display means for displaying predetermined information. The performance display device EH is attached to the game board YB so that the display area R can be viewed through the display window YBb. As an example, the performance display device EH is a liquid crystal device. The performance display device EH can execute a performance (hereinafter, referred to as a display performance) in which a predetermined object is displayed as an image. For example, the predetermined object is a performance pattern, a character, a landscape, a letter, a number, a symbol, etc. In the performance display device EH, objects are arranged as images for a plurality of layers, and a display screen is generated based on the plurality of layers. At this time, when objects arranged on different layers overlap, a display screen is generated in which an object arranged on a layer with a higher priority is given priority in the overlapping portion. Then, the generated display screen is displayed on the performance display device EH. The performance display device EH, the speaker SP, and the decorative lamp LA are each a performance device capable of executing a performance. The performance display device EH, the speaker SP, and the decorative lamp LA form a performance device group ES consisting of a plurality of performance devices. In other words, the performance device group ES includes the performance display device EH, the speaker SP, and the decorative lamp LA. The performance device group ES is an example of a notification means including at least the performance display device EH as a display means for displaying predetermined information.
[0021] As an example, the display performance in the performance display device EH includes a performance pattern change game (hereinafter referred to as a performance game) using multiple rows of performance patterns. In the performance game, after multiple rows of performance patterns are displayed in a changeable manner, a combination of performance patterns (hereinafter referred to as a pattern combination) is finally displayed. The performance game is started together with the special game. The performance game is ended together with the special game. In the performance game, a pattern combination according to the special patterns displayed in the special game is displayed in a stopped state. When a jackpot pattern is displayed in the special game, a jackpot pattern combination is displayed in the performance game. When a losing pattern is displayed in the special game, a losing pattern combination is displayed in the performance game. Hereinafter, the first special game and the performance game executed corresponding to it are collectively referred to as the "first changing game". Also, the second special game and the performance game executed corresponding to it are collectively referred to as the "second changing game". Also, the first changing game and the second changing game are collectively referred to as the "changing game".
[0022] As an example, the performance symbols include a first performance symbol EZ1 and a second performance symbol EZ2 having lower visibility than the first performance symbol EZ1. As an example, "low visibility" may include a display area (image area) that is smaller than a comparison target. As an example, "low visibility" may include a display position that is farther from the center of the display area R than a comparison target. As an example, the first performance symbol EZ1 is a symbol (image) decorated with characters and patterns, etc., and is a symbol for diversifying the display performance. The first performance symbol EZ1 is a so-called decorative symbol. As an example, the second performance symbol EZ2 is a symbol (image) such as "○ (circle)" or "□ (square)", and is a symbol for making it easier to recognize whether a variable game is being executed or not. As an example, the second performance symbol EZ2 has a symbol for easily recognizing whether the first variable game is being executed or not, and a symbol for easily recognizing whether the second variable game is being executed or not. As an example, the performance game is performed by variably displaying the first performance symbols EZ1 of the left pattern row, the center pattern row, and the right pattern row in a predetermined direction, and variably displaying the second performance symbol EZ2 corresponding to the performance game (variable game) being executed. The first performance symbol EZ1 is an example of main identification information. The second performance symbol EZ2 is an example of sub-identification information.
[0023] The performance game may include a reach performance. The reach performance is a performance that forms a reach and finally stops and displays a predetermined pattern combination. For example, a reach is a state in which the same first performance pattern EZ1 is temporarily stopped and displayed in the left and right pattern rows of the first performance pattern EZ1, and the first performance pattern EZ1 and the second performance pattern EZ2 in the middle pattern row of the first performance pattern EZ1 are continuously displayed in a variable manner. There are normal reach performance and super reach performance. In the following explanation, the normal reach performance may be referred to as the NR performance, and the super reach performance may be referred to as the SR performance. The SR performance is a performance with a higher expectation of a jackpot than the NR performance. As an example, the SR performance is executed via the NR performance.
[0024] In the game area YBa, a plurality of winning holes (ball winning holes) into which game balls can enter are formed. The winning holes include at least a first start hole 12, a second start hole 13, a first large win hole 14, and a second large win hole 15. The first start hole 12 is a winning hole into which game balls enter when the conditions for awarding prize balls and the conditions for starting the first variable game are satisfied. The first start hole 12 is located below the performance display device EH, and is always open so that game balls can enter. The game board YB is provided with a first start sensor SE1 that detects game balls that have entered the first start hole 12 (see FIG. 3).
[0025] The second starting hole 13 is a winning hole through which the game ball enters when the conditions for awarding the prize ball and the conditions for starting the second variable game are satisfied. The second starting hole 13 is located to the right of the first starting hole 12. The second starting hole 13 is provided with a normal opening and closing piece 13a, which is, for example, in the form of a door. The second starting hole 13 is closed so that the game ball does not enter or is difficult to enter when a normal winning game is not awarded. The second starting hole 13 is opened so that the game ball enters or is easy to enter when a normal winning game is awarded. The game board YB is provided with a normal solenoid SL1 as a means for operating the normal opening and closing piece 13a (see FIG. 3). The game board YB is provided with a second starting sensor SE2 for detecting the game ball that has entered the second starting hole 13 (see FIG. 3). The second starting hole 13 is a so-called "normal electric device."
[0026] The first large prize opening 14 is an opening through which the game balls enter when the conditions for awarding the prize balls are met. The first large prize opening 14 is located at the lower right of the performance display device EH. The first large prize opening 14 is provided with a first special opening / closing piece 14a, which is, for example, door-shaped. The first large prize opening 14 is closed so that the game balls do not enter when a big win game is not awarded. The first large prize opening 14 is opened so that the game balls enter or can enter easily when a big win game is awarded. The game board YB is provided with a first special solenoid SL2 as a means for operating the first special opening / closing piece 14a (see FIG. 3). The game board YB is provided with a first count sensor SE3 for detecting the game balls that enter the first large prize opening 14 (see FIG. 3).
[0027] The second large prize opening 15 is an opening through which the game balls enter when the conditions for awarding the prize balls are met. The second large prize opening 15 is located to the right of the performance display device EH. The second large prize opening 15 is provided with a second special opening / closing piece 15a, which is, for example, in the form of a door. The second large prize opening 15 is closed so that the game balls do not enter when a big win game is not awarded. The second large prize opening 15 is opened so that the game balls enter or can enter easily when a big win game is awarded. The game board YB is provided with a second special solenoid SL3 as a means for operating the second special opening / closing piece 15a (see FIG. 3). The game board YB is provided with a second count sensor SE4 for detecting the game balls that enter the second large prize opening 15 (see FIG. 3).
[0028] The game board YB is formed with a ball passage (not shown) through which the game ball that entered the second large winning opening 15 can pass. This ball passage is provided so as to branch into a specific ball passage and a non-specific ball passage at a specific branching section. The game board YB is provided with a distribution shutter that distributes the game ball that entered the second large winning opening 15 to the specific ball passage or the non-specific ball passage. The distribution shutter is provided at the specific branching section. The distribution shutter operates so as to be able to take a first state in which the game ball that entered the second large winning opening 15 is distributed to the specific ball passage and a second state in which the game ball is distributed to the non-specific ball passage. When a predetermined operating condition is established, the distribution shutter operates (controls) in a predetermined operating pattern. The game board YB is provided with a distribution solenoid SL4 as a means for operating the distribution shutter (see FIG. 3). The game board YB is equipped with a specific sensor SE5 that detects a game ball passing through a specific area of the specific ball passage (see FIG. 3). In the following description, the specific area of the specific ball passage may be simply referred to as the specific area.
[0029] A gate 17 is disposed in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second start opening 13 and the first large prize opening 14, and below the second large prize opening 15. The gate 17 has a gate opening 17a that is always open so that game balls can enter. A gate sensor SE6 that detects game balls that enter and pass through is disposed in the gate opening 17a (see FIG. 3). The gate 17 is a ball entry opening through which game balls can enter when the starting conditions for the normal game are established. The gate 17 is a ball entry opening through which the conditions for awarding prize balls are not established even if game balls enter the gate 17.
[0030] In the game area YBa, an outlet 18 through which game balls can enter is formed. The outlet 18 is an inlet for collecting game balls that have not entered any of the first start opening 12, the second start opening 13, the first big prize opening 14, and the second big prize opening 15 from the game area YBa.
[0031] Next, the big win game will be described. In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). As an example, the predetermined performance is an opening performance that allows the start of the jackpot game to be recognized. In the jackpot game, after the opening time has elapsed, a round game in which the first large prize winning hole 14 or the second large prize winning hole 15 is opened is performed a predetermined number of times. One round game ends when a number condition in which a predetermined number of game balls enter or a time condition in which a predetermined time has elapsed is met. In the round game, the first large prize winning hole 14 and the second large prize winning hole 15 are opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). As an example, the predetermined performance is an ending performance that allows the end of the jackpot game to be recognized. The jackpot game ends with the ending time elapses. In the following explanation, the period from when the jackpot game starts to when the opening time has elapsed will be referred to as the opening period, the period from when the opening period ends to when the final round of game ends will be referred to as the round period, and the period from when the round period ends to when the jackpot game ends will be referred to as the ending period.
[0032] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is provided with a probability variation function (hereinafter, referred to as a probability variation function). The high probability function is a function for varying the probability of winning a jackpot in a special pattern winning lottery (hereinafter referred to as the jackpot probability). The pachinko game machine 10 has a low probability state in which the high probability function is not activated, and a high probability state in which the high probability function is activated, as states in which the jackpot probability can differ. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is an advantageous state for the player, as it makes it easier to win a jackpot in a special pattern winning lottery. The high probability state is what is known as a "probability varying state (high probability state)."
[0033] The pachinko game machine 10 is provided with a ball entry assistance function. The ball entry assistance function is a function for assisting in winning through the second starting hole 13. The pachinko game machine 10 has two states in which the probability of a game ball entering the second starting hole 13 is different: a low ball entry rate state in which the ball entry assistance function is not activated, and a high ball entry rate state in which the ball entry assistance function is activated. In the high ball entry rate state, the probability of a game ball entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of a game ball entering the second starting hole 13 increases. The high ball entry rate state is advantageous for the player because it becomes easier for a game ball to enter the second starting hole 13 (easy ball entry state).
[0034] For example, the high ball entry rate state can be realized by performing one of the three controls described below, which are arbitrarily selected, or by performing a combination of the controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to the low ball entry rate state. The second control is a normal symbol probability variation control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start port 13 in one normal winning game longer than the low ball entry rate state. The opening time extension control may be at least one of a control that increases the number of openings of the second start port 13 in one normal winning game compared to the low ball entry rate state, and a control that makes one opening time of the second start port 13 in a normal winning game longer than the low ball entry rate state.
[0035] The high ball winning rate state may be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), while the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).
[0036] The game state in the pachinko game machine 10 is determined by a combination of whether or not the probability variation function is activated and whether or not the ball entry assistance function is activated. In the following description, a game state that is a low probability state and a low ball entry rate state is referred to as a "low probability non-time-shortening state". Also, a game state that is a high probability state and a low ball entry rate state is referred to as a "high probability non-time-shortening state". Also, a game state that is a low probability state and a high ball entry rate state is referred to as a "low probability time-shortening state". Also, a game state that is a high probability state and a high ball entry rate state is referred to as a "high probability time-shortening state". The low probability non-time-shortening state is an example of a normal game state. The low probability time-shortening state is an example of an advantageous game state. The high probability non-time-shortening state is an example of an advantageous game state. The high probability time-shortening state is an example of an advantageous game state.
[0037] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back side (rear) of the game board YB. The main board 40 and the sub-board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the sub-board 50. The main board 40 executes a predetermined process and outputs a control signal to the sub-board 50. The sub-board 50 executes a predetermined process based on the control signal input from the main board 40.
[0038] The main board 40 will now be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes a main control program to execute processes related to the progress of the game. The main ROM 42 stores the main control program, judgment values used for various judgments and lotteries, tables, and the like.
[0039] The main ROM 42 stores a plurality of types of variation patterns. The variation pattern is information that specifies the variation time from the start to the end of the variation game. The variation pattern is information that specifies the variation content (presentation content) of the variation game. There are a big win variation pattern and a miss variation pattern. The big win variation pattern specifies the variation content that finally stops and displays a big win symbol combination after a reach presentation in a presentation game. The miss variation pattern specifies the variation content that finally stops and displays a miss symbol combination after a reach presentation or without a reach presentation in a presentation game. The details of the variation patterns will be described later.
[0040] The main RAM 43 stores various information that is rewritten according to the processing result of the main CPU 41. For example, the information stored in the main RAM 43 is a flag, a counter, a timer, etc. As an example, the pachinko gaming machine 10 is configured to be able to back up (hold) at least a part of the information stored in the main RAM 43 even when the power supply is cut off. As an example, the pachinko gaming machine 10 is provided with a backup power supply, and is configured to be able to back up at least a part of the information stored in the main RAM 43 by the power supplied from the backup power supply even when the power supply is cut off. Note that the pachinko gaming machine 10 may be configured to be able to back up at least a part of the information stored in the main RAM 43 even after the power supply is cut off, since the main RAM 43 is a non-volatile memory that can hold the stored contents even when the power supply is cut off.
[0041] As an example, among the information stored in the main RAM 43, information that is backed up even when the power supply is cut off (hereinafter, referred to as backup information) includes game information related to the progress of the game and base information related to the base value. As an example, the game information includes information related to the special game, information related to the jackpot game, information related to the game state, and information related to the payout of prize balls. The information related to the special game includes, for example, information that can identify the special reserved number, various random number information, information that can identify the lottery result of the winning lottery (jackpot and small win), information that can identify the fluctuation pattern of the special game, and information that can identify the special pattern derived in the special game. The information related to the jackpot game includes information that can identify the progress of the jackpot game. The information related to the game state includes information that can identify the operation status (including the remaining number of times of operation) of the probability change function and the ball entry assistance function. The information related to the payout of prize balls includes information that can identify the number of prize balls that have not been paid out. As an example, the base information is information that can identify the base value. As an example, the base value is counted (calculated) by multiplying the total number of winning balls when the game is in a low-probability non-time-saving state and not in a jackpot game divided by the total number of used balls when the game is in a low-probability non-time-saving state and not in a jackpot game by 100. The number of used balls is the number of game balls used in a game. As an example, the number of used balls is the number of game balls that are launched by operating the launch handle HD and reach the game area YBa.
[0042] The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to generate software random numbers by random number generation processing by the main CPU 41. The main board 40 includes a base display device 45. As an example, the base display device 45 displays information that can identify a base value. As an example, the base display device 45 is a display device configured with four 8-segment LEDs. The 8-segment LED is configured with a 7-segment LED and one LED that can display dots. The 7-segment LED is a display device in which seven LEDs are arranged to resemble the Arabic numeral "8". As a result, the 8-segment LED can express the numerals 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9 as Arabic numerals. The base display device 45 can display four-digit numerals in the decimal system using four 8-segment LEDs.
[0043] The main board 40 includes a RAM clear switch 46. As an example, the RAM clear switch 46 includes an operation unit that can be pressed. The main CPU 41 can input an operation signal that can specify the operation state of the RAM clear switch 46. The operation state of the operation unit is information that indicates whether or not the operation unit is being operated. In other words, the operation state of the operation unit includes a state in which the operation unit is being operated and a state in which the operation unit is not being operated.
[0044] The main board 40 is connected to each of the first start sensor SE1, the second start sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific sensor SE5, the gate sensor SE6, the payout sensor SE7, and the used ball sensor SE8. The main CPU 41 can input each detection signal output by each of the first start sensor SE1, the second start sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific sensor SE5, the gate sensor SE6, the payout sensor SE7, and the used ball sensor SE8 when they detect the game ball. The main board 40 is connected to each of the first special symbol display device 19a, the second special symbol display device 19b, the first reserved display device 19c, the second reserved display device 19d, and the normal symbol display device 19e. The main CPU 41 can control the display contents of the first special symbol display device 19a, the second special symbol display device 19b, the first reserved display device 19c, the second reserved display device 19d, and the normal symbol display device 19e separately. The main board 40 is connected to the normal solenoid SL1, the first special solenoid SL2, the second special solenoid SL3, and the distribution solenoid SL4. The main CPU 41 can control the opening state of the second start port 13 by controlling the operation of the normal solenoid SL1. The main CPU 41 can control the opening state of the first large winning port 14 by controlling the operation of the first special solenoid SL2. The main CPU 41 can control the opening state of the second large winning port 15 by controlling the operation of the second special solenoid SL3. The main CPU 41 can control the operation state of the distribution shutter by controlling the operation of the distribution solenoid SL4.
[0045] Next, the sub-substrate 50 will be described. The sub-substrate 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes a sub-control program to perform processing related to the presentation. The sub-ROM 52 stores the sub-control program and a judgment value used in a predetermined lottery. The sub-ROM 52 stores display presentation data used for display presentation, light-emitting presentation data used for light-emitting presentation, and sound presentation data used for sound presentation. The sub-RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RAM 53 includes a flag, a counter, and a timer. The sub-substrate 50 is configured to be able to generate software random numbers by the random number generation process by the sub-CPU 51. The sub-substrate 50 may include a random number generation circuit and be configured to be able to generate hardware random numbers by the random number generation circuit.
[0046] The sub-substrate 50 is connected to the performance display device EH. The sub-CPU 51 is capable of controlling the display content in the display area R of the performance display device EH. The sub-CPU 51 is an example of a display control means that controls the performance display device EH as a display means. The sub-substrate 50 is connected to a speaker SP. The sub-CPU 51 is capable of controlling the output content of the speaker SP. The sub-substrate 50 is connected to a decorative lamp LA. The sub-CPU 51 is capable of controlling the light emission mode of the decorative lamp LA.
[0047] The sub-board 50 is connected to the performance button BT. The sub-CPU 51 can input an operation signal indicating the operation state of the performance button BT. The sub-board 50 is connected to the performance lever LV. The sub-CPU 51 can input an operation signal indicating the operation state of the performance lever LV. The sub-board 50 is connected to the cross button JB. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the up button JBu. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the down button JBd. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the left button JBl. As an example, the sub-CPU 51 can input an operation signal indicating the operation state of the right button JBr.
[0048] Next, various processes performed by the main CPU 41 will be described. The power-on process will now be described. When the main CPU 41 is started by starting the power supply, the main CPU 41 executes a power-on process. In the power-on process, the main CPU 41 judges whether the RAM clear switch 46 is operated based on an operation signal of the RAM clear switch 46. If the RAM clear switch 46 is operated, the main CPU 41 initializes a part of the backup information. As an example, the main CPU 41 initializes the game information among the backup information, but does not initialize the base information. After initializing a part of the backup information, the main CPU 41 stores a control command (hereinafter, referred to as an initialization command) capable of identifying that a part of the backup information has been initialized, in an output buffer of the main RAM 43. As an example, the control command stored in the output buffer is output to the sub-substrate 50 when an output condition is satisfied. As an example, one control command is output to the sub-substrate 50 every time an output condition is satisfied. As an example, the output condition is satisfied every predetermined control period (for example, 16 ms). The control command stored in the output buffer is an example of backup information. The control command stored in the output buffer is an example of game information. Thereafter, the main CPU 41 ends the power-on process. If the RAM clear switch 46 has not been operated, the main CPU 41 does not initialize all of the backup information, and stores a control command (hereinafter, referred to as a restore command) capable of identifying that all of the backup information has not been initialized in the output buffer of the main RAM 43. Thereafter, the main CPU 41 ends the power-on process. Note that in the following description, when simply referred to as an output buffer, this refers to the output buffer of the main RAM 43.
[0049] Next, a timer interrupt process that is performed every predetermined control period (for example, 4 ms) will be described. As an example, the timer interrupt process includes a special symbol input process and a special symbol start process.
[0050] The special symbol input process will be described. In the special symbol input process, the main CPU 41 judges whether the game ball has entered the first start hole 12 based on whether a detection signal has been input from the first start sensor SE1. When the game ball has entered the first start hole 12, the main CPU 41 judges whether the first reserved number stored in the main RAM 43 is less than the upper limit number. When the first reserved number is less than the upper limit number, the main CPU 41 adds 1 to the first reserved number to update it. In this way, the reservation condition of the first special game can be met when the first reserved number is less than the upper limit number and the game ball is detected by the first start sensor SE1. Next, the main CPU 41 controls the first reserved display device 19c to display information that can identify the updated first reserved number. The main CPU 41 stores a control command (hereinafter, referred to as a first reserved number command) that can identify the first reserved number after the addition in the output buffer.
[0051] Next, the main CPU 41 acquires the random numbers generated by the random number generating circuit 44, and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery for winning special symbols, winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The main CPU 41 stores the random number information so that it is possible to identify that the 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 numbers themselves, or may be information obtained by processing the random numbers by a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is established.
[0052] When the main CPU 41 stores random number information for the first special game in the main RAM 43, if the game ball has not entered the first start hole 12 and if the first reserved number is not less than the upper limit number, the main CPU 41 determines whether the game ball has entered the second start hole 13 based on whether a detection signal has been input from the second start sensor SE2. If the game ball has entered the second start hole 13, the main CPU 41 determines whether the second reserved number stored in the main RAM 43 is less than the upper limit number. If the second reserved number is less than the upper limit number, the main CPU 41 adds 1 to the second reserved number to update it. The main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The main CPU 41 stores a control command (hereinafter, referred to as the second reserved number command) that can identify the second reserved number after the addition in the output buffer. The reserved condition for the second special game can be established when the second reserved number is less than the upper limit number and the game ball is detected by the second start sensor SE2.
[0053] Next, the main CPU 41 acquires random numbers generated in the main board 40, and stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the order in which the random number information is stored. By storing the random number information used for the second special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition of the second special game is satisfied. When the random number information for the second special game is stored in the main RAM 43, if the game ball has not entered the second start hole 13, and if the second reserved number is not less than the upper limit number, the main CPU 41 ends the special symbol input process.
[0054] Next, the special symbol start process will be described. The main CPU 41 judges whether the start condition of the special game is satisfied. The main CPU 41 judges positively when neither the jackpot game nor the special game is being played, and judges negatively when the jackpot game or the special game is being played. If the start condition of the special game is not satisfied, the main CPU 41 ends the special symbol start process. If the start condition of the special game is satisfied, the main CPU 41 judges whether the second reserved number is greater than zero.
[0055] If the second reserved number is greater than zero, the main CPU41 executes a process to execute a second special game. Specifically, the main CPU41 updates the second reserved number by subtracting 1. The main CPU41 controls the second reserved display device 19d to display information that can identify the second reserved number after subtraction. The main CPU41 stores a second reserved number command that can identify the second reserved number after subtraction in the output buffer. Next, the main CPU41 acquires the random number information that was stored first among the random number information for the second special game from the main RAM43. The main CPU41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU41 performs a jackpot lottery with a jackpot probability according to the current probability state.
[0056] When a jackpot is won, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 performs a jackpot pattern lottery using a winning pattern random number that can be specified from the random number information, and determines the jackpot pattern to be stopped and displayed in the second special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of jackpot variation patterns. After that, the main CPU 41 ends the special pattern start process. As an example, the jackpot variation pattern includes a jackpot variation pattern that specifies the variation content that finally stops and displays the jackpot pattern combination after NR presentation in a presentation game. As an example, the jackpot variation pattern includes a jackpot variation pattern that specifies the variation content that finally stops and displays the jackpot pattern combination after SR presentation in a presentation game.
[0057] If the jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the second special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of loss variation patterns. After that, the main CPU 41 ends the special symbol start process. As an example, the loss variation pattern includes a loss variation pattern that specifies a variation content that finally stops and displays a loss symbol combination without going through a reach performance in a performance game. As an example, the loss variation pattern includes a loss variation pattern that specifies a variation content that finally stops and displays a loss symbol combination after going through an NR performance in a performance game. As an example, the loss variation pattern includes a loss variation pattern that specifies a variation content that finally stops and displays a loss symbol combination after going through an SR performance in a performance game.
[0058] When the second reserved number is zero, the main CPU 41 judges whether the first reserved number is greater than zero. When the first special reserved number is zero, the main CPU 41 determines whether to store the standby command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can specify whether the standby command has been output. The standby command is a control command that can specify that it has been controlled by the standby part. The standby part is an example of a progression part of a gaming machine. The pachinko gaming machine 10 is configured to include a plurality of progression parts. As an example, the progression part of the gaming machine includes a variable part in which a variable game is being executed. As an example, the progression part of the gaming machine includes a jackpot part in which a jackpot game is being executed. That is, as an example, the progression part of the gaming machine includes a standby part, a variable part, and a jackpot part. As an example, the standby part indicates a state in which the variable game is not being executed and the jackpot game is not being executed.
[0059] As an example, when the main CPU 41 determines from the output information of the main RAM 43 that the standby command has been output, it ends the special symbol start process without storing the standby command in the output buffer. As an example, when the main CPU 41 determines from the output information of the main RAM 43 that the standby command has not been output, it stores the standby command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can be determined that the standby command has been output. After that, the main CPU 41 ends the special symbol start process.
[0060] If the first reserved number is greater than zero, the main CPU 41 executes a process to execute a first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that can identify the first reserved number after subtraction. The main CPU 41 stores a first reserved number command that can identify the first reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information that is stored first among the random number information for the first special game from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a jackpot lottery with a jackpot probability according to the current probability state.
[0061] When a jackpot is won, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The main CPU 41 performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of jackpot variation patterns. After that, the main CPU 41 ends the special pattern start process.
[0062] If the jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the first special game. The main CPU 41 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of loss variation patterns. After that, the main CPU 41 ends the special symbol start process. In the jackpot variation process and the loss variation process, the main CPU 41 stores a variation start command and a special symbol command in the output buffer. The variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the variation game. The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each variation process. As an example, the variation start command and the special symbol command are different control commands when the variation process of the first special game is executed and when the variation process of the second special game is executed. In the big win variation process and the loss variation process, the main CPU 41 updates the output information in the main RAM 43 so that it is possible to identify that the standby command has not been output.
[0063] When the special symbol start process is completed, the main CPU 41 executes the first special game or the second special game by a process separate from the special symbol start process. When the main CPU 41 executes the first special game, it controls the first special symbol display device 19a to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the variable game in the output buffer.
[0064] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start displaying a predetermined symbol. The main CPU 41 measures the change time determined in the change pattern. When the change time determined in the change pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the change time determined in the change pattern has elapsed, the main CPU 41 stores a change end command in the output buffer. As described above, the main CPU 41 is configured to execute the special symbol input process and the special symbol start process to perform a lottery when a game ball enters the start hole. The main CPU 41 is an example of a change game execution means that executes a change game.
[0065] The big win game processing will be explained. The jackpot game process is a process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, the main CPU 41 executes the jackpot game process after the special game ends. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The main CPU 41 awards the specified type of jackpot game. As an example, there are a first jackpot, a second jackpot, and a third jackpot. The first jackpot is a jackpot based on the first jackpot symbol among the jackpot symbols. The second jackpot is a jackpot based on the second jackpot symbol that is different from the first jackpot symbol. The third jackpot is a jackpot based on the first jackpot symbol and the third jackpot symbol that is different from the second jackpot symbol. In the following description, a jackpot game based on a first jackpot game will be referred to as a first jackpot game, a jackpot game based on a second jackpot game will be referred to as a second jackpot game, and a jackpot game based on a third jackpot game will be referred to as a third jackpot game.
[0066] First, the main CPU 41 stores a control command (hereinafter, referred to as an opening command) capable of identifying the start of the opening time in the output buffer. As an example, the opening command may include information capable of identifying the type of jackpot game. When the opening time has elapsed, the main CPU 41 performs processing for executing a round game. That is, the main CPU 41 controls the first special solenoid SL2 and the second special solenoid SL3 using the opening control data for the identified jackpot game, respectively, to open the first large prize winning port 14 or the second large prize winning port 15. As an example, the main CPU 41 controls the second special solenoid SL3 in a specific round game (for example, the fourth round game) regardless of which type of jackpot game is identified, to open the second large prize winning port 15. On the other hand, the main CPU 41 controls the second special solenoid SL3 so that the second large prize winning port 15 opens in a different opening mode according to the type of the identified jackpot game. As an example, when the main CPU 41 specifies the first jackpot game or the second jackpot game, in the specific round game, the second large prize winning port 15 is opened for a predetermined first time, and then the second large prize winning port 15 is closed for an extremely short time (for example, 100 ms). After that, the main CPU 41 controls the second special solenoid SL3 to open the second large prize winning port 15 until the number condition or the time condition is met. As an example, when the main CPU 41 specifies the third jackpot game, in the specific round game, the second large prize winning port 15 is opened for a first time, and then the second large prize winning port 15 is closed for a predetermined second time. After that, the main CPU 41 controls the second special solenoid SL3 to open the second large prize winning port 15 until the number condition or the time condition is met. As an example, regardless of which type of jackpot game is specified, in a non-specific round game, the main CPU 41 controls the first special solenoid SL2 to open the first large prize opening 14 until a number condition or a time condition is met.
[0067] When the main CPU 41 executes a non-specific round game, the main CPU 41 controls the distribution solenoid SL4 so that the distribution shutter continues to take the second state. On the other hand, when the main CPU 41 executes a specific round game, the main CPU 41 controls the distribution solenoid SL4 using the operation control data for the specified jackpot game to cause the distribution shutter to take the first state. As an example, when the main CPU 41 executes a specific round game, regardless of which type of jackpot game is specified, when the main CPU 41 executes the specific round game, the main CPU 41 controls the distribution solenoid SL4 so that the distribution shutter takes the first state until the fourth time has elapsed, when the third time has elapsed since the start of the specific round game. As an example, the third time is longer than the first time and shorter than the second time. As an example, the fourth time is shorter than the second time. As an example, the third time and the fourth time are determined so that their sum is equal to or less than the sum of the first time and the second time. That is, in the first jackpot game and the second jackpot game in which the second large prize winning port 15 is opened after an extremely short time has passed since the second large prize winning port 15 is closed in the specific round game, the distribution shutter can take the first state when the second large prize winning port 15 is open. Therefore, in the first jackpot game and the second jackpot game, the game ball passes through the specific area by shooting a game ball aimed at the second large prize winning port 15 when the second large prize winning port 15 is open and the distribution shutter is in the first state, in the specific round game, the distribution shutter does not take the first state when the second large prize winning port 15 is open after the second large prize winning port 15 is closed after the first time has passed. For this reason, in the third big win game, even if the game ball is shot aiming at the second big winning hole 15, the game ball does not pass through the specific area.
[0068] The main CPU 41 performs the process for executing such a round game until the number of round games determined for the jackpot game is completed. As an example, it is determined that 10 round games are executed in the first jackpot game, the second jackpot game, and the third jackpot game. As an example, it is determined that 10 game balls enter the first big prize winning hole 14 or the second big prize winning hole 15 as a number condition in each round game. As an example, it is determined that 29 seconds elapse as a time condition in each round game. Therefore, in the first jackpot game, the second jackpot game, and the third jackpot game, it is expected that a total of 100 game balls (10 times x 10 balls) enter the first big prize winning hole 14 or the second big prize winning hole 15. Here, if the number of prize balls set for the first big winning port 14 and the number of prize balls set for the second big winning port 15 are 15, the number of prize balls (hereinafter, referred to as the expected number of balls) that can be expected to be awarded in the first big winning game, the second big winning game, and the third big winning game is 1500. The main CPU 41 stores a control command (hereinafter, referred to as the round command) capable of identifying the start of the big winning round game in the output buffer every time a round game is started. When the final round game ends, the main CPU 41 stores a control command (hereinafter, referred to as the ending start command) capable of identifying the start of the ending time in the output buffer. When the ending time has elapsed, the main CPU 41 ends the big winning game. The main CPU 41 stores a control command (hereinafter, referred to as the ending end command) capable of identifying the elapse of the ending time in the output buffer. Thus, when a big win is won in the winning lottery, a variable game can be executed based on the result of the winning lottery, and a big win game is awarded based on the result of the winning lottery after the variable game is ended.
[0069] The game state transition process for transitioning the game state will be described. The game state transition process includes a probability transition process for transitioning the probability state, and a winning rate transition process for transitioning the winning rate state. As an example, the game state transition process is executed after the end of the big win game process. As an example, in the game state transition process, the winning rate transition process and the probability transition process are executed in this order.
[0070] First, the goal scoring rate transition process will be described. In the ball entry rate transition process, the main CPU 41 sets an operation flag in the main RAM 43 when the first, second, or third jackpot game is completed. That is, the main CPU 41 controls the state to a high ball entry rate state when the first, second, or third jackpot game is completed. The main CPU 41 counts the number of times the special game is executed after the end of the jackpot game by updating the value of the execution counter stored in the main RAM 43 every time the special game is started after the end of the second or third jackpot game. The main CPU 41 erases the operation flag stored in the main RAM 43 when the special game in which the number of times the special game is executed after the end of the jackpot game reaches the number of times of operation is completed. That is, the main CPU 41 controls the state to a low ball entry rate state when the special game in the number of times of operation is completed after the end of the second or third jackpot game. The main CPU 41 does not erase the operation flag after the first big win game ends until the next big win game is awarded. When the main CPU 41 starts a big win game and the operation flag is set, the main CPU 41 erases the operation flag. In other words, the main CPU 41 controls the state to a low ball entry rate state during the big win game.
[0071] Next, the probability transition process will be described. In the probability transition process, the main CPU 41 judges whether or not the game ball passed through the specific area in the immediately preceding jackpot game. As an example, the main CPU 41 judges whether or not the game ball passed through the specific area in the immediately preceding jackpot game based on whether or not a detection signal was input from the specific sensor SE5 in the immediately preceding jackpot game. If the game ball passed through the specific area in the immediately preceding jackpot game, the main CPU 41 sets a high probability flag in the main RAM 43. In other words, if the game ball passed through the specific area in the immediately preceding jackpot game, the main CPU 41 controls to a high probability state. If the game ball passed through the specific area in the immediately preceding jackpot game, the main CPU 41 does not erase the high probability flag until the next jackpot game is awarded. If the game ball did not pass through the specific area in the immediately preceding jackpot game, the main CPU 41 does not set the high probability flag in the main RAM 43. In other words, if the game ball did not pass through the specific area in the immediately preceding big win game, the main CPU 41 controls the game to a low probability state.
[0072] As described above, in the first and second jackpot games, if the game ball is shot aiming at the second large winning hole 15, the game ball passes through the specific area. On the other hand, in the third jackpot game, even if the game ball is shot aiming at the second large winning hole 15, the game ball does not pass through the specific area. For this reason, the game is usually controlled to a high probability state after the end of the first or second jackpot game, while it is controlled to a low probability state after the end of the third jackpot game. Hereinafter, for the convenience of explanation, when the second large winning hole 15 is open, it is treated as if the game ball is shot aiming at the second large winning hole 15. That is, in the following explanation, the game ball is treated as passing through the specific area in the first and second jackpot games, and the game ball is treated as not passing through the specific area in the third jackpot game. In addition, when the main CPU 41 starts a big win game and the high probability flag is set, the main CPU 41 erases the high probability flag. In other words, the main CPU 41 controls the big win game to a low probability state.
[0073] By the probability transition process and the ball entry rate transition process, after the first jackpot game ends, the pachinko game machine 10 is controlled to a high probability state and a high ball entry rate state. That is, after the first jackpot game ends, the pachinko game machine 10 is controlled to a high probability time-shortening state. Also, after the second jackpot game ends, the pachinko game machine 10 is controlled to a high probability state and a high ball entry rate state. After that, when the special game of the operating number ends, the pachinko game machine 10 is controlled to a low ball entry rate state. That is, after the second jackpot game ends, the pachinko game machine 10 is controlled to a high probability time-shortening state, and then, triggered by the end of the special game of the operating number, is controlled to a high probability non-time-shortening state. Also, after the third jackpot game ends, the pachinko game machine 10 is controlled to a low probability state and a low ball entry rate state. After that, when the special game of the th operation is ended, the pachinko gaming machine 10 is controlled to the low ball entry rate state. In other words, after the third jackpot game is ended, the pachinko gaming machine 10 is controlled to the low probability time-shortening state, and then is controlled to the low probability non-time-shortening state upon the end of the special game of the th operation.
[0074] In this way, the main CPU 41 can control the game state to be advantageous to the player, triggered by the end of the jackpot game. In other words, in the pachinko game machine 10, a variable game can be executed based on the result of the winning lottery, and after the end of the variable game, a game state advantageous to the player is given based on the result of the winning lottery. The first jackpot game is a jackpot game that is controlled to a more advantageous game state after the end of the jackpot game, compared to the end of the second jackpot game. The second jackpot game is a jackpot game that is controlled to a more advantageous game state after the end of the jackpot game, compared to the end of the third jackpot game. The main CPU 41 is an example of a game state control means that controls the game state.
[0075] As an example, when the game state transitions, the main CPU 41 stores a control command (hereinafter, referred to as a state designation command) capable of identifying the current game state in the output buffer. That is, the state designation command includes a state designation command capable of identifying a low-probability non-time-shortening state, a state designation command capable of identifying a low-probability non-time-shortening state, a state designation command capable of identifying a high-probability non-time-shortening state, and a state designation command capable of identifying a high-probability time-shortening state. As an example, the main CPU 41 stores a state designation command capable of identifying the current game state in the output buffer when the power supply is started, regardless of whether a part of the backup information is initialized or not. That is, if a part of the backup information is initialized when the power supply is started, a state designation command capable of identifying a low-probability non-time-shortening state is stored in the output buffer. On the other hand, if a part of the backup information is not initialized when the power supply is started, a state designation command capable of identifying the game state when the power supply was cut off is stored in the output buffer.
[0076] The normal symbol input process will be described. The normal symbol input process is an example of a timer interrupt process. In the normal symbol input process, the main CPU 41 judges whether or not a gaming ball has entered the gate 17 based on whether or not a detection signal has been input from the gate sensor SE6. When the gaming ball has entered the gate 17, the main CPU 41 judges whether or not the normal reserved number stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number of the normal reserved number is 4. When the normal reserved number is less than the upper limit number, the main CPU 41 updates the normal reserved number by adding 1.
[0077] Next, the main CPU 41 acquires the random numbers generated by the random number generating circuit 44, and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery for winning normal symbols, winning symbol random numbers used in determining normal symbols, etc. The main CPU 41 stores the random number information so that the storage order of the random number information can be specified.
[0078] Next, the normal symbol start process will be described. The normal symbol start process is an example of a timer interrupt process. In the normal symbol start process, the main CPU 41 judges whether or not the start condition of the normal game is met. The main CPU 41 judges positively when neither the normal win game nor the normal game is being played, and judges negatively when the normal win game is being played or the normal game is being played. If the start condition of the normal game is not met, the main CPU 41 ends the normal symbol start process. If the start condition of the normal game is met, the main CPU 41 judges whether or not the normal reserved number is greater than zero. If the normal reserved number is zero, the main CPU 41 ends the normal symbol start process.
[0079] If the normal reserved number is greater than zero, the main CPU41 performs processing to execute a normal game. Specifically, the main CPU41 updates the normal reserved number by subtracting 1. The main CPU41 acquires the random number information stored first from the random number information for the normal game from the main RAM43. The main CPU41 performs a normal win lottery to determine whether or not a normal win is won, using a winning random number specified from the acquired random number information. The main CPU41 performs a normal win lottery with a normal win probability according to the current ball entry rate state. As an example, the normal win probability in a high ball entry rate state is 1 or approximately 1. As an example, the normal win probability in a low ball entry rate state is zero or approximately zero.
[0080] If a normal win is won, the main CPU 41 performs normal win variation processing. In the normal win variation processing, the main CPU 41 uses a normal win pattern random number that can be specified from the random number information to perform a normal win pattern lottery and determine the normal win pattern to be stopped and displayed in the normal game. If a normal win is not won, the main CPU 41 performs normal loss variation processing. In the normal loss variation processing, the main CPU 41 determines the normal loss pattern to be stopped and displayed in the normal game.
[0081] The main CPU 41 determines a variation pattern from among a plurality of normal variation patterns according to the winning rate state. As an example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern that sets a longer variation time than when the current winning rate state is a high winning rate state. Note that there may be a plurality of variation patterns that can be determined for each winning rate state. In this case, the main CPU 41 may use a predetermined random number to perform a variation pattern determination lottery for the normal game and determine a variation pattern from among a plurality of normal variation patterns. After determining the variation pattern, the main CPU 41 ends the normal symbol start process.
[0082] When the normal symbol start process is completed, the main CPU 41 executes a normal game by a process separate from the normal symbol start process. When the main CPU 41 executes a normal game, it controls the normal symbol display device 19e to start a variable display of a predetermined symbol. The main CPU 41 measures a variable time set in a variable pattern. When the variable time set in a variable pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process.
[0083] The normal winning game process will now be described. The normal winning game process is a process for awarding a normal winning game. When the main CPU 41 stops and displays the normal winning symbol in the normal game, the main CPU 41 executes the normal winning game process after the normal game ends. The main CPU 41 controls the normal solenoid SL1 using the opening control data corresponding to the normal winning symbol determined in the normal symbol start process, and opens the second start port 13.
[0084] The prize ball payout process will now be described. The prize ball payout process is a process for paying out prize balls. The prize ball payout process is an example of a timer interrupt process. In the prize ball payout process, the main CPU 41 judges whether or not a game ball has entered the first start port 12 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 port 12, the main CPU 41 awards a first number of prize balls (for example, three balls) determined for the first start port 12. That is, the main CPU 41 decides to pay out the first number of prize balls from the payout port CZa. The main CPU 41 stores a control command (hereinafter, referred to as a first prize ball command) capable of identifying that the first number of prize balls has been awarded in the output buffer. After that, the main CPU 41 pays out the first number of prize balls from the payout port CZa. As an example, the main CPU 41 repeats the control of a payout motor (not shown) to pay out one prize ball from the payout port CZa for the number of prize balls, thereby paying out a predetermined number of prize balls from the payout port CZa. For example, when the main CPU 41 decides to pay out prize balls, it adds the number of prize balls that it has decided to pay out to the number of unpaid balls stored in the main RAM 43. As an example, the number of unpaid balls is information that can identify the number of prize balls that have not yet been paid out, even though it has been decided to pay out prize balls. When the number of prize balls is added to the number of unpaid balls, the main CPU 41 performs payout control unless it is in control for paying out one prize ball (hereinafter referred to as payout control). When one payout control ends, the main CPU 41 updates the number of unpaid balls stored in the main RAM 43 by subtracting 1. Thereafter, the main CPU 41 repeats the payout control until the number of unpaid balls becomes zero. As an example, the time required for one payout control (one operation time of the payout motor for paying out one prize ball from the payout opening CZa) is 160 ms. That is, in the pachinko game machine 10, one prize ball is paid out every 160 ms. As an example, the process related to the payout control is executed independently of the timer interrupt process. Therefore, the number of unpaid balls may increase as it is determined to pay out new prize balls while the process related to the payout control is being executed. In particular, during a jackpot game, the number of prize balls awarded (decided to be paid out) tends to be greater than the number of prize balls paid out per unit time.In other words, during a jackpot game, the number of unpaid balls tends to increase.
[0085] The main CPU 41 judges whether the game ball has entered the second start port 13 based on whether a detection signal has been input from the second start sensor SE2. When the game ball has entered the second start port 13, the main CPU 41 awards the second number of prize balls (for example, one ball) determined for the second start port 13. That is, the main CPU 41 adds the second number of prize balls to the number of unpaid balls stored in the main RAM 43 to update it. The main CPU 41 stores a control command (hereinafter, referred to as a second prize ball command) capable of identifying that the second number of prize balls has been awarded in the output buffer. The main CPU 41 judges whether the game ball has entered the first large prize port 14 based on whether a detection signal has been input from the first count sensor SE3. When the game ball enters the first large winning opening 14, the main CPU 41 awards the third number of prize balls (for example, 15 balls) set for the first large winning opening 14. That is, the main CPU 41 adds the third number of prize balls to the number of unpaid balls stored in the main RAM 43 to update it. The main CPU 41 stores a control command (hereinafter, referred to as a third prize ball command) capable of identifying that the third number of prize balls has been awarded in the output buffer. The main CPU 41 determines whether the game ball has entered the second large winning opening 15 based on whether a detection signal has been input from the second count sensor SE4. When the game ball enters the second large winning opening 15, the main CPU 41 awards the fourth number of prize balls (for example, 15 balls) set for the second large winning opening 15. That is, the main CPU 41 adds the fourth prize ball number to the unpaid ball number stored in the main RAM 43 to update it. The main CPU 41 stores in the output buffer a control command (hereinafter, referred to as a fourth prize ball command) capable of identifying that the fourth prize ball number has been awarded.
[0086] The base counting process will now be described. The base counting process is a process for counting (calculating) the base value. The base counting process includes a first base counting process and a second base counting process. As an example, the main CPU 41 executes the first base counting process when a prize ball is awarded in the prize ball payout process in a case where the game is not a jackpot game and is in a low probability non-time shortening state. The main CPU 41 adds the awarded number of prize balls to the total number of prize balls stored in the main RAM 43. The total number of prize balls is an example of backup information. The total number of prize balls is an example of base information. Here, with respect to prize balls, being awarded means that it has been decided that the prize balls will be paid out, and includes the time before the prize balls are actually paid out from the payout port CZa. The main CPU 41 counts (calculates) the base value by dividing the total number of prize balls after the addition by the total number of used balls stored in the main RAM 43 and then multiplying the result by 100. The total number of used balls is an example of backup information. The total number of used balls is an example of base information. The main CPU 41 updates the base value information stored in the main RAM 43 so that the base value after counting can be identified. The base value information may be the base value after counting itself, or may be information obtained by processing the base value after counting using a predetermined method. The base value information is an example of backup information. The base value information is an example of base information. The main CPU 41 controls the display content of the base display device 45 based on the updated base value information. Thereafter, the main CPU 41 ends the first base counting process.
[0087] As an example, the main CPU 41 executes the second base counting process when it is determined that a gaming ball has been used. As an example, the main CPU 41 determines whether or not a gaming ball has been used based on whether or not a detection signal has been input from the used ball sensor SE8. As described above, the used ball sensor SE8 detects a gaming ball that has reached the gaming area YBa. A gaming ball that has reached the gaming area YBa is an example of a gaming ball that has been used in a game. As an example, the pachinko gaming machine 10 may be configured to detect a gaming ball discharged from the gaming area YBa as a gaming ball that has been used in a game. For example, the pachinko gaming machine 10 may be configured to detect a gaming ball that passes through various winning holes (ball entry holes) such as the first start hole 12, the second start hole 13, the first large winning hole 14, the second large winning hole 15, and a passage where the gaming ball that has entered the out hole 18 joins, as a gaming ball that has been used in a game.
[0088] In the second base value counting process, the main CPU 41 adds 1 to the total number of used balls stored in the main RAM 43. The main CPU 41 divides the total number of winning balls stored in the main RAM 43 by the total number of used balls after the addition, and then multiplies the result by 100 to count (calculate) the base value. The main CPU 41 updates the base value information stored in the main RAM 43 so that the base value after counting can be specified. The main CPU 41 controls the display content of the base display device 45 based on the updated base value information. Thereafter, the main CPU 41 ends the second base counting process. The main CPU 41 is an example of a base value counting means that counts the base value when the game state is a low-probability non-time-shortening state. The base display device 45 is an example of a base value display means that displays the base value.
[0089] The main error processing will now be described. In the main error processing, various errors are set and the settings of various errors are released. "Setting" an error means that the main CPU 41 stores information (such as a flag) capable of identifying the error in the main RAM 43. Also, "releaseing the setting" an error means that the main CPU 41 erases information (such as a flag) capable of identifying the error from the main RAM 43. The main error processing is an example of timer interrupt processing.
[0090] As an example, in the main error processing, when the main CPU 41 detects an error related to the payout of prize balls, it sets a payout error. As an example, an error related to the payout of prize balls is a ball jam error. As an example, the main CPU 41 counts the number of prize balls paid out and the number of paid out balls detected by the payout sensor SE7, and detects a ball jam error when the number of prize balls and the number of paid out balls diverge for a predetermined time. In other words, a payout error is set when the number of prize balls and the number of paid out balls diverge for a predetermined time. As an example, when the main CPU 41 sets a payout error, it stores a control command (hereinafter, referred to as a payout error setting command) that can identify that a payout error has been set in the output buffer. As an example, when the main CPU 41 detects that the ball jam error has been resolved, it cancels the payout error setting. As an example, the main CPU 41 detects the elimination of the ball jam error when the number of winning balls and the number of paid-out balls match for a predetermined time. In other words, the payout error setting is released when the number of winning balls and the number of paid-out balls match for a predetermined time. As an example, when the main CPU 41 releases the payout error setting, it stores a control command (hereinafter, referred to as a payout error release command) capable of identifying that the payout error setting has been released in the output buffer. As an example, the main CPU 41 does not release the payout error setting even if the power supply is cut off and then started again. The main CPU 41 is an example of a detection means for detecting a payout error.
[0091] As an example, in the main error processing, when the first count sensor SE3 detects the entry of a game ball into the first large prize opening 14 when it is not within a predetermined winning allowable period, the main CPU 41 sets an illegal winning error. As an example, in the main error processing, when the second count sensor SE4 detects the entry of a game ball into the second large prize opening 15 when it is not within a predetermined winning allowable period, the main CPU 41 sets an illegal winning error. That is, the illegal winning error is set when a game ball enters the first large prize opening 14 or the second large prize opening 15 when it is not within a winning allowable period. As an example, the winning allowable period starts when the first round of a big win game starts. As an example, the winning allowable period ends when a predetermined winning allowable time (for example, 5 seconds) has elapsed since the last round of a big win game ended. As an example, when the main CPU 41 sets an improper winning error, it stores in the output buffer a control command capable of identifying that the improper winning error has been set (hereinafter referred to as the improper winning error setting command). As an example, when the main CPU 41 sets the improper winning error and a predetermined error time (e.g., 30 seconds) has elapsed, it cancels the setting of the improper winning error. In other words, the setting of the improper winning error is canceled when the error time has elapsed since the improper winning error was set. As an example, when the main CPU 41 cancels the setting of the improper winning error, it stores in the output buffer a control command capable of identifying that the improper winning error has been canceled (hereinafter referred to as the improper winning error cancel command).
[0092] Next, various processes executed by the secondary CPU 51 will be described. The effect game process will now be described. The effect game process is a process for executing an effect game as one of the display effects related to the 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 effect device group ES including the effect display device EH to execute the effect game.
[0093] The sub-CPU51 determines the symbol combination to be stopped and displayed in the performance game based on the special symbol command. The sub-CPU51 determines the symbol combination for the big win when the big win symbol can be specified from the special symbol command. As an example, the symbol combination for the big win is a symbol combination in which the multiple first performance symbols EZ1 are the same first performance symbol EZ1 and the second performance symbol EZ2 is the second performance symbol EZ2 according to the first mode. As an example, the second performance symbol EZ2 according to the first mode is a symbol imitating a white square (square). The sub-CPU51 determines the losing symbol combination when the losing symbol can be specified from the special symbol command. When determining the losing symbol combination, the sub-CPU51 determines the losing symbol combination including the reach when the condition for executing the reach performance (hereinafter referred to as the reach condition) is established. As an example, the losing symbol combination including the reach is a symbol combination in which the first performance symbols EZ1 in the left and right columns are the same first performance symbol EZ1, while the first performance symbol EZ1 in the middle column is a different first performance symbol EZ1, and the second performance symbol EZ2 is the second performance symbol EZ2 according to the second mode. As an example, the second performance symbol EZ2 according to the first mode is a symbol imitating a blue square. When determining the losing symbol combination, the sub-CPU51 determines the losing symbol combination not including the reach if the reach condition is not established. As an example, the losing symbol combination not including the reach is a symbol combination in which the first performance symbols EZ1 are different first performance symbols EZ1, and the second performance symbol EZ2 is the second performance symbol EZ2 according to the second mode. As an example, the sub-CPU 51 determines whether or not a ready-to-win condition is met based on a fluctuation pattern that can be specified from the input fluctuation start command.
[0094] The sub-CPU51 determines the specific change contents (effect contents) of the performance game based on the change pattern. The sub-CPU51 controls the performance display device EH so as to start the change display of the performance symbols in each symbol row based on the determined change contents. In other words, the sub-CPU51 starts the performance game.
[0095] The sub-CPU51 temporarily stops and displays the symbol combination when a predetermined timing arrives after the start of the presentation game. The sub-CPU51 stops and displays the symbol combination in a confirmed state upon input of a variation end command. The sub-CPU51 may stop and display the symbol combination in a confirmed state upon the passage of a variation time set in the variation pattern. In this case, the variation end command may be omitted. The sub-CPU51 is an example of a variation game execution means for executing a variation game.
[0096] Next, the display contents of the performance display device EH when various errors are set will be explained. First, an example of the display content of the performance display device EH when a payout error is set will be described.
[0097] As shown in FIG. 4(a), when a payout error is set, the performance display device EH displays payout error information. The payout error information is information that can identify that a payout error is set. As an example, when a payout error is set, the performance display device EH can display a payout error image Hg. The payout error image Hg is an example of payout error information. As an example, the payout error image Hg is an image that imitates the string of characters "payout error". As an example, the payout error image Hg is displayed in the upper left corner of the display area R of the performance display device EH. Note that in the following description, the display area R of the performance display device EH may be omitted and simply referred to as the display area R.
[0098] Next, an example of the display content of the performance display device EH when an illegal winning error is set will be described. As shown in FIG. 4(b), when an illegal winning error is set, illegal winning error information is displayed on the performance display device EH. The illegal winning error information is information that can identify that an illegal winning error is set. As an example, when an illegal winning error is set, an illegal winning error image Fg is displayed on the performance display device EH. The illegal winning error image Fg is an example of illegal winning error information. As an example, the illegal winning error image Fg is an image that imitates the character string "illegal winning error". As an example, the illegal winning error image Fg is displayed in the upper left corner of the display area R. As an example, the illegal winning error image Fg is displayed below the display position of the payout error image Hg in the display area R.
[0099] Next, an example of the display contents of the effect display device EH when the game machine is in the waiting part will be described. As shown in FIG. 5(a), for example, when the progression part of the gaming machine is the waiting part, the display contents of the performance display device EH may include the display of the first performance symbol EZ1. For example, when the progression part of the gaming machine is the waiting part, the performance display device EH can display the first performance symbol EZ1 in a stopped state. For example, when the progression part of the gaming machine is the waiting part, the first performance symbol EZ1 is displayed in a stopped state in the performance display device EH in a shaking state. For example, when the progression part of the gaming machine is the waiting part, the first performance symbol EZ1 is displayed in a stopped state in the center or approximately in the center in the display area R. For example, when the progression part of the gaming machine is the waiting part, the display contents of the performance display device EH may include the display of the second performance symbol EZ2. For example, when the progression part of the gaming machine is the waiting part, the performance display device EH can display the second performance symbol EZ2 in a stopped state. For example, when the progression part of the gaming machine is the waiting part, the second performance symbol EZ2 is displayed in a stopped state in the performance display device EH in a confirmed state. As an example, when the game machine is in the waiting part, the second performance symbol EZ2 is displayed stopped at the lower right in the display area R.
[0100] As an example, when the progression part of the gaming machine is a standby part, the display contents of the effect display device EH may include specific value information on the volume of the pachinko gaming machine 10 and the light intensity of the pachinko gaming machine 10. As an example, the specific value information may include first specific value information on the volume of the pachinko gaming machine 10 and second specific value information on the light intensity of the pachinko gaming machine 10. As an example, when the progression part of the gaming machine is a standby part, the effect display device EH can display a first specific value image Tg1 that can specify the volume of the pachinko gaming machine 10. The first specific value image Tg1 is an example of the first specific value information. As an example, the first specific value image Tg1 is a meter image that can specify the stage of the volume of the pachinko gaming machine 10. As an example, when the progression part of the gaming machine is a standby part, the first specific value image Tg1 is displayed on the left in the display area R. As an example, when the progression part of the gaming machine is the standby part, the performance display device EH can display a second specific value image Tg2 capable of specifying the amount of light of the pachinko gaming machine 10. The second specific value image Tg2 is an example of second specific value information. As an example, the second specific value image Tg2 is a meter image capable of specifying the stage of the amount of light of the pachinko gaming machine 10. As an example, when the progression part of the gaming machine is the standby part, the second specific value image Tg2 is displayed at the bottom in the display region R.
[0101] As shown in FIG. 5(b), for example, when the progression part of the gaming machine is a waiting part, the display contents of the effect display device EH may include customization information regarding customization of the effect executed in the pachinko gaming machine 10. For example, when the progression part of the gaming machine is a waiting part, the effect display device EH can display a customization image Cg regarding the customization of the effect executed in the gaming machine. The customization image Cg is an example of customization information. For example, when the progression part of the gaming machine is a waiting part, the customization image Cg is displayed in the center or approximately in the center of the display area R. For example, when the customization image Cg is displayed, the pachinko gaming machine 10 can customize the appearance rate (ease of execution) of various effects. For example, when the customization image Cg is displayed, the pachinko gaming machine 10 can customize the jackpot expectation rate that can be specified when various effects are executed. As an example, when the customized image Cg is displayed, the pachinko game machine 10 can be customized to a state (auto button state) in which the effect button BT is considered to have been operated even if the effect button BT is not operated during a part of the period in which the operation of the effect button BT is accepted. As an example, when the progression part of the game machine is a standby part, the customized image Cg is displayed on the effect display device EH by operating the effect button BT.
[0102] As shown in FIG. 5(c), for example, when the progression part of the gaming machine is a waiting part, the display contents of the performance display device EH may include demonstration information constituting a demonstration performance for obtaining a customer-attracting effect. For example, when the progression part of the gaming machine is a waiting part, the performance display device EH can display a demonstration image Dg. The demonstration image Dg is an example of demonstration information. For example, the demonstration image Dg is a moving image. For example, when the progression part of the gaming machine is a waiting part, the demonstration image Dg is displayed in the entire area or substantially the entire area of the display region R. For example, the demonstration image Dg is information suggesting various performances that can be executed when the progression part of the gaming machine is a variable part, and various performances that can be executed when the progression part of the gaming machine is a jackpot part. As an example, when the progression part of the gaming machine is a standby part, a demonstration image Dg may be displayed on the performance display device EH when a predetermined standby time has elapsed since the progression part of the gaming machine became the standby part.
[0103] As shown in FIG. 5(d), when the game machine is in the waiting part, the display contents of the effect display device EH may include information to alert users about getting addicted. When the game machine is in the waiting part, the effect display device EH may display an image Ng1 to alert users about getting addicted. The image Ng1 is an example of the alert information. The image Ng1 is an example of the first alert information among the alert information. As an example, the image Ng1 may include an image imitating the character string "Pachinko and Pachislot are games to be enjoyed in moderation" and the character string "Be careful not to get addicted." As an example, the image Ng1 may include an image to alert users about the sale of malicious strategies. As an example, the image Ng1 may include an image to alert users about cheating. As an example, the image Ng1 may include an image to alert users about hitting the game machine. As an example, the attention image Ng1 may include an image that calls attention to the fact that a person under 18 years of age plays a gaming machine. As an example, when the progression part of the gaming machine is a waiting part, the attention image Ng1 is displayed in the entire area or substantially the entire area of the display region R. As an example, the attention image Ng1 may include an image that calls attention to the fact that a child is left in a car. As an example, when the progression part of the gaming machine is a waiting part, the attention image Ng1 can be displayed on the performance display device EH when a predetermined demonstration time has elapsed since the demonstration image Dg is displayed. As an example, when the progression part of the gaming machine is a waiting part, the display of the attention image Ng1 on the performance display device EH ends when a predetermined attention time has elapsed since the display of the attention image Ng1. Note that when the progression part of the gaming machine is a waiting part, the demonstration image Dg may be displayed on the performance display device EH when a waiting time has elapsed since the display of the attention image Ng1 on the performance display device EH ends.
[0104] Next, an example of the display contents of the effect display device EH when the progression part of the gaming machine is a variable part will be described. When the progression part of the gaming machine is a variable part, the display contents of the performance display device EH differ according to the gaming state.
[0105] As shown in FIG. 6(a), for example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display content of the performance display device EH may include the display of the first performance symbol EZ1. For example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the performance display device EH can variably display the first performance symbol EZ1. For example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display content of the performance display device EH may include the display of the second performance symbol EZ2. For example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the performance display device EH can variably display the second performance symbol EZ2. As an example, when the gaming state is a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include specific value information regarding the volume of the pachinko gaming machine 10 and the light intensity of the pachinko gaming machine 10. As an example, when the gaming state is a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the effect display device EH can display a first specific value image Tg1 that can specify the volume of the pachinko gaming machine 10. As an example, when the gaming state is a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 is displayed in the same display mode as when the progression part of the gaming machine is a standby part on the effect display device EH. As an example, when the gaming state is a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the effect display device EH can display a second specific value image Tg2 that can specify the light intensity of the pachinko gaming machine 10. As an example, when the gaming state is a low-probability non-time-saving state and the progressing part of the gaming machine is a variable part, the second specific value image Tg2 is displayed on the performance display device EH in the same display manner as when the progressing part of the gaming machine is a standby part.
[0106] As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include reserved information regarding the pending variable game. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a reserved game image Gh. The reserved game image Gh is an example of reserved information. As an example, the reserved game image Gh is displayed corresponding to each of the pending variable games. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh is displayed in the lower right in the display area R. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh is displayed to the left of the second performance pattern EZ2 in the display area R. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include game information regarding the variable game being executed. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a variable game image Gg. The variable game image Gg is an example of game information. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the variable game image Gg is displayed in the lower right of the display area R. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the variable game image Gg is displayed to the left of the reserved game image Gh in the display area R.
[0107] As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display content of the effect display device EH may include reserved number information regarding the number of pending variable games. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH may display a reserved number image Gn. The reserved number image Gn is an example of reserved number information. As an example, the reserved number image Gn may include an image that can identify the first reserved variable number of games. As an example, the reserved number image Gn may include an image that can identify the second reserved variable number of games. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn is displayed in the upper left corner of the display area R. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display content of the effect display device EH may include variable number information that can identify the number of times a variable game is executed from a predetermined trigger. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH may display a variable number image Gt that can identify the number of times a variable game is executed from a predetermined trigger. The variable number image Gt is an example of variable number information. As an example, the predetermined trigger may include the execution of a jackpot game and the start of power supply. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the variable number image Gt is displayed in the upper right corner of the display area R.
[0108] As shown in FIG. 6(b), for example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display contents of the performance display device EH may include pre-reach performance information constituting a predetermined pre-reach performance. For example, the pre-reach performance is a performance that starts before a reach is formed in a performance game. For example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the performance display device EH can display a pre-reach performance image Gb. The pre-reach performance image Gb is an example of pre-reach performance information. For example, the pre-reach performance image Gb may include an image imitating a predetermined character. For example, the pre-reach performance image Gb may include an image imitating the character string "It's your chance". For example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the pre-reach performance image Gb is displayed in the center or approximately in the center of the display area R.
[0109] As shown in FIG. 6(c), as an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include customization information related to the customization of the effect executed in the pachinko gaming machine 10. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a customization image Cg related to the customization of the effect executed in the gaming machine. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the customization image Cg is displayed in the same display mode as when the progression part of the gaming machine is a standby part on the effect display device EH. In other words, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, before a reach is formed in the performance game, the customization information is displayed on the effect display device EH by operating the effect button BT.
[0110] As shown in FIG. 6(d) and FIG. 6(e), when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include reach effect information constituting a predetermined reach effect. As an example, the reach effect information may include SR effect information constituting an SR effect. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display an SR effect image Gs. The SR effect image Gs is an example of SR effect information. As an example, the SR effect image Gs is a moving image. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the SR effect image Gs is displayed in the entire area or substantially the entire area of the display area R. As an example, the SR effect information may include cut-in effect information. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a cut-in image Gc. The cut-in image Gc is an example of cut-in effect information. As an example, the cut-in image Gc may include an image imitating the character string "Super Hot". As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the cut-in image Gc is displayed in the center or approximately in the center in the display area R. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display mode of the first effect pattern EZ1 changes between when the SR effect image Gs is displayed and when the SR effect image Gs is not displayed. For example, when the game state is a low probability non-time shortening state and the progression part of the game machine is a variable part, if the SR performance image Gs is displayed, the first performance pattern EZ1 is displayed in a smaller display area than when the SR performance image Gs is not displayed. As an example, when the game state is a low probability non-time shortening state and the progression part of the game machine is a variable part, if the SR performance image Gs is displayed, the first performance pattern EZ1 is displayed in a different display position than when the SR performance image Gs is not displayed.For example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, if the SR performance image Gs is displayed, the first performance pattern EZ1 is displayed in the lower left in the display area R. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display mode of the second performance pattern EZ2 is the same when the SR performance image Gs is displayed and when the SR performance image Gs is not displayed. As an example, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 has lower visibility than the first performance pattern EZ1 even when the SR performance image Gs is displayed.
[0111] As shown in FIG. 6(f), for example, when the game state is a low-probability non-time-saving state and the progression part of the game machine is a variable part, the display content of the effect display device EH may include hitting method information (hereinafter referred to as normal hitting method information) that instructs the launch operation of the game ball in the normal mode. As an example, the normal hitting method information is hitting method information that instructs left hitting. As an example, when the game state is a low-probability non-time-saving state and the progression part of the game machine is a variable part, the effect display device EH can display a left hitting image Gl. The left hitting image Gl is an example of normal hitting method information. As an example, the left hitting image Gl may include an image that imitates a left-facing arrow. As an example, the left hitting image Gl may include an image that imitates the character string "left hitting". As an example, when the game state is a low-probability non-time-saving state and the progression part of the game machine is a variable part, the left hitting image Gl is displayed in the center or approximately in the center in the display area R. As an example, when the game state is a low-probability non-time-saving state and the progression part of the game machine is a variable part, the left-hand hit image Gl is displayed when the situation changes from a situation in which a specific mode is recommended to a situation in which a normal mode is recommended. As an example, a situation in which a specific mode is recommended to perform a game ball launch operation is a situation in which a right-hand hit is recommended. As an example, a situation in which a right-hand hit is recommended may include a situation in which the game state is a low-probability time-saving state, a situation in which the game state is a high-probability time-saving state, and a situation in which the progression part of the game machine is a jackpot part. As an example, a situation in which a left-hand hit is recommended may include a situation in which the game state is a low-probability non-time-saving state, a situation in which the progression part of the game machine is not a jackpot part, and a situation in which the game state is a high-probability non-time-saving state.
[0112] As shown in FIG. 7(a) and FIG. 7(b), when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the display contents of the performance display device EH may include the display of the first performance symbol EZ1. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the performance display device EH can variably display the first performance symbol EZ1. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the first performance symbol EZ1 is displayed in the same display mode as when the game state is in a low-probability non-time-saving state and the progression part of the game machine is a variable part on the performance display device EH. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the display contents of the performance display device EH may include the display of the second performance symbol EZ2. As an example, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the performance display device EH can variably display the second performance pattern EZ2. As an example, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 is displayed in the same display mode as when the gaming state is in a low-probability non-time-saving state and the progression part of the gaming machine is a variable part on the performance display device EH. As an example, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the display content of the performance display device EH may include specific value information regarding the volume of the pachinko gaming machine 10 and the light amount of the pachinko gaming machine 10. As an example, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the performance display device EH can display a first specific value image Tg1 that can specify the volume of the pachinko gaming machine 10. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 is displayed in the same display mode as when the progression part of the gaming machine is a standby part on the performance display device EH. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the performance display device EH can display a second specific value image Tg2 that can specify the light amount of the pachinko gaming machine 10.As an example, when the gaming state is a low-probability time-saving state and the progressing part of the gaming machine is a variable part, the second specific value image Tg2 is displayed on the performance display device EH in the same display manner as when the progressing part of the gaming machine is a standby part.
[0113] As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include reserved information regarding a variable game that is on hold. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a reserved game image Gh. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh is displayed in the same display mode as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part on the effect display device EH. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include game information regarding a variable game that is being executed. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a variable game image Gg. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the variable game image Gg is displayed on the performance display device EH in the same display manner as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part.
[0114] As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include reserved number information regarding the number of variable games on hold. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn can be displayed on the effect display device EH. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn is displayed on the effect display device EH in the same display mode as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include remaining number information. The remaining number information is information that can specify the remaining number of special games (hereinafter referred to as the remaining number of operations) that can be executed when a jackpot is not won in the low-probability time-saving state. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the performance display device EH can display a remaining number image Gz that can identify the remaining number of operations. The remaining number image Gz is an example of remaining number information. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the remaining number image Gz is displayed in the upper right corner of the display area R.
[0115] As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the display contents of the effect display device EH may include ball output information during the consecutive win period. As an example, the consecutive win period is a period from when the progression part of the game machine becomes a jackpot part when the game state is in a low-probability non-time-saving state until the game state becomes a low-probability non-time-saving state again when the progression part of the game machine is not a jackpot part. As an example, the consecutive win period is a period from when a situation in which a launch operation of a game ball in a normal mode is recommended to when a launch operation of a game ball in a specific mode is recommended to when a situation in which a launch operation of a game ball in a normal mode is recommended again. As an example, the ball output information during the consecutive win period is information that can specify the total number of prize balls awarded during the current consecutive win period. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the effect display device EH can display a ball output image Gd. The ball output image Gd is an example of ball output information. As an example, the ball output image Gd is an image that imitates the total number of prize balls awarded during the current consecutive winning period. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the ball output image Gd is displayed in the lower right of the display area R. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the ball output image Gd is displayed above the second performance pattern EZ2 in the display area R.
[0116] As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the display content of the effect display device EH may include hitting method information (hereinafter, referred to as specific hitting method information) that instructs the launch operation of the game ball in a specific manner. As an example, the specific hitting method information is hitting method information that instructs right hitting. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the effect display device EH can display the first right hitting image Gm1. The first right hitting image Gm1 is an example of specific hitting method information. As an example, the first right hitting image Gm1 may include an image that imitates a right-facing arrow. As an example, the first right hitting image Gm1 may include an image that imitates the character string "right hitting". As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the first right hitting image Gm1 is displayed in the center or approximately in the center in the display area R. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the first right-hit image Gm1 is displayed in response to a change from a situation in which a game ball launch operation in a normal mode is recommended to a situation in which a game ball launch operation in a specific mode is recommended. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the performance display device EH can display the second right-hit image Gm2. The second right-hit image Gm2 is an example of specific hitting method information. As an example, the second right-hit image Gm2 may include an image imitating a right-facing arrow. As an example, the second right-hit image Gm2 is information with lower visibility than the first right-hit image Gm1. As an example, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the second right-hit image Gm2 is displayed in the upper right corner of the display area R. As an example, when the game state is a low-probability time-saving state and the progression part of the game machine is a variable part, the second right-hit image Gm2 is displayed below the remaining number image Gz in the display area R. As an example, when the game state is a low-probability time-saving state and the progression part of the game machine is a variable part, the second right-hit image Gm2 is always displayed.
[0117] As shown in FIG. 7(c), for example, when the gaming state is in a low-probability time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the performance display device EH may include pre-reach performance information constituting a predetermined pre-reach performance. For example, when the gaming state is in a low-probability time-shortening state and the progression part of the gaming machine is a variable part, the performance display device EH can display a pre-reach performance image Gb. For example, when the gaming state is in a low-probability time-shortening state and the progression part of the gaming machine is a variable part, the pre-reach performance image Gb is displayed in the performance display device EH in the same display mode as when the gaming state is in a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part.
[0118] As shown in FIG. 7(d), as an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include customization information related to customization of the effect executed in the pachinko gaming machine 10. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a customization image Cg related to customization of the effect executed in the gaming machine. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the customization image Cg is displayed in the same display mode on the effect display device EH as when the progression part of the gaming machine is a standby part.
[0119] As shown in FIG. 7(e) and FIG. 7(f), when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include reach performance information constituting a predetermined reach performance. As an example, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display an SR performance image Gs. As an example, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the SR performance image Gs is displayed in the same display mode as when the gaming state is in a low-probability non-time-saving state and the progression part of the gaming machine is a variable part on the effect display device EH. As an example, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a cut-in image Gc. As an example, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, the cut-in image Gc is displayed on the performance display device EH in the same display manner as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part.
[0120] As shown in FIG. 8(a), for example, when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the display contents of the performance display device EH may include the display of the first performance symbol EZ1. For example, when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the performance display device EH can variably display the first performance symbol EZ1. For example, when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the first performance symbol EZ1 is displayed in the same display mode as when the gaming state is a low probability non-time-saving state and the progression part of the gaming machine is a variable part on the performance display device EH. For example, when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the display contents of the performance display device EH may include the display of the second performance symbol EZ2. As an example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the performance display device EH can variably display the second performance pattern EZ2. As an example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 is displayed in the same display mode as when the gaming state is a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part on the performance display device EH. As an example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the display content of the performance display device EH may include specific value information regarding the volume of the pachinko gaming machine 10 and the light amount of the pachinko gaming machine 10. As an example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the performance display device EH can display a first specific value image Tg1 that can specify the volume of the pachinko gaming machine 10. As an example, when the gaming state is a high probability non-time shortening state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 is displayed in the same display mode as when the progression part of the gaming machine is a standby part on the performance display device EH. As an example, when the gaming state is a high probability non-time shortening state and the progression part of the gaming machine is a variable part, the performance display device EH can display a second specific value image Tg2 that can specify the light amount of the pachinko gaming machine 10.As an example, when the gaming state is a high probability non-time-saving state and the progressing part of the gaming machine is a variable part, the second specific value image Tg2 is displayed on the performance display device EH in the same display manner as when the progressing part of the gaming machine is a standby part.
[0121] As an example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include reserved information regarding a variable game that is on hold. As an example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the effect display device EH can display a reserved game image Gh. As an example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the reserved game image Gh is displayed in the same display mode on the effect display device EH as when the gaming state is a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part. As an example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include game information regarding a variable game that is being executed. As an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a variable game image Gg. As an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the variable game image Gg is displayed in the same display mode as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part on the effect display device EH.
[0122] As an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include reserved number information regarding the number of variable games on hold. As an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn can be displayed on the effect display device EH. As an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn is displayed on the effect display device EH in the same display mode as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part. As an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include variable number information that can specify the number of times a variable game is executed from a predetermined trigger. As an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a variable number of times image Gt that can specify the number of times a variable game is executed from a predetermined trigger. As an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the variable number of times image Gt is displayed in the same display mode as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part.
[0123] As shown in FIG. 8(b), for example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the display content of the performance display device EH may include pre-reach performance information constituting a predetermined pre-reach performance. For example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the performance display device EH can display a pre-reach performance image Gb. For example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the pre-reach performance image Gb is displayed on the performance display device EH in the same display mode as when the gaming state is a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part.
[0124] As shown in FIG. 8(c), as an example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the display content of the effect display device EH may include customization information related to customization of the effect executed in the pachinko gaming machine 10. As an example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the effect display device EH can display a customization image Cg related to customization of the effect executed in the gaming machine. As an example, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the customization image Cg is displayed in the same display mode on the effect display device EH as when the progression part of the gaming machine is a standby part.
[0125] As shown in FIG. 8(d) and FIG. 8(e), when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include reach effect information constituting a predetermined reach effect. As an example, when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display an SR effect image Gs. As an example, when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the SR effect image Gs is displayed in the same display mode as when the gaming state is a low probability non-time-saving state and the progression part of the gaming machine is a variable part on the effect display device EH. As an example, when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a cut-in image Gc. As an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the cut-in image Gc is displayed on the performance display device EH in the same display manner as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part.
[0126] As shown in FIG. 8(f), as an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the display content of the effect display device EH may include normal hitting method information. As an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a left-hitting image Gl. As an example, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the left-hitting image Gl is displayed on the effect display device EH in the same display mode as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part.
[0127] As shown in FIG. 9(a) and FIG. 9(b), when the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the performance display device EH may include the display of the first performance symbol EZ1. As an example, when the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is a variable part, the performance display device EH can variably display the first performance symbol EZ1. As an example, when the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is a variable part, the first performance symbol EZ1 is displayed in the same display mode as when the gaming state is in a low probability non-time-shortening state and the progression part of the gaming machine is a variable part on the performance display device EH. As an example, when the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the performance display device EH may include the display of the second performance symbol EZ2. As an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the performance display device EH can variably display the second performance pattern EZ2. As an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 is displayed in the same display mode as when the gaming state is a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part on the performance display device EH. As an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the display content of the performance display device EH may include specific value information regarding the volume of the pachinko gaming machine 10 and the light amount of the pachinko gaming machine 10. As an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the performance display device EH can display a first specific value image Tg1 that can specify the volume of the pachinko gaming machine 10. As an example, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 is displayed in the same display mode as when the progression part of the gaming machine is a standby part on the performance display device EH. As an example, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the performance display device EH can display a second specific value image Tg2 that can specify the light amount of the pachinko gaming machine 10.As an example, when the gaming state is a high-probability time-saving state and the progressing part of the gaming machine is a variable part, the second specific value image Tg2 is displayed on the performance display device EH in the same display manner as when the progressing part of the gaming machine is a standby part.
[0128] As an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include reserved information regarding a variable game that is on hold. As an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the effect display device EH can display a reserved game image Gh. As an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the reserved game image Gh is displayed in the same display mode as when the gaming state is a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part on the effect display device EH. As an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include game information regarding a variable game that is being executed. As an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the effect display device EH can display a variable game image Gg. As an example, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the variable game image Gg is displayed on the performance display device EH in the same display manner as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part.
[0129] As an example, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the display content of the performance display device EH may include reserved number information regarding the number of variable games on hold. As an example, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the performance display device EH can display a reserved number image Gn. As an example, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn is displayed on the performance display device EH in the same display mode as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part.
[0130] As an example, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the display content of the effect display device EH may include ball output information during the consecutive winning period. As an example, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the effect display device EH can display a ball output image Gd. As an example, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the ball output image Gd is displayed on the effect display device EH in the same display mode as when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part.
[0131] As an example, when the gaming state is in a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the performance display device EH may include specific hitting method information. As an example, when the gaming state is in a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the performance display device EH can display the first right-hit image Gm1. As an example, when the gaming state is in a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the first right-hit image Gm1 is displayed in the same display mode as when the gaming state is in a low-probability time-shortening state and the progression part of the gaming machine is a variable part on the performance display device EH. As an example, when the gaming state is in a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the performance display device EH can display the second right-hit image Gm2. As an example, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the second right-hit image Gm2 is displayed on the performance display device EH in the same display manner as when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part.
[0132] As shown in FIG. 9(c), for example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the performance display device EH may include pre-reach performance information constituting a predetermined pre-reach performance. For example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the performance display device EH can display a pre-reach performance image Gb. For example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the pre-reach performance image Gb is displayed on the performance display device EH in the same display mode as when the gaming state is a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part.
[0133] As shown in FIG. 9(d), as an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include customization information related to customization of the effect executed in the pachinko gaming machine 10. As an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the effect display device EH can display a customization image Cg related to customization of the effect executed in the gaming machine. As an example, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the customization image Cg is displayed in the same display mode on the effect display device EH as when the progression part of the gaming machine is a standby part.
[0134] As shown in FIG. 9(e) and FIG. 9(f), when the gaming state is in a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the display contents of the effect display device EH may include reach performance information constituting a predetermined reach performance. As an example, when the gaming state is in a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the effect display device EH can display an SR performance image Gs. As an example, when the gaming state is in a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the SR performance image Gs is displayed in the same display mode as when the gaming state is in a low-probability non-time-shortening state and the progression part of the gaming machine is a variable part on the effect display device EH. As an example, when the gaming state is in a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the effect display device EH can display a cut-in image Gc. As an example, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the cut-in image Gc is displayed on the performance display device EH in the same display manner as when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part.
[0135] Next, an example of the display contents of the effect display device EH when the progress part of the gaming machine is the big win part will be described. When the progression part of the gaming machine is the jackpot part, the display contents of the performance display device EH differ depending on whether the jackpot game being played is the first jackpot game or the consecutive jackpot game. As an example, the first jackpot game is a jackpot game based on winning a jackpot in a winning lottery when the consecutive jackpot period is not in progress. As an example, the consecutive jackpot game is a jackpot game based on winning a jackpot in a winning lottery when the consecutive jackpot period is in progress. In the following explanation, the jackpot part where the jackpot game being played is the first jackpot game may be referred to as the first jackpot part, and the jackpot part where the jackpot game being played is the consecutive jackpot game may be referred to as the second jackpot part.
[0136] As shown in FIG. 10(a), for example, when the progression part of the gaming machine is the first jackpot part, the display contents of the performance display device EH may include opening information constituting an opening performance. As described above, the opening performance is executed during the opening period when the progression part of the gaming machine is the jackpot part. For example, when the progression part of the gaming machine is the first jackpot part, during the opening period, the performance display device EH can display an opening image Go. The opening image Go is an example of opening information. For example, the opening image Go is a moving image. For example, when the progression part of the gaming machine is the first jackpot part, the opening image Go is displayed in the entire area or substantially the entire area of the display area R. For example, when the progression part of the gaming machine is the first jackpot part, the display contents of the performance display device EH may include specific hitting method information. For example, when the progression part of the gaming machine is the first jackpot part, the performance display device EH can display a first right-hit image Gm1. As an example, when the progression part of the gaming machine is the first jackpot part, the first right hit image Gm1 is displayed in the center or approximately in the center in the display area R. As an example, when the progression part of the gaming machine is the first jackpot part, the first right hit image Gm1 is displayed in the performance display device EH for the opening period. As an example, when the progression part of the gaming machine is the first jackpot part, the first right hit image Gm1 is displayed in the display area R at the same position as when the game state is in the low-probability time-saving state and the progression part of the gaming machine is the variable part. As an example, when the progression part of the gaming machine is the first jackpot part, the performance display device EH can display the second right hit image Gm2. As an example, when the progression part of the gaming machine is the first jackpot part, the second right hit image Gm2 is displayed in the display area R at the same position as when the game state is in the low-probability time-saving state and the progression part of the gaming machine is the variable part.
[0137] As shown in FIG. 10(b), when the game machine progress part is the first jackpot part, the display contents of the performance display device EH may include round information constituting the round performance. When the game machine progress part is the first jackpot part, the performance display device EH may display a round image Gr1. The round image Gr1 is an example of round information. When the game machine progress part is the first jackpot part, the round image Gr1 is displayed in the entire area or substantially the entire area of the display area R. When the game machine progress part is the first jackpot part, the display contents of the performance display device EH may include round number information that can specify the current round number ... As an example, when the progression part of the gaming machine is the first jackpot part, the performance display device EH can display a round number image Gr2 that can identify the current number of rounds. The round number image Gr2 is an example of round number information. As an example, when the progression part of the gaming machine is the first jackpot part, the round number image Gr2 is displayed in the upper right corner in the display area R. As an example, when the progression part of the gaming machine is the first jackpot part, the round number image Gr2 is displayed above the display position of the second right-hit image Gm2 in the display area R. As an example, when the progression part of the gaming machine is the first jackpot part, the display content of the performance display device EH can include type information that can identify the type of the jackpot identification information. As an example, the jackpot identification information is information that indicates the jackpot pattern combination derived in the performance game executed immediately before. As an example, the type information is information that constitutes the round performance. As an example, when the progression part of the gaming machine is the first jackpot part, the performance display device EH can display a type image Gr3. The type image Gr3 is an example of type information.As an example, the type image Gr3 is an image imitating a part of the first performance symbol EZ1 among the symbol combinations of the jackpot derived in the performance game executed immediately before. As an example, the type image Gr3 is an image imitating an Arabic numeral corresponding to the first performance symbol EZ1 among the symbol combinations of the jackpot derived in the performance game executed immediately before. In other words, if the first performance symbol EZ1 is "777" among the symbol combinations of the jackpot derived in the performance game executed immediately before, the type image Gr3 is an image imitating "7". As an example, when the progression part of the gaming machine is the first jackpot part, the type image Gr3 is displayed in the upper right corner in the display area R. As an example, when the progression part of the gaming machine is the first jackpot part, the type image Gr3 is displayed above the display position of the round number image Gr2 in the display area R. As described above, the round performance is executed during the period when the progression part of the gaming machine is the jackpot part and the round game is being executed. As an example, when the progression part of the gaming machine is the first jackpot part, the display contents of the performance display device EH may include shot information instructing the shooting operation of the gaming ball toward a specific area. As an example, when the progression part of the gaming machine is the first jackpot part, the performance display device EH can display a specific round image Gr4 instructing the shooting operation of the gaming ball toward a specific area. The specific round image Gr4 is an example of the shot information instructing the shooting operation of the gaming ball toward a specific area. As an example, when the progression part of the gaming machine is the first jackpot part, the specific round image Gr4 is displayed at the bottom in the display area R. The shot information instructing the shooting operation of the gaming ball toward a specific area is displayed during the period when the specific round game is being executed when the progression part of the gaming machine is the first jackpot part. As an example, when the progression part of the gaming machine is the first jackpot part, the display contents of the performance display device EH may include ball output information during the consecutive win period. As an example, when the game machine is in the first big win part, the effect display device EH can display the ball output image Gd. As an example, when the game machine is in the first big win part, the ball output image Gd is displayed to the right of the specific round image Gr4 in the display area R.As an example, when the game machine is in the first big win part, the ball output information during the consecutive win period is displayed during the round period.
[0138] As shown in FIG. 10(c), for example, when the progression part of the gaming machine is the first jackpot part, the display content of the performance display device EH may include passing information that can identify that the gaming ball has passed through a specific area. For example, when the progression part of the gaming machine is the first jackpot part, the performance display device EH can display a passing image Gr5 that can identify that the gaming ball has passed through a specific area. For example, the passing image Gr5 is an image that imitates the letter "V". The passing image Gr5 is an example of passing information that can identify that the gaming ball has passed through a specific area. For example, when the progression part of the gaming machine is the first jackpot part, the passing image Gr5 is displayed in the upper right corner in the display area R. For example, when the progression part of the gaming machine is the first jackpot part, the passing image Gr5 is displayed to the right of the display position of the type image Gr3 in the display area R. For example, the passing information is displayed when the progression part of the gaming machine is the first jackpot part, triggered by the gaming ball passing through a specific area.
[0139] As shown in FIG. 10(d), for example, when the progression part of the gaming machine is the first jackpot part, the display contents of the performance display device EH may include ending information constituting an ending performance. As described above, the ending performance is executed in the ending period when the progression part of the gaming machine is the jackpot part. For example, when the progression part of the gaming machine is the first jackpot part, the performance display device EH can display an ending image Ge in the ending period. The ending image Ge is an example of ending information. For example, the ending image Ge is a moving image. For example, when the progression part of the gaming machine is the first jackpot part, the ending image Ge is displayed in the entire area or substantially the entire area of the display region R. For example, when the progression part of the gaming machine is the first jackpot part, the display contents of the performance display device EH may include attention-calling information regarding addiction. As an example, when the progress part of the gaming machine is a waiting part, the performance display device EH can display an image Ng2 that alerts the user to getting addicted. The image Ng2 is an example of ending information. The image Ng2 is an example of alert information. The image Ng2 is an example of second alert information among alert information. As an example, the image Ng2 may include an image that imitates the character string "Pachinko and Pachislot are games that should be enjoyed in moderation" and the character string "Be careful not to get addicted." As an example, the image Ng2 may include an image that alerts the user to forgetting to take out the information medium (prepaid card). As an example, the image Ng2 may include an image that imitates the character string "Be careful not to forget to take out the prepaid card." As an example, the image Ng2 is an image with a different display area from the image Ng1. As an example, the attention calling image Ng2 is an image having a smaller display area than the attention calling image Ng1.
[0140] As shown in FIG. 11(a), for example, when the progression part of the gaming machine is the second jackpot part, the display contents of the performance display device EH may include opening information constituting an opening performance. For example, when the progression part of the gaming machine is the second jackpot part, the performance display device EH can display an opening image Go during the opening period. For example, when the progression part of the gaming machine is the second jackpot part, the opening image Go is displayed in the same display mode on the performance display device EH as when the progression part of the gaming machine is the first jackpot part. For example, when the progression part of the gaming machine is the second jackpot part, the display contents of the performance display device EH may include specific play method information. For example, when the progression part of the gaming machine is the second jackpot part, the performance display device EH can display a second right-hit image Gm2. As an example, when the progression part of the gaming machine is the second jackpot part, the second right-hit image Gm2 is displayed in the same display mode on the performance display device EH as when the game state is in the low-probability time-saving state and the progression part of the gaming machine is the variable part. As an example, when the progression part of the gaming machine is the second jackpot part, the display content of the performance display device EH may include consecutive win information that can specify the number of consecutive wins. As an example, the consecutive win number is information that can specify the total number of jackpot games started in the current consecutive win period. As an example, when the progression part of the gaming machine is the second jackpot part, the performance display device EH can display the consecutive win count image Rg. The consecutive win count image Rg is an example of consecutive win information. As an example, the consecutive win count image Rg is an image that imitates the number of jackpots started in the current consecutive win period. As an example, when the progression part of the gaming machine is the second jackpot part, the consecutive win count image Rg is displayed in the lower right corner in the display area R.
[0141] As shown in FIG. 11(b), when the progression part of the gaming machine is the second jackpot part, the display contents of the performance display device EH may include round information constituting the round performance. As an example, when the progression part of the gaming machine is the second jackpot part, the performance display device EH can display a round image Gr1. As an example, when the progression part of the gaming machine is the second jackpot part, the round image Gr1 is displayed in the same display mode as when the progression part of the gaming machine is the first jackpot part on the performance display device EH. As an example, when the progression part of the gaming machine is the second jackpot part, the display contents of the performance display device EH may include round number information that can specify the current number of rounds. As an example, when the progression part of the gaming machine is the second jackpot part, the performance display device EH can display a round number image Gr2. As an example, when the progression part of the gaming machine is the second jackpot part, the round number image Gr2 is displayed in the same display mode as when the progression part of the gaming machine is the first jackpot part on the performance display device EH. As an example, when the progression part of the gaming machine is the second jackpot part, the display content of the performance display device EH may include type information that can specify the type of jackpot identification information. As an example, when the progression part of the gaming machine is the second jackpot part, the performance display device EH can display a type image Gr3. As an example, when the progression part of the gaming machine is the second jackpot part, the type image Gr3 is displayed on the performance display device EH in the same display mode as when the progression part of the gaming machine is the first jackpot part.
[0142] As an example, when the progression part of the gaming machine is the second jackpot part, the display contents of the performance display device EH may include shot information instructing the shooting operation of the gaming ball toward a specific area. As an example, when the progression part of the gaming machine is the second jackpot part, the performance display device EH can display a specific round image Gr4 instructing the shooting operation of the gaming ball toward a specific area. As an example, when the progression part of the gaming machine is the second jackpot part, the specific round image Gr4 is displayed in the same display mode as when the progression part of the gaming machine is the first jackpot part on the performance display device EH. As an example, when the progression part of the gaming machine is the second jackpot part, the display contents of the performance display device EH may include ball output information during a consecutive winning period. As an example, when the progression part of the gaming machine is the second jackpot part, the performance display device EH can display a ball output image Gd. As an example, when the progression part of the gaming machine is the second jackpot part, the ball output image Gd is displayed on the performance display device EH in the same display mode as when the progression part of the gaming machine is the first jackpot part.
[0143] As shown in Fig. 11(c), for example, when the progression part of the gaming machine is the second jackpot part, the display content of the performance display device EH may include passing information that can identify that the gaming ball has passed through a specific area. For example, when the progression part of the gaming machine is the second jackpot part, the performance display device EH can display a passing image Gr5 that can identify that the gaming ball has passed through a specific area. For example, when the progression part of the gaming machine is the second jackpot part, the passing image Gr5 is displayed on the performance display device EH in the same display mode as when the progression part of the gaming machine is the first jackpot part.
[0144] As shown in Fig. 11(d), for example, when the progression part of the gaming machine is the second jackpot part, the display content of the performance display device EH may include ending information constituting an ending performance. For example, when the progression part of the gaming machine is the second jackpot part, the performance display device EH can display an ending image Ge during the ending period. For example, when the progression part of the gaming machine is the second jackpot part, the ending image Ge is displayed in the same display mode on the performance display device EH as when the progression part of the gaming machine is the first jackpot part.
[0145] Next, an example of the display content of the performance display device EH when power supply is started and the backup information has not been initialized will be described. As shown in FIG. 12, for example, when the power supply is started and the backup information is not initialized, the display contents of the performance display device EH may include supply start information that can specify that the power supply has started. For example, when the power supply is started and the backup information is not initialized, the performance display device EH can display a supply start image Gp1 that can specify that the power supply has started. The supply start image Gp1 is an example of supply start information. For example, the supply start image Gp1 may include an image that imitates the character string "power is turned on". For example, when the power supply is started and the backup information is not initialized, the supply start image Gp1 is displayed in the entire area or substantially the entire area of the display area R. For example, when the power supply is started and the backup information is not initialized, the display contents of the performance display device EH may include return information that can specify that the power supply has started and the backup information has not been initialized. For example, when the power supply is started and the backup information is not initialized, the performance display device EH can display a return image Gp2 that can specify that the power supply has started and the backup information has not been initialized. The restoration image Gp2 is an example of restoration information. The restoration image Gp2 is an image imitating the character string "Restoring". As an example, when power supply is started and the backup information is not initialized, the restoration image Gp2 is displayed at the top in the display area R. The display of the power supply start image Gp1 is an example of an input notification. The display of the restoration image Gp2 is an example of an input notification.
[0146] Next, an example of the display contents of the effect display device EH when a function (hereinafter referred to as the complete function) that restricts the execution of a game when the specific number of balls reaches the upper limit is activated will be described. As an example, the specific number of balls is information based on the number of prize balls acquired by the player and the number of balls used by the player in the game. As an example, the specific number of balls is counted based on the number of prize balls awarded since the start of power supply and the number of balls used in the game since the start of power supply. As an example, the upper limit is 95,000.
[0147] As shown in FIG. 13, when the complete function is activated, the display contents of the effect display device EH may include special information. As an example, the special information may include information that can identify that the complete function is activated. As an example, the special information may include information specific to the model. The specific information specific to the model may include a logo mark of the manufacturer, a specific character (such as an official mascot character) specific to the manufacturer, and a specific character specific to the model. As an example, when the complete function is activated (when the specific number of balls reaches the upper limit), the effect display device EH can display a special image Gcp. The special image Gcp is an example of special information. As an example, the special image Gcp may include an image imitating the character string "The complete function has been activated", the character string "The upper limit that can be paid out in one day has been reached", and the character string "Today's game is over". As an example, the special image Gcp may include an image imitating a character unique to the model. As an example, the special image Gcp may include an image imitating the character string "Congratulations!". As an example, the special image Gcp is a moving image. As an example, the special image Gcp is an image for satisfying the player's sense of accomplishment. As an example, the special image Gcp is an image that is exclusively displayed when the complete function is activated. As an example, when the complete function is activated, the special image Gcp is displayed in the entirety or substantially the entirety of the display area R.
[0148] Next, an example of the display contents of the effect display device EH when the number of specific balls reaches a specific number that is smaller than the upper limit number will be described. As an example, the specific number is 90,000.As shown in FIG. 14, for example, when the number of specific balls reaches a specific number smaller than the upper limit number, the display content of the effect display device EH may include specific information. For example, the specific information is information that suggests in advance that the complete function may be activated. For example, the specific information is information that suggests the difference between the number of specific balls and the upper limit number. For example, the specific information is information that suggests that the number of specific balls has reached a specific number. For example, the effect display device EH can display a specific image Sg when the number of specific balls reaches a specific number smaller than the upper limit number. The specific image Sg is an example of specific information. For example, the specific image Sg may include a message image Mg. For example, the message image Mg is an image that imitates the character string "The upper limit that can be paid out in a day is approaching" and the character string "Please note that if the meter reaches 0, today's game will end." For example, the specific image Sg is configured to include a plurality of unit images. As an example, the specific image Sg includes five unit images, a first unit image Mgt1, a second unit image Mgt2, a third unit image Mgt3, a fourth unit image Mgt4, and a fifth unit image Mgt5. The first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 are examples of a plurality of unit information. The first unit image Mgt1 is an example of specific unit information. As an example, each of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 is a square-shaped image. For example, each of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 has a normal display mode and a specific display mode. For example, the normal display mode of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 is a full state in which the frame of each unit image is filled by applying a predetermined color tone to the portion within the frame of each unit image.As an example, the specific display mode of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 is an empty state in which the frame is expressed as an empty state by applying a predetermined color tone to the part within the frame of each unit image. As an example, the specific image Sg is an image that suggests the difference between the specific number of balls and the upper limit number by the display mode of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5. As an example, the specific image Sg is configured by including an image imitating a scale near each of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5. As an example, when the specific number of balls reaches a specific number smaller than the upper limit number, the specific image Sg is displayed in the upper left of the display area R. In other words, the specific image Sg and the special image Gcp have different display positions. Also, the specific image Sg is not an image that is displayed in the entire or nearly the entire display area R. In other words, the specific image Sg has a smaller display area in the performance display device EH than the special image Gcp. As an example, the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 are arranged horizontally in the specific image Sg in the order of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 from the left.
[0149] Next, an example of the display contents of the effect display device EH when the operation of the complete function is on hold will be described. As an example, when the specific number of balls reaches the upper limit during the execution of a jackpot game, the operation of the complete function is on hold until the jackpot game ends.
[0150] As shown in Fig. 15, for example, when the operation of the complete function is on hold, the display content of the performance display device EH may include operation standby information that can identify that the operation of the complete function is on hold. For example, when the operation of the complete function is on hold, the display mode of the message image Mg that constitutes the specific image Sg may change in the performance display device EH. In the following description, the display mode of the message image Mg until the operation of the complete function is on hold (before the display mode changes) may be referred to as the normal display mode, and the display mode of the message image Mg after the operation of the complete function is on hold (after the display mode changes) may be referred to as the specific display mode.
[0151] The specific image Sg including the message image Mg in the specific display mode is an example of the operation standby information. As an example, the message image Mg in the specific display mode may include an image imitating the character string "The maximum payout limit for one day has been reached" instead of the character string "The maximum payout limit for one day is approaching." As an example, the message image Mg in the specific display mode may include an image imitating the character string "The complete function will be activated after the win ends" instead of the character string "Please note that the game will end when the meter reaches 0." As an example, when the operation of the complete function is standby, each of the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 is displayed in a specific display mode. As an example, when the operation of the complete function is standby, the display position of the specific image Sg does not change in the display area R.
[0152] Next, a specific ball counting process for counting a specific number of balls will be described. As an example, the specific ball counting process includes a first specific ball counting process and a second specific ball counting process. As an example, the main CPU 41 executes the first specific ball counting process when it is determined that a game ball has been used. As an example, the main CPU 41 executes the second specific ball counting process when a prize ball is awarded in the prize ball payout process.
[0153] As shown in Fig. 16, in the first specific ball counting process, the main CPU 41 determines whether or not the complete function is operating (step S101). As an example, the main CPU 41 determines whether or not the complete function is operating based on a complete function operation flag stored in the main RAM 43. As an example, the complete function operation flag is information that can identify whether or not the complete function is operating. If the complete function is operating (step S101: YES), the main CPU 41 ends the first specific ball counting process.
[0154] When the complete function is not in operation (step S101: NO), the main CPU 41 judges whether the complete function is in standby (step S102). As an example, the main CPU 41 judges whether the complete function is in standby based on a complete function standby flag stored in the main RAM 43. As an example, the complete function standby flag is information that can specify whether the complete function is in standby. As an example, the standby state of the complete function is a state in which the operation of the complete function is in standby because the standby condition of the complete function is satisfied even though the specific ball number has reached the upper limit number. As an example, the standby condition of the complete function is satisfied during a jackpot game. In other words, even if the specific ball number has reached the upper limit number, the operation of the complete function is in standby during a jackpot game. When the complete function is in standby (step S102: YES), the main CPU 41 ends the first specific ball number counting process.
[0155] If the complete function is not in standby (step S102: NO), the main CPU 41 judges whether the specific number of balls stored in the main RAM 43 is 0 (step S103). If the specific number of balls is 0 (step S103: YES), the main CPU 41 ends the first specific number of balls counting process. If the specific number of balls is not 0 (step S103: NO), the main CPU 41 updates the specific number of balls stored in the main RAM 43 by subtracting 1 (step S104). The main CPU 41 stores a control command (hereinafter, referred to as a specific number of balls command) according to the updated specific number of balls in the output buffer (step S105). As an example, the main CPU 41 generates a specific number of balls command so that the updated specific number of balls can be specified, and stores the generated specific number of balls command in the output buffer. When the process of step S105 is completed, the main CPU 41 ends the first specific number of balls counting process.
[0156] As shown in FIG. 17, in the second specific ball counting process, the main CPU 41 determines whether the complete function is operating (step S201). If the complete function is operating (step S201: YES), the main CPU 41 ends the second specific ball counting process. If the complete function is not operating (step S201: NO), the main CPU 41 determines whether the complete function is waiting to be operated (step S202). If the complete function is waiting to be operated (step S202: YES), the main CPU 41 ends the second specific ball counting process.
[0157] If the complete function is not in standby (step S202: NO), the main CPU 41 updates the specific ball count stored in the main RAM 43 by adding the newly awarded number of prize balls (step S203). Next, the main CPU 41 determines whether the specific ball count after the update in step S203 has reached the upper limit number (step S204). If the specific ball count has not reached the upper limit number (step S204: NO), the main CPU 41 stores a specific ball count command corresponding to the updated specific ball count in the output buffer (step S205). After completing the process of step S205, the main CPU 41 ends the second specific ball counting process.
[0158] If the specific ball count has reached the upper limit (step S204: YES), the main CPU 41 judges whether or not a jackpot game is being played (step S206). If a jackpot game is being played (step S206: YES), the main CPU 41 puts the completion function into standby (step S207). As an example, the main CPU 41 updates the completion function standby flag stored in the main RAM 43 so that it can be specified that the completion function is in standby for activation. As an example, the main CPU 41 stores a control command (hereinafter, referred to as an activation standby command) that can be specified that the completion function is in standby for activation in the output buffer. After that, the main CPU 41 ends the second specific ball counting process.
[0159] If the jackpot game is not being executed (step S206: NO), the main CPU 41 activates the complete function (step S208). As an example, the main CPU 41 updates the complete function activation flag stored in the main RAM 43 so as to specify that the complete function is in operation. As an example, the main CPU 41 stores a control command (hereinafter, referred to as an activation command) that specifies that the complete function is in operation in the output buffer. Thereafter, the main CPU 41 ends the second specific ball counting process. As an example, while waiting for the activation of the complete function, the main CPU 41 activates the complete function when ending the jackpot game. That is, the main CPU 41 updates the complete function activation flag stored in the main RAM 43 so as to specify that the complete function is in operation, and stores the activation command in the output buffer.
[0160] As an example, during the operation of the complete function, the main CPU 41 limits the execution of the game in the gaming machine (hereinafter, referred to as a game stop). In other words, when the number of specific balls reaches the upper limit, the execution of the game in the pachinko gaming machine 10 is limited. As an example, during the operation of the complete function, the main CPU 41 does not execute the special symbol input process, the special symbol start process, the big win game process, the normal symbol input process, the normal symbol start process, the normal win game process, and the prize ball payout process. In other words, during the game stop, even if the game ball enters the first start hole 12 and the second start hole 13 in the pachinko gaming machine 10, the reserve condition of the special game is not established. Also, during the game stop, even if the game ball enters the first start hole 12, the second start hole 13, the first big winning hole 14, and the second big winning hole 15 in the pachinko gaming machine 10, the prize ball is not paid out. In addition, during a game stop, in the pachinko game machine 10, even if a game ball enters the gate opening 17a, the reserve condition of the normal game is not established. During a game stop, in the pachinko game machine 10, a new special game is not executed. During a game stop, in the pachinko game machine 10, a new normal game is not executed. During a game stop, in the pachinko game machine 10, a new big win game is not executed. During a game stop, in the pachinko game machine 10, a new normal win game is not executed. On the other hand, as an example, during the operation of the complete function, the main CPU 41 executes a part of the main error processing. For example, in the main error processing, the main CPU 41 can execute processing related to a payout error, but does not execute processing related to an illegal winning error. As a result, the main CPU 41 can detect a payout error even when the execution of a game in the gaming machine is restricted. That is, while a game is stopped, in the pachinko gaming machine 10, a payout error may be set, but an improper winning error is not set. Also, while a game is stopped, in the pachinko gaming machine 10, a payout error setting may be released, but an improper winning error setting is not released. Also, as an example, while the complete function is operating, the main CPU 41 executes a base counting process. That is, while a game is stopped, in the pachinko gaming machine 10, the display of the base value on the base display device 45 is permitted.
[0161] As an example, the specific number of balls is information (hereinafter, referred to as non-backup information) that is initialized regardless of whether the RAM clear switch 46 is operated when the power supply is started, while the complete function activation flag and the complete function standby flag are backup information. Therefore, the power supply is cut off until the specific number of balls reaches the upper limit, and the specific number of balls is initialized when the power supply is started after that, even if the RAM clear switch 46 is not operated. That is, the main CPU 41 counts the specific number of balls based on the number of prize balls awarded since the power supply was started and the number of balls used in the game since the power supply was started. Therefore, the power supply is cut off until the specific number of balls reaches the upper limit, and the conditions related to the operation of the complete function are initialized when the power supply is started after that, even if the RAM clear switch 46 is not operated. On the other hand, after the specific number of balls reaches the upper limit, the power supply is cut off, and when the power supply is started after that, the conditions related to the operation of the complete function are not initialized unless the RAM clear switch 46 is operated. In other words, after the specific number of balls reaches the upper limit, the power supply is cut off, and when the power supply is started again, if the RAM clear switch 46 is not operated, the complete function is activated again or the complete function is in standby mode. At this time, as an example, the main CPU 41 stores an activation command or an activation standby command in the output buffer depending on whether the complete function is activated or in standby mode. The complete function is activated and the complete function is in standby mode when the power supply is cut off and the power supply is started again, and the main CPU 41 counts the specific number of balls.
[0162] Next, the display priority of the various images will be described. As an example, the display priority of the various images is determined by the layer on which the various images are arranged. As an example, the display mode of the various images may be changed arbitrarily. Therefore, the display positions of one image and another image may be the same in part or in whole (part or all of the display may overlap), or may be different (the display may not overlap in whole). For this reason, in this embodiment, the priority of the layer is determined as the display priority of the various images.
[0163] As shown in FIG. 18, by way of example, the layers include a first layer, a second layer, a third layer, a fourth layer, a fifth layer, a sixth layer, a seventh layer, an eighth layer, a ninth layer, a tenth layer, an eleventh layer, a twelfth layer, a thirteenth layer, a fourteenth layer, a fifteenth layer, a sixteenth layer, a seventeenth layer, an eighteenth layer, and a nineteenth layer.
[0164] As an example, the display priority of each layer is defined as follows, in order of decreasing priority: first layer, second layer, third layer, fourth layer, fifth layer, sixth layer, seventh layer, eighth layer, ninth layer, tenth layer, eleventh layer, twelfth layer, thirteenth layer, fourteenth layer, fifteenth layer, sixteenth layer, seventeenth layer, eighteenth layer, and nineteenth layer.
[0165] As an example, a payout error image Hg may be arranged in the first layer. As an example, a special image Gcp may be arranged in the second layer. As an example, a reserved number image Gn and a second performance pattern EZ2 may be arranged in the third layer. As an example, a second right hit image Gm2 may be arranged in the fourth layer. As an example, an illegal winning error image Fg may be arranged in the fifth layer. As an example, a customized image Cg and a round number image Gr2 may be arranged in the sixth layer. As an example, a first specific value image Tg1 and a second specific value image Tg2 may be arranged in the seventh layer. As an example, a reserved game image Gh and a variable game image Gg may be arranged in the eighth layer. As an example, a variable number of times image Gt and a remaining number of times image Gz may be arranged in the ninth layer. As an example, a left hit image Gl and a first right hit image Gm1 may be arranged in the tenth layer. As an example, the first performance pattern EZ1 may be arranged in the 11th layer. As an example, the reach before performance image Gb and the cut-in image Gc may be arranged in the 12th layer. As an example, the specific image Sg may be arranged in the 13th layer. As an example, the demonstration image Dg, the attention image Ng1, and the SR performance image Gs may be arranged in the 14th layer. As an example, the type image Gr3 may be arranged in the 15th layer. As an example, the ball image Gd may be arranged in the 16th layer. As an example, the passing image Gr5 may be arranged in the 17th layer. As an example, the specific round image Gr4, the consecutive number of times image Rg, the attention image Ng2, and the return image Gp2 may be arranged in the 18th layer. As an example, the opening image Go, the round image Gr1, the ending image Ge, and the supply start image Gp1 may be arranged in the 19th layer.
[0166] That is, the payout error image Hg has a higher display priority than the special image Gcp. The special image Gcp also has a higher display priority than the reserved number image Gn and the second performance pattern EZ2. The reserved number image Gn and the second performance pattern EZ2 also have a higher display priority than the second right hit image Gm2. The second right hit image Gm2 also has a higher display priority than the fraudulent winning error image Fg. The fraudulent winning error image Fg also has a higher display priority than the customized image Cg and the round number image Gr2. The customized image Cg and the round number image Gr2 also have a higher display priority than the first specific value image Tg1 and the second specific value image Tg2. The first specific value image Tg1 and the second specific value image Tg2 also have a higher display priority than the reserved game image Gh and the variable game image Gg. The reserved game image Gh and the variable game image Gg also have a higher display priority than the variable number of times image Gt and the remaining number of times image Gz. In addition, the variable number of times image Gt and the remaining number of times image Gz have a higher display priority than the left hit image Gl and the first right hit image Gm1. In addition, the left hit image Gl and the first right hit image Gm1 have a higher display priority than the first performance pattern EZ1. In addition, the first performance pattern EZ1 has a higher display priority than the reach before performance image Gb, the SR performance image Gs, and the cut-in image Gc. In addition, the reach before performance image Gb, the SR performance image Gs, and the cut-in image Gc have a higher display priority than the specific image Sg. In addition, the specific image Sg has a higher display priority than the demonstration image Dg and the attention calling image Ng1. In addition, the demonstration image Dg and the attention calling image Ng1 have a higher display priority than the type image Gr3. In addition, the type image Gr3 has a higher display priority than the ball output image Gd. In addition, the ball output image Gd has a higher display priority than the passing image Gr5. The passing image Gr5 has a higher display priority than the specific round image Gr4, the consecutive win count image Rg, the attention-calling image Ng2, and the return image Gp2. The specific round image Gr4, the consecutive win count image Rg, the attention-calling image Ng2, and the return image Gp2 have a higher display priority than the opening image Go, the round image Gr1, the ending image Ge, and the supply start image Gp1.
[0167] Next, the control for displaying the various images will be described. As an example, when power supply is started, the sub-CPU51 controls the performance display device EH to display a supply start image Gp1 for a certain period of time. As an example, when a recovery command is input, the sub-CPU51 controls the performance display device EH to display a recovery image Gp2 for a certain period of time. Note that, as an example, when an initialization command is input, the sub-CPU51 may control the performance display device EH to display display content that can identify that part of the backup information has been initialized.
[0168] As an example, when the sub-CPU51 inputs a payout error setting command, it controls the performance display device EH to display a payout error image Hg. As an example, when the sub-CPU51 inputs a payout error release command, it controls the performance display device EH to end the display of the payout error image Hg. As an example, when the sub-CPU51 inputs an illegal winning error setting command, it controls the performance display device EH to display an illegal winning error image Fg. As an example, when the sub-CPU51 inputs an illegal winning error release command, it controls the performance display device EH to end the display of the illegal winning error image Fg.
[0169] As an example, when the sub-CPU51 inputs a standby command, it updates the progress part information stored in the sub-RAM53 so that it can identify that the progress part of the gaming machine is the standby part. As an example, when the sub-CPU51 inputs a standby command, it controls the performance display device EH to stop and display the first performance symbol EZ1. As an example, when the sub-CPU51 inputs a standby command, it controls the performance display device EH to stop and display the second performance symbol EZ2.
[0170] As an example, when the progress part of the gaming machine is the standby part, the sub-CPU51 detects an operation to change the volume of the pachinko gaming machine 10 and controls the effect display device EH to display the first specific value image Tg1 for a certain period of time. As an example, when the sub-CPU51 determines that an operation to lower the volume of the pachinko gaming machine 10 has been performed, it controls the volume of the pachinko gaming machine 10 to be lowered by one step and controls the effect display device EH to display the first specific value image Tg1 that can identify the step of the volume after the change for a certain period of time. As an example, when the sub-CPU51 detects that the left button JBl has been operated based on the operation signal of the left button JBl, it determines that an operation to lower the volume of the pachinko gaming machine 10 has been performed. As an example, when the sub-CPU 51 determines that a change operation to increase the volume of the pachinko gaming machine 10 has been performed, it controls the volume of the pachinko gaming machine 10 to be increased by one step, and controls the effect display device EH to display a first specific value image Tg1 that can identify the changed volume step for a certain period of time. As an example, when the sub-CPU 51 detects that the right button JBr has been operated based on an operation signal of the right button JBr, it determines that a change operation to increase the volume of the pachinko gaming machine 10 has been performed. As an example, when the progress part of the gaming machine is a standby part, the sub-CPU 51 controls the effect display device EH to display a second specific value image Tg2 for a certain period of time when it detects that a change operation to change the light amount of the pachinko gaming machine 10 has been performed. As an example, when the sub-CPU 51 determines that a change operation to weaken the light amount of the pachinko gaming machine 10 has been performed, it controls the light amount of the pachinko gaming machine 10 to be weakened by one step, and controls the effect display device EH to display the second specific value image Tg2 capable of identifying the changed light amount step for a certain period of time. As an example, when the sub-CPU 51 detects that the down button JBd has been operated based on the operation signal of the down button JBd, it determines that a change operation to weaken the light amount of the pachinko gaming machine 10 has been performed. As an example, when the sub-CPU 51 determines that a change operation to strengthen the light amount of the pachinko gaming machine 10 has been performed, it controls the light amount of the pachinko gaming machine 10 to be strengthened by one step, and controls the effect display device EH to display the second specific value image Tg2 capable of identifying the changed light amount step for a certain period of time.As an example, when the sub-CPU 51 detects that the up button JBu has been operated based on the operation signal of the up button JBu, it determines that a change operation to increase the light intensity of the pachinko gaming machine 10 has been performed. As an example, when the progress part of the gaming machine is the waiting part, the sub-CPU 51 controls the effect display device EH so as to display the customized image Cg for a certain period of time when it detects a customization operation of the effect executed in the pachinko gaming machine 10. As an example, when the sub-CPU 51 detects that the effect button BT has been operated based on the operation signal of the effect button BT, it determines that a customization operation has been performed. As an example, when the sub-CPU 51 detects that the customization operation has been performed during the period in which the customized image Cg is displayed, it changes the setting related to the selected item. As an example, when the sub-CPU 51 detects that the cross button JB has been operated based on the operation signal of the cross button JB during the period in which the customized image Cg is displayed, it changes the selected item according to the operation mode of the cross button JB.
[0171] As an example, the sub-CPU51 controls the performance display device EH to display a demonstration image Dg for a certain period of time when a predetermined demonstration waiting time (e.g., one minute) has elapsed since the progression part of the gaming machine shifted to the standby part. As an example, the sub-CPU51 controls the performance display device EH to display an attention-calling image Ng1 for a certain period of time when the display of the demonstration image Dg ends. As an example, the sub-CPU51 controls the performance display device EH to display a demonstration image Dg for a certain period of time again when the demonstration waiting time has elapsed since the display of the attention-calling image Ng1 ends.
[0172] As an example, when the sub-CPU 51 inputs a state designation command, it updates the game state information stored in the sub-RAM 53 so that the game state specified from the state designation command can be specified. As an example, when the sub-CPU 51 specifies that the game has been newly controlled to a low-probability non-time-shortening state, it determines whether the previous game state was a low-probability time-shortening state or a high-probability time-shortening state. If the previous game state was a low-probability time-shortening state or a high-probability time-shortening state, the sub-CPU 51 controls the performance display device EH to display a left-hit image Gl for a certain period of time when the progression part of the game machine is not a jackpot part. As an example, when the sub-CPU 51 specifies that the game has been newly controlled to a low-probability non-time-shortening state, it controls the performance display device EH to display a variable number of times image Gt when the progression part of the game machine is not a jackpot part. As an example, the sub-CPU 51 controls the performance display device EH to end the display of the variable number of times image Gt when the progression part of the game machine transitions to a jackpot part. As an example, when the sub-CPU 51 is newly controlled to a low-probability time-shortening state or a high-probability time-shortening state, the sub-CPU 51 controls the performance display device EH to terminate the display of the fluctuation count image Gt.
[0173] As an example, when the sub-CPU51 determines that the game machine is newly controlled to a low-probability time-saving state, it controls the effect display device EH to display the remaining number of times image Gz. As an example, when the progress part of the game machine shifts to a jackpot part, the sub-CPU51 controls the effect display device EH to end the display of the remaining number of times image Gz. As an example, when the game machine is newly controlled to a low-probability non-time-saving state, a high-probability non-time-saving state, or a high-probability time-saving state, the sub-CPU51 controls the effect display device EH to end the display of the remaining number of times image Gz. As an example, when the game machine is newly controlled to a low-probability time-saving state, the sub-CPU51 controls the effect display device EH to display the ball output image Gd. As an example, when the progress part of the game machine shifts to a jackpot part, the sub-CPU51 controls the effect display device EH to end the display of the ball output image Gd. As an example, when the game machine is newly controlled to a low-probability non-time-saving state or a high-probability non-time-saving state, the sub-CPU51 controls the effect display device EH to end the display of the ball output image Gd. As an example, when the sub-CPU51 determines that the game state has been newly controlled to a low-probability time-shortening state, it determines whether the previous game state was a low-probability non-time-shortening state or a high-probability non-time-shortening state. If the previous game state was a low-probability non-time-shortening state or a high-probability non-time-shortening state, the sub-CPU51 controls the effect display device EH to display the first right-hit image Gm1 for a certain period of time. As an example, when the sub-CPU51 determines that the game state has been newly controlled to a low-probability time-shortening state, it controls the effect display device EH to display the second right-hit image Gm2. As an example, when the sub-CPU51 determines that the game state has been newly controlled to a low-probability non-time-shortening state or a high-probability non-time-shortening state, it controls the effect display device EH to end the display of the second right-hit image Gm2.
[0174] As an example, when the sub-CPU51 determines that the game machine has been newly controlled to a high-probability non-time-shortening state, it controls the effect display device EH to display the variable count image Gt. As an example, when the game machine progresses to a jackpot part, the sub-CPU51 controls the effect display device EH to end the display of the variable count image Gt. As an example, when the game machine is newly controlled to a low-probability time-shortening state or a high-probability time-shortening state, the sub-CPU51 controls the effect display device EH to end the display of the variable count image Gt. As an example, when the game machine is newly controlled to a high-probability non-time-shortening state, the sub-CPU51 determines whether the previous game state was a low-probability time-shortening state or a high-probability time-shortening state. If the previous game state was a low-probability time-shortening state or a high-probability time-shortening state, the sub-CPU51 controls the effect display device EH to display a left-hit image Gl for a certain period of time.
[0175] As an example, when the sub-CPU51 determines that the game machine is newly controlled to a high-probability time-shortening state, it controls the effect display device EH to display the ball output image Gd. As an example, when the game machine progresses to a jackpot part, the sub-CPU51 controls the effect display device EH to end the display of the ball output image Gd. As an example, when the game machine is newly controlled to a low-probability non-time-shortening state or a high-probability non-time-shortening state, the sub-CPU51 controls the effect display device EH to end the display of the ball output image Gd. As an example, when the game machine is newly controlled to a high-probability time-shortening state, the sub-CPU51 determines whether the previous game state was a low-probability non-time-shortening state or a high-probability non-time-shortening state. If the previous game state was a low-probability non-time-shortening state or a high-probability non-time-shortening state, the sub-CPU51 controls the effect display device EH to display the first right-hit image Gm1 for a certain period of time. As an example, when the sub-CPU 51 determines that the state is newly controlled to a high probability time-saving state, it controls the effect display device EH to display the second right-hit image Gm2. As an example, when the sub-CPU 51 determines that the state is newly controlled to a low probability non-time-saving state or a high probability non-time-saving state, it controls the effect display device EH to end the display of the second right-hit image Gm2.
[0176] As an example, when the progression part of the gaming machine is a variable part, the sub-CPU 51 controls the effect display device EH to display a first specific value image Tg1 for a certain period of time when it detects an operation to change the volume of the pachinko gaming machine 10. As an example, when the progression part of the gaming machine is a variable part, the sub-CPU 51 controls the effect display device EH to display a second specific value image Tg2 for a certain period of time when it detects an operation to change the light amount of the pachinko gaming machine 10. As an example, when the progression part of the gaming machine is a variable part, the sub-CPU 51 controls the effect display device EH to display a customized image Cg for a certain period of time when it detects an operation to customize the effect executed in the pachinko gaming machine 10.
[0177] As an example, when the progression part of the gaming machine is a variable part, the sub-CPU51 controls the effect display device EH to display various images according to the variable pattern of the variable game being executed. As an example, the sub-CPU51 controls the effect display device EH to display a reach-before effect image Gb for a certain period of time based on the variable pattern of the variable game being executed. For example, the sub-CPU51 performs a notice lottery based on the variable pattern of the variable game being executed, and when it is determined by the notice lottery that the reach-before effect image Gb is to be displayed, it controls the effect display device EH to display the reach-before effect image Gb for a certain period of time before the reach is formed. As an example, the sub-CPU51 controls the effect display device EH to display an SR effect image Gs for a certain period of time based on the variable pattern of the variable game being executed. For example, when the sub-CPU51 specifies the effect content including the SR effect from the variable pattern of the variable game being executed, it controls the effect display device EH to display the SR effect image Gs for a certain period of time at the timing when the NR effect develops into the SR effect. As an example, the sub-CPU51 controls the effect display device EH to display a cut-in image Gc for a certain period of time based on the variation pattern of the variation game being executed. For example, when the sub-CPU51 specifies the effect content including the SR effect from the variation pattern of the variation game being executed, it controls the effect display device EH to display the cut-in image Gc for a certain period of time during the execution period of the SR effect.
[0178] As an example, when the progression part of the gaming machine is the jackpot part, the sub-CPU51 controls the performance display device EH to display the second right-hit image Gm2. As an example, when the progression part of the gaming machine is the jackpot part, the sub-CPU51 controls the performance display device EH to display the opening image Go during the opening period. As an example, when the progression part of the gaming machine is the first jackpot part, the sub-CPU51 controls the performance display device EH to display the first right-hit image Gm1 during the opening period. As an example, when the progression part of the gaming machine is the second jackpot part, the sub-CPU51 controls the performance display device EH to display the consecutive win count image Rg during the opening period.
[0179] As an example, when the progression part of the gaming machine is the jackpot part, the sub-CPU51 controls the effect display device EH to display a round image Gr1 during the round period. As an example, when the progression part of the gaming machine is the jackpot part, the sub-CPU51 controls the effect display device EH to display a round number image Gr2 during the round period. As an example, when the progression part of the gaming machine is the jackpot part, the sub-CPU51 updates the round number image Gr2 so that the current number of rounds can be specified every time a new round game is started when the progression part of the gaming machine is the jackpot part, the sub-CPU51 controls the effect display device EH to display a type image Gr3 according to the jackpot symbol combination derived in the immediately preceding performance game executed during the round period. As an example, when the progression part of the gaming machine is the jackpot part, if the jackpot game being executed is the first jackpot game, the sub-CPU51 controls the effect display device EH to display a specific round image Gr4 during the execution of a specific round game until the game ball passes through a specific area. As an example, when the progression part of the gaming machine is the jackpot part, the sub-CPU51 controls the effect display device EH to display a passing image Gr5 during the period from when the game ball passes through the specific area until the round period ends. As an example, when the progression part of the gaming machine is the jackpot part, the sub-CPU51 controls the effect display device EH to display a ball output image Gd during the round period.
[0180] As an example, when the game machine is in the big win part, the sub-CPU51 controls the effect display device EH to display the ending image Ge during the ending period. As an example, when the game machine is in the first big win part, the sub-CPU51 controls the effect display device EH to display the attention image Ng2 during the ending period.
[0181] As an example, when the sub-CPU 51 inputs a specific ball number command, it specifies the specific ball number from the specific ball number command. As an example, when the specific image Sg is not displayed and the specific ball number reaches the specific number, the sub-CPU 51 controls the performance display device EH to display the specific image Sg. As an example, the sub-CPU 51 determines whether or not the specific image Sg is displayed based on the display information stored in the sub-RAM 53. The display information is information that can specify whether or not the specific image Sg has been displayed. As an example, when the sub-CPU 51 controls the performance display device EH to display the specific image Sg, it updates the display information so that it can specify that the specific image Sg has been displayed. As an example, when the sub-CPU 51 newly displays the specific image Sg, it controls the performance display device EH to display the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 that constitute the specific image Sg in the normal display mode.
[0182] As an example, when the specific image Sg is displayed, if the specific ball count reaches a first specified number that is greater than the specific number, the sub-CPU 51 controls the performance display device EH to display the first unit image Mgt1 in a specific display mode and to display the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in a normal display mode. As an example, the first specified number is a number that is greater than the specific number by a first number. As an example, the first specified number is 91,000. As an example, the first number is 1,000. In other words, as an example, the first number is a number that is smaller than the expected number of balls in a predetermined jackpot game. As an example, when the specific image Sg is being displayed and the specific ball count reaches a second specified number that is greater than the first specified number, the sub-CPU 51 controls the performance display device EH to display the first unit image Mgt1 and the second unit image Mgt2 in a specific display mode, and to display the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in a normal display mode. As an example, the second specified number is a number that is greater than the first specified number by the first number. As an example, the second specified number is 92,000.
[0183] As an example, when the specific image Sg is displayed, if the specific ball count reaches a third specified number that is greater than the second specified number, the sub-CPU 51 controls the performance display device EH to display the first unit image Mgt1, the second unit image Mgt2, and the third unit image Mgt3 in a specific display mode, and to display the fourth unit image Mgt4 and the fifth unit image Mgt5 in a normal display mode. As an example, the third specified number is a number that is greater than the second specified number by the first number. As an example, the third specified number is 93,000. As an example, when the specific image Sg is displayed, if the specific ball count reaches a fourth specified number that is greater than the third specified number, the sub-CPU 51 controls the performance display device EH to display the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, and the fourth unit image Mgt4 in a specific display mode, and to display the fifth unit image Mgt5 in a normal display mode. As an example, the fourth specified number is a number that is larger than the third specified number by the first number. As an example, the fourth specified number is 94000. As an example, when the sub-CPU51 inputs an operation standby command while the specific image Sg is being displayed, the sub-CPU51 controls the performance display device EH to display the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in a specific display mode. As an example, when the sub-CPU51 inputs an operation standby command while the specific image Sg is being displayed, the sub-CPU51 controls the performance display device EH to display the message image Mg in a specific display mode. As an example, when the sub-CPU51 inputs an operation standby command while the specific image Sg is being displayed, the sub-CPU51 updates the complete function status information stored in the sub-RAM53 so that it can be identified that the complete function is in an operation standby state. As an example, the complete function status information is information that can identify whether the complete function is in an operating state, in an operating standby state, or in neither state (hereinafter, referred to as an inoperable state). As an example, when the sub-CPU51 inputs an operation command, it controls the performance display device EH to display the special image Gcp. As an example, the sub-CPU51 causes the special image Gcp to continue to be displayed until the power supply is cut off.As an example, when an operation command is input while the specific image Sg is being displayed, the sub-CPU 51 updates the complete function state information stored in the sub-RAM 53 so that it is possible to specify that the complete function is in an operating state.
[0184] As an example, when the specific ball count reaches (decreases to) a fifth specified number that is smaller than the fourth specified number while the specific image Sg is being displayed and the complete function is not activated, the sub-CPU 51 controls the performance display device EH to display the first unit image Mgt1, the second unit image Mgt2, and the third unit image Mgt3 in a specific display mode, and to display the fourth unit image Mgt4 and the fifth unit image Mgt5 in a normal display mode. As an example, the fifth specified number is a number that is smaller than the fourth specified number by a second number. As an example, the second number is the same as the first number. That is, as an example, the fifth specified number is the same as the third specified number. As an example, the fifth specified number is 93,000. As an example, when the specific ball count reaches (decreases to) a sixth specified number smaller than the fifth specified number while the specific image Sg is being displayed and the complete function is not activated, the sub-CPU51 controls the performance display device EH to display the first unit image Mgt1 and the second unit image Mgt2 in a specific display mode and to display the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in a normal display mode. As an example, the sixth specified number is a number that is smaller than the fifth specified number by a second number. In other words, as an example, the sixth specified number is the same as the second specified number. As an example, the sixth specified number is 92,000.
[0185] As an example, when the specific number of balls reaches (decreases to) a seventh specified number smaller than the sixth specified number while the specific image Sg is being displayed and the complete function is not activated, the sub-CPU 51 controls the performance display device EH to display the first unit image Mgt1 in a specific display mode and to display the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in a normal display mode. As an example, the seventh specified number is a number that is smaller than the sixth specified number by a second number. In other words, as an example, the seventh specified number is the same as the first specified number. As an example, the seventh specified number is 91,000. As an example, when the specific ball number reaches (decreases) to an eighth specified number smaller than the seventh specified number while the specific image Sg is being displayed and the complete function is not activated, the sub-CPU 51 controls the performance display device EH to display the first unit image Mgt1, the second unit image Mgt2, the third unit image Mgt3, the fourth unit image Mgt4, and the fifth unit image Mgt5 in the normal display mode. As an example, the eighth specified number is a number that is a second number smaller than the seventh specified number. That is, as an example, the eighth specified number is the same as the specific number. As an example, the eighth specified number is 90000. As an example, when the specific image Sg is being displayed and the complete function is not activated, the sub-CPU 51 controls the performance display device EH to end the display of the specific image Sg when the specific ball number reaches (decreases) to an end number smaller than the eighth specified number. As an example, the end number is a number that is a second number smaller than the eighth specified number. In other words, the difference between the specific number (the eighth specified number) and the end number is the same as the second number. As an example, the end number is 89,000.
[0186] Below, we will explain the specific display modes of the performance display device EH in various situations. The display mode of the effect display device EH when specific information is displayed on the effect display device EH when the progress part of the gaming machine is the waiting part will be described.
[0187] As shown in FIG. 19(a), when the progression part of the gaming machine is the standby part, the first performance symbol EZ1 and the specific image Sg may be displayed on the performance display device EH. When the progression part of the gaming machine is the standby part and the first performance symbol EZ1 and the specific image Sg are displayed on the performance display device EH, the first performance symbol EZ1 has a higher display priority than the specific image Sg. Therefore, when the progression part of the gaming machine is the standby part and the first performance symbol EZ1 and the specific image Sg are displayed on the performance display device EH, the first performance symbol EZ1 is displayed with priority over the specific image Sg. When the progression part of the gaming machine is the standby part, the second performance symbol EZ2 and the specific image Sg may be displayed on the performance display device EH. When the progression part of the gaming machine is the standby part and the second performance symbol EZ2 and the specific image Sg are displayed on the performance display device EH, the second performance symbol EZ2 has a higher display priority than the specific image Sg. Therefore, when the progress part of the gaming machine is the waiting part and the second performance pattern EZ2 and the specific image Sg are displayed on the performance display device EH, the second performance pattern EZ2 is displayed in priority over the specific image Sg.
[0188] When the progression part of the gaming machine is the standby part, the first specific value image Tg1 and the specific image Sg may be displayed on the performance display device EH. When the progression part of the gaming machine is the standby part and the first specific value image Tg1 and the specific image Sg are displayed on the performance display device EH, the first specific value image Tg1 has a higher display priority than the specific image Sg. Therefore, when the progression part of the gaming machine is the standby part and the first specific value image Tg1 and the specific image Sg are displayed on the performance display device EH, the first specific value image Tg1 is displayed with priority over the specific image Sg. When the progression part of the gaming machine is the standby part, the second specific value image Tg2 and the specific image Sg may be displayed on the performance display device EH. When the progression part of the gaming machine is the standby part and the second specific value image Tg2 and the specific image Sg are displayed on the performance display device EH, the second specific value image Tg2 has a higher display priority than the specific image Sg. Therefore, when the progress part of the gaming machine is the waiting part and the second specific value image Tg2 and the specific image Sg are displayed on the performance display device EH, the second specific value image Tg2 is displayed in priority over the specific image Sg.
[0189] As shown in Fig. 19(b), when the progression part of the gaming machine is the standby part, a customized image Cg and a specific image Sg may be displayed on the performance display device EH. When the progression part of the gaming machine is the standby part and the customized image Cg and the specific image Sg are displayed on the performance display device EH, the customized image Cg has a higher display priority than the specific image Sg. Therefore, when the progression part of the gaming machine is the standby part and the customized image Cg and the specific image Sg are displayed on the performance display device EH, the customized image Cg is displayed with priority over the specific image Sg.
[0190] As shown in Fig. 19(c), when the game machine is in the standby part, a demonstration image Dg and a specific image Sg may be displayed on the performance display device EH. When the game machine is in the standby part and a demonstration image Dg and a specific image Sg are displayed on the performance display device EH, the demonstration image Dg has a lower display priority than the specific image Sg. When the game machine is in the standby part and a demonstration image Dg and a specific image Sg are displayed on the performance display device EH, the specific image Sg is displayed with priority over the demonstration image Dg.
[0191] As shown in Fig. 19(d), when the game machine is in the standby part, the performance display device EH may display an attention calling image Ng1 and a specific image Sg. When the game machine is in the standby part and the performance display device EH displays the attention calling image Ng1 and the specific image Sg, the attention calling image Ng1 has a lower display priority than the specific image Sg. Therefore, when the game machine is in the standby part and the performance display device EH displays the attention calling image Ng1 and the specific image Sg, the specific image Sg is displayed with priority over the attention calling image Ng1.
[0192] In addition, when the game progress part of the gaming machine is a standby part, and the game state is a low-probability non-time-saving state, the variation count image Gt and the specific image Sg may be displayed on the performance display device EH. When the game state is a low-probability non-time-saving state and the game progress part of the gaming machine is a standby part, and the variation count image Gt and the specific image Sg are displayed on the performance display device EH, the variation count image Gt has a higher display priority than the specific image Sg. Therefore, when the game state is a low-probability non-time-saving state and the game progress part of the gaming machine is a standby part, and the variation count image Gt and the specific image Sg are displayed on the performance display device EH, the variation count image Gt is displayed with priority over the specific image Sg.
[0193] Also, when the game progress part of the gaming machine is the waiting part, if the game state is the low-probability time-saving state, the remaining number of times image Gz and the specific image Sg may be displayed on the performance display device EH. When the game state is the low-probability time-saving state and the game progress part of the gaming machine is the waiting part, if the remaining number of times image Gz and the specific image Sg are displayed on the performance display device EH, the remaining number of times image Gz has a higher display priority than the specific image Sg. Therefore, when the game state is the low-probability time-saving state and the game progress part of the gaming machine is the waiting part, if the remaining number of times image Gz and the specific image Sg are displayed on the performance display device EH, the remaining number of times image Gz is displayed with priority over the specific image Sg. Also, when the game progress part of the gaming machine is the waiting part, if the game state is the low-probability time-saving state, the ball output image Gd and the specific image Sg may be displayed on the performance display device EH. When the game state is a low-probability time-saving state and the game progress part of the game machine is a standby part, and when the ball output image Gd and the specific image Sg are displayed on the performance display device EH, the ball output image Gd has a higher display priority than the specific image Sg. Therefore, when the game state is a low-probability time-saving state and the game progress part of the game machine is a standby part, and when the ball output image Gd and the specific image Sg are displayed on the performance display device EH, the ball output image Gd is displayed with priority over the specific image Sg.
[0194] Also, when the game progress part of the gaming machine is a standby part, and the game state is a high probability non-time-saving state, the variation count image Gt and the specific image Sg may be displayed on the performance display device EH. When the game state is a high probability non-time-saving state and the game progress part of the gaming machine is a standby part, and the variation count image Gt and the specific image Sg are displayed on the performance display device EH, the variation count image Gt has a higher display priority than the specific image Sg. Therefore, when the game state is a high probability non-time-saving state and the game progress part of the gaming machine is a standby part, and the variation count image Gt and the specific image Sg are displayed on the performance display device EH, the variation count image Gt is displayed with priority over the specific image Sg.
[0195] Also, when the game progress part of the gaming machine is the standby part, if the game state is a high probability time-saving state, the ball output image Gd and the specific image Sg may be displayed on the performance display device EH. When the game state is a high probability time-saving state and the game progress part of the gaming machine is the standby part, when the ball output image Gd and the specific image Sg are displayed on the performance display device EH, the ball output image Gd has a higher display priority than the specific image Sg. Therefore, when the game state is a high probability time-saving state and the game progress part of the gaming machine is the standby part, when the ball output image Gd and the specific image Sg are displayed on the performance display device EH, the ball output image Gd is displayed with priority over the specific image Sg.
[0196] The display mode of the performance display device EH when specific information is displayed on the performance display device EH when the game state is a low-probability non-time-saving state and the progress part of the game machine is a variable part will be described.
[0197] As shown in FIG. 20(a), when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the first performance pattern EZ1 and the specific image Sg may be displayed in the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the first performance pattern EZ1 has a higher display priority than the specific image Sg when the first performance pattern EZ1 and the specific image Sg are displayed in the performance display device EH. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the first performance pattern EZ1 is displayed with priority over the specific image Sg. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 and the specific image Sg may be displayed in the performance display device EH. When the game state is a low-probability non-time-saving state and the progression part of the game machine is a variable part, and the second performance pattern EZ2 and the specific image Sg are displayed on the performance display device EH, the second performance pattern EZ2 has a higher display priority than the specific image Sg. Therefore, when the game state is a low-probability non-time-saving state and the progression part of the game machine is a variable part, and the second performance pattern EZ2 and the specific image Sg are displayed on the performance display device EH, the second performance pattern EZ2 is displayed with priority over the specific image Sg.
[0198] When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 and the specific image Sg may be displayed in the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 has a higher display priority than the specific image Sg when the first specific value image Tg1 and the specific image Sg are displayed in the performance display device EH. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 is displayed with priority over the specific image Sg. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the second specific value image Tg2 and the specific image Sg may be displayed in the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the second specific value image Tg2 and the specific image Sg are displayed on the performance display device EH, the second specific value image Tg2 has a higher display priority than the specific image Sg. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the second specific value image Tg2 and the specific image Sg are displayed on the performance display device EH, the second specific value image Tg2 is displayed with priority over the specific image Sg.
[0199] When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh has a higher display priority than the specific image Sg when the reserved game image Gh and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh is displayed with priority over the specific image Sg. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the variable game image Gg and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the variable game image Gg and the specific image Sg are displayed on the performance display device EH, the variable game image Gg has a higher display priority than the specific image Sg. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the variable game image Gg and the specific image Sg are displayed on the performance display device EH, the variable game image Gg is displayed with priority over the specific image Sg.
[0200] When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn has a higher display priority than the specific image Sg when the reserved number image Gn and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn is displayed with priority over the specific image Sg. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the variable number of times image Gt and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the variation count image Gt and the specific image Sg are displayed on the performance display device EH, the variation count image Gt has a higher display priority than the specific image Sg. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the variation count image Gt and the specific image Sg are displayed on the performance display device EH, the variation count image Gt is displayed with priority over the specific image Sg.
[0201] As shown in Fig. 20(b), when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the pre-reach performance image Gb and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, when the pre-reach performance image Gb and the specific image Sg are displayed on the performance display device EH, the pre-reach performance image Gb has a higher display priority than the specific image Sg. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, when the pre-reach performance image Gb and the specific image Sg are displayed on the performance display device EH, the pre-reach performance image Gb is displayed with priority over the specific image Sg.
[0202] As shown in FIG. 20(c), when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, the customized image Cg and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the customized image Cg and the specific image Sg are displayed on the performance display device EH, the customized image Cg has a higher display priority than the specific image Sg. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the customized image Cg and the specific image Sg are displayed on the performance display device EH, the customized image Cg is displayed with priority over the specific image Sg.
[0203] As shown in Fig. 20(d), when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, an SR performance image Gs and a specific image Sg may be displayed on the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and an SR performance image Gs and a specific image Sg are displayed on the performance display device EH, the SR performance image Gs has a higher display priority than the specific image Sg. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and an SR performance image Gs and a specific image Sg are displayed on the performance display device EH, the SR performance image Gs is displayed with priority over the specific image Sg.
[0204] As shown in FIG. 20(e), when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, a cut-in image Gc and a specific image Sg may be displayed on the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the cut-in image Gc and the specific image Sg are displayed on the performance display device EH, the cut-in image Gc has a higher display priority than the specific image Sg. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the cut-in image Gc and the specific image Sg are displayed on the performance display device EH, the cut-in image Gc is displayed with priority over the specific image Sg.
[0205] As shown in FIG. 20(f), when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, a left-hit image Gl and a specific image Sg may be displayed on the performance display device EH. When the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the left-hit image Gl and the specific image Sg are displayed on the performance display device EH, the left-hit image Gl has a higher display priority than the specific image Sg. Therefore, when the gaming state is a low-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the left-hit image Gl and the specific image Sg are displayed on the performance display device EH, the left-hit image Gl is displayed with priority over the specific image Sg.
[0206] The display mode of the performance display device EH when specific information is displayed on the performance display device EH when the game state is a low-probability time-saving state and the progress part of the game machine is a variable part will be described.
[0207] As shown in FIG. 21(a) and FIG. 21(b), when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the first performance pattern EZ1 and the specific image Sg may be displayed on the performance display device EH. When the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, when the first performance pattern EZ1 and the specific image Sg are displayed on the performance display device EH, the first performance pattern EZ1 has a higher display priority than the specific image Sg. Therefore, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, when the first performance pattern EZ1 and the specific image Sg are displayed on the performance display device EH, the first performance pattern EZ1 is displayed with priority over the specific image Sg. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 and the specific image Sg may be displayed on the performance display device EH. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 has a higher display priority than the specific image Sg when the second performance pattern EZ2 and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 is displayed with priority over the specific image Sg.
[0208] When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 and the specific image Sg may be displayed on the performance display device EH. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 has a higher display priority than the specific image Sg when the first specific value image Tg1 and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 is displayed with priority over the specific image Sg. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the second specific value image Tg2 and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, and the second specific value image Tg2 and the specific image Sg are displayed on the performance display device EH, the second specific value image Tg2 has a higher display priority than the specific image Sg. Therefore, when the gaming state is a low-probability time-saving state and the progression part of the gaming machine is a variable part, and the second specific value image Tg2 and the specific image Sg are displayed on the performance display device EH, the second specific value image Tg2 is displayed with priority over the specific image Sg.
[0209] When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh and the specific image Sg may be displayed on the performance display device EH. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh has a higher display priority than the specific image Sg when the reserved game image Gh and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh is displayed with priority over the specific image Sg. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the variable game image Gg and the specific image Sg may be displayed on the performance display device EH. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, and when the variable game image Gg and the specific image Sg are displayed on the performance display device EH, the variable game image Gg has a higher display priority than the specific image Sg. Therefore, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, and when the variable game image Gg and the specific image Sg are displayed on the performance display device EH, the variable game image Gg is displayed with priority over the specific image Sg.
[0210] When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn and the specific image Sg may be displayed on the performance display device EH. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn has a higher display priority than the specific image Sg when the reserved number image Gn and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn is displayed with priority over the specific image Sg. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the remaining number image Gz and the specific image Sg may be displayed on the performance display device EH. When the game state is a low-probability time-saving state and the progression part of the game machine is a variable part, and the remaining number image Gz and the specific image Sg are displayed on the performance display device EH, the remaining number image Gz has a higher display priority than the specific image Sg. Therefore, when the game state is a low-probability time-saving state and the progression part of the game machine is a variable part, and the remaining number image Gz and the specific image Sg are displayed on the performance display device EH, the remaining number image Gz is displayed with priority over the specific image Sg.
[0211] When the game state is a low-probability time-saving state and the progression part of the game machine is a variable part, the ball output image Gd and the specific image Sg may be displayed on the performance display device EH. When the game state is a low-probability time-saving state and the progression part of the game machine is a variable part, when the ball output image Gd and the specific image Sg are displayed on the performance display device EH, the ball output image Gd has a higher display priority than the specific image Sg. Therefore, when the game state is a low-probability time-saving state and the progression part of the game machine is a variable part, when the ball output image Gd and the specific image Sg are displayed on the performance display device EH, the ball output image Gd is displayed with priority over the specific image Sg.
[0212] When the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the first right-hit image Gm1 and the specific image Sg may be displayed on the performance display device EH. When the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the first right-hit image Gm1 has a higher display priority than the specific image Sg when the first right-hit image Gm1 and the specific image Sg are displayed on the performance display device EH. Therefore, when the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the first right-hit image Gm1 is displayed with priority over the specific image Sg. When the game state is in a low-probability time-saving state and the progression part of the game machine is a variable part, the second right-hit image Gm2 and the specific image Sg may be displayed on the performance display device EH. When the game state is a low-probability time-saving state and the progression part of the game machine is a variable part, when the second right-hit image Gm2 and the specific image Sg are displayed on the performance display device EH, the second right-hit image Gm2 has a higher display priority than the specific image Sg. Therefore, when the game state is a low-probability time-saving state and the progression part of the game machine is a variable part, when the second right-hit image Gm2 and the specific image Sg are displayed on the performance display device EH, the second right-hit image Gm2 is displayed with priority over the specific image Sg.
[0213] As shown in Fig. 21(c), when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the pre-reach performance image Gb and the specific image Sg may be displayed on the performance display device EH. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, when the pre-reach performance image Gb and the specific image Sg are displayed on the performance display device EH, the pre-reach performance image Gb has a higher display priority than the specific image Sg. Therefore, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, when the pre-reach performance image Gb and the specific image Sg are displayed on the performance display device EH, the pre-reach performance image Gb is displayed with priority over the specific image Sg.
[0214] As shown in Fig. 21(d), when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the customized image Cg and the specific image Sg may be displayed on the performance display device EH. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the customized image Cg has a higher display priority than the specific image Sg when the customized image Cg and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, the customized image Cg is displayed with priority over the specific image Sg.
[0215] As shown in Fig. 21(e), when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, an SR performance image Gs and a specific image Sg may be displayed on the performance display device EH. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, and an SR performance image Gs and a specific image Sg are displayed on the performance display device EH, the SR performance image Gs has a lower display priority than the specific image Sg. Therefore, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, and an SR performance image Gs and a specific image Sg are displayed on the performance display device EH, the specific image Sg is displayed with priority over the SR performance image Gs.
[0216] As shown in FIG. 21(f), when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, a cut-in image Gc and a specific image Sg may be displayed on the performance display device EH. When the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, and the cut-in image Gc and the specific image Sg are displayed on the performance display device EH, the cut-in image Gc has a higher display priority than the specific image Sg. Therefore, when the gaming state is in a low-probability time-saving state and the progression part of the gaming machine is a variable part, and the cut-in image Gc and the specific image Sg are displayed on the performance display device EH, the cut-in image Gc is displayed with priority over the specific image Sg.
[0217] The display mode of the performance display device EH when specific information is displayed on the performance display device EH when the game state is a high probability non-time-saving state and the progress part of the game machine is a variable part will be described.
[0218] As shown in FIG. 22(a), when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the first performance pattern EZ1 and the specific image Sg may be displayed in the performance display device EH. When the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the first performance pattern EZ1 has a higher display priority than the specific image Sg when the first performance pattern EZ1 and the specific image Sg are displayed in the performance display device EH. Therefore, when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the first performance pattern EZ1 is displayed with priority over the specific image Sg. When the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 and the specific image Sg may be displayed in the performance display device EH. When the game state is a high probability non-time shortening state and the progression part of the game machine is a variable part, and the second performance pattern EZ2 and the specific image Sg are displayed on the performance display device EH, the second performance pattern EZ2 has a higher display priority than the specific image Sg. Therefore, when the game state is a high probability non-time shortening state and the progression part of the game machine is a variable part, and the second performance pattern EZ2 and the specific image Sg are displayed on the performance display device EH, the second performance pattern EZ2 is displayed with priority over the specific image Sg.
[0219] When the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 and the specific image Sg may be displayed in the performance display device EH. When the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 has a higher display priority than the specific image Sg when the first specific value image Tg1 and the specific image Sg are displayed in the performance display device EH. Therefore, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 is displayed with priority over the specific image Sg. When the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, the second specific value image Tg2 and the specific image Sg may be displayed in the performance display device EH. When the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, and the second specific value image Tg2 and the specific image Sg are displayed on the performance display device EH, the second specific value image Tg2 has a higher display priority than the specific image Sg. Therefore, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, and the second specific value image Tg2 and the specific image Sg are displayed on the performance display device EH, the second specific value image Tg2 is displayed with priority over the specific image Sg.
[0220] When the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh has a higher display priority than the specific image Sg when the reserved game image Gh and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh is displayed with priority over the specific image Sg. When the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, the variable game image Gg and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a high probability non-time-shortening state and the progression part of the gaming machine is a variable part, and when the variable game image Gg and the specific image Sg are displayed on the performance display device EH, the variable game image Gg has a higher display priority than the specific image Sg. Therefore, when the gaming state is a high probability non-time-shortening state and the progression part of the gaming machine is a variable part, and when the variable game image Gg and the specific image Sg are displayed on the performance display device EH, the variable game image Gg is displayed with priority over the specific image Sg.
[0221] When the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn has a higher display priority than the specific image Sg when the reserved number image Gn and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn is displayed with priority over the specific image Sg. When the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, the variable number of times image Gt and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a high probability non-time-shortening state and the progression part of the gaming machine is a variable part, and the variation count image Gt and the specific image Sg are displayed on the performance display device EH, the variation count image Gt has a higher display priority than the specific image Sg. Therefore, when the gaming state is a high probability non-time-shortening state and the progression part of the gaming machine is a variable part, and the variation count image Gt and the specific image Sg are displayed on the performance display device EH, the variation count image Gt is displayed with priority over the specific image Sg.
[0222] As shown in Fig. 22(b), when the gaming state is a high probability non-time-shortening state and the progression part of the gaming machine is a variable part, the pre-reach performance image Gb and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a high probability non-time-shortening state and the progression part of the gaming machine is a variable part, when the pre-reach performance image Gb and the specific image Sg are displayed on the performance display device EH, the pre-reach performance image Gb has a higher display priority than the specific image Sg. Therefore, when the gaming state is a high probability non-time-shortening state and the progression part of the gaming machine is a variable part, when the pre-reach performance image Gb and the specific image Sg are displayed on the performance display device EH, the pre-reach performance image Gb is displayed with priority over the specific image Sg.
[0223] As shown in Fig. 22(c), when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, a customized image Cg and a specific image Sg may be displayed on the performance display device EH. When the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, and the customized image Cg and the specific image Sg are displayed on the performance display device EH, the customized image Cg has a higher display priority than the specific image Sg. Therefore, when the gaming state is a high-probability non-time-shortening state and the progression part of the gaming machine is a variable part, and the customized image Cg and the specific image Sg are displayed on the performance display device EH, the customized image Cg is displayed with priority over the specific image Sg.
[0224] As shown in Fig. 22(d), when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, an SR performance image Gs and a specific image Sg may be displayed on the performance display device EH. When the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, and an SR performance image Gs and a specific image Sg are displayed on the performance display device EH, the SR performance image Gs has a lower display priority than the specific image Sg. Therefore, when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, and an SR performance image Gs and a specific image Sg are displayed on the performance display device EH, the specific image Sg is displayed with priority over the SR performance image Gs.
[0225] As shown in FIG. 22(e), when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, a cut-in image Gc and a specific image Sg may be displayed on the performance display device EH. When the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the cut-in image Gc and the specific image Sg are displayed on the performance display device EH, the cut-in image Gc has a higher display priority than the specific image Sg. Therefore, when the gaming state is a high-probability non-time-saving state and the progression part of the gaming machine is a variable part, and the cut-in image Gc and the specific image Sg are displayed on the performance display device EH, the cut-in image Gc is displayed with priority over the specific image Sg.
[0226] As shown in FIG. 22(f), when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, a left hit image Gl and a specific image Sg may be displayed on the performance display device EH. When the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, and the left hit image Gl and the specific image Sg are displayed on the performance display device EH, the left hit image Gl has a higher display priority than the specific image Sg. Therefore, when the gaming state is a high probability non-time-saving state and the progression part of the gaming machine is a variable part, and the left hit image Gl and the specific image Sg are displayed on the performance display device EH, the left hit image Gl is displayed with priority over the specific image Sg.
[0227] The display mode of the performance display device EH when specific information is displayed on the performance display device EH when the game state is a high probability time-saving state and the progress part of the game machine is a variable part will be described.
[0228] As shown in FIG. 23(a) and FIG. 23(b), when the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is a variable part, the first performance pattern EZ1 and the specific image Sg may be displayed on the performance display device EH. When the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is a variable part, the first performance pattern EZ1 has a higher display priority than the specific image Sg when the first performance pattern EZ1 and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is a variable part, the first performance pattern EZ1 is displayed with priority over the specific image Sg. When the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 and the specific image Sg may be displayed on the performance display device EH. When the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 has a higher display priority than the specific image Sg when the second performance pattern EZ2 and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is a variable part, the second performance pattern EZ2 is displayed with priority over the specific image Sg.
[0229] When the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 has a higher display priority than the specific image Sg when the first specific value image Tg1 and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the first specific value image Tg1 is displayed with priority over the specific image Sg. When the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, the second specific value image Tg2 and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, and the second specific value image Tg2 and the specific image Sg are displayed on the performance display device EH, the second specific value image Tg2 has a higher display priority than the specific image Sg. Therefore, when the gaming state is a high-probability time-shortening state and the progression part of the gaming machine is a variable part, and the second specific value image Tg2 and the specific image Sg are displayed on the performance display device EH, the second specific value image Tg2 is displayed with priority over the specific image Sg.
[0230] When the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh and the specific image Sg may be displayed on the performance display device EH. When the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh has a higher display priority than the specific image Sg when the reserved game image Gh and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved game image Gh is displayed with priority over the specific image Sg. When the gaming state is a high-probability time-saving state and the progression part of the gaming machine is a variable part, the variable game image Gg and the specific image Sg may be displayed on the performance display device EH. When the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is the variable part, and the variable game image Gg and the specific image Sg are displayed on the performance display device EH, the variable game image Gg has a higher display priority than the specific image Sg. Therefore, when the gaming state is in a high probability time-shortening state and the progression part of the gaming machine is the variable part, and the variable game image Gg and the specific image Sg are displayed on the performance display device EH, the variable game image Gg is displayed with priority over the specific image Sg.
[0231] When the gaming state is in a high-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn and the specific image Sg may be displayed on the performance display device EH. When the gaming state is in a high-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved number image Gn has a higher display priority than the specific image Sg when the reserved number image Gn and the specific image Sg are displayed on the performance display device EH. Therefore, when the gaming state is in a high-probability time-saving state and the progression part of the gaming machine is a variable part, the reserved number image ...
Claims
1. A counting means; A notification means including at least a display means for displaying predetermined information; A display control means for controlling the display means; A big prize opening that is opened in a winning game; A predetermined winning port different from the big winning port is provided, the counting means is capable of counting a specific number of game media; When the number of the specific game media reaches the upper limit, the execution of the game on the gaming machine is restricted, In the display means, When the number of the specific game media reaches a specific number that is smaller than the upper limit number, specific information that can identify that the specific number has been reached is displayable; When the number of the specific game media reaches the upper limit, special information that can identify that the upper limit has been reached can be displayed; When the number of the specific game media reaches the upper limit number during the execution of a predetermined winning game, if the power supply is cut off during the execution of the winning game and then the power supply is started again, the winning game is resumed, and the execution of the game on the gaming machine is restricted upon the end of the winning game, During execution of a predetermined winning game, if power supply is cut off before the number of the specific game media reaches the upper limit number, and power supply is then started again, the winning game is resumed, and the counting means is capable of initializing the number of the specific game media; The notification means, when the power supply is started, executes an input notification that can specify that the power supply is started, When the special information is displayed, if power supply is interrupted and then started again, at least a part of the power-on notification is not executed; The display means of this gaming machine changes the number of specific gaming media when a gaming ball enters the specified winning port, and when the number of specific gaming media after the change reaches the specific number, the specific information is displayed.
2. A counting means; A display means for displaying predetermined information; A display control means for controlling the display means, the counting means is capable of counting a specific number of game media; When the number of the specific game media reaches the upper limit, the execution of the game on the gaming machine is restricted, In the display means, When the number of the specific game media reaches a specific number that is smaller than the upper limit number, specific information that can identify that the specific number has been reached is displayable; When the number of the specific game media reaches the upper limit, special information that can identify that the upper limit has been reached can be displayed; When the number of the specific game media reaches the upper limit number during the execution of a predetermined winning game, if the power supply is cut off during the execution of the winning game and then the power supply is started again, the winning game is resumed, and the execution of the game on the gaming machine is restricted upon the end of the winning game, A gaming machine in which, when the execution of the game is restricted, when prize balls have been awarded but the payout of the game balls has not yet been completed and the display means is not displaying payout information regarding the payout of the game balls, the power supply is cut off, and when the power supply is subsequently started again, the display means is capable of displaying payout information regarding the payout of the game balls.
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