Gaming Machines
By implementing a state control system for customization of performance elements in gaming machines, player interest and engagement are increased through dynamic and tailored gaming experiences.
Patent Information
- Application Number
- JP2022168426
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-20
- Publication Date
- 2025-05-09
- Estimated Expiration
- 2042-10-20
AI Technical Summary
Existing gaming machines lack advanced customization options for performance elements, which can lead to decreased player interest and engagement.
The gaming machine incorporates a state control system that allows for customization of performance elements through operational means, with distinct states (first and second states) determining when customization is effective or not.
This solution enhances player interest by providing dynamic and customizable gaming experiences, improving engagement through tailored performance elements.
Smart Images

Figure 0007673977000001 
Figure 0007673977000002 
Figure 0007673977000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some pachinko gaming machines, which are a type of gaming machine, are configured to enable customization of various presentation elements, including the volume of the sound output from the speaker. For example, in the gaming machine described in Patent Document 1, the volume of the presentation can be adjusted by operating a setting switch. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2007-135676 A Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, there is a demand for further improvement in entertainment value in gaming machines that are configured to enable customization of various presentation elements. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is configured so that presentation elements can be customized by operating an operable operating means, and is equipped with a state control means that can control states including a first state and a second state, and the gist of the gaming machine is that for some or all of the presentation elements that can be customized by operating the operating means, the customization is valid when the device is in the first state, but is invalid when the device is in the second state. Effect of the Invention
[0006] According to this invention, it is possible to improve interest. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view of a pachinko game machine. [Diagram 2] FIG. [Diagram 3] 13(a) and (b) are figures showing an example of the display content regarding a pending image on a performance display device. [Figure 4] 13(a) to (d) are diagrams showing pending images of various aspects, and (e) to (h) are diagrams showing images during execution of various aspects. [Diagram 5] 2 is a block diagram showing the electrical configuration of the pachinko game machine; [Figure 6] FIG. 13 illustrates an example of a read-ahead command. [Figure 7] FIG. 13 is a diagram showing an example of a customizable production element. [Figure 8] 13A and 13B are diagrams showing the timing at which various production elements are customized and the timing at which the customization of various production elements becomes effective. FIG. [Figure 9] (a) is a figure showing an example of the display content of the performance display device when various icons are displayed in a low base state, and (b) is a figure showing an example of the display content of the performance display device when various icons are displayed in a high base state. [Figure 10] 13(a) to 13(c) are diagrams showing an example of the display mode of various icons on a performance display device. [Figure 11] 13(a) to 13(f) are diagrams showing examples of display modes of various icons on a performance display device. [Figure 12] FIG. 1A is a diagram showing an example of customization of various performance elements, and FIGS. 1B to 1E are diagrams showing examples of display modes of various icons on a performance display device. [Figure 13] FIG. 13 is a diagram showing an example of the timing at which customization of various presentation elements becomes effective. [Figure 14] 13A and 13B are diagrams showing examples of changes to the display content of the performance display device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, an embodiment of the gaming machine will be described. In this specification, up, down, left, right, front (front), and back (rear) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 as a gaming machine includes an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to a gaming machine installation facility (so-called island facility) such as an amusement parlor. The middle frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A gaming board unit including a gaming board 20 is fixed to the middle frame 13. The front frame 14 is supported on the front side of the middle frame 13 so as to be openable and closable so as to cover the front side of the gaming board 20. A protective glass 15 for protecting the gaming board 20 is supported on the front frame 14. Note that in FIG. 1, the protective glass 15 is omitted except for a part, but actually covers the entire opening 14a of the front frame 14. The pachinko gaming machine 10 includes a launch handle 16 on the front side of the front frame 14. The launch handle 16 is provided at a position where a player can touch it. In the pachinko gaming machine 10, game balls as gaming media are shot with an intensity according to the amount of operation (rotation amount) of the shooting handle 16. That is, the pachinko gaming machine 10 is configured so that the shooting intensity of the game balls can be adjusted by operating the shooting handle 16.
[0009] The pachinko gaming machine 10 is provided with an effect button EB that can be operated by a player on the front side of the front frame 14. The pachinko gaming machine 10 is provided with an up button B1, a right button B2, a down button B3, and a left button B4 on the front side of the front frame 14. The buttons B1 to B4 are operation means that can be operated by a player.
[0010] The pachinko gaming machine 10 is provided with a decorative lamp 17 that executes an effect (hereinafter referred to as a light emission effect) in which a built-in light-emitting element is made to light up, blink, and turn off as one of the effects. The pachinko gaming machine 10 is provided with a decorative lamp 17 on the front side of the front frame 14. The pachinko gaming machine 10 is provided with a speaker 18 that outputs sound on the front side of the front frame 14. The speaker 18 executes an effect (hereinafter referred to as a sound effect) in which various sounds are output as one of the effects. For example, sounds output from the speaker 18 include background sounds (so-called BGM).
[0011] As shown in FIG. 2, a game area 21 that is substantially circular in front view is defined on the front side of the game board 20. The game board 20 is provided with a guide path 21a that guides a launched game ball to the game area 21. The game board 20 is provided with a prevention valve 21b that prevents a game ball launched into the game area 21 from returning back to the guide path 21a. The launched game ball is guided by the guide path 21a, passes through the prevention valve 21b located at the most downstream of the guide path 21a, and reaches the game area 21. The game ball that reaches the game area 21 flows down the game area 21.
[0012] The pachinko gaming machine 10 is provided with an information display panel 22. In the information display panel 22, various information showing the control state of the pachinko gaming machine 10 is notified. The information display panel 22 is provided with a first special symbol display section 22a. The first special symbol display section 22a displays a first special symbol changing game (hereinafter referred to as a first special game) in which a predetermined symbol is variably displayed and the first special symbol is finally fixed and stopped. The information display panel 22 is provided with a second special symbol display section 22b. The second special symbol display section 22b displays a second special symbol changing game (hereinafter referred to as a second special game) in which a predetermined symbol is variably displayed and the second special symbol is finally fixed and stopped. In the following description, the first special game and the second special game may be collectively referred to as a "special game" or a "special symbol changing game". In this way, the special game as the variable game includes a first special game as the first variable game and a second special game as the second variable game. The first special game and the second special game are different in type of special game. In this embodiment, the first special game corresponds to a first type of variable game, and the second special game corresponds to a second type of variable game. The special symbol is a symbol for notifying the result of an internal lottery (jackpot lottery) described later. In this way, the pachinko game machine 10 is configured to be able to execute the special game.
[0013] In the pachinko gaming machine 10, the first special game and the second special game are not executed simultaneously, and the second special game is executed in priority to the first special game. In this specification, "variable display" means a state in which the type of the displayed pattern changes over time. In this specification, "fixed stop display" means a state in which the pattern is fixedly displayed and the type of the displayed pattern does not change. Special patterns that can be fixedly displayed in the special pattern display units 22a and 22b include a jackpot pattern and a loss pattern. A player can recognize a jackpot when a jackpot pattern is fixedly displayed in a special game, and can recognize a loss when a loss pattern is fixedly displayed in a special game. In this embodiment, when a jackpot is won, a jackpot game is awarded after the special game that is the subject of the winning is finished. That is, in the pachinko gaming machine 10, a winning game is awarded after the variable game in which a winning is won is finished. A jackpot game is an advantageous state for a player because the player may win a large number of prize balls or other benefits.
[0014] The information display panel 22 includes a first special hold display section 22c. The first special hold display section 22c displays the number of first special games whose execution is on hold because the start condition is met but the execution condition is not yet met (hereinafter, referred to as the first special hold number) in a recognizable manner. The information display panel 22 includes a second special hold display section 22d. The second special hold display section 22d displays the number of second special games whose execution is on hold because the start condition is met but the execution condition is not yet met (hereinafter, referred to as the second special hold number) in a recognizable manner. For example, the upper limit numbers of the first special hold number and the second special hold number are each 4. In the following description, a special game whose execution is on hold may simply be referred to as a "special game on hold" or a "special game on hold". As described above, the pachinko game machine 10 can hold the execution of multiple special games.
[0015] The information display panel 22 includes a normal symbol display section 22e. The normal symbol display section 22e displays a normal symbol variable game (hereinafter, referred to as a normal game) that variably displays a predetermined symbol and finally displays a normal symbol as a fixed stop. The normal symbols that can be fixedly displayed on the normal symbol display section 22e include at least a normal winning symbol and a normal losing symbol. A player can recognize a normal winning when a normal winning symbol is fixedly displayed in a normal game, and can recognize a normal losing when a normal losing symbol is fixedly displayed in a normal game. In the pachinko game machine 10, when a player wins a normal winning lottery, a normal winning game is awarded after the end of the normal game that is the subject of the winning. In the pachinko game machine 10, if a special game is executed based on winning a jackpot lottery, a jackpot game is awarded after the end of the special game, whereas if a normal game is executed based on winning a normal winning lottery, a normal winning game is awarded after the end of the normal game. In this way, the normal game is a different type of variable game from the special game. For example, if the special game is the first type of variable game, the normal game can be said to be the second type of variable game. The information display panel 22 is equipped with a normal hold display section 22f. The normal hold display section 22f recognizably displays the number of normal games whose execution is on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold number). For example, the upper limit of the normal hold number is 4.
[0016] The pachinko game machine 10 has a center frame 23 decorated with various ornaments at approximately the center of the play area 21 of the play board 20. The center frame 23 has an opening 23a. The center frame 23 is also called a center role or a center role object.
[0017] The pachinko game machine 10 is provided with a performance display device 25. For example, the performance display device 25 may be a display device such as a liquid crystal display or an organic EL display. The performance display device 25 is provided with a display area 25r in which an image is displayed. The performance display device 25 is capable of displaying an image. The performance display device 25 is attached to the game board 20 so that the player can view the display area 25r through the opening 23a of the center frame 23. The performance display device 25 executes a performance (hereinafter, referred to as a display performance) in which a predetermined image is displayed as one of the performances. In this embodiment, a function as a performance execution means for executing a performance is realized by at least one of the performance devices: the decorative lamp 17 as a light-emitting means capable of executing a light-emitting performance, the speaker 18 as a sound output means capable of outputting sound, and the performance display device 25 as a display means capable of displaying an image. In this way, the performance execution means includes at least one of the light-emitting means, the sound output means, and the display means.
[0018] The pachinko game machine 10 is provided with a first start port 26 as a start port. The first start port 26 is always open so that a game ball can be inserted. The pachinko game machine 10 is provided with a first start sensor SE1 (shown in FIG. 5) that detects a game ball that has entered the first start port 26. For example, a ball passage that leads the entered game ball to the back side of the game board 20 is connected to the first start port 26, and the first start sensor SE1 is disposed in the ball passage. In this embodiment, when the game ball is detected by the first start sensor SE1, the start condition of the first special game can be established and the payout condition of the prize ball is established. That is, this embodiment is configured to be able to suspend the execution of the first special game when a game ball enters the first start port 26.
[0019] The pachinko game machine 10 is provided with a second start port 27 as a start port. The start ports in the pachinko game machine 10 include a first start port 26 and a second start port 27. The pachinko game machine 10 is provided with a second start sensor SE2 (shown in FIG. 5) that detects a game ball that has entered the second start port 27. For example, a ball passage that leads the entered game ball to the back side of the game board 20 is connected to the second start port 27, and the second start sensor SE2 is disposed in the ball passage. In this embodiment, when a game ball is detected by the second start sensor SE2, the start condition of the second special game can be established and the payout condition of the prize ball is established. That is, this embodiment is configured to be able to suspend the execution of the second special game when a game ball enters the second start port 27. As described above, this embodiment is configured to be able to suspend the execution of the special game when a game ball enters the start ports 26, 27. Further, the second starting hole 27 has a first variable member 28 as a variable member. The first variable member 28 is operable between an open state in which it is easy or possible to cause the game ball to enter the second starting hole 27, and a closed state in which it is difficult or impossible to cause the game ball to enter the second starting hole 27. The first variable member 28 operates by receiving power from a first actuator A1 (shown in FIG. 5). The first variable member 28 is operated to the open state when a normal winning lottery is won.
[0020] As described above, there are a first special game, the execution of which can be suspended when a gaming ball enters the first start hole 26, and a second special game, the execution of which can be suspended when a gaming ball enters the second start hole 27. The pachinko gaming machine 10 is configured to be able to suspend the execution of a special game when a gaming ball enters the start holes 26, 27. That is, the pachinko gaming machine 10 is able to suspend the execution of a special game.
[0021] The pachinko game machine 10 has a big prize opening 29. The pachinko game machine 10 has a count sensor SE3 (shown in FIG. 5) that detects a game ball that has entered the big prize opening 29. For example, a ball passage that leads the entered game ball to the back side of the game board 20 is connected to the big prize opening 29, and the count sensor SE3 is disposed in the ball passage. When the game ball is detected by the count sensor SE3, the payout condition of the prize ball is established. The big prize opening 29 has a second variable member 30. The second variable member 30 can be operated between an open state in which the game ball can be entered into the big prize opening 29 and a closed state in which the game ball cannot be entered into the big prize opening 29. The second variable member 30 is operated by receiving power from a second actuator A2 (shown in FIG. 5). The second variable member 30 is operated to the open state when a big win is won. When the second variable member 30 is in the open state, game balls are permitted to enter the large prize opening 29. When the second variable member 30 is in the closed state, game balls are not permitted to enter the large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the large prize opening 29 is closed."
[0022] The pachinko gaming machine 10 is equipped with a gate 31. The gate 31 is located to the left of the center frame 23 in the gaming area 21. The gate 31 has a gate opening that is always open so that gaming balls can enter the gate. A gate sensor SE4 (shown in FIG. 5) is disposed at the gate opening to detect gaming balls that enter and pass through. When a gaming ball is detected by the gate sensor SE4, the conditions for starting a normal game may be established.
[0023] The pachinko gaming machine 10 is provided with an outlet 34. In this embodiment, gaming balls that do not enter the first start hole 26, the second start hole 27, or the big prize hole 29 are discharged from the machine through the outlet 34. The pachinko gaming machine 10 is provided with game components, such as nails (game nails) and windmills, for changing the behavior of the gaming balls flowing down the gaming area 21.
[0024] Next, the path along which the gaming ball flows in this embodiment will be described. The pachinko game machine 10 has a plurality of paths through which the game balls flow down in the game area 21 according to the launch strength of the game balls. The paths through which the game balls flow down can also be understood as the areas through which the game balls flow down. The plurality of paths include a first path R1 that passes through the left side of the center frame 23 to the outlet 34, and a second path R2 that passes through the right side of the center frame 23 to the outlet 34. The first path R1 and the second path R2 may overlap in part or may not overlap in whole. Hereinafter, the area located to the left of the center line CL that bisects the game area 21 into left and right sides when the game board 20 is viewed from the front is referred to as the left area RA, and the area located to the right of the center line CL is referred to as the right area RB. The path that flows down the left area RA corresponds to the first path R1, and the path that flows down the right area RB corresponds to the second path R2.
[0025] A player can adjust the launch strength of the game ball by operating the launch handle 16 to hit the game ball into the left area RA or the right area RB, and make the game ball enter the start hole 26, 27, the big prize hole 29, and the gate 31. Specifically, when the game ball is launched with the launch strength adjusted to be weak (so-called left hit), the game ball is likely to be guided down to the left area RA and may enter the first start hole 26. On the other hand, when the game ball is launched with the launch strength adjusted to be strong (so-called right hit), the game ball is likely to be guided down to the right area RB and may enter any of the second start hole 27, the big prize hole 29, and the gate 31. That is, the first start hole 26 is on the first route R1, and the second start hole 27, the big prize hole 29, and the gate 31 are on the second route R2. That is, the first starting hole 26 is provided in the left area RA, and the second starting hole 27, the big winning hole 29, and the gate 31 are provided in the right area RB. When the game ball flows down the first route R1, it is less likely to enter the second starting hole 27, the big winning hole 29, and the gate 31 than when it flows down the second route R2. When the game ball flows down the second route R2, it is less likely to enter the first starting hole 26 than when it flows down the first route R1. In this specification, the launch of the game ball so that it flows down the first route R1 may be referred to as a "left hit", and the launch of the game ball so that it flows down the second route R2 may be referred to as a "right hit".
[0026] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery. The high probability state is a gaming state with a higher jackpot probability than the low probability state. The high probability state is a so-called "probability variable state (high probability state)" and the low probability state is a "non-probability variable state (non-high probability state)." In the following explanation, the high probability state is referred to as the "high probability state" and the low probability state is referred to as the "non-high probability state."
[0027] The pachinko game machine 10 has a low base state and a high base state as game states having different ratios of the number of winning balls to the number of game balls shot. The high base state is a game state in which the probability of the game ball entering the second starting hole 27 is higher than in the low base state. The high base state is a so-called "electric support state", and the low base state is a "non-electric support state". The high base state has a higher advantage in terms of balls entering the second starting hole 27 than in the low base state. In this embodiment, the low base state corresponds to the first state, and the high base state corresponds to the second state. That is, the states include the first state and the second state.
[0028] The high base state can be realized, for example, by performing one of three controls arbitrarily selected from the following three controls, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to that in the low base 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 that in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 28 in one normal winning game longer than that in the low base state. As the opening time extension control, at least one of the following controls may be performed: a control that increases the number of openings of the first variable member 28 in one normal winning game compared to that in the low base state, and a control that makes one opening time of the first variable member 28 in a normal winning game longer than that in the low base state. The high base state may also be realized by combining the fourth control that will be described next. The fourth control is a special symbol fluctuation time shortening control that makes the fluctuation time of the special game (for example, the average fluctuation time) easier to be shorter than in the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state (variation shortening state)".
[0029] In the pachinko gaming machine 10, the probability of winning the normal winning lottery is higher when the base state is high than when the base state is low. Therefore, in the pachinko gaming machine 10, the number of times that normal winning games are awarded per unit time is likely to be greater when the base state is high than when the base state is low. On the other hand, in the pachinko gaming machine 10, the fluctuation time of the normal game is shorter when the base state is high than when the base state is low. As described above, in the high base state, the number of times that normal winning games are awarded is greater than when the base state is low. However, even if this is taken into account, in the pachinko gaming machine 10, the number of times that normal games are executed per unit time is likely to be greater when the base state is high than when the base state is low.
[0030] In this embodiment, since the first variable member 28 may be in an open state even in the low base state, there is a possibility that a game ball may enter the second starting hole 27 even in the low base state. However, when the base state is low, for example, the first variable member 28 may not be in an open state and a game ball may not enter the second starting hole 27, by configuring the game ball not to win a normal winning lottery. In addition, when the base state is low, for example, the first variable member 28 may not be in an open state even if a normal winning lottery is won, so that a game ball may not enter the second starting hole 27. When configured as described above, the low base state can be said to be a state in which a game ball cannot enter the second starting hole 27, and the high base state can be said to be a state in which a game ball can enter the second starting hole 27.
[0031] In the pachinko game machine 10, when the base is low, it is difficult to make the game ball enter the first start hole 26 even if the ball is hit from the right, so it is recommended to hit from the left. On the other hand, in the pachinko game machine 10, when the base is high, it is recommended to make the game ball enter the gate 31 and the second start hole 27 by hitting from the right. In the pachinko game machine 10, when the base is high, it is assumed that the number of game balls entering the second start hole 27 will be overwhelmingly greater than the number of game balls entering the first start hole 26. In addition, in the pachinko game machine 10, as described above, the second special game is executed in preference to the first special game. For this reason, in the pachinko game machine 10, when the base is high, the number of times the second special game is executed per unit time tends to be greater than when the base is low. That is, in this embodiment, in the second state, the number of times the second type of variation game is executed per unit time tends to be greater than in the first state. In other words, in the pachinko gaming machine 10, in the low base state, the number of times the second special game is executed per unit time tends not to be greater than in the high base state.
[0032] Next, a big win in the pachinko gaming machine 10 will be described. The pachinko game machine 10 has a plurality of types of jackpot symbols as special jackpot symbols. The plurality of types of jackpot symbols are classified into a first jackpot symbol and a second jackpot symbol. The plurality of types of jackpot symbols are each determined to have a type of jackpot. The jackpot symbol may be determined to have a game state after the end of the jackpot game. In the jackpot game, an opening performance is first performed for a predetermined opening time to notify the start of the jackpot game. In the jackpot game, after the opening performance is completed, a round game is performed in which the jackpot winning hole 29 is opened. The round game is performed up to a predetermined upper limit number of times. In one round game, the jackpot winning hole 29 is opened until a first round end condition in which a predetermined upper limit number of game balls enters the hole, or a second round end condition in which a predetermined upper limit time has elapsed, is established. In the round game, a round performance is performed. Then, in the jackpot game, when the final round of play is completed, an ending presentation is performed for a predetermined ending time to notify the player that the jackpot game has ended. The jackpot game ends with the ending presentation.
[0033] For the jackpot pattern classified as the first jackpot pattern, the type of jackpot is set to "first jackpot". For the jackpot pattern classified as the first jackpot pattern, the upper limit number of rounds is set to "10 times". For the jackpot pattern classified as the first jackpot pattern, the game state after the jackpot game is completed is set to a high probability state. For the jackpot pattern classified as the first jackpot pattern, the game state after the jackpot game is completed is set to a high base state. For the jackpot pattern classified as the second jackpot pattern, the type of jackpot is set to "second jackpot". For the jackpot pattern classified as the second jackpot pattern, the upper limit number of rounds is set to "8 times". For the jackpot pattern classified as the second jackpot pattern, the game state after the jackpot game is completed is set to a non-high probability state. In addition, for the jackpot pattern classified as the second jackpot pattern, it is determined that the game state after the jackpot game ends is a high base state until the 100th special game ends, or until the jackpot game is awarded before the 100th special game ends. In the following explanation, the jackpot game awarded based on the jackpot pattern classified as the first jackpot pattern may be referred to as the "first jackpot game," and the jackpot game awarded based on the jackpot pattern classified as the second jackpot pattern may be referred to as the "second jackpot game."
[0034] The display effects that the effect display device 25 can execute include an effect pattern game (hereinafter referred to as an effect game) in which effect patterns (hereinafter referred to as effect patterns) are displayed in a variable manner in multiple rows, and a combination of effect patterns is finally displayed as a definite stop. The effect game is executed by varying multiple rows of effect patterns. The effect patterns are also called "decorative patterns" or "decorative patterns." The effect game is executed by varying (scrolling) the first, second, and third pattern rows vertically. In the following description, the "first row" is referred to as the "left row" and the "first pattern" is referred to as the "left pattern," the "second row" is referred to as the "middle row" and the "second pattern" is referred to as the "middle pattern," the "third row" is referred to as the "right row" and the "third pattern" is referred to as the "right pattern." In each row, as a rule, effect patterns imitating the numbers [1] to [8] are displayed in a predetermined order.
[0035] The effect game is performed in conjunction with the special game. Specifically, the effect game is started with the start of the special game and ended with the end of the special game. The pachinko game machine 10 is configured to be able to execute the effect game during the execution of the special game. In the effect game, a combination of effect symbols corresponding to the special symbols displayed as fixed stop in the special game is displayed as fixed stop. When a jackpot symbol is displayed as fixed stop in the special game, a jackpot symbol combination by the effect symbols is displayed as fixed stop in the effect game. For example, the jackpot symbol combination is a symbol combination in which the effect symbols of all columns are the same, such as
[0777] . When a losing symbol is displayed as fixed stop in the special game, a losing symbol combination by the effect symbols is displayed as fixed stop in the effect game. For example, a losing symbol combination is a symbol combination in which the effect symbols of at least some columns are different from the effect symbols of the other columns, such as
[0323] and
[0112] . In this way, in the effect display device 25, the effect game is executed in conjunction with the execution of the special game. In addition, in the effect game, the effect symbol is temporarily stopped before being displayed as a fixed stop. In this specification, the "temporary stop display" means, for example, a "shaking state" or a state indicating that the symbol may be displayed again, or a state indicating that the display is different from the fixed stop display.
[0036] The display effects that the effect display device 25 can execute include an auxiliary symbol game (hereinafter, referred to as an auxiliary game) in which an auxiliary symbol (hereinafter, referred to as an auxiliary symbol) is displayed in a variable manner, and the auxiliary symbol is finally displayed as a fixed stop. The auxiliary symbol used in the auxiliary game is also called a fourth symbol or a fifth symbol. The auxiliary game is executed in conjunction with the special game. Specifically, the auxiliary game is started with the start of the special game, and is ended with the end of the special game. The pachinko game machine 10 is configured to be able to execute the auxiliary game during the execution of the special game. In the auxiliary game, an auxiliary symbol corresponding to the special symbol that is fixedly displayed as a fixed stop in the special game is displayed as a fixed stop. When a jackpot symbol is fixedly displayed as a fixed stop in the special game, the jackpot auxiliary symbol is fixedly displayed as a fixed stop in the auxiliary game. When a losing symbol is fixedly displayed as a fixed stop in the special game, the losing auxiliary symbol is fixedly displayed as a fixed stop in the auxiliary game. In this way, the effect display device 25 executes the auxiliary game in conjunction with the execution of the special game. The auxiliary game is executed in an auxiliary game area RS (shown in FIG. 3(a) and FIG. 3(b)) in the effect display device 25.
[0037] The display effects that the effect display device 25 can execute include a normal auxiliary pattern game (hereinafter, referred to as a normal auxiliary pattern) in which an auxiliary pattern corresponding to a normal game (hereinafter, referred to as a normal auxiliary pattern) is displayed in a variable manner, and finally, a normal auxiliary pattern is displayed as a fixed stop. The normal auxiliary game is executed in conjunction with the normal game. Specifically, the normal auxiliary game is started with the start of the normal game, and is ended with the end of the normal game. The pachinko gaming machine 10 is configured to be able to execute a normal auxiliary game during execution of the normal game. In the normal auxiliary game, a normal auxiliary pattern corresponding to a normal pattern displayed as a fixed stop in the normal game is displayed as a fixed stop. When a normal winning pattern is displayed as a fixed stop in the normal game, a normal winning normal auxiliary pattern is displayed as a fixed stop in the normal auxiliary game. When a normal losing pattern is displayed as a fixed stop in the normal game, a losing normal auxiliary pattern is displayed as a fixed stop in the normal auxiliary game. In this way, in the effect display device 25, a normal auxiliary game is executed in conjunction with execution of the normal game. The normal support game is executed in a normal support game area RN (shown in FIG. 3(a) and FIG. 3(b)) in the effect display device 25.
[0038] In the pachinko gaming machine 10, the fact that the execution of a special game is on hold is notified on the performance display device 25. In the pachinko gaming machine 10, when the execution of a special game is on hold, the number of special games on hold is notified.
[0039] As shown in FIG. 3(a), the effect display device 25 displays a reserved image Ha corresponding to the reserved first special game. The reserved image Ha corresponds to a reserved image corresponding to a variable game whose execution is reserved, and corresponds to a reserved image corresponding to the first variable game whose execution is reserved. In this embodiment, the reserved image Ha is a circular image. The reserved image Ha includes reserved images H1a to H4a. In the pachinko game machine 10, when the first special reserved number is "1", the reserved image H1a of the reserved images H1a to H4a is displayed on the effect display device 25. In the pachinko game machine 10, when the first special reserved number is "2", the reserved images H1a and H2a of the reserved images H1a to H4a are displayed on the effect display device 25. In the pachinko game machine 10, when the first special reserved number is "3", the reserved images H1a to H3a of the reserved images H1a to H4a are displayed on the effect display device 25. In the pachinko gaming machine 10, when the first special hold number is "4", hold images H1a to H4a are displayed on the performance display device 25. The hold image H1a is displayed in the hold display area R1a on the performance display device 25. The hold image H2a is displayed in the hold display area R2a on the performance display device 25. The hold image H3a is displayed in the hold display area R3a on the performance display device 25. The hold image H4a is displayed in the hold display area R4a on the performance display device 25. It should be noted that when the first special hold number is "0", the hold images H1a to H4a are not displayed on the performance display device 25.
[0040] The reserved display area R1a displays a reserved image Ha corresponding to the first special game that is executed first among the reserved first special games. The reserved display area R2a displays a reserved image Ha corresponding to the first special game that is executed second among the reserved first special games. The reserved display area R3a displays a reserved image Ha corresponding to the first special game that is executed third among the reserved first special games. The reserved display area R4a displays a reserved image Ha corresponding to the first special game that is executed fourth among the reserved first special games. Therefore, the reserved display area R1a can be said to be a display area that can specify that the first special game corresponding to the displayed reserved image H1a is executed first. The reserved display area R2a can be said to be a display area that can specify that the first special game corresponding to the displayed reserved image H2a is executed second. The reserved display area R3a can be said to be a display area that can specify that the first special game corresponding to the displayed reserved image H3a is executed third. The reserved display area R4a can be said to be a display area that can specify that the first special game corresponding to the displayed reserved image H4a is executed fourth. As described above, the reserved image Ha is displayed in the effect display device 25 in a display area in which the execution order in which the corresponding first special game is executed can be specified.
[0041] The effect display device 25 displays a reserved image Hb corresponding to the reserved second special game. The reserved image Hb corresponds to a reserved image corresponding to a variable game whose execution is reserved, and corresponds to a reserved image corresponding to the second variable game whose execution is reserved. In this embodiment, the reserved image Hb is a diamond-shaped image. The reserved image Hb includes reserved images H1b to H4b. In the pachinko game machine 10, when the second special reserved number is "1", the reserved image H1b of the reserved images H1b to H4b is displayed on the effect display device 25. In the pachinko game machine 10, when the second special reserved number is "2", the reserved images H1b and H2b of the reserved images H1b to H4b are displayed on the effect display device 25. In the pachinko game machine 10, when the second special reserved number is "3", the reserved images H1b to H3b of the reserved images H1b to H4b are displayed on the effect display device 25. In the pachinko gaming machine 10, when the second special hold number is "4", hold images H1b to H4b are displayed on the performance display device 25. The hold image H1b is displayed in the hold display area R1b on the performance display device 25. The hold image H2b is displayed in the hold display area R2b on the performance display device 25. The hold image H3b is displayed in the hold display area R3b on the performance display device 25. The hold image H4b is displayed in the hold display area R4b on the performance display device 25. It should be noted that when the second special hold number is "0", the hold images H1b to H4b are not displayed on the performance display device 25.
[0042] The reserved display area R1b displays a reserved image Hb corresponding to the second special game that is executed first among the reserved second special games. The reserved display area R2b displays a reserved image Hb corresponding to the second special game that is executed second among the reserved second special games. The reserved display area R3b displays a reserved image Hb corresponding to the second special game that is executed third among the reserved second special games. The reserved display area R4b displays a reserved image Hb corresponding to the second special game that is executed fourth among the reserved second special games. Therefore, the reserved display area R1b can be said to be a display area that can specify that the second special game corresponding to the displayed reserved image H1b is executed first. The reserved display area R2b can be said to be a display area that can specify that the second special game corresponding to the displayed reserved image H2b is executed second. The reserved display area R3b can be said to be a display area that can specify that the second special game corresponding to the displayed reserved image H3b is executed third. The reserved display area R4b can be said to be a display area that can specify that the second special game corresponding to the displayed reserved image H4b is executed fourth. As described above, the reserved image Hb is displayed in the display area of the effect display device 25 in which the execution order in which the corresponding second special game is executed can be specified.
[0043] In addition, in the pachinko game machine 10, an active image ZG corresponding to the special game being executed is displayed in the active area ZR in the effect display device 25. The active image ZG corresponds to an active image corresponding to the variable game being executed. That is, the images that the effect display device 25 can display include an active image. As shown in FIG. 3(a), when the first special game is executed, an active image ZG based on the reserved image Ha displayed when the first special game being executed was reserved is displayed in the active area ZR. Specifically, the reserved image Ha displayed in the reserved display area R1a immediately before the execution of the first special game is displayed as the active image ZG in the active area ZR. Therefore, a circular active image ZG is displayed in the active area ZR when the first special game is executed. The active image ZG is larger than the reserved image Ha. Therefore, when the reserved image Ha is displayed as the active image ZG, the reserved image Ha is enlarged and displayed as the active image ZG. Incidentally, even in a situation where the first special reserved number and the second special reserved number are 0, if a game ball enters the first starting hole 26, the execution of the first special game is temporarily suspended, and the reserved image Ha is displayed on the performance display device 25. In this case, the reserved image Ha is temporarily displayed on the performance display device 25, and the reserved image Ha is displayed in the execution region ZR of the performance display device 25 as an execution image ZG.
[0044] On the other hand, as shown in FIG. 3(b), when the second special game is executed, the execution area ZR displays an execution image ZG based on the reserved image Hb that was displayed when the second special game was being executed and was reserved. Specifically, the reserved image Hb that was displayed in the reserved display area R1b immediately before the execution of the second special game is displayed as the execution image ZG in the execution area ZR. Therefore, when the second special game is executed, a diamond-shaped execution image ZG is displayed in the execution area ZR. The execution image ZG is larger than the reserved image Hb. Therefore, when the reserved image Hb is displayed as the execution image ZG, the reserved image Hb is enlarged and displayed as the execution image ZG. Incidentally, even in a situation where the first special reservation number and the second special reservation number are 0, if a game ball enters the second start hole 27, the execution of the second special game is temporarily reserved, and therefore the reserved image Hb is displayed on the performance display device 25. In this case, a pending image Hb is temporarily displayed on the performance display device 25, and the pending image Hb is displayed in the performance display device 25 in the performance area ZR as an execution image ZG.
[0045] In the pachinko gaming machine 10, when the first special game is executed, the reserved image H1a displayed in the reserved display area R1a is displayed in the running area ZR as the running image ZG. In the pachinko gaming machine 10, when the first special game is executed, the reserved image H2a displayed in the reserved display area R2a is displayed in the reserved display area R1a as the reserved image H1a. In the pachinko gaming machine 10, when the first special game is executed, the reserved image H3a displayed in the reserved display area R3a is displayed in the reserved display area R2a as the reserved image H2a. In the pachinko gaming machine 10, when the first special game is executed, the reserved image H4a displayed in the reserved display area R4a is displayed in the reserved display area R3a as the reserved image H3a. Similarly, in the pachinko gaming machine 10, when the second special game is executed, the reserved image H1b displayed in the reserved display area R1b is displayed in the running area ZR as the running image ZG. In the pachinko gaming machine 10, when the second special game is executed, the reserved image H2b displayed in the reserved display area R2b is displayed in the reserved display area R1b as the reserved image H1b. In the pachinko gaming machine 10, when the second special game is executed, the reserved image H3b displayed in the reserved display area R3b is displayed in the reserved display area R2b as the reserved image H2b. In the pachinko gaming machine 10, when the second special game is executed, the reserved image H4b displayed in the reserved display area R4b is displayed in the reserved display area R3b as the reserved image H3b.
[0046] The pachinko gaming machine 10 is configured to be able to execute a reserved notice performance. The reserved notice performance is a performance that can be executed for a special game whose execution is suspended. Thus, the performance includes a reserved notice performance that can be executed for a variable game whose execution is suspended. The reserved notice performance is configured to be able to be executed in the performance display device 25. In the pachinko gaming machine 10, when the reserved notice performance is executed, the reserved images Ha, Hb corresponding to the target special game are displayed in a notice mode different from the normal mode. Note that, when the reserved notice performance is executed, the reserved images Ha, Hb corresponding to the special game that is the target of the reserved notice performance are displayed in a notice mode, while the reserved images Ha, Hb corresponding to other special games are not displayed in a notice mode due to the execution of the reserved notice performance.
[0047] As shown in FIG. 4(a), when the reserved image Ha is displayed in the normal mode, the reserved image Ha is displayed in a white base color. Note that FIG. 4(a) shows the reserved image Ha in the normal mode, but the display mode of the reserved image Hb also has the normal mode. On the other hand, there are multiple types of notice modes. Specifically, the notice modes include a first notice mode (shown in FIG. 4(b)) with a blue base color, a second notice mode (shown in FIG. 4(c)) with a green base color, and a third notice mode (shown in FIG. 4(d)) with a red base color. Note that FIG. 4(b) to FIG. 4(d) show the reserved image Ha in each notice mode, but the notice modes of the reserved image Hb also include the first notice mode to the third notice mode. In the pachinko game machine 10, the expectation of the special game that is the subject of the reserved notice performance becoming a jackpot (hereinafter, referred to as the reserved expectation) differs depending on the type of notice mode. Specifically, in this embodiment, the order of the hold expectancy is the first notice mode < the second notice mode < the third notice mode. The notice mode can also be said to be the presentation content of the hold notice presentation. Thus, in the pachinko gaming machine 10, when a new special game is put on hold, there are cases where the hold images Ha, Hb of the normal mode are newly displayed, and cases where the hold images Ha, Hb of the notice mode are newly displayed.
[0048] As shown in FIG. 4(e) to FIG. 4(h), the running image ZG may be displayed in a normal mode or in a notice mode, similar to the reserved images Ha and Hb. As shown in FIG. 4(e), when the running image ZG corresponding to the first special game is displayed in a normal mode, a running image ZG based on white is displayed. As shown in FIG. 4(f), when the running image ZG corresponding to the first special game is displayed in a first notice mode, a running image ZG based on blue is displayed. As shown in FIG. 4(g), when the running image ZG corresponding to the first special game is displayed in a second notice mode, a running image ZG based on green is displayed. As shown in FIG. 4(h), when the running image ZG corresponding to the first special game is displayed in a third notice mode, a running image ZG based on red is displayed. It should be noted that, although Figures 4(e) to 4(h) show the running image ZG corresponding to the first special game displayed in each display mode, the running image ZG corresponding to the second special game may also be displayed in a normal mode or in a preview mode.
[0049] The reserved notice performance may be started when the special game is reserved and the reserved game is the target. In this case, the reserved notice performance is executed by displaying the reserved image Ha, Hb corresponding to the special game in a notice mode when the special game is reserved. In this way, the reserved notice performance may be started when the execution of the special game is reserved and the game ball enters the starting hole 26, 27. In addition, when the execution of the special game is started, the reserved notice performance may be started for the special game whose execution is reserved. In this way, the reserved notice performance may be started when the special game is executed. In this embodiment, the reserved notice performance can be said to be a performance related to a performance executed when the execution of the first special game is reserved. Furthermore, in this embodiment, the reserved notice performance can be said to be a performance executed when the execution of the second special game is reserved.
[0050] The pachinko gaming machine 10 is configured to be able to execute a button effect. The button effect is executed in the effect display device 25 during the execution of a special game. In the button effect, an operation promotion effect that encourages the operation of the effect button EB is executed in the effect display device 25. When the operation promotion effect in the button effect is executed and the effect button EB is operated, the result of the button effect is derived in the effect display device 25. There are multiple types of button effect results. In the pachinko gaming machine 10, the expectation of the special game being executed becoming a jackpot differs depending on the result of the derived button effect. In the pachinko gaming machine 10, the button effect can be executed when the game is in a low base state.
[0051] In the low base state, the button effect is an effect executed during the execution of the first special game, and can be said to be an effect executed in conjunction with the execution of the first special game. That is, in this embodiment, the button effect corresponds to an effect executed in conjunction with the execution of the first type of variation game. Also, in the low base state, the button effect is an effect executed during the execution of the second special game, and can be said to be an effect executed in conjunction with the execution of the second type of variation game. That is, in this embodiment, the button effect corresponds to an effect executed in conjunction with the execution of the second type of variation game. In this way, there are effects that are executed in conjunction with the execution of the first type of variation game and effects that are executed in conjunction with the execution of the second type of variation game.
[0052] The pachinko gaming machine 10 is configured to be able to execute a confirmation effect. The confirmation effect is an effect that notifies that the special game being executed will be a jackpot. The confirmation effect is an effect that is executed only when the jackpot lottery is won. The confirmation effect is also called a premium effect (or a premier effect). In the pachinko gaming machine 10, the confirmation effect is executed by outputting a confirmation sound from the speaker 18. The confirmation effect is executed during the execution of the special game, that is, before the special game executed based on the winning of the jackpot lottery is ended. In other words, when the confirmation effect is executed, it is possible to recognize that a jackpot will be won at a timing before a jackpot game is awarded. In the pachinko gaming machine 10, the confirmation effect can be executed regardless of whether the game is in a low base state or a high base state.
[0053] The confirmation effect is an effect executed during the execution of the first special game, and can be said to be an effect executed in association with the execution of the first special game. That is, in this embodiment, the confirmation effect corresponds to an effect executed in association with the execution of the first type of variation game. Also, the confirmation effect is an effect executed during the execution of the second special game, and can be said to be an effect executed in association with the execution of the second type of variation game. That is, in this embodiment, the confirmation effect corresponds to an effect executed in association with the execution of the second type of variation game. In this way, there are effects that are executed in association with the execution of the first type of variation game and effects that are executed in association with the execution of the second type of variation game.
[0054] The pachinko gaming machine 10 is configured to be able to execute a presentation mode. There are a plurality of presentation modes. The pachinko gaming machine 10 is controlled to one of the plurality of presentation modes. The pachinko gaming machine 10 has a first presentation mode, a second presentation mode, and a third presentation mode. The pachinko gaming machine 10 is controlled to the first presentation mode when in a low base state. The pachinko gaming machine 10 is controlled to the second presentation mode when in a high base state and in a non-probability variable state. The pachinko gaming machine 10 is controlled to the third presentation mode when in a high base state and in a probability variable state. The presentation mode is also called a presentation state. In each presentation mode, mode identification information that can identify the currently-held presentation mode (the presentation mode being controlled) is notified. In the pachinko gaming machine 10, a different background image is displayed on the presentation display device 25 for each type of presentation mode. In addition, in the pachinko game machine 10, for example, the decorative lamp 17 is illuminated with a different light color for each type of presentation mode, and a different background sound is output from the speaker 18 for each type of presentation mode, thereby notifying the mode identification information.
[0055] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 5, the pachinko game machine 10 includes a main board 40 as a main control unit. The main board 40 performs various processes and outputs control information such as a control signal (control command) according to the results of the processes. The pachinko game machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs a predetermined process based on the control information output by the main board 40. For example, the sub-board 50 performs a process for executing a light-emitting effect by the decorative lamp 17, a sound effect by the speaker 18, and a display effect by the effect display device 25. The main board 40 and the sub-board 50 are disposed on the back side of the game board 20. The game board unit includes the main board 40 and the sub-board 50. Therefore, it can be said that the main board 40 and the sub-board 50 are disposed inside the machine. The main board 40 is connected to the sub-board 50.
[0056] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 executes a control program (main control program) of the main CPU 41 to perform various processes. The main ROM 42 stores the main control program and a lottery table used in a predetermined lottery. The main ROM 42 stores a jackpot determination value used in a jackpot lottery. The jackpot determination value includes a high probability value and a common value. In a jackpot lottery when the probability variable state is not reached, only the common value out of the common value and the high probability value is used, while in a jackpot lottery when the probability variable state is reached, both the common value and the high probability value are used. The main ROM 42 stores a performance determination value used in a performance lottery. The performance lottery is a lottery that determines whether to execute a reach performance when the jackpot lottery is not won, and corresponds to a reach lottery.
[0057] The main ROM 42 stores a plurality of types of variation patterns. The plurality of types of variation patterns are associated with a variation time from the start of the special game to the end of the special game. That is, the variation time of the special game is associated with the variation pattern. The variation pattern can be said to be information capable of identifying the variation time of the special game. In the pachinko game machine 10, the variation pattern is determined, thereby determining the variation time of the special game. The variation pattern may be information capable of identifying a part or all of the performance contents of the performance game performed from the start of the special game to the end of the special game. The variation pattern includes, for example, a jackpot variation pattern and a miss variation pattern. The jackpot variation pattern is associated with a performance content of the performance game that goes through a reach performance and finally displays a jackpot pattern combination by the performance pattern in a fixed stop. The miss variation pattern includes a no miss reach variation pattern and a miss reach variation pattern. The no-miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally displayed as a confirmed stop without going through a reach performance. The miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally displayed as a confirmed stop after going through a reach performance.
[0058] The main ROM 42 stores a plurality of types of normal game fluctuation patterns. The plurality of types of normal game fluctuation patterns are associated with a fluctuation time from the start of the normal game to the end of the normal game. That is, the normal game fluctuation pattern is associated with a normal game fluctuation time. The normal game fluctuation patterns include, for example, a normal game fluctuation pattern that can be determined in a low base state and a normal game fluctuation pattern that can be determined in a high base state.
[0059] The main RWM 43 is configured to be capable of storing various information that is appropriately rewritten during operation of the pachinko gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to be capable of generating random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0060] A first start sensor SE1, a second start sensor SE2, a count sensor SE3, and a gate sensor SE4 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE4 via a port not shown. An information display panel 22 is also connected to the main board 40. The main CPU 41 is able to control the display contents of the information display panel 22 via a drive circuit not shown. A first actuator A1 and a second actuator A2 are also connected to the main board 40. The main CPU 41 is able to control the operation of the first actuator A1 and the operation of the second actuator A2 via a drive circuit not shown.
[0061] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes a control program (sub-control program) of the sub-CPU 51 to perform various processes (for example, processes related to performance). The sub-ROM 52 stores the sub-control program, a lottery table used in the lottery, and a judgment value. The sub-ROM 52 stores display performance data capable of identifying the mode (contents) of the display performance in the performance display device 25. The sub-ROM 52 also stores light-emitting performance data capable of identifying the mode (contents) of the light-emitting performance in the decorative lamp 17. The sub-ROM 52 stores sound performance data capable of identifying the mode (contents) of the sound performance in the speaker 18.
[0062] The sub-RWM 53 is configured to be capable of storing various information that is appropriately rewritten during operation of the pachinko gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-substrate 50 is configured to be capable of generating random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0063] The decorative lamps 17, the speaker 18, and the performance display device 25 are connected to the sub-substrate 50. The sub-CPU 51 is capable of controlling the decorative lamps 17, the speaker 18, and the performance display device 25 via a drive circuit (not shown).
[0064] A performance button EB is connected to the sub-substrate 50. The sub-CPU 51 is configured to be able to input, via a port not shown, an operation signal that is output when the performance button EB is operated. An up button B1, a right button B2, a down button B3, and a left button B4 are connected to the sub-substrate 50. The sub-CPU 51 is configured to be able to input, via a port not shown, an operation signal that is output when the various buttons B1 to B4 are operated.
[0065] Various processes executed by the main CPU 41 based on the control program will be described below. First, the special symbol input process performed by the main CPU 41 will be described. In the special symbol input process, the main CPU 41 performs a first special symbol input process. In addition, when the main CPU 41 finishes the first special symbol input process, it performs a second special symbol input process. In the special symbol input process, when the main CPU 41 finishes the second special symbol input process, it ends the special symbol input process.
[0066] In the first special symbol input process, the main CPU 41 judges whether a game ball has entered the first start hole 26 based on whether a detection signal from the first start sensor SE1 has been input (hereinafter referred to as the first input judgment). If the judgment result of the first input judgment is negative, the main CPU 41 ends the first special symbol input process. On the other hand, if the judgment result of the first input judgment is positive, the main CPU 41 judges whether the first special reserved number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the first reserved judgment). If the judgment result of the first reserved judgment is negative, the main CPU 41 ends the first special symbol input process. If the judgment result of the first reserved judgment is positive, the main CPU 41 adds 1 to the first special reserved number to update it. Furthermore, the main CPU 41 controls the information display panel 22 to display the updated first special reserved number. In addition, the main CPU 41 stores control information capable of identifying the updated first special reserved number (hereinafter referred to as the first reserved number command) in the output buffer. The control information (command) stored in the output buffer is output to the sub-substrate 50 in the next or subsequent interrupt processing. When the result of the first hold determination is positive, the main CPU 41 acquires the random number generated in the main substrate 40 and stores random number information based on the acquired random number in the main RWM 43. At this time, the main CPU 41 stores the random number information so that it is for the first special game and the storage order of the random number information can be specified. In this embodiment, by storing the random number information for the first special game in the main RWM 43, the execution of the first special game is suspended until the execution condition of the first special game is established. After that, the main CPU 41 performs a look-ahead command generation process and then terminates the first special symbol input process. Specific control in the look-ahead command generation process will be described later.
[0067] In the second special symbol input process, the main CPU 41 judges whether a game ball has entered the second start hole 27 based on whether a detection signal from the second start sensor SE2 has been input (hereinafter referred to as the second input judgment). If the judgment result of the second input judgment is negative, the main CPU 41 ends the second special symbol input process. On the other hand, if the judgment result of the second input judgment is positive, the main CPU 41 judges whether the second special reserved number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the second reserved judgment). If the judgment result of the second reserved judgment is negative, the main CPU 41 ends the second special symbol input process. If the judgment result of the second reserved judgment is positive, the main CPU 41 adds 1 to the second special reserved number to update it. Furthermore, the main CPU 41 controls the information display panel 22 to display the updated second special reserved number. In addition, the main CPU 41 stores control information capable of identifying the updated second special reserved number (hereinafter referred to as the second reserved number command) in the output buffer. When the result of the second reservation judgment is positive, 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 RWM 43. At this time, the main CPU 41 stores the random number information so that it is possible to identify that the random number information is for the second special game and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main RWM 43, the execution of the second special game is suspended until the execution condition of the second special game is established. After that, the main CPU 41 performs a look-ahead command generation process and then ends the second special symbol input process.
[0068] The random number information stored in the main RWM 43 in the first special symbol input process and the second special symbol input process may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. The random numbers acquired in the first special symbol input process and the second special symbol input process include, for example, a random number used in a jackpot lottery (hereinafter referred to as a jackpot determination random number), a random number used in determining a special symbol (hereinafter referred to as a special symbol random number), a random number used in determining a variation pattern (hereinafter referred to as a variation pattern determination random number), and a random number used in a performance lottery (hereinafter referred to as a performance determination random number).
[0069] Here, the read-ahead command generating process and the read-ahead command generated in the read-ahead command generating process will be described. As shown in FIG. 6, the look-ahead commands are classified into look-ahead commands SC1 to SC5. The look-ahead command SC1 is generated when the value of the jackpot determination random number does not match the jackpot determination value (indicated as not matching in FIG. 7) and the value of the performance determination random number does not match the performance determination value. The look-ahead command SC2 is generated when the value of the jackpot determination random number does not match the jackpot determination value and the value of the performance determination random number matches the performance determination value. The look-ahead command SC3 is generated when the value of the jackpot determination random number matches the high probability value, but the value of the performance determination random number does not match the performance determination value. The look-ahead command SC4 is generated when the value of the jackpot determination random number matches the high probability value and the value of the performance determination random number matches the performance determination value. The look-ahead command SC5 is generated when the value of the jackpot determination random number matches the common value.
[0070] In the look-ahead command generation process, the main CPU 41 generates a look-ahead command based on the value of the random number acquired in each special symbol input process and stores it in the output buffer. Specifically, the main CPU 41 generates a look-ahead command based on the value of at least some of the random numbers among the jackpot determination random number, the special symbol random number, the performance determination random number, and the variation pattern random number acquired in each special symbol input process, and stores it in the output buffer. At this time, the main CPU 41 generates a look-ahead command capable of identifying the type of special game and the number of special reserved, and stores it in the output buffer. For example, in the look-ahead command generation process of the first special symbol input process, when the first special reserved number is "3", if a look-ahead command classified as the look-ahead command SC1 is generated, the main CPU 41 generates a look-ahead command SC1 that can identify that the first special reserved number is "3" and corresponds to the first special game. In the following description, the look-ahead command corresponding to the first special game may be referred to as the first look-ahead command, and the look-ahead command corresponding to the second special game may be referred to as the second look-ahead command.
[0071] The generation of the read-ahead command in the read-ahead command generation process will be described below. In the look-ahead command generation process, the main CPU 41 generates a look-ahead command classified as a look-ahead command SC1 when the value of the acquired jackpot determination random number does not match either the high probability value or the common value, and the value of the acquired performance determination random number does not match the performance determination value. The main CPU 41 generates a look-ahead command classified as a look-ahead command SC2 when the value of the acquired jackpot determination random number does not match either the high probability value or the common value, and the value of the acquired performance determination random number matches the performance determination value. The main CPU 41 generates a look-ahead command classified as a look-ahead command SC3 when the value of the acquired jackpot determination random number matches the high probability value, and the value of the acquired performance determination random number does not match the performance determination value. The main CPU 41 generates a look-ahead command classified as a look-ahead command SC4 when the value of the acquired jackpot determination random number matches the high probability value, and the value of the acquired performance determination random number matches the performance determination value. The main CPU 41 generates a look-ahead command classified as a look-ahead command SC5 when the value of the acquired jackpot determination random number matches the common value.
[0072] Next, the special symbol start process performed by the main CPU 41 will be described. The main CPU 41 judges whether the execution condition of the special game is satisfied (hereinafter, referred to as execution judgment). In the execution judgment, the main CPU 41 judges positively when the game is not in a big win game, is not in a special game, and is not in a change interval. On the other hand, in the execution judgment, the main CPU 41 judges negatively when the game is in any of a big win game, a special game, and a change interval. When the judgment result of the execution judgment is negative (when the execution condition of the special game is not satisfied), the main CPU 41 stores a standby command that can specify that the game is in a standby state in the output buffer, and ends the special symbol start processing. On the other hand, when the judgment result of the execution judgment is positive (when the execution condition of the special game is satisfied), the main CPU 41 judges whether the second special reserved number stored in the main RWM 43 is 1 or more. Then, when the second special reserved number is 1 or more, the main CPU 41 performs the second special symbol start processing related to the execution of the second special game, and then ends the special symbol start processing. On the other hand, if the second special reserved number is not 1 or more, the main CPU 41 judges whether the first special reserved number stored in the main RWM 43 is 1 or more. If the first special reserved number is not 1 or more, the main CPU 41 ends the special symbol start process. On the other hand, if the first special reserved number is 1 or more, the main CPU 41 ends the special symbol start process after performing the first special symbol start process related to the execution of the first special game.
[0073] In the first special symbol start process, the main CPU 41 updates the first special reserved number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated first special reserved number is displayed. The main CPU 41 also stores a first reserved number command capable of identifying the updated first special reserved number in the output buffer. Next, the main CPU 41 reads out the first stored random number information from the main RWM 43 among the random number information for the first special game. Note that, when the main CPU 41 reads out the first random number information, it erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs a jackpot lottery based on the read random number information and the jackpot determination value stored in the main ROM 42. Note that at least a part of the jackpot determination value used in the jackpot lottery is different between the high probability state and the non-high probability state. If the jackpot lottery is not won (if the jackpot lottery is not won), the main CPU 41 conducts an effect lottery based on the value of the effect determination random number.
[0074] After completing various lotteries, the main CPU41 determines the special symbol to be displayed in the first special game and the variation pattern of the first special game. For example, if the jackpot lottery is won, the main CPU41 determines the jackpot symbol based on the value of the special symbol random number. On the other hand, if the jackpot lottery is not won, the main CPU41 determines the loss symbol. Also, if the jackpot lottery is won, the main CPU41 determines the jackpot variation pattern based on the value of the variation pattern determination random number. If the jackpot lottery is not won but the performance lottery is won, the main CPU41 determines the variation pattern with a loss reach based on the value of the variation pattern determination random number. On the other hand, if the jackpot lottery is not won but the performance lottery is not won, the main CPU41 determines the variation pattern without a loss reach based on the value of the variation pattern determination random number. After determining the special symbol and the variation pattern, the main CPU 41 stores the control information capable of identifying the determined special symbol (hereinafter referred to as a symbol command) and the control information capable of identifying the variation pattern (hereinafter referred to as a variation pattern designation command) in the output buffer, and ends the first special symbol start process. In the first special symbol start process, the main CPU 41 stores the variation pattern designation command corresponding to the first special game in the output buffer.
[0075] In the second special symbol start process, the main CPU 41 updates the second special reserved number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated second special reserved number is displayed. The main CPU 41 also stores a second reserved number command capable of identifying the updated second special reserved number in the output buffer. Next, the main CPU 41 reads out the first stored random number information from the main RWM 43 among the random number information for the second special game. Note that, when the main CPU 41 reads out the first random number information, it erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs a jackpot lottery based on the read random number information and the jackpot determination value stored in the main ROM 42. Note that at least a part of the jackpot determination value used in the jackpot lottery is different between the high probability state and the non-high probability state. In addition, if the big win lottery is not won, the main CPU 41 conducts a performance lottery based on the value of the performance determination random number.
[0076] After completing various lotteries, the main CPU41 determines the special symbol to be displayed in the second special game and the variation pattern of the second special game. For example, if the jackpot lottery is won, the main CPU41 determines the jackpot symbol based on the value of the special symbol random number. On the other hand, if the jackpot lottery is not won, the main CPU41 determines the loss symbol. Also, if the jackpot lottery is won, the main CPU41 determines the jackpot variation pattern based on the value of the variation pattern determination random number. If the jackpot lottery is not won but the performance lottery is won, the main CPU41 determines the loss reach variation pattern based on the value of the variation pattern determination random number. On the other hand, if the jackpot lottery is not won but the performance lottery is not won, the main CPU41 determines the loss reach non-reach variation pattern based on the value of the variation pattern determination random number. After determining the special symbol and the variation pattern, the main CPU 41 stores the symbol command and the variation pattern designation command in the output buffer and ends the second special symbol start process. In the second special symbol start process, the main CPU 41 stores the variation pattern designation command corresponding to the second special game in the output buffer.
[0077] When the special symbol start process is ended, the main CPU 41 executes a process other than the special symbol start process and executes a special game. Specifically, the main CPU 41 controls the information display panel 22 so that the special game is started. The main CPU 41 measures the change time associated with the change pattern determined in the special symbol start process. Then, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a fixed stop when the change time associated with the change pattern has elapsed. When the change time associated with the change pattern determined in the special symbol start process has elapsed, the main CPU 41 stores an end command for displaying the symbol combination by the performance symbol as a fixed stop in the output buffer. After displaying the special symbol as a fixed stop, that is, after the special game ends, the main CPU 41 sets an inter-change interval (for example, 1 second). During the inter-change interval, the special symbol that was displayed as a fixed stop with the end of the special game continues to be displayed as a fixed stop.
[0078] As described above, the main CPU 41 performs a jackpot lottery in the first special symbol start process and the second special symbol start process. In this embodiment, the main CPU 41 performs a jackpot lottery, thereby realizing a function as a winning lottery means for performing a winning lottery. In addition, in the special symbol start process, if the second special reserved number is 1 or more, the second special symbol start process is executed in preference to the first special symbol start process even if the first special reserved number is 1 or more. As a result, when the execution of the first special game is on hold and the execution of the second special game is on hold, the second special game is executed in preference to the first special game.
[0079] Next, the big win process performed by the main CPU 41 will be described. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol determined in the special symbol start process. Then, the main CPU 41 starts control to award the specified jackpot game after the jackpot special game ends. Specifically, the main CPU 41 starts control to award the jackpot game after the jackpot special game ends and the inter-variation interval has elapsed. The main CPU 41 awards the jackpot game by executing the jackpot process. In this way, in the pachinko game machine 10, the jackpot game is awarded after the jackpot is won.
[0080] When the special game of the jackpot is finished, the main CPU41 stores an opening command in the output buffer. When the main CPU41 stores the opening command in the output buffer, the main CPU41 times the opening time. When the opening time has elapsed, the main CPU41 performs processing for executing a round game. That is, the main CPU41 controls the second actuator A2 to open the large prize winning hole 29 according to the opening mode (opening pattern) set for the jackpot game, and starts the round game. After starting the round game, when the first round end condition or the second round end condition is established, the main CPU41 controls the second actuator A2 to close the large prize winning hole 29, and ends the round game. The main CPU41 repeats the processing for executing the round game until the upper limit number of round games set for the jackpot game is finished. The main CPU41 stores a round command in the output buffer every time a round game is started. When the final round game is finished, the main CPU41 stores an ending command in the output buffer. When the main CPU 41 stores the ending command in the output buffer, it starts timing the ending time. Then, when the ending time has elapsed, the main CPU 41 ends the big win game.
[0081] Next, a description will be given of the game state processing performed by the main CPU 41. In this embodiment, the main CPU 41 performs the game state processing, thereby realizing a function as a state control means capable of controlling states including the first state and the second state.
[0082] When controlling to a non-probability variable state, the main CPU41 sets a value that can specify that the state is controlled to a non-probability variable state to the probability state flag. Also, the main CPU41 stores control information that can specify that the state is non-probability variable state (hereinafter, referred to as a low probability state command) in the output buffer. Similarly, when controlling to a probability variable state, the main CPU41 sets a value that can specify that the state is controlled to a probability variable state to the probability state flag. Also, the main CPU41 stores control information that can specify that the state is probability variable state (hereinafter, referred to as a high probability state command) in the output buffer. For example, after the first jackpot game is completed, the main CPU41 sets a value that can specify that the state is controlled to a probability variable state to the probability state flag. On the other hand, after the second jackpot game is completed, the main CPU41 sets a value that can specify that the state is controlled to a non-probability variable state to the probability state flag.
[0083] When controlling to the low base state, the main CPU 41 sets a value that can specify that the game is controlled to the low base state to the base state flag stored in the main RWM 43. The main CPU 41 also stores control information that can specify that the game is in the low base state (hereinafter, referred to as a low base state command) in the output buffer. Incidentally, when a jackpot game is awarded, the main CPU 41 sets a value that can specify that the game is controlled to the low base state to the base state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer.
[0084] When controlling to the high base state after the end of the jackpot game, the main CPU41 sets a value that can specify that the state is controlled to the high base state after the end of the jackpot game to the base state flag. The main CPU41 stores control information (hereinafter referred to as the first high base state command) that can specify that the state is the high base state controlled after the end of the jackpot game in the output buffer. Furthermore, the main CPU41 updates information (hereinafter referred to as the number of times information) that can specify the remaining number of times of the special game to be controlled to the high base state after the end of the jackpot game. At this time, the main CPU41 updates the number of times information that can specify that the state is controlled to the high base state until the next jackpot game is awarded after the end of the first jackpot game. On the other hand, the main CPU41 updates the number of times information that can specify 100 times after the end of the second jackpot game. After the end of the second jackpot game, the main CPU41 subtracts 1 from the number of times that can be specified from the number of times information every time the special game ends, and updates the number of times information. Then, when the number of times that can be specified from the count information after subtracting 1 reaches 0, the main CPU 41 controls to a low base state. Incidentally, when a big win game is awarded, the main CPU 41 updates the number of times that can be specified from the count information to 0, and initializes it. In addition, when the main CPU 41 updates the count information, it stores control information (hereinafter, referred to as a count command) that can specify the number of times that can be specified from the updated count information in the output buffer.
[0085] Next, the normal symbol input process performed by the main CPU 41 will be described. The main CPU 41 judges whether the game ball has passed (entered) the gate 31 based on whether a detection signal has been input from the gate sensor SE4. If the game ball has not passed the gate 31, the main CPU 41 ends the normal symbol input process. On the other hand, if the game ball has passed the gate 31, the main CPU 41 judges whether the normal reserved number stored in the main RWM 43 is less than the upper limit number. If the normal reserved number is not less than the upper limit number, the main CPU 41 ends the normal symbol input process. If the normal reserved number is less than the upper limit number, the main CPU 41 adds 1 to the normal reserved number stored in the main RWM 43 and updates it. In this case, the main CPU 41 controls the information display panel 22 so that the updated normal reserved number is displayed. In addition, the main CPU 41 stores a normal reserved number command capable of identifying the updated normal reserved number in the output buffer. Next, the main CPU 41 acquires the random number generated in the main board 40, and stores random number information based on the acquired random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is the random number information for the normal game and the storage order of the random number information can be specified. After that, the main CPU 41 ends the normal symbol input process.
[0086] Next, the normal symbol start process performed by the main CPU 41 will be described. The main CPU41 judges whether the execution conditions of the normal game are satisfied. The main CPU41 judges positively when the normal win game is not being played and the normal game is not being played, whereas it judges negatively when the normal win game is being played or the normal game is being played. When the execution conditions of the normal game are not satisfied, the main CPU41 ends the normal symbol start process. On the other hand, when the execution conditions of the normal game are satisfied, the main CPU41 judges whether the normal reserved number stored in the main RWM43 is 1 or more. When the normal reserved number is not 1 or more, the main CPU41 ends the normal symbol start process. When the normal reserved number is 1 or more, the main CPU41 updates the normal reserved number stored in the main RWM43 by subtracting 1, and controls the information display panel 22 so that the updated normal reserved number is displayed. The main CPU41 stores a normal reserved number command capable of identifying the updated normal reserved number in the output buffer. Next, the main CPU41 reads out the random number information stored first among the random number information for the normal game from the main RWM43. In addition, when the main CPU 41 reads out the first random number information, it erases the first stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win judgment value stored in the main ROM 42. Then, the main CPU 41 determines the normal symbol to be displayed as a fixed stop in the normal game and the fluctuation time of the normal game based on the lottery result of the normal win lottery. The main CPU 41 determines the fluctuation pattern for the normal game, thereby determining the fluctuation time of the normal game. After determining the normal symbol and the fluctuation pattern for the normal game, the main CPU 41 stores the control information (hereinafter referred to as a normal symbol command) capable of specifying the determined normal symbol and the control information (hereinafter referred to as a normal fluctuation pattern designation command) capable of specifying the fluctuation pattern for the normal game in the output buffer, and ends the normal symbol start process. After that, the main CPU 41 ends the normal symbol start process.
[0087] Then, the main CPU 41 executes the normal game by performing a process different from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. Then, when the normal game variation time determined in the normal symbol start process has elapsed, the main CPU 41 controls the information display panel 22 so that the normal symbol determined in the normal symbol start process is displayed as a fixed stop. When the variation time associated with the normal variation pattern determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command capable of identifying the end of the normal game in the output buffer. After displaying the normal symbol as a fixed stop, that is, after the end of the normal game, the main CPU 41 sets an inter-variation interval (for example, 1 second) for the normal game. During the inter-variation interval for the normal game, the normal symbol that has been displayed as a fixed stop with the end of the normal game continues to be displayed as a fixed stop.
[0088] Next, the normal win process performed by the main CPU 41 will be described. When the normal winning lottery is won, the main CPU 41 determines the opening pattern of the second start hole 27 when the normal game ends, and controls the first actuator A1 so that the second start hole 27 is opened according to the opening pattern. In this embodiment, it is easier to win the normal winning lottery when the base state is high than when the base state is low. The pachinko game machine 10 is configured so that the normal winning lottery can be won even when the base state is low, and when the normal winning lottery is won, the first variable member 28 is in the open state. Therefore, in this embodiment, although it is more difficult for a game ball to enter the second start hole 27 when the base state is low than when the base state is high, there is a possibility that the game ball will enter the second start hole 27.
[0089] Next, various processes executed by the secondary CPU 51 based on the control program will be described. When the sub-CPU 51 inputs a low-probability state command, it sets a value that can identify a non-probability variable state to the sub-probability state flag stored in the sub-RWM 53. When the sub-CPU 51 inputs a high-probability state command, it sets a value that can identify a probability variable state to the sub-probability state flag stored in the sub-RWM 53.
[0090] When the sub-CPU 51 inputs a low base state command, it sets the sub-base state flag stored in the sub-RWM 53 to a value that can identify the low base state. When the sub-CPU 51 inputs a first high base state command, it sets the sub-base state flag to a value that can identify the first high base state. When the sub-CPU 51 inputs a second high base state command, it sets the sub-base state flag to a value that can identify the second high base state. In this embodiment, there are two types of values that can identify the high base state among the values set in the sub-base state flag, but they may be the same value or different values. For example, the value that can identify the first high base state and the value that can identify the second high base state may be the same. In addition, when the sub-CPU 51 inputs a number command, it updates the information stored in the sub-RWM 53 (hereinafter referred to as sub number information) so as to be able to identify the remaining number of special games to be controlled to the high base state after the end of a jackpot game that can be identified from the command.
[0091] The sub-CPU51 controls the presentation mode. Specifically, when the sub-base state flag is set to a value that can identify a low base state, the sub-CPU51 controls to the first presentation mode. When the sub-base state flag is set to a value that can identify a high base state and the sub-probability state flag is set to a value that can identify a non-probability variable state, the sub-CPU51 controls to the second presentation mode. When the sub-base state flag is set to a value that can identify a high base state and the sub-probability state flag is set to a value that can identify a probability variable state, the sub-CPU51 controls to the third presentation mode.
[0092] During a jackpot game, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the performance display device 25 so that a jackpot performance is performed. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the performance display device 25 so that an opening performance is performed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the performance display device 25 so that a round performance is performed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the performance display device 25 so that an ending performance is performed. The performance content of the jackpot performance may be made different depending on the type of jackpot.
[0093] Also, when the first read-ahead command is input, the secondary CPU51 stores the input first read-ahead command in the secondary RWM53. At this time, the secondary CPU51 stores the first read-ahead command in the secondary RWM53 so that the storage order of the first read-ahead command can be specified according to the first special reserved number that can be specified from the first read-ahead command. Also, although details will be described later, when the secondary CPU51 inputs the first read-ahead command, it controls the performance display device 25 so that the same number of reserved images Ha as the first special reserved number that can be specified from the first read-ahead command are displayed. For example, when the reserved image H1a is displayed on the performance display device 25, if the secondary CPU51 inputs a first read-ahead command that can specify that the first special reserved number is "2", a reserved image H2a is newly displayed. Similarly, when the second read-ahead command is input, the secondary CPU51 stores the input second read-ahead command in the secondary RWM53. At this time, the sub-CPU51 stores the second read-ahead commands in the sub-RWM53 so that the storage order of the second read-ahead commands can be specified according to the second special reserved number that can be specified from the second read-ahead command. Also, although details will be described later, when the sub-CPU51 inputs the second read-ahead command, it controls the performance display device 25 so that the same number of reserved images Hb as the second special reserved number that can be specified from the second read-ahead command are displayed. For example, when the reserved image H1b is displayed on the performance display device 25, if the sub-CPU51 inputs a second read-ahead command that can specify that the second special reserved number is "2", a new reserved image H2b is displayed.
[0094] Next, the process of determining the winning effect related to the execution of the pending notice effect will be described together with the control related to the display of the various pending images Ha, Hb and the execution image ZG. When the first read-ahead command is input in the low base state, the sub-CPU 51 executes the winning performance determination process. When the second read-ahead command is input in the high base state, the sub-CPU 51 executes the winning performance determination process. However, when the reserved notice performance is already being executed, the sub-CPU 51 does not execute the winning performance determination process, regardless of whether the first read-ahead command is input in the low base state or the second read-ahead command is input in the high base state. Note that, when the second read-ahead command is input in the low base state, the sub-CPU 51 does not execute the winning performance determination process. Similarly, when the first read-ahead command is input in the high base state, the sub-CPU 51 does not execute the winning performance determination process. In this way, in the pachinko game machine 10, the reserved notice performance can be executed for the first special game when the low base state is in, and the reserved notice performance can be executed for the second special game when the high base state is in.
[0095] When the winning effect determination process is not executed, the sub-CPU51 determines to display the reserved images Ha, Hb in the normal mode as the reserved images Ha, Hb corresponding to the special game whose execution has been newly suspended.The sub-CPU51 then controls the effect display device 25 so that the reserved images Ha, Hb in the normal mode are displayed as the reserved images Ha, Hb corresponding to the special game whose execution has been newly suspended.As a result, the effect display device 25 newly displays the reserved image Ha in the normal mode when the first look-ahead command is input, and newly displays the reserved image Hb in the normal mode when the second look-ahead command is input.
[0096] In the winning effect determination process, the presence or absence of a reserved notice effect for the special game corresponding to the input look-ahead command and the type of notice mode in the case of executing the reserved notice effect are determined. In this way, when a new special game is reserved, the sub-CPU51 executes the winning effect determination process for the newly reserved special game.
[0097] In the winning performance determination process, the sub-CPU51 executes a reservation notice lottery process for performing a reservation notice lottery. In the reservation notice lottery, it is determined whether to start the execution of the reservation notice performance for the special game corresponding to the inputted look-ahead command. In this embodiment, if the reservation notice lottery is won, the execution of the reservation notice performance is determined, whereas if the reservation notice lottery is not won, the execution of the reservation notice performance is not determined. For example, the winning probability of the reservation notice lottery differs between a case where it is possible to specify that the special game corresponding to the look-ahead command will be a jackpot and a case where it is possible to specify that the special game corresponding to the look-ahead command will be a miss. For example, even if it is possible to specify that the special game corresponding to the look-ahead command will be a jackpot, the winning probability of the reservation notice lottery may be made different depending on the type of jackpot. In addition, the type of variation pattern determined from the look-ahead command may be specified, and the winning probability of the reservation notice lottery may be made different depending on the type of variation pattern.
[0098] If the reserved notice lottery in the reserved notice lottery process is not won, the sub-CPU51 ends the winning effect determination process. At this time, the sub-CPU51 decides to display reserved images Ha, Hb in normal mode as reserved images Ha, Hb corresponding to the special game whose execution has been newly suspended. Then, the sub-CPU51 controls the effect display device 25 so that reserved images Ha, Hb in normal mode are displayed as reserved images Ha, Hb corresponding to the special game whose execution has been newly suspended. As a result, the effect display device 25 newly displays reserved image Ha in normal mode when the first look-ahead command is input, and newly displays reserved image Hb in normal mode when the second look-ahead command is input.
[0099] When the reserved notice lottery in the reserved notice lottery process is won, the sub-CPU51 determines the type of the notice mode. For example, in this embodiment, the determination mode of the notice mode differs between when it is possible to specify that the special game corresponding to the look-ahead command will be a jackpot and when it is possible to specify that the special game corresponding to the look-ahead command will be a miss. For example, even when it is possible to specify that the special game corresponding to the look-ahead command will be a jackpot, the determination mode of the notice mode may be different depending on the type of jackpot. For example, the determination mode of the notice mode may be different by making the types of notice modes that can be determined different. In addition, for example, the determination mode of the notice mode may be different by making the probability of determining various notice modes different. When the sub-CPU51 determines the type of notice mode, it ends the winning time performance determination process. Then, the sub-CPU51 controls the performance display device 25 so that the reserved images Ha, Hb of the determined notice mode are displayed as reserved images Ha, Hb corresponding to the special game whose execution has been newly reserved. As a result, when the first look-ahead command is input, a new reserved image Ha of the determined preview mode is displayed on the performance display device 25, and when the second look-ahead command is input, a new reserved image Hb of the determined preview mode is displayed.
[0100] In addition, when the reserved notice lottery is won and the type of notice mode is determined, the sub-CPU 51 stores information (hereinafter, referred to as reserved notice execution information) capable of identifying the special game that was the subject of the reserved notice performance and the type of notice mode of the reserved images Ha, Hb in the reserved notice performance in the sub-RWM 53. The reserved notice execution information stored in the sub-RWM 53 is erased when the execution of the special game that was the subject of the reserved notice performance corresponding to the reserved notice execution information is completed or when a big win game is awarded.
[0101] When the sub-CPU 51 inputs a variation pattern designation command corresponding to the first special game, the sub-CPU 51 controls the effect display device 25 so that the reserved image Ha is moved and displayed. Specifically, the sub-CPU 51 controls the effect display device 25 so that the execution image ZG based on the reserved image H1a is displayed in the execution area ZR. Also, if the reserved image H2a is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Ha that was displayed as the reserved image H2a is displayed as the reserved image H1a. Similarly, if the reserved image H3a is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Ha that was displayed as the reserved image H3a is displayed as the reserved image H2a. Also, if the reserved image H4a is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Ha that was displayed as the reserved image H4a is displayed as the reserved image H3a.
[0102] Similarly, when the sub-CPU 51 inputs a variation pattern designation command corresponding to the second special game, it controls the effect display device 25 so that the reserved image Hb is moved and displayed. Specifically, the sub-CPU 51 controls the effect display device 25 so that the execution image ZG based on the reserved image H1b is displayed in the execution area ZR. Also, if the reserved image H2b is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Hb that was displayed as the reserved image H2b is displayed as the reserved image H1b. Similarly, if the reserved image H3b is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Hb that was displayed as the reserved image H3b is displayed as the reserved image H2b. Also, if the reserved image H4b is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Hb that was displayed as the reserved image H4b is displayed as the reserved image H3b.
[0103] When the sub-CPU51 inputs an end command after inputting a variation pattern designation command corresponding to the first special game, the sub-CPU51 erases the first read-ahead command stored first among the first read-ahead commands stored in the sub-RWM53. Similarly, when the sub-CPU51 inputs an end command after inputting a variation pattern designation command corresponding to the second special game, the sub-CPU51 erases the second read-ahead command stored first among the second read-ahead commands stored in the sub-RWM53. Also, when the sub-CPU51 inputs an end command, the sub-CPU51 controls the performance display device 25 so that the running image ZG displayed in the running area ZR is hidden. In the performance display device 25, the running image ZG is hidden, and thus the running image ZG is erased.
[0104] The sub-CPU51 controls the effect display device 25 so that an effect game is performed. Specifically, when the sub-CPU51 inputs a symbol command and a variation pattern designation command, it controls to execute the effect game. The sub-CPU51 determines a symbol combination by the effect symbols to be finally displayed as a fixed stop in the effect game based on the variation pattern designation command and the symbol command. When the sub-CPU51 specifies a big win symbol from the input symbol command, it determines a big win symbol by the effect symbols. When the sub-CPU51 specifies a losing symbol from the input symbol command, it determines a losing symbol by the effect symbols. For example, when the sub-CPU51 specifies a losing reach-type variation pattern from the input variation pattern designation command, it determines a losing symbol combination including a reach. On the other hand, when the sub-CPU51 specifies a losing reach-type variation pattern from the input variation pattern designation command, it determines a losing symbol combination not including a reach.
[0105] Also, when the sub-CPU51 inputs a variation pattern designation command, it controls the performance display device 25 to display the performance symbols in a variable manner. That is, the sub-CPU51 starts the performance game. Then, the sub-CPU51 temporarily stops and displays the symbol combination by the determined performance symbols at a predetermined timing. After that, the sub-CPU51 displays the symbol combination by the performance symbols in a fixed and stopped manner upon input of an end command. The sub-CPU51 may measure a variation time that can be specified from the variation pattern regardless of the end command, and may display the symbol combination in a fixed and stopped manner upon the passage of the variation time. In this case, the end command may be omitted. In addition, when the variation pattern that can be specified from the variation pattern designation command is a variation pattern that includes a reach performance, the sub-CPU51 controls the performance display device 25 to execute a reach performance.
[0106] The sub-CPU51 controls the effect display device 25 so that the auxiliary game is played. Specifically, when the sub-CPU51 inputs a symbol command and a variable pattern designation command, it controls the execution of the auxiliary game. The sub-CPU51 determines the auxiliary symbol to be finally displayed as a fixed stop in the auxiliary game. For example, when the sub-CPU51 specifies a big win symbol from the input symbol command, it determines the big win auxiliary symbol. When the sub-CPU51 specifies a losing symbol from the input symbol command, it determines the losing auxiliary symbol. When the sub-CPU51 inputs a variable pattern designation command, it controls the effect display device 25 so that the auxiliary symbol is displayed as a fixed stop. In other words, the sub-CPU51 starts the auxiliary game. Then, the sub-CPU51 displays the auxiliary symbol as a fixed stop in response to the input of an end command.
[0107] The sub-CPU51 controls the effect display device 25 so that a normal support game is played. Specifically, when the sub-CPU51 inputs a normal symbol command and a normal variation pattern designation command, it controls to execute the normal support game. The sub-CPU51 determines the normal support symbol to be finally displayed as a fixed stop in the normal support game. For example, when the sub-CPU51 specifies a normal winning symbol from the input symbol command, it determines the normal winning normal support symbol. When the sub-CPU51 specifies a losing symbol from the input symbol command, it determines the losing normal support symbol. When the sub-CPU51 inputs a normal variation pattern designation command, it controls the effect display device 25 so that the normal support symbol is displayed as a fixed stop. That is, the sub-CPU51 starts the normal support game. Then, the sub-CPU51 displays the normal support symbol as a fixed stop in response to the input of the normal end command.
[0108] Next, the button effect determination process related to the execution of the button effects will be described. When the sub-CPU51 inputs a variation pattern designation command in a low base state, the sub-CPU51 executes a button effect determination process. On the other hand, when the sub-CPU51 inputs a variation pattern designation command in a high base state, the sub-CPU51 does not execute a button effect determination process. In the button effect determination process, the sub-CPU51 executes a button effect lottery process to perform a button effect lottery. In the button effect lottery, it is determined whether to execute a button effect for a special game corresponding to the input variation pattern designation command. In this embodiment, if the button effect lottery is won, the execution of the button effect is determined, whereas if the button effect lottery is not won, the execution of the button effect is not determined. For example, the winning probability of the button effect lottery differs between when a big win variation pattern is specified and when a loss variation pattern is specified. For example, the winning probability of the button effect lottery differs between when a variation pattern without a loss reach is specified and when a variation pattern with a loss reach is specified.
[0109] If the button effect lottery in the button effect determination process is not won, the sub-CPU51 ends the button effect determination process. On the other hand, if the button effect lottery in the button effect determination process is won, the sub-CPU51 determines the result of the button effect to be derived when the effect button EB is operated. Then, when the result of the button effect to be derived when the effect button EB is operated is determined, the sub-CPU51 ends the button effect determination process. Then, when the result of the button effect is determined, the sub-CPU51 controls the effect display device 25 so that the operation promotion effect is executed when the execution start timing of the button effect during the execution of the special game arrives. Then, when an operation signal is input from the effect button EB before the upper limit time for which the operation promotion effect can be executed has elapsed, the sub-CPU51 controls the effect display device 25 so that the operation promotion effect is terminated and the result of the button effect is derived. On the other hand, when an operation signal is not input from the effect button EB before the upper limit time for which the operation promotion effect can be executed has elapsed, the sub-CPU51 ends the operation promotion effect. At this time, the effect display device 25 does not derive the result of the button effect.
[0110] Next, the final performance determination process related to the execution of the final performance will be described. When a symbol command capable of identifying a losing symbol is input, the sub-CPU51 does not execute the final performance determination process. On the other hand, when a symbol command capable of identifying a winning symbol is input, the sub-CPU51 may execute the final performance determination process. Specifically, when a symbol command capable of identifying a winning symbol is input when the base state is low, the sub-CPU51 executes the final performance determination process. When a symbol command capable of identifying a first winning symbol is input when the base state is high, the sub-CPU51 executes the final performance determination process. On the other hand, when a symbol command capable of identifying a second winning symbol is input when the base state is high, the sub-CPU51 does not execute the final performance determination process. In this embodiment, not executing the final performance determination process corresponds to deciding not to execute the final performance. In the final performance determination process, whether or not to execute the final performance and the execution timing of the final performance are determined.
[0111] In the final effect determination process, the sub-CPU51 executes a final effect lottery process for performing a final effect lottery. In the final effect lottery, it is determined whether or not to execute a final effect during the execution of a special game corresponding to the inputted variation pattern designation command. In this embodiment, if the final effect lottery is won, the execution of the final effect is determined, whereas if the final effect lottery is not won, the execution of the final effect is not determined. For example, the winning probability of the final effect lottery may be different depending on the type of the jackpot pattern. For example, the winning probability of the final effect lottery may be different depending on the type of variation pattern.
[0112] If the final effect lottery in the final lottery process is not won, the sub-CPU51 ends the final effect determination process. On the other hand, if the final effect lottery in the final lottery process is won, the sub-CPU51 determines the execution timing of the final effect. For example, the sub-CPU51 determines the execution timing of the final effect from among the timing immediately after the special game is started, the timing when the reach effect is being executed, and the timing immediately before the special game is ended. When the execution timing of the final effect is determined, the sub-CPU51 ends the final effect determination process. Then, after determining the execution timing of the final effect, the sub-CPU51 controls the speaker 18 so that the final effect is executed when the determined execution timing arrives.
[0113] In the pachinko gaming machine 10, it is possible to customize the presentation elements by operating at least one of the buttons B1 to B4. That is, the pachinko gaming machine 10 is configured to be able to customize the presentation elements by operating the operable operating means. The operation of the buttons B1 to B4 for customizing various presentation elements will be described later. In the following description, when it is stated that "the buttons B1 to B4 are operated", it is not intended to operate all of the buttons B1 to B4, but rather to operate at least one of the buttons B1 to B4. For example, in the following description, the statement that "the buttons B1 to B4 are operated" is intended to operate at least one of the buttons B1 to B4.
[0114] As shown in FIG. 7, in the pachinko gaming machine 10, the customizable performance elements include the volume at which at least some of the sounds output from the speaker 18 are output. In this way, the performance elements that can be customized by operating the buttons B1 to B4 include the volume of the sounds output from the speaker 18. That is, the performance elements that can be customized by operating the operating means include the volume of the sounds output from the sound output means. Adjusting the volume is equivalent to adjusting the intensity of the sounds output from the speaker 18, and is equivalent to adjusting the intensity of the performance executed in the speaker 18. For this reason, the "volume" among the customizable performance elements is classified as a second performance element related to the intensity of the performance. In the pachinko gaming machine 10, the volume can be adjusted from the first stage to the fifth stage. As described above, in the pachinko gaming machine 10, the performance elements include the volume of the sounds output from the sound output means.
[0115] In the pachinko gaming machine 10, when the volume is adjusted, sound is output at the adjusted volume regardless of whether the state is a low base state or a high base state. In this way, in the pachinko gaming machine 10, whether the state is a low base state or a high base state, the customization of the volume is effective. However, in the pachinko gaming machine 10, when the state is a low base state and the second special game is executed, the customization of the volume is invalidated during the execution of the second special game, and sound is output at the initial volume (the third volume in this embodiment). For this reason, in the pachinko gaming machine 10, for example, even if the second special game is executed when the volume is adjusted and the state is a low base state, when the second special game is executed, sound is output from the speaker 18 at the third volume level, not the adjusted volume level. Note that the customization of the volume is effective means that a situation in which sound is output at a customized volume level (adjusted volume), and can also be interpreted as "the customization of the volume is reflected." On the other hand, when the volume customization is invalidated, it means that sound is not output at the customized volume, and it can also be interpreted as "the volume customization is not reflected."
[0116] In the pachinko gaming machine 10, the customizable performance elements include the brightness of the decorative lamp 17. Thus, the performance elements that can be customized by operating the buttons B1 to B4 include the brightness of the decorative lamp 17. That is, the performance elements that can be customized by operating the operating means include the brightness of the light-emitting means. Adjusting the brightness is equivalent to adjusting the intensity of the light emitted by the decorative lamp 17, and is equivalent to adjusting the intensity of the performance executed by the decorative lamp 17. For this reason, among the customizable performance elements, "brightness" is classified as a second performance element related to the intensity of the performance. Note that adjusting the brightness is sometimes said to be equivalent to adjusting the amount of light. In the pachinko gaming machine 10, the brightness can be adjusted from the first stage to the fifth stage. As described above, in the pachinko gaming machine 10, the performance elements include the brightness of the light-emitting means.
[0117] In the pachinko gaming machine 10, when the brightness is adjusted, the decorative lamp 17 emits light at the adjusted brightness regardless of whether the base state is low or high. In this way, in the pachinko gaming machine 10, the customization of the brightness is effective regardless of whether the base state is low or high. However, in the pachinko gaming machine 10, when the base state is low and the second special game is executed, the customization of the brightness is invalidated during the execution of the second special game, and the decorative lamp 17 emits light at the initial brightness (the third stage brightness in this embodiment). For this reason, in the pachinko gaming machine 10, for example, even if the second special game is executed when the brightness is adjusted and the base state is low, the decorative lamp 17 emits light at the third stage brightness when the second special game is executed. Note that the customization of the brightness is effective means that the decorative lamp 17 emits light at the customized brightness (adjusted brightness), and can also be interpreted as "the customization of the brightness is reflected." On the other hand, when the brightness customization is invalidated, it means that the decorative lamp 17 does not emit light at the customized brightness, which can also be interpreted as "the brightness customization is not reflected."
[0118] In the pachinko gaming machine 10, the customizable performance elements include the jackpot expectation of the button performance. In the pachinko gaming machine 10, when the jackpot expectation of the button performance is customized, the jackpot expectation when the button performance is executed is higher than when the jackpot expectation of the button performance is not customized. Specifically, in the pachinko gaming machine 10, when the jackpot expectation of the button performance is customized, the probability of winning the button performance lottery when the jackpot lottery is not won is lower than when the jackpot expectation of the button performance is not customized. In addition, in the pachinko gaming machine 10, when the jackpot expectation of the button performance is customized, the probability of winning the button performance lottery when the jackpot lottery is won is higher than when the jackpot expectation of the button performance is not customized. In this way, the performance elements that can be customized by operating the buttons B1 to B4 include performance elements related to the determination of the button performance. And, among the customizable performance elements, the "jackpot expectation of the button performance" is classified as the first performance element related to the determination of the performance. In the pachinko gaming machine 10, the button effect is an effect that is executed in association with the execution of a special game. Therefore, among the effect elements that can be customized, the "expected jackpot of the button effect" is an effect element related to the effect that is executed in association with the execution of a special game.
[0119] In the pachinko gaming machine 10, when the jackpot expectation of the button effect is customized, if the machine is in a high base state, the button effect lottery is not performed with the winning probability when customized. Specifically, in the high base state, even if the jackpot expectation of the button effect is customized, the button effect lottery is performed with the winning probability when the jackpot expectation of the button effect is not customized. In this way, in the pachinko gaming machine 10, when the machine is in a high base state, the customization of the jackpot expectation of the button effect is invalid.
[0120] On the other hand, in the pachinko gaming machine 10, when the jackpot expectation of the button effect is customized, if the base state is low, the button effect lottery is performed with the winning probability when customized. In this way, in the pachinko gaming machine 10, when the base state is low, the customization of the jackpot expectation of the button effect is effective. However, in the pachinko gaming machine 10, when the base state is low and the second special game is executed, the customization of the jackpot expectation of the button effect in the second special game is invalidated, and the button effect lottery is not performed with the winning probability when the jackpot expectation of the button effect is customized. For this reason, in the pachinko gaming machine 10, for example, even if the second special game is executed when the jackpot expectation of the button effect is customized and the base state is low, the button effect lottery is not performed with the winning probability when the jackpot expectation of the button effect is customized. In this case, in the pachinko gaming machine 10, even if the jackpot expectation of the button effect is customized, the button effect lottery is performed with the winning probability when the jackpot expectation of the button effect is not customized. In other words, the presentation elements that can be customized by operating the buttons B1 to B4 do not include presentation elements related to the button presentation executed in conjunction with the execution of the second special game in at least the low base state. In other words, the presentation elements that can be customized by operating the operating means do not include presentation elements related to the presentation executed in conjunction with the execution of the second type of variation game in at least the first state.
[0121] In addition, the fact that the button effect jackpot expectation has been customized means that the button effect lottery is held at the winning probability when the button effect jackpot expectation has been customized, and can also be interpreted as "the customization of the button effect jackpot expectation is reflected." On the other hand, the fact that the button effect jackpot expectation has been customized means that the button effect lottery is not held at the winning probability when the button effect jackpot expectation has been customized, and can also be interpreted as "the customization of the button effect jackpot expectation is not reflected."
[0122] The button performance jackpot expectation is valid when customized in the low base state, but invalid when customized in the high base state. In other words, the "button performance jackpot expectation" among the performance elements that can be customized by operating the buttons B1 to B4 is valid when customized in the low base state, but invalid when customized in the high base state. In other words, the "button performance jackpot expectation" among the performance elements that can be customized by operating the operating means is valid when customized in the first state, but invalid when customized in the second state. As described above, at least some of the performance elements that can be customized by operating the operating means are valid when customized in the first state, but invalid when customized in the second state.
[0123] In the pachinko gaming machine 10, when the base state is high, the button effect is not executed regardless of whether the first special game or the second special game is executed, and the customization of the jackpot expectation of the button effect is invalid. However, in the pachinko gaming machine 10, when the first special game is executed in the low base state, the customization of the jackpot expectation of the button effect is valid. In this way, among the customizable effect elements, the "jackpot expectation of the button effect" can be said to be an effect element related to the effect executed in association with the execution of the first special game. In other words, the effect elements that can be customized by operating the buttons B1 to B4 include effect elements related to the button effect executed in association with the execution of the first special game. In other words, the effect elements that can be customized by operating the operating means include effect elements related to the effect executed in association with the execution of the first type variable game.
[0124] In particular, in the pachinko gaming machine 10, the button effect can be executed when the base is low. In the pachinko gaming machine 10, even when the base is low, the customization of the jackpot expectation of the button effect becomes invalid when the second special game is executed. Therefore, in the pachinko gaming machine 10, the customization of the jackpot expectation of the button effect is valid when the first special game is executed, but invalid when the second special game is executed. From the above, in this embodiment, among the effect elements that can be customized, the "jackpot expectation of the button effect" can be said to be an effect element related to the effect executed in conjunction with the execution of the first special game. In this way, it can be said that the effect elements that can be customized by operating the buttons B1 to B4 include effect elements related to the button effect executed in conjunction with the execution of the first special game. In other words, the effect elements that can be customized by operating the operating means include effect elements related to the effect executed in conjunction with the execution of the first type of variable game.
[0125] In the pachinko game machine 10, the customizable performance elements include the jackpot expectation of the reserved notice performance. In the pachinko game machine 10, when the jackpot expectation of the reserved notice performance is customized, the jackpot expectation when the reserved notice performance is executed is higher than when the jackpot expectation of the reserved notice performance is not customized. Specifically, in the pachinko game machine 10, when the jackpot expectation of the reserved notice performance is customized, the probability of winning the reserved notice lottery when the jackpot lottery is not won is lower than when the jackpot expectation of the reserved notice performance is not customized. In addition, in the pachinko game machine 10, when the jackpot expectation of the reserved notice performance is customized, the probability of winning the reserved notice lottery when the jackpot lottery is won is higher than when the jackpot expectation of the reserved notice performance is not customized. In this way, the performance elements that can be customized by operating the buttons B1 to B4 include performance elements related to the determination of the reserved notice performance. Among the customizable presentation elements, the "hope of a big win of the reserved notice presentation" is classified as the first presentation element related to the decision of the presentation. In the pachinko gaming machine 10, the reserved notice presentation is a presentation executed when the execution of the special game is suspended. Therefore, among the customizable presentation elements, the "hope of a big win of the reserved notice presentation" is a presentation element related to the presentation executed when the execution of the special game is suspended.
[0126] In the pachinko gaming machine 10, when the jackpot expectation of the reserved notice performance is customized, if the base state is high, the reserved notice lottery is not performed with the winning probability at the time of customization. Specifically, when the base state is high, even if the jackpot expectation of the reserved notice performance is customized, the reserved notice lottery is performed with the winning probability when the jackpot expectation of the reserved notice performance is not customized. In this way, in the pachinko gaming machine 10, when the base state is high, the customization of the jackpot expectation of the reserved notice performance is invalid.
[0127] On the other hand, in the pachinko gaming machine 10, when the jackpot expectation of the reserved notice performance is customized, if the base state is low, the reserved notice lottery is performed with the winning probability when customized. In this way, in the pachinko gaming machine 10, when the base state is low, the customized jackpot expectation of the reserved notice performance is effective. However, in the pachinko gaming machine 10, when the base state is low and the second special game is executed, the customized jackpot expectation of the reserved notice performance is invalid, and the reserved notice lottery is not performed with the winning probability when customized during the execution of the second special game. In this case, even if the jackpot expectation of the reserved notice performance is customized, the reserved notice lottery is performed with the winning probability when the jackpot expectation of the reserved notice performance is not customized.
[0128] In addition, the fact that the jackpot expectation of the reserved notice performance is customized is valid means that the reserved notice lottery is held with the winning probability when the jackpot expectation of the reserved notice performance is customized, and can also be interpreted as "the jackpot expectation of the reserved notice performance is customized and reflected." On the other hand, the fact that the jackpot expectation of the reserved notice performance is customized is invalid means that the reserved notice lottery is not held with the winning probability when the jackpot expectation of the reserved notice performance is customized, and can also be interpreted as "the jackpot expectation of the reserved notice performance is customized and reflected."
[0129] The jackpot expectation of the reserved notice performance is valid when it is in a low base state, but invalid when it is in a high base state. In other words, the "jackpot expectation of the reserved notice performance" among the performance elements that can be customized by operating the buttons B1 to B4 is valid when it is in a low base state, but invalid when it is in a high base state. In other words, the "jackpot expectation of the reserved notice performance" among the performance elements that can be customized by operating the operating means is valid when it is in the first state, but invalid when it is in the second state. As described above, at least some of the performance elements that can be customized by operating the operating means are valid when it is in the first state, but invalid when it is in the second state.
[0130] As described above, in the pachinko gaming machine 10, when the base is low, the reserved notice effect can be executed for the first special game, and when the base is high, the reserved notice effect can be executed for the second special game. In addition, in the pachinko gaming machine 10, when the base is high, the customization of the jackpot expectation of the reserved notice effect is invalid. Therefore, in the pachinko gaming machine 10, the customization of the jackpot expectation of the reserved notice effect is valid when the execution of the first special game is suspended, but is invalid when the execution of the second special game is suspended. From the above, in this embodiment, among the performance elements that can be customized, the "jackpot expectation of the reserved notice effect" can be said to be a performance element related to the performance executed when the execution of the first special game is suspended.
[0131] In the pachinko gaming machine 10, the customizable performance elements include the execution probability of the final performance. In the pachinko gaming machine 10, when the execution probability of the final performance is customized, the probability of the final performance being executed is higher than when the execution probability of the final performance is not customized. Specifically, in the pachinko gaming machine 10, when the execution probability of the final performance is customized, the probability of winning the final performance lottery is higher than when the execution probability of the final performance is not customized. In this way, the performance elements that can be customized by operating the buttons B1 to B4 include performance elements related to the determination of the final performance. And, among the customizable performance elements, the "execution probability of the final performance" is classified as the first performance element related to the determination of the performance. In the pachinko gaming machine 10, the final performance is a performance executed in conjunction with the execution of a special game. Therefore, among the performance elements that can be customized, the "execution probability of the final performance" is a performance element related to the performance executed in conjunction with the execution of a special game.
[0132] In the pachinko gaming machine 10, when the execution probability of the final effect is customized, the final effect lottery is performed at the winning probability when the execution probability of the final effect is customized, regardless of whether the base state is low or high. In this way, in the pachinko gaming machine 10, the fact that the execution probability of the final effect has been customized is valid, regardless of whether the base state is low or high. However, in the pachinko gaming machine 10, when the base state is low and the second special game is executed, the fact that the execution probability of the final effect has been customized in the second special game is invalid, and the final effect lottery is not performed at the winning probability when the execution probability of the final effect is customized. For this reason, in the pachinko gaming machine 10, for example, even if the execution probability of the final effect is customized and the second special game is executed in the low base state, the final effect lottery is not performed at the winning probability when the execution probability of the final effect is customized. In this case, even if the execution probability of the final effect has been customized, the pachinko gaming machine 10 performs the final effect lottery at the winning probability when the execution probability of the final effect is not customized.
[0133] Note that the customization of the execution probability of the fixed effect being valid means that the lottery for the fixed effect is held with the winning probability when the execution probability of the fixed effect is customized, and can also be interpreted as "the customization of the execution probability of the fixed effect is reflected." On the other hand, the customization of the execution probability of the fixed effect being invalid means that the lottery for the fixed effect is not held with the winning probability when the execution probability of the fixed effect is customized, and can also be interpreted as "the customization of the execution probability of the fixed effect is not reflected."
[0134] In the pachinko gaming machine 10, when the first special game is executed, the customization of the execution probability of the final effect is effective. In this way, it can be said that the "execution probability of the final effect" among the effect elements that can be customized is an effect element related to the effect executed with the execution of the first special game. In other words, it can be said that the effect elements that can be customized by operating the buttons B1 to B4 include effect elements related to the final effect executed with the execution of the first special game. In other words, the effect elements that can be customized by operating the operation means include effect elements related to the effect executed with the execution of the first type of variable game. Similarly, in the pachinko gaming machine 10, when the second special game is executed, the customization of the execution probability of the final effect is effective. However, as described above, in the pachinko gaming machine 10, when the second special game is executed in the low base state, the customization of the execution probability of the final effect in the second special game is invalidated. In other words, the effect elements that can be customized by operating the buttons B1 to B4 do not include effect elements related to the final effect executed with the execution of the second special game at least in the low base state. That is, the presentation elements that can be customized by operating the operating means do not include presentation elements related to the presentation executed in association with the execution of the second type of variation game at least in the first state. On the other hand, in the pachinko gaming machine 10, when the second special game is executed in the high base state, customization of the execution probability of the final presentation in the second special game is effective. That is, the presentation elements that can be customized by operating the buttons B1 to B4 include presentation elements related to the final presentation executed in association with the execution of the second special game at least in the high base state. That is, the presentation elements that can be customized by operating the operating means include presentation elements related to the presentation executed in association with the execution of the second type of variation game at least in the second state.
[0135] As described above, in the pachinko gaming machine 10, the performance elements that can be customized by operating the buttons B1 to B4 include "volume", "brightness", "expectation of a big win of the button performance", "expectation of a big win of the reserved notice performance", and "execution probability of the confirmed performance". In this way, the performance elements that can be customized by operating the buttons B1 to B4 include "expectation of a big win of the button performance", "expectation of a big win of the reserved notice performance", and "execution probability of the confirmed performance" which are classified as the first performance element related to the determination of the performance, and "volume" and "brightness" which are classified as the second performance element related to the intensity of the performance. That is, in this embodiment, the performance elements that can be customized by operating the operating means include the first performance element related to the determination of the performance and the second performance element related to the intensity of the performance. Note that, in the pachinko gaming machine 10, "expectation of a big win of the button performance" and "expectation of a big win of the reserved notice performance" among the performance elements that can be customized by operating the buttons B1 to B4 correspond to specific performance elements. That is, in this embodiment, the production elements that can be customized by operating the operating means include specific production elements.
[0136] Incidentally, in the pachinko gaming machine 10, the presentation elements that can be customized by operating the buttons B1 to B4 include, for example, the "expected jackpot probability of the button presentation" and the "probability of execution of the final presentation" as presentation elements related to the presentation executed during the execution of the special game. In other words, in the pachinko gaming machine 10, the presentation elements that can be customized by operating the buttons B1 to B4 include presentation elements related to the presentation executed in association with the execution of the special game. However, in the pachinko gaming machine 10, the presentation elements that can be customized by operating the buttons B1 to B4 do not include, for example, presentation elements related to the presentation executed when a jackpot game is awarded (for example, an opening presentation). In other words, in the pachinko gaming machine 10, the presentation elements that can be customized by operating the buttons B1 to B4 do not include presentation elements related to the presentation executed in association with the award of a jackpot game. In addition, in the pachinko gaming machine 10, the presentation elements that can be customized by operating the buttons B1 to B4 do not include, for example, presentation elements related to the presentation executed during the execution of the normal game (for example, a normal auxiliary game). That is, in the pachinko gaming machine 10, the presentation elements that can be customized by operating the buttons B1 to B4 do not include presentation elements related to presentations executed in conjunction with the execution of a normal game. Similarly, in the pachinko gaming machine 10, the presentation elements that can be customized by operating the buttons B1 to B4 do not include presentation elements related to presentations executed when a normal win game is awarded (for example, presentations that display normal auxiliary symbols for a normal win). That is, in the pachinko gaming machine 10, the presentation elements that can be customized by operating the buttons B1 to B4 do not include presentation elements related to presentations executed in conjunction with the awarding of a normal win game.
[0137] In the pachinko gaming machine 10, it is possible to customize various presentation elements by operating the buttons B1 to B4 both when the machine is in a standby state and when a special game is being played. However, in the pachinko gaming machine 10, even if various presentation elements are customized by operating the buttons B1 to B4, the customization does not become effective immediately.
[0138] As shown in FIG. 8(a), if the volume is customized at timing t11 in the standby state, when the next special game is started at timing t12, the customization of the volume is effective in the special game. Therefore, when the speaker 18 outputs a sound after the execution of the special game is started at timing t12, the sound can be output at the volume customized at timing t11. In this way, in the pachinko gaming machine 10, when the volume is customized in the standby state, the customization of the volume is effective in the special game that is to be executed next. Similarly, if the brightness is customized at timing t11 in the standby state, when the next special game is started at timing t12, the customization of the brightness is effective in the special game. Therefore, when the decorative lamp 17 emits light after the execution of the special game is started at timing t12, the decorative lamp 17 can emit light at the brightness customized at timing t11. In this way, in the pachinko gaming machine 10, when the brightness is customized in the standby state, the customization of the brightness is effective in the special game that is to be executed next. As described above, in the pachinko gaming machine 10, when the presentation element related to the presentation intensity is customized in the standby state, the customized presentation element related to the presentation intensity is effective in the special game that is executed next. In other words, when the standby state period is the first period, when the second presentation element is customized in the first period, the customized second presentation element is effective in the variable game that is executed next.
[0139] If the jackpot expectation of the button effect is customized at timing t11 during the standby state, when the next special game is started at timing t12, the customized jackpot expectation of the button effect is effective in the special game. Therefore, when the execution of the special game is started at timing t12, it is possible to perform a button effect lottery with the winning probability when the jackpot expectation of the button effect is customized, regarding whether to execute the button effect during the execution of the special game. In this way, in the pachinko game machine 10, when the jackpot expectation of the button effect is customized during the standby state, the customized jackpot expectation of the button effect is effective in the special game that is started to be executed next.
[0140] In the case where the jackpot expectation of the reserved notice performance is customized at timing t11 during the standby state, when the next special game is started at timing t12, the customization of the jackpot expectation of the reserved notice performance in the special game is effective. Therefore, when the execution of the special game is started at timing t12, it is possible to perform a reserved notice lottery with the winning probability when the jackpot expectation of the reserved notice performance is customized for whether to execute the reserved notice performance for the special game whose execution is suspended after the execution of the special game is started. In this way, in the pachinko game machine 10, when the jackpot expectation of the reserved notice performance is customized in the standby state, the customization of the jackpot expectation of the reserved notice performance in the special game whose execution is started next is effective. Therefore, for example, the reserved notice lottery in the winning time performance determination process associated with the suspension of the execution of the special game whose execution is started at timing t12 is not performed with the winning probability when the jackpot expectation of the reserved notice performance is customized. In other words, the customization of the jackpot expectation of the reserved notice performance is invalid for the special game whose execution is started at timing t12.
[0141] In the case where the execution probability of the definite effect is customized at timing t11 during the standby state, when the next special game is started at timing t12, the customization of the execution probability of the definite effect in the special game is effective. Therefore, when the execution of the special game is started at timing t12, it is possible to perform a definite effect lottery with respect to whether the definite effect will be executed during the execution of the special game at the winning probability when the execution probability of the definite effect is customized. In this way, in the pachinko gaming machine 10, when the execution probability of the definite effect is customized in the standby state, the customization of the execution probability of the definite effect in the special game to be executed next is effective. As described above, in the pachinko gaming machine 10, when the performance element related to the determination of the performance is customized in the standby state, the customization of the performance element related to the determination of the performance is effective in the special game to be executed next. That is, when the period in the standby state is the first period, when the first performance element is customized in the first period, the customization of the first performance element is effective in the variable game to be executed next.
[0142] For example, in the pachinko game machine 10, when in a standby state, both the presentation element related to the determination of the presentation and the presentation element related to the intensity of the presentation are customized. In this case, in the special game to be executed next, both the presentation element related to the determination of the presentation and the presentation element related to the intensity of the presentation are customized. In other words, in this embodiment, when the period in the standby state is the first period, when both the first presentation element and the second presentation element are customized in the first period, both the first presentation element and the second presentation element are customized in the variable game to be executed next.
[0143] As shown in FIG. 8(b), if the volume is customized at timing t21 when a special game is being executed, the customization of the volume is effective before the next special game is started at timing t22. Specifically, if a sound is output after timing t21, the sound is output at the customized volume. In other words, if a sound is output from the speaker 18 after timing t21, the sound can be output at the customized volume at timing t21. In this way, in the pachinko game machine 10, when the volume is customized during the execution of a special game, the customization of the volume is effective before the execution of the next special game is started. Similarly, if the brightness is customized at timing t21 when a special game is being executed, the customization of the brightness is effective before the start of the next special game at timing t22. Specifically, if the decorative lamp 17 emits light after timing t21, the brightness at which the decorative lamp 17 emits light becomes the customized brightness. That is, if the decorative lamp 17 emits light after the timing t21, the decorative lamp 17 can emit light with the brightness customized at the timing t21. In this way, in the pachinko gaming machine 10, when the brightness is customized during the execution of the special game, the customization of the brightness becomes effective before the execution of the next special game starts. As described above, in the pachinko gaming machine 10, when the performance element related to the intensity of the performance is customized during the execution of the special game, the customization of the performance element related to the intensity of the performance becomes effective before the execution of the next special game starts. That is, when the period during which the special game is executed is the second period, when the second performance element is customized during the second period, the customization of the second performance element becomes effective before the execution of the next variable game starts.
[0144] If the jackpot expectation of the button effect is customized at timing t21 when a special game is being executed, when the next special game is started at timing t22, the jackpot expectation of the button effect is customized in the special game. Therefore, when the special game is started at timing t22, it is possible to perform a button effect lottery with the winning probability when the jackpot expectation of the button effect is customized, regarding whether to execute the button effect during the execution of the special game. In this way, in the pachinko game machine 10, when the jackpot expectation of the button effect is customized during the execution of a special game, the jackpot expectation of the button effect is customized in the special game to be executed next. Note that customizing the jackpot expectation of the button effect means that the jackpot expectation of the button effect is customized, and not customizing the jackpot expectation of the button effect means that the jackpot expectation of the button effect is not customized.
[0145] If the jackpot expectation of the reserved notice performance is customized at timing t21 when a special game is being executed, when the next special game is started at timing t22, the customized jackpot expectation of the reserved notice performance is effective in the special game. Therefore, when the execution of the special game is started at timing t22, it is possible to perform a reserved notice lottery with the winning probability when the jackpot expectation of the reserved notice performance is customized for whether to execute the reserved notice performance for the special game whose execution is suspended after the execution of the special game is started. In this way, in the pachinko game machine 10, when the jackpot expectation of the reserved notice performance is customized during the execution of the special game, it is effective that the jackpot expectation of the reserved notice performance is customized in the special game whose execution is started next. Therefore, for example, the reserved notice lottery in the winning time performance determination process associated with the suspension of the execution of the special game that is started at timing t22 is not performed with the winning probability when the jackpot expectation of the reserved notice performance is customized. In other words, for the special game that starts to be executed at timing t22, the customization of the jackpot expectation of the reserved notice performance is invalid. Note that customizing the jackpot expectation of the reserved notice performance means that the jackpot expectation of the reserved notice performance is customized, and not customizing the jackpot expectation of the reserved notice performance means that the jackpot expectation of the reserved notice performance is not customized.
[0146] If the execution probability of the definite effect is customized at timing t21 when a special game is being executed, when the next special game is started at timing t22, the customization of the execution probability of the definite effect in the special game is effective. Therefore, when the execution of the special game is started at timing t22, it is possible to perform a definite effect lottery with respect to whether or not to execute the definite effect during the execution of the special game, with the winning probability at the time when the execution probability of the definite effect was customized. In this way, in the pachinko game machine 10, when the execution probability of the definite effect is customized during the execution of a special game, the customization of the execution probability of the definite effect is effective in the special game that is started next. Note that customizing the execution probability of the definite effect means that the execution probability of the definite effect is customized, and not customizing the execution probability of the definite effect means that the execution probability of the definite effect is not customized.
[0147] As described above, in the pachinko gaming machine 10, when the presentation element related to presentation determination is customized during the execution of the special game, the customization of the presentation element related to presentation determination becomes effective in the special game that is started to be executed next. In other words, when the period during which the special game is executed is the second period, when the first presentation element is customized in the second period, the customization of the first presentation element becomes effective in the variable game that is started to be executed next.
[0148] For example, in the pachinko game machine 10, during the execution of a special game, both the presentation element related to the determination of the presentation and the presentation element related to the intensity of the presentation are customized. In this case, in the next variable game to be executed, the customization of the presentation element related to the determination of the presentation is effective, and before the execution of the next variable game is started, the customization of the presentation element related to the intensity of the presentation is effective. In other words, in this embodiment, the period during which the special game is executed is set as the second period. In this case, when both the first presentation element and the second presentation element are customized in the second period, in the next variable game to be executed, the customization of the first presentation element is effective, and before the execution of the next variable game is started, the customization of the second presentation element can be effective.
[0149] In the pachinko gaming machine 10, notifications related to customization of presentation elements may be made. In the pachinko gaming machine 10, notifications related to customization of presentation elements are made in the presentation display device 25. That is, the presentation display device 25 is capable of making notifications related to customization of presentation elements. In this embodiment, the presentation display device 25 realizes the function as a notification means. And, the notification means is capable of making notifications related to customization of presentation elements.
[0150] In the pachinko gaming machine 10, the first icon AC1 (shown in FIG. 9(a)) is displayed on the performance display device 25, and a notification related to the customization of the "Expected jackpot of the button performance" may be performed. In this embodiment, the first icon AC1 may include text information of "Button performance customization: OFF" or text information of "Button performance customization: ON". In the pachinko gaming machine 10, when the "Expected jackpot of the button performance" is not customized, the first icon AC1 including the text information of "Button performance customization: OFF" is displayed on the performance display device 25. On the other hand, in the pachinko gaming machine 10, when the "Expected jackpot of the button performance" is customized, the first icon AC1 including the text information of "Button performance customization: ON" is displayed on the performance display device 25.
[0151] In the pachinko gaming machine 10, the second icon AC2 (shown in FIG. 9(a)) may be displayed on the performance display device 25 to notify the user of the customization of the "hope of winning the reserved advance notice performance". In this embodiment, the second icon AC2 may include text information of "reserved performance customization: OFF" or text information of "reserved performance customization: ON". In the pachinko gaming machine 10, when the "hope of winning the reserved advance notice performance" is not customized, the second icon AC2 including the text information of "reserved performance customization: OFF" is displayed on the performance display device 25. On the other hand, in the pachinko gaming machine 10, when the "hope of winning the reserved advance notice performance" is customized, the second icon AC2 including the text information of "reserved performance customization: ON" is displayed on the performance display device 25.
[0152] In the pachinko gaming machine 10, the third icon AC3 (shown in FIG. 9(a) and FIG. 9(b)) may be displayed on the effect display device 25 to notify the user of the customization of the "execution probability of a confirmed effect". In this embodiment, the third icon AC3 may include text information of "confirmed effect customization: OFF" or text information of "confirmed effect customization: ON". In the pachinko gaming machine 10, when the "execution probability of a confirmed effect" is not customized, the third icon AC3 including the text information of "confirmed effect customization: OFF" is displayed on the effect display device 25. On the other hand, in the pachinko gaming machine 10, when the "execution probability of a confirmed effect" is customized, the third icon AC3 including the text information of "confirmed effect customization: ON" is displayed on the effect display device 25.
[0153] In the pachinko gaming machine 10, a fourth icon AC4 (shown in FIG. 9(a) and FIG. 9(b)) may be displayed on the performance display device 25 to notify the user of the customization of the "volume". In this embodiment, the fourth icon AC4 includes any one of the text information "volume: 1", "volume: 2", "volume: 3", "volume: 4" and "volume: 5". In the pachinko gaming machine 10, when the volume is adjusted to the first level, the fourth icon AC4 including the text information "volume: 1" is displayed on the performance display device 25. In addition, in the pachinko gaming machine 10, when the volume is adjusted to the second level, the fourth icon AC4 including the text information "volume: 2" is displayed on the performance display device 25, and when the volume is adjusted to the third level, the fourth icon AC4 including the text information "volume: 3" is displayed on the performance display device 25. Similarly, in the pachinko game machine 10, when the volume is adjusted to the fourth level, a fourth icon AC4 including text information of "Volume: 4" is displayed on the performance display device 25, and when the volume is adjusted to the fifth level, a fourth icon AC4 including text information of "Volume: 5" is displayed on the performance display device 25.
[0154] In the pachinko gaming machine 10, the fifth icon AC5 (shown in FIG. 9(a) and FIG. 9(b)) may be displayed on the performance display device 25, and a notification regarding the customization of "brightness" may be performed. In this embodiment, the fifth icon AC5 includes any one of text information of "brightness: 1", "brightness: 2", "brightness: 3", "brightness: 4", and "brightness: 5". In the pachinko gaming machine 10, when the brightness is adjusted to the first stage, the fifth icon AC5 including the text information of "brightness: 1" is displayed on the performance display device 25. In addition, in the pachinko gaming machine 10, when the brightness is adjusted to the second stage, the fifth icon AC5 including the text information of "brightness: 2" is displayed on the performance display device 25, and when the brightness is adjusted to the third stage, the fifth icon AC5 including the text information of "brightness: 3" is displayed on the performance display device 25. Similarly, in the pachinko game machine 10, when the brightness is adjusted to the fourth level, a fifth icon AC5 including the text information "Brightness: 4" is displayed on the performance display device 25, and when the brightness is adjusted to the fifth level, a fifth icon AC5 including the text information "Brightness: 5" is displayed on the performance display device 25.
[0155] As shown in FIG. 9(a), in the pachinko gaming machine 10, when the base is low, the icons AC1 to AC5 may be displayed on the performance display device 25. When the icons AC1 to AC5 are displayed on the performance display device 25 in the low base state, the icons AC1, AC2, AC3, AC4, and AC5 are displayed in this order from the upper right to the lower part of the display area 25r of the performance display device 25. In the pachinko gaming machine 10, the selection instruction image YG may be displayed on the performance display device 25. In the pachinko gaming machine 10, when the base is low, the selection instruction image YG can be displayed at the display position corresponding to each of the icons AC1 to AC5. In this embodiment, when the selection instruction image YG is displayed at the display position corresponding to the first icon AC1, it is notified that it is possible to select whether to customize the "expected jackpot of the button performance" by operating the buttons B2 and B4. In this embodiment, when the selection instruction image YG is displayed at the display position corresponding to the second icon AC2, it is notified that it is possible to select whether to customize the "big hit expectation of the pending notice performance" by operating the buttons B2 and B4. In this embodiment, when the selection instruction image YG is displayed at the display position corresponding to the third icon AC3, it is notified that it is possible to select whether to customize the "execution probability of the confirmed performance" by operating the buttons B2 and B4. In this embodiment, when the selection instruction image YG is displayed at the display position corresponding to the fourth icon AC4, it is notified that it is possible to adjust the volume (select whether to customize the volume) by operating the buttons B2 and B4. In this embodiment, when the selection instruction image YG is displayed at the display position corresponding to the fifth icon AC5, it is notified that it is possible to adjust the brightness (select whether to customize the brightness) by operating the buttons B2 and B4.
[0156] As shown in FIG. 9(b), in the pachinko gaming machine 10, when the base is high, not all of the icons AC1 to AC5 are displayed on the performance display device 25. However, in the pachinko gaming machine 10, when the base is high, the icons AC3 to AC5 may be displayed on the performance display device 25. When the icons AC3 to AC5 are displayed on the performance display device 25 in the high base state, the third icon AC3, the fourth icon AC4, and the fifth icon AC5 are displayed in this order from the upper right to the lower part of the display area 25r of the performance display device 25. In the pachinko gaming machine 10, the selection instruction image YG may be displayed on the performance display device 25. In the pachinko gaming machine 10, when the base is high, the selection instruction image YG can be displayed at the display position corresponding to each of the icons AC3 to AC5. As in the case of the low base state, in this embodiment, when the selection instruction image YG is displayed at the display position corresponding to the third icon AC3, it is notified that it is possible to select whether to customize the "execution probability of the fixed performance" by operating the buttons B2 and B4. In this embodiment, when the selection indicator image YG is displayed at the display position corresponding to the fourth icon AC4, it is notified that it is possible to adjust the volume (select whether to customize the volume) by operating the buttons B2 and B4. In this embodiment, when the selection indicator image YG is displayed at the display position corresponding to the fifth icon AC5, it is notified that it is possible to adjust the brightness (select whether to customize the brightness) by operating the buttons B2 and B4.
[0157] As shown in Figures 9(a) and 9(b), when controlled to the low base state, icons AC1 and AC2 may be displayed on the performance display device 25, whereas when controlled to the high base state, icons AC1 and AC2 are not displayed on the performance display device 25. Also, regardless of whether it is controlled to the low base state or the high base state, icons AC3 to AC5 may be displayed on the performance display device 25. However, the display positions at which icons AC3 to AC5 are displayed on the performance display device 25 in the low base state are different from the display positions at which icons AC3 to AC5 are displayed on the performance display device 25 in the high base state.
[0158] In this way, icons that can be displayed on the performance display device 25 include icons AC1 and AC2 that can be displayed only in one of the low base state and the high base state, and icons AC3 to AC5 that can be displayed in both the low base state and the high base state. In this embodiment, at least one of icons AC1 and AC2 corresponds to a specific notification that can be notified only in one of the first state and the second state. Also, in this embodiment, at least one of icons AC3 to AC5 corresponds to a non-specific notification that can be notified in both the first state and the second state. In other words, notifications related to customization that can be notified by the notification means include a specific notification that can be notified only in one of the first state and the second state, and a non-specific notification that can be notified in both the first state and the second state.
[0159] As described above, in the pachinko gaming machine 10, the display mode of the various icons AC1 to AC5 in the performance display device 25 in the low base state is different from the display mode of the various icons AC1 to AC5 in the performance display device 25 in the high base state. In other words, in the pachinko gaming machine 10, the notification mode related to customization in the performance display device 25 in the low base state is different from the notification mode related to customization in the performance display device 25 in the high base state. In other words, in this embodiment, the notification mode related to customization in the notification means in the first state is different from the notification mode related to customization in the notification means in the second state.
[0160] In the pachinko gaming machine 10, there are cases where a notification related to the customization of the performance element is not performed. In the pachinko gaming machine 10, there are cases where at least some of the notifications related to the customization of the performance element are terminated as time passes. For example, in the pachinko gaming machine 10, the notification related to the customization of the "expected jackpot probability of the button performance", the notification related to the customization of the "expected jackpot probability of the reserved notice performance", and the notification related to the customization of the "execution probability of the confirmed performance" are not terminated as time passes. Therefore, in the pachinko gaming machine 10, when the base is low, the display of the icons AC1 to AC3 is not terminated as time passes. Also, in the pachinko gaming machine 10, when the base is high, the display of the third icon AC3 is not terminated as time passes.
[0161] On the other hand, in the pachinko gaming machine 10, the notification related to the customization of the "volume" and the notification related to the customization of the "brightness" end with the passage of time. Although details will be described later, in the pachinko gaming machine 10, the display of the icons AC4 and AC5 ends and the icons AC4 and AC5 become non-displayed when a predetermined time (for example, 15 seconds) has elapsed since any of the buttons B1 to B4 was last operated. Note that the passage of a predetermined time since any of the buttons B1 to B4 was last operated corresponds to the passage of a predetermined time without any of the buttons B1 to B4 being operated after any of the buttons B1 to B4 has been operated. In this way, in the pachinko gaming machine 10, the display of the icons AC4 and AC5 may end with the passage of time.
[0162] In this way, in the pachinko gaming machine 10, in the performance display device 25, the icons AC1 to AC3 do not end with the passage of time, while the icons AC4 and AC5 may end with the passage of time. That is, in the pachinko gaming machine 10, in the performance display device 25, the notification related to the customization of the "expected jackpot probability of the button performance", the "expected jackpot probability of the reserved notice performance", and the "execution probability of the confirmed performance", which correspond to the performance elements related to the determination of the performance, does not end with the passage of time. On the other hand, in the pachinko gaming machine 10, in the performance display device 25, the notification related to the customization of the "volume" and "brightness", which correspond to the performance elements related to the intensity of the performance, may end with the passage of time. As described above, in the notification means in this embodiment, the notification related to the customization of the first performance element does not end with the passage of time, while the notification related to the customization of the second performance element may end with the passage of time.
[0163] As shown in Fig. 10(a), for example, icons AC1 to AC5 are displayed on the performance display device 25. Then, as shown in Fig. 10(b), when a predetermined time has passed without any operation of buttons B1 to B4, icons AC1 to AC3 continue to be displayed on the performance display device 25, while icons AC4 and AC5 cease to be displayed. At this time, the performance display device 25 ceases to display the selection instruction image YG.
[0164] In addition, in the pachinko gaming machine 10, when a super reach effect is being executed during the execution of a special game, a notification related to the customization of the effect element is temporarily interrupted. For example, in the pachinko gaming machine 10, a notification related to the customization of the "expected jackpot probability of the button effect" is temporarily interrupted when the super reach effect is being executed. Similarly, a notification related to the customization of the "expected jackpot probability of the reserved notice effect" and a notification related to the customization of the "execution probability of the confirmed effect" are temporarily interrupted when the super reach effect is being executed. Furthermore, a notification related to the customization of the "volume" and a notification related to the customization of the "brightness" are temporarily interrupted when the super reach effect is being executed. That is, in the pachinko gaming machine 10, when a super reach effect is being executed, the display of the icons AC1 to AC5 is temporarily interrupted. Thus, in the pachinko gaming machine 10, a notification related to the customization of the effect element in the effect display device 25 includes a notification that is temporarily interrupted when a super reach effect is being executed during the execution of a special game. In this embodiment, at least one of the notifications related to the customization of the "hope of a big win for the button performance", the notification related to the customization of the "hope of a big win for the pending notice performance", the notification related to the customization of the "probability of execution of the confirmed performance", the notification related to the customization of the "volume", and the notification related to the customization of the "brightness" corresponds to the special notification. In this embodiment, the notifications related to the customization in the notification means include a special notification that is temporarily interrupted when a specific performance is being executed during the execution of the variable game.
[0165] As shown in FIG. 10(a), for example, it is assumed that icons AC1 to AC5 are displayed on the performance display device 25. Then, as shown in FIG. 10(c), when a super reach performance is executed, the display of icons AC1 to AC5 ends on the performance display device 25. At this time, if the selection instruction image YG is displayed, the display of the selection instruction image YG ends on the performance display device 25. Incidentally, when the super reach performance ends, icons AC1 to AC3 are displayed again on the performance display device 25 even if buttons B1 to B4 are not operated. However, at this time, in the pachinko gaming machine 10, unless buttons B1 to B4 are operated, icons AC4 and AC5 are not displayed again on the performance display device 25, and if buttons B1 to B4 are operated, icons AC4 and AC5 are displayed on the performance display device 25 in response to the operation.
[0166] Next, the operation of the buttons B1 to B4 for customizing the performance elements in the pachinko gaming machine 10 will be described. As shown in FIG. 11(a), in a low base state, icons AC1 to AC3 are displayed on the performance display device 25, while icons AC4, AC5 and the selection instruction image YG are not displayed. At this time, as shown in FIG. 11(b), when any of the buttons B1 to B4 is operated, the selection instruction image YG is displayed on the performance display device 25 at a position corresponding to the first icon AC1. Furthermore, icons AC4 and AC5 are displayed on the performance display device 25. Then, as shown in FIG. 11(c), when the selection instruction image YG is displayed at a position corresponding to the first icon AC1, if any of the buttons B2 and B4 are operated, the presence or absence of customization of the jackpot expectation of the button performance is changed. FIG. 11(b) and FIG. 11(c) show an example of the change of the first icon AC1 when the situation is changed from the situation where the jackpot expectation of the button performance is customized to the situation where the jackpot expectation of the button performance is not customized. In addition, when the button performance has not been customized with respect to the jackpot expectation rate and the selection instruction image YG is displayed at a position corresponding to the first icon AC1, if either of the buttons B2 or B4 is operated, the situation changes to one in which the button performance has been customized with respect to the jackpot expectation rate.
[0167] As shown in FIG. 11(d), when the base is low and the selection instruction image YG is displayed at a position corresponding to the first icon AC1, if the down button B3 is operated, the selection instruction image YG is displayed at a position corresponding to the second icon AC2 on the performance display device 25. When the selection instruction image YG is displayed at a position corresponding to the second icon AC2, if either of the buttons B2 and B4 is operated, the presence or absence of customization for the jackpot expectation of the reserved notice performance is changed. Similarly, when the base is low and the selection instruction image YG is displayed at a position corresponding to the second icon AC2, if the down button B3 is operated, the selection instruction image YG is displayed at a position corresponding to the third icon AC3 on the performance display device 25. When the selection instruction image YG is displayed at a position corresponding to the third icon AC3, if either of the buttons B2 and B4 is operated, the presence or absence of customization for the execution probability of the final performance is changed.
[0168] In the low base state, when the down button B3 is operated while the selection instruction image YG is displayed at a position corresponding to the third icon AC3, the selection instruction image YG is displayed at a position corresponding to the fourth icon AC4 on the performance display device 25. In the pachinko game machine 10, when the selection instruction image YG is displayed at a position corresponding to the fourth icon AC4, if either of the buttons B2 and B4 is operated, the volume can be changed. When the right button B2 is operated while the selection instruction image YG is displayed at a position corresponding to the fourth icon AC4, the volume is changed to be one step higher. However, at this time, if the volume has already reached the highest stage (the fifth stage in this embodiment), the volume is not changed even if the right button B2 is operated. Also, when the left button B4 is operated while the selection instruction image YG is displayed at a position corresponding to the fourth icon AC4, the volume is changed to be one step lower. However, at this time, if the volume has already reached the lowest stage (the first stage in this embodiment), the volume is not changed even if the left button B4 is operated.
[0169] In the low base state, when the down button B3 is operated while the selection instruction image YG is displayed at a position corresponding to the fourth icon AC4, the selection instruction image YG is displayed at a position corresponding to the fifth icon AC5 on the performance display device 25. In the pachinko game machine 10, when the selection instruction image YG is displayed at a position corresponding to the fifth icon AC5, if either of the buttons B2 and B4 is operated, the brightness can be changed. When the right button B2 is operated while the selection instruction image YG is displayed at a position corresponding to the fifth icon AC5, the brightness is changed to be one step higher. However, at this time, if the brightness has already reached the highest stage (the fifth stage in this embodiment), the brightness is not changed even if the right button B2 is operated. Also, when the selection instruction image YG is displayed at a position corresponding to the fifth icon AC5, if the left button B4 is operated, the brightness is changed to be one step lower. However, at this time, if the brightness has already reached the lowest stage (the first stage in this embodiment), the brightness is not changed even if the left button B4 is operated.
[0170] Also, when the base is in a low state and the selection indication image YG is displayed at a position corresponding to the fifth icon AC5, if the up button B1 is operated, the selection indication image YG is displayed at a position corresponding to the fourth icon AC4 in the performance display device 25. Similarly, when the base is in a low state and the selection indication image YG is displayed at a position corresponding to the fourth icon AC4, if the up button B1 is operated, the selection indication image YG is displayed at a position corresponding to the third icon AC3 in the performance display device 25. When the base is in a low state and the selection indication image YG is displayed at a position corresponding to the third icon AC3, if the up button B1 is operated, the selection indication image YG is displayed at a position corresponding to the second icon AC2 in the performance display device 25. When the base is in a low state and the selection indication image YG is displayed at a position corresponding to the second icon AC2, if the up button B1 is operated, the selection indication image YG is displayed at a position corresponding to the first icon AC1 in the performance display device 25.
[0171] Incidentally, when the base is in a low state and the selection indication image YG is displayed at a position corresponding to the fifth icon AC5, if the down button B3 is operated, the selection indication image YG is displayed at a position corresponding to the first icon AC1 on the performance display device 25. Also, when the base is in a low state and the selection indication image YG is displayed at a position corresponding to the first icon AC1, if the up button B1 is operated, the selection indication image YG is displayed at a position corresponding to the fifth icon AC5 on the performance display device 25.
[0172] As shown in FIG. 11(e), in the high base state, the third icon AC3 is displayed on the performance display device 25, while the icons AC4, AC5 and the selection instruction image YG are not displayed. At this time, as shown in FIG. 11(f), when any of the buttons B1 to B4 is operated, the selection instruction image YG is displayed on the performance display device 25 at a position corresponding to the third icon AC3. Furthermore, the icons AC4 and AC5 are displayed on the performance display device 25. Then, when the selection instruction image YG is displayed at a position corresponding to the third icon AC3, if any of the buttons B2 and B4 are operated, the presence or absence of customization of the execution probability of the final performance is changed. For example, in a situation where the execution probability of the final performance is customized, when the selection instruction image YG is displayed at a position corresponding to the third icon AC3, if any of the buttons B2 and B4 are operated, the situation is changed to one where the execution probability of the final performance is not customized. Similarly, for example, when the selection indicator image YG is displayed at the position corresponding to the third icon AC3 in a situation where the execution probability of the final performance is not customized, if either of the buttons B2 and B4 is operated, the situation is changed to one where the execution probability of the final performance is customized. In this way, the presence or absence of customization of the execution probability of the final performance is changed in the same way as when either of the buttons B2 and B4 is operated when the selection indicator image YG is displayed at the position corresponding to the third icon AC3 in a low base state.
[0173] In the high base state, when the down button B3 is operated while the selection instruction image YG is displayed at a position corresponding to the third icon AC3, the selection instruction image YG is displayed at a position corresponding to the fourth icon AC4 on the performance display device 25. In the pachinko gaming machine 10, when the selection instruction image YG is displayed at a position corresponding to the fourth icon AC4, if any of the buttons B2 and B4 is operated, the volume can be changed. At this time, the volume can be changed in the same manner as when any of the buttons B2 and B4 is operated while the selection instruction image YG is displayed at a position corresponding to the fourth icon AC4 in the low base state. Also, in the high base state, when the down button B3 is operated while the selection instruction image YG is displayed at a position corresponding to the fourth icon AC4, the selection instruction image YG is displayed at a position corresponding to the fifth icon AC5 on the performance display device 25. In the pachinko gaming machine 10, when the selection instruction image YG is displayed at a position corresponding to the fifth icon AC5, if any of the buttons B2 and B4 is operated, the brightness can be changed. At this time, the brightness can be changed in the same manner as when either of the buttons B2 and B4 is operated while the selection indicator image YG is displayed at a position corresponding to the fifth icon AC5 in the low base state.
[0174] Also, when the selection indication image YG is displayed at a position corresponding to the fifth icon AC5 in the high base state, if the up button B1 is operated, the selection indication image YG is displayed at a position corresponding to the fourth icon AC4 in the performance display device 25. Similarly, when the selection indication image YG is displayed at a position corresponding to the fourth icon AC4 in the high base state, if the up button B1 is operated, the selection indication image YG is displayed at a position corresponding to the third icon AC3 in the performance display device 25. Incidentally, when the selection indication image YG is displayed at a position corresponding to the fifth icon AC5 in the high base state, if the down button B3 is operated, the selection indication image YG is displayed at a position corresponding to the third icon AC3 in the performance display device 25. Also, when the selection indication image YG is displayed at a position corresponding to the third icon AC3 in the high base state, if the up button B1 is operated, the selection indication image YG is displayed at a position corresponding to the fifth icon AC5 in the performance display device 25.
[0175] Here, in the pachinko gaming machine 10, control relating to customization will be described together with control relating to the display of the various icons AC1 to AC5 and the selection indicator image YG. The sub-RWM 53 stores first button custom information and second button custom information as information related to customization of the jackpot expectation of the button performance. The first button custom information is information that is mainly referred to when displaying the first icon AC1. The second button custom information is information that is mainly referred to when performing a button performance lottery. In addition, the sub-RWM 53 stores first reserved custom information and second reserved custom information as information related to customization of the jackpot expectation of the reserved notice performance. The first reserved custom information is information that is mainly referred to when displaying the second icon AC2. The second reserved custom information is information that is mainly referred to when performing a reserved notice lottery. In addition, the sub-RWM 53 stores first finalized custom information and second finalized custom information as information related to customization of the execution probability of the finalized performance. The first finalized custom information is information that is mainly referred to when displaying the third icon AC3. The second finalized custom information is information that is mainly referred to when performing a finalized performance lottery.
[0176] The sub-RWM 53 stores first volume information and second volume information as information related to volume adjustment. The first volume information is information that is mainly referred to when displaying the fourth icon AC4. The second volume information is information that is mainly referred to when specifying the volume when outputting sound. The sub-RWM 53 also stores first luminance information and second luminance information as information related to luminance adjustment. The first luminance information is information that is mainly referred to when displaying the fifth icon AC5. The second luminance information is information that is mainly referred to when specifying the luminance when the decorative lamp 17 is illuminated.
[0177] In addition, the sub RWM 53 stores information (hereinafter, referred to as pointer information) that can specify which information among various types of customization information should be updated according to the operation of the buttons B1 to B4. In the low base state, the pointer information is updated to specify which information should be updated within the range of the first button custom information, the first pending custom information, the first confirmed custom information, the first volume information, and the first brightness information. On the other hand, in the high base state, the pointer information is updated to specify which information should be updated within the range of the first confirmed custom information, the first volume information, and the first brightness information. Note that the pointer information may be updated to specify that none of the information should be updated. Details will be described later, but in this embodiment, in a situation where pointer information that can specify that none of the information should be updated is stored, the selection instruction image YG is not displayed on the performance display device 25, and the icons AC4 and AC5 are not displayed on the performance display device 25.
[0178] In the low base state, when pointer information capable of specifying that none of the information is updated is stored, the sub-CPU 51 controls the performance display device 25 so that icons AC1 to AC5 are displayed when an operation signal is input from any of the buttons B1 to B4. At this time, the sub-CPU 51 controls the performance display device 25 so that a selection indication image YG is displayed at a position corresponding to the first icon AC1. Furthermore, the sub-CPU 51 updates the pointer information to information capable of specifying that the first button custom information is updated. On the other hand, in the high base state, when pointer information capable of specifying that none of the information is updated is stored, the sub-CPU 51 controls the performance display device 25 so that icons AC3 to AC5 are displayed when an operation signal is input from any of the buttons B1 to B4. At this time, the sub-CPU 51 controls the performance display device 25 so that a selection indication image YG is displayed at a position corresponding to the third icon AC3. Furthermore, the sub-CPU 51 updates the pointer information to information capable of specifying that the first confirmed custom information is updated.
[0179] When the sub-CPU51 displays the first icon AC1 on the performance display device 25, if the first button custom information that can specify that the jackpot expectation of the button performance is not customized is stored, the sub-CPU51 displays the first icon AC1 including the text information of "button performance customization: OFF". On the other hand, when the sub-CPU51 displays the first icon AC1 on the performance display device 25, if the first button custom information that can specify that the jackpot expectation of the button performance is customized is stored, the sub-CPU51 displays the first icon AC1 including the text information of "button performance customization: ON". Also, when the sub-CPU51 displays the second icon AC2 on the performance display device 25, if the first reserved custom information that can specify that the jackpot expectation of the reserved notice performance is not customized is stored, the sub-CPU51 displays the second icon AC2 including the text information of "reserved performance customization: OFF". On the other hand, when the sub-CPU51 displays the second icon AC2 on the performance display device 25, if the first reserved custom information that can specify that the jackpot expectation of the reserved notice performance is customized is stored, the sub-CPU51 displays the second icon AC2 including the text information of "reserved performance customization: ON". Similarly, when the sub-CPU51 displays the third icon AC3 on the effect display device 25, if the first finalized custom information that can specify that the execution probability of the finalized effect is not customized is stored, the sub-CPU51 displays the third icon AC3 including the text information "Definite effect customization: OFF". On the other hand, when the sub-CPU51 displays the third icon AC3 on the effect display device 25, if the first finalized custom information that can specify that the execution probability of the finalized effect is customized is stored, the sub-CPU51 displays the third icon AC3 including the text information "Definite effect customization: ON".
[0180] In addition, when the fourth icon AC4 is displayed on the performance display device 25, the sub-CPU51 displays the fourth icon AC4 including character information corresponding to the level of volume that can be specified from the stored first volume information. For example, when the first volume information that can specify the third level of volume is stored, in order to display the fourth icon AC4 on the performance display device 25, the sub-CPU51 displays the fourth icon AC4 including character information of "volume: 3". Similarly, when the fifth icon AC5 is displayed on the performance display device 25, the sub-CPU51 displays the fifth icon AC5 including character information corresponding to the level of brightness that can be specified from the stored first brightness information. For example, when the first brightness information that can specify the third level of brightness is stored, in order to display the fifth icon AC5 on the performance display device 25, the sub-CPU51 displays the fifth icon AC5 including character information of "brightness: 3".
[0181] In the low base state, when pointer information capable of identifying that the first button custom information is to be updated is stored, the sub-CPU 51, upon receiving an operation signal from the down button B3, updates the pointer information to one capable of identifying that the first reserved custom information is to be updated. Furthermore, the sub-CPU 51 controls the performance display device 25 so that a selection instruction image YG is displayed at a position corresponding to the second icon AC2. In addition, in the low base state, when pointer information capable of identifying that the first reserved custom information is to be updated is stored, the sub-CPU 51, upon receiving an operation signal from the down button B3, updates the pointer information to one capable of identifying that the first finalized custom information is to be updated. Furthermore, the sub-CPU 51 controls the performance display device 25 so that a selection instruction image YG is displayed at a position corresponding to the third icon AC3. Similarly, in the low base state, when pointer information capable of identifying that the first finalized custom information is to be updated is stored, the sub-CPU 51, upon receiving an operation signal from the down button B3, updates the pointer information to one capable of identifying that the first volume information is to be updated. Furthermore, the sub-CPU51 controls the performance display device 25 so that the selection instruction image YG is displayed at a position corresponding to the fourth icon AC4. Also, when the sub-CPU51 is in the low base state and pointer information capable of identifying that the first volume information is to be updated is stored, the sub-CPU51 updates the pointer information to one capable of identifying that the first brightness information is to be updated when an operation signal is input from the down button B3. Furthermore, the sub-CPU51 controls the performance display device 25 so that the selection instruction image YG is displayed at a position corresponding to the fifth icon AC5. Incidentally, when the sub-CPU51 is in the low base state and pointer information capable of identifying that the first brightness information is to be updated is stored, the sub-CPU51 updates the pointer information to one capable of identifying that the first button custom information is to be updated when an operation signal is input from the down button B3. Furthermore, the sub-CPU51 controls the performance display device 25 so that the selection instruction image YG is displayed at a position corresponding to the first icon AC1.
[0182] In the low base state, when pointer information capable of identifying that the first luminance information is to be updated is stored, the sub-CPU 51, upon receiving an operation signal from the up button B1, updates the pointer information to one capable of identifying that the first volume information is to be updated. Furthermore, the sub-CPU 51 controls the performance display device 25 so that a selection instruction image YG is displayed at a position corresponding to the fourth icon AC4. In addition, in the low base state, when pointer information capable of identifying that the first volume information is to be updated is stored, the sub-CPU 51, upon receiving an operation signal from the up button B1, updates the pointer information to one capable of identifying that the first finalized custom information is to be updated. Furthermore, the sub-CPU 51 controls the performance display device 25 so that a selection instruction image YG is displayed at a position corresponding to the third icon AC3. Similarly, in the low base state, when pointer information capable of identifying that the first finalized custom information is to be updated is stored, the sub-CPU 51, upon receiving an operation signal from the up button B1, updates the pointer information to one capable of identifying that the first reserved custom information is to be updated. Furthermore, the sub-CPU51 controls the performance display device 25 so that the selection instruction image YG is displayed at a position corresponding to the second icon AC2. Also, when the sub-CPU51 is in the low base state and pointer information capable of identifying that the first reserved custom information is to be updated is stored, if the sub-CPU51 inputs an operation signal from the up button B1, the sub-CPU51 updates the pointer information to one capable of identifying that the first button custom information is to be updated. Furthermore, the sub-CPU51 controls the performance display device 25 so that the selection instruction image YG is displayed at a position corresponding to the first icon AC1. Incidentally, when the sub-CPU51 is in the low base state and pointer information capable of identifying that the first button custom information is to be updated is stored, if the sub-CPU51 inputs an operation signal from the up button B1, the sub-CPU51 updates the pointer information to one capable of identifying that the first luminance information is to be updated. Furthermore, the sub-CPU51 controls the performance display device 25 so that the selection instruction image YG is displayed at a position corresponding to the fifth icon AC5.
[0183] In the high base state, when pointer information capable of identifying that the first confirmed custom information is to be updated is stored, the sub-CPU 51 updates the pointer information to one capable of identifying that the first volume information is to be updated, if an operation signal is input from the down button B3. Furthermore, the sub-CPU 51 controls the performance display device 25 so that the selection instruction image YG is displayed at a position corresponding to the fourth icon AC4. Similarly, in the high base state, when pointer information capable of identifying that the first volume information is to be updated is stored, the sub-CPU 51 updates the pointer information to one capable of identifying that the first brightness information is to be updated, if an operation signal is input from the down button B3. Furthermore, the sub-CPU 51 controls the performance display device 25 so that the selection instruction image YG is displayed at a position corresponding to the fifth icon AC5. Incidentally, in the high base state, when pointer information capable of identifying that the first brightness information is to be updated is stored, the sub-CPU 51 updates the pointer information to one capable of identifying that the first confirmed custom information is to be updated, if an operation signal is input from the down button B3. Furthermore, the sub-CPU51 controls the performance display device 25 so that a selection indicator image YG is displayed at a position corresponding to the third icon AC3.
[0184] In the high base state, when pointer information capable of identifying that the first luminance information is to be updated is stored, the sub-CPU 51 updates the pointer information to one capable of identifying that the first volume information is to be updated, if an operation signal is input from the up button B1. Furthermore, the sub-CPU 51 controls the performance display device 25 so that a selection instruction image YG is displayed at a position corresponding to the fourth icon AC4. Similarly, in the high base state, when pointer information capable of identifying that the first volume information is to be updated is stored, the sub-CPU 51 updates the pointer information to one capable of identifying that the first confirmed custom information is to be updated, if an operation signal is input from the up button B1. Furthermore, the sub-CPU 51 controls the performance display device 25 so that a selection instruction image YG is displayed at a position corresponding to the third icon AC3. Incidentally, in the high base state, when pointer information capable of identifying that the first confirmed custom information is to be updated is stored, the sub-CPU 51 updates the pointer information to one capable of identifying that the first luminance information is to be updated, if an operation signal is input from the up button B1. Furthermore, the sub-CPU51 controls the performance display device 25 so that a selection indicator image YG is displayed at a position corresponding to the fifth icon AC5.
[0185] When pointer information capable of specifying that the first button custom information is to be updated is stored, the sub-CPU 51 updates the first button custom information when an operation signal is input from either of the buttons B2 and B4. At this time, if first button custom information capable of specifying that the jackpot expectation of the button performance is to be customized is stored, the sub-CPU 51 updates the first button custom information to information capable of specifying that the jackpot expectation of the button performance is not to be customized. On the other hand, if first button custom information capable of specifying that the jackpot expectation of the button performance is not to be customized is stored, the sub-CPU 51 updates the first button custom information to information capable of specifying that the jackpot expectation of the button performance is to be customized. In addition, in response to the update of the first button custom information, the sub-CPU 51 updates the first icon AC1 displayed on the performance display device 25.
[0186] Similarly, when pointer information capable of specifying that the first reserved custom information is updated is stored, the sub-CPU51 updates the first reserved custom information when an operation signal is input from either of the buttons B2 and B4. At this time, if the first reserved custom information capable of specifying that the reserved notice performance is customized with respect to the jackpot expectation is stored, the sub-CPU51 updates the first reserved custom information capable of specifying that the reserved notice performance is not customized with respect to the jackpot expectation. On the other hand, if the first reserved custom information capable of specifying that the reserved notice performance is not customized with respect to the jackpot expectation is stored, the sub-CPU51 updates the first reserved custom information capable of specifying that the reserved notice performance is customized with respect to the jackpot expectation. In addition, in response to the update of the first reserved custom information, the sub-CPU51 updates the second icon AC2 displayed on the performance display device 25.
[0187] Furthermore, when pointer information capable of specifying that the first confirmed custom information is to be updated is stored, the sub-CPU 51 updates the first confirmed custom information when an operation signal is input from either of the buttons B2 and B4. At this time, if first confirmed custom information capable of specifying that the execution probability of the confirmed effect is to be customized is stored, the sub-CPU 51 updates it to the first confirmed custom information capable of specifying that the execution probability of the confirmed effect is not to be customized. On the other hand, if first confirmed custom information capable of specifying that the execution probability of the confirmed effect is not to be customized is stored, the sub-CPU 51 updates it to the first confirmed custom information capable of specifying that the execution probability of the confirmed effect is to be customized. Furthermore, in response to the update of the first confirmed custom information, the sub-CPU 51 updates the third icon AC3 displayed on the effect display device 25.
[0188] In addition, when pointer information that can specify that the first volume information is to be updated is stored, the sub-CPU 51 updates the first volume information when an operation signal is input from either of the buttons B2 and B4. At this time, when the sub-CPU 51 inputs an operation signal from the right button B2, the sub-CPU 51 updates the first volume information so as to increase the volume level that can be specified from the first volume information by one level. However, at this time, if the volume level that can be specified from the first volume information is the highest level, the sub-CPU 51 does not update the first volume information. On the other hand, when the sub-CPU 51 inputs an operation signal from the left button B4, the sub-CPU 51 updates the first volume information so as to decrease the volume level that can be specified from the first volume information by one level. However, at this time, if the volume level that can be specified from the first volume information is the lowest level, the sub-CPU 51 does not update the first volume information. In addition, in response to the update of the first volume information, the sub-CPU 51 updates the fourth icon AC4 displayed on the performance display device 25.
[0189] Similarly, when pointer information that can specify updating of the first luminance information is stored, the sub-CPU 51 updates the first luminance information when an operation signal is input from either of the buttons B2 and B4. At this time, when the sub-CPU 51 inputs an operation signal from the right button B2, the sub-CPU 51 updates the first luminance information so as to increase the luminance level that can be specified from the first luminance information by one level. However, at this time, if the luminance level that can be specified from the first luminance information is the highest level, the sub-CPU 51 does not update the first luminance information. On the other hand, when the sub-CPU 51 inputs an operation signal from the left button B4, the sub-CPU 51 updates the first luminance information so as to decrease the luminance level that can be specified from the first luminance information by one level. However, at this time, if the luminance level that can be specified from the first luminance information is the lowest level, the sub-CPU 51 does not update the first luminance information. In addition, in response to the update of the first luminance information, the sub-CPU 51 updates the fifth icon AC5 displayed on the performance display device 25.
[0190] When the icons AC4 and AC5 are displayed, if a predetermined time has passed since any of the buttons B1 to B4 was last operated, the sub-CPU 51 ends the display of the icons AC4 and AC5. Similarly, when the icons AC4 and AC5 are displayed, if a predetermined time has passed since any of the buttons B1 to B4 was last operated, the sub-CPU 51 ends the display of the selection indication image YG. Furthermore, the sub-CPU 51 updates the pointer information to specify that none of the information is to be updated.
[0191] When at least some of the icons AC1 to AC5 are displayed, if the sub-CPU 51 starts execution of the super reach effect, it ends the display of the icons AC1 to AC5 that are being displayed. At this time, if the selection instruction image YG is displayed, the sub-CPU 51 ends the display of the selection instruction image YG. Furthermore, the sub-CPU 51 updates the pointer information to specify that none of the information is updated. Also, when the super reach effect ends, the sub-CPU 51 restores the display of some or all of the icons. Specifically, when the super reach effect ends in a low base state, the sub-CPU 51 controls the effect display device 25 so that the icons AC1 to AC3 are displayed. Also, when the super reach effect ends in a high base state, the sub-CPU 51 controls the effect display device 25 so that the third icon AC3 is displayed.
[0192] The sub-CPU51 updates the second button custom information when the content identifiable from the first button custom information does not match the content identifiable from the second button custom information. Specifically, when the variation pattern designation command is input, the sub-CPU51 rewrites the content identifiable from the second button custom information to the content identifiable from the first button custom information and updates the second button custom information when the content identifiable from the first button custom information does not match the content identifiable from the second button custom information. For example, the sub-CPU51 stores first button custom information that can specify that the button performance is not customized with respect to the jackpot expectation level, and second button custom information that can specify that the button performance is customized with respect to the jackpot expectation level. In this case, the sub-CPU51 updates the second button custom information to the second button custom information that can specify that the button performance is not customized with respect to the jackpot expectation level. On the other hand, for example, the sub-CPU51 stores first button custom information that can specify that the button performance is customized with respect to the jackpot expectation level, and second button custom information that can specify that the button performance is not customized with respect to the jackpot expectation level. In this case, the sub-CPU51 updates the second button custom information to specify that the button performance is customized with respect to the jackpot expectation. Incidentally, the sub-CPU51 updates the second button custom information at a timing before the button performance determination process is executed after inputting the variation pattern designation command. In this way, in the pachinko game machine 10, when the button performance is customized with respect to the jackpot expectation, the customization of the button performance with respect to the jackpot expectation becomes effective in the "next special game" executed based on the variation pattern designation command input thereafter.
[0193] In the button effect determination process, the sub-CPU51 performs a button effect lottery based on the second button custom information. Specifically, when second button custom information that can specify that the jackpot expectation of the button effect is not customized is stored, the sub-CPU51 performs a button effect lottery with the winning probability when the jackpot expectation of the button effect is not customized. On the other hand, when second button custom information that can specify that the jackpot expectation of the button effect is customized is stored, the sub-CPU51 performs a button effect lottery with the winning probability when the jackpot expectation of the button effect is customized. However, even when second button custom information that can specify that the jackpot expectation of the button effect is customized is stored, the sub-CPU51 performs a button effect lottery with the winning probability when the jackpot expectation of the button effect is not customized, if the second special game is executed. In other words, in a low base state, when second button custom information that can specify customization of the jackpot expectancy of the button effect is stored, the sub-CPU51 performs a button effect lottery with the winning probability when the jackpot expectancy of the button effect is customized when the first special game is executed.
[0194] In addition, the sub-CPU51 updates the second reserved custom information when the content identifiable from the first reserved custom information does not match the content identifiable from the second reserved custom information. Specifically, when the variable pattern designation command is input, the sub-CPU51 rewrites the content identifiable from the second reserved custom information to the content identifiable from the first reserved custom information when the content identifiable from the first reserved custom information does not match the content identifiable from the second reserved custom information, and updates the second reserved custom information. For example, the sub-CPU51 stores the first reserved custom information that can specify that the jackpot expectation of the reserved notice performance is not customized, and the second reserved custom information that can specify that the jackpot expectation of the reserved notice performance is customized. In this case, the sub-CPU51 updates the second reserved custom information that can specify that the jackpot expectation of the reserved notice performance is not customized. On the other hand, for example, the sub-CPU51 stores the first reserved custom information that can specify that the reserved notice performance is customized for the jackpot expectation, and the second reserved custom information that can specify that the button performance is not customized for the jackpot expectation. In this case, the sub-CPU51 updates the second reserved custom information that can specify that the reserved notice performance is customized for the jackpot expectation. Incidentally, the sub-CPU51 updates the second reserved custom information at a timing before the winning performance determination process is executed after inputting the variation pattern designation command. In this way, in the pachinko game machine 10, the second reserved custom information is updated in response to inputting the variation pattern designation command. Therefore, in the pachinko game machine 10, when the reserved notice performance is customized for the jackpot expectation, the customization of the reserved notice performance for the jackpot expectation becomes effective in the "next special game" executed based on the variation pattern designation command input thereafter.
[0195] In the winning performance determination process, the sub-CPU51 performs a reserved notice drawing based on the second reserved custom information. Specifically, when the second reserved custom information that can specify that the reserved notice performance is not customized with respect to the jackpot expectation degree, the sub-CPU51 performs a reserved notice drawing with the winning probability when the reserved notice performance is not customized. On the other hand, when the second reserved custom information that can specify that the reserved notice performance is customized with respect to the jackpot expectation degree, the sub-CPU51 performs a reserved notice drawing with the winning probability when the reserved notice performance is customized with respect to the jackpot expectation degree.
[0196] Furthermore, when the content identifiable from the first determined custom information does not match the content identifiable from the second determined custom information, the sub-CPU 51 updates the second determined custom information. Specifically, when the variation pattern designation command is input, when the content identifiable from the first determined custom information does not match the content identifiable from the second determined custom information, the sub-CPU 51 rewrites the content identifiable from the second determined custom information to the content identifiable from the first determined custom information, and updates the second determined custom information. For example, it is assumed that the sub-CPU 51 has stored first determined custom information that can specify that the execution probability of the determined effect is not customized, and second determined custom information that can specify that the execution probability of the determined effect is customized. In this case, the sub-CPU 51 updates to the second determined custom information that can specify that the execution probability of the determined effect is not customized. On the other hand, for example, it is assumed that the sub-CPU 51 has stored first determined custom information that can specify that the execution probability of the determined effect is customized, and second determined custom information that can specify that the execution probability of the determined effect is not customized. In this case, the sub-CPU 51 updates the second determined custom information to specify customization of the execution probability of the determined effect. Incidentally, the sub-CPU 51 updates the second determined custom information at a timing before the execution of the determined effect determination process after inputting the variation pattern designation command. In this way, in the pachinko gaming machine 10, the second determined custom information is updated in response to inputting the variation pattern designation command. Therefore, in the pachinko gaming machine 10, when the execution probability of the determined effect is customized, the customization of the execution probability of the determined effect becomes effective in the "next special game" that is executed based on the variation pattern designation command input thereafter.
[0197] In the confirmed effect determination process, the sub-CPU51 performs a confirmed effect lottery based on the second confirmed custom information. Specifically, when the second confirmed custom information capable of specifying that the execution probability of the confirmed effect is not customized is stored, the sub-CPU51 performs a confirmed effect lottery with the winning probability when the execution probability of the confirmed effect is not customized. On the other hand, when the second confirmed custom information capable of specifying that the execution probability of the confirmed effect is customized is stored, the sub-CPU51 performs a confirmed effect lottery with the winning probability when the execution probability of the confirmed effect is customized. However, even when the second confirmed custom information capable of specifying that the execution probability of the confirmed effect is customized is stored, if the sub-CPU51 is in the low base state and the second special game is executed, the sub-CPU51 performs a confirmed effect lottery with the winning probability when the execution probability of the confirmed effect is not customized. In other words, when the sub-CPU51 is in the low base state, the sub-CPU51 performs a confirmed effect lottery with the winning probability when the execution probability of the confirmed effect is customized when the second confirmed custom information capable of specifying that the execution probability of the confirmed effect is customized is stored and the first special game is executed.
[0198] The sub-CPU 51 updates the second volume information when the content identifiable from the first volume information does not match the content identifiable from the second volume information. Specifically, when the variation pattern designation command is input, the sub-CPU 51 rewrites the content identifiable from the second volume information to the content identifiable from the first volume information and updates the second volume information when the content identifiable from the first volume information does not match the content identifiable from the second volume information. For example, the sub-CPU 51 stores first volume information that can identify the third volume level and second volume information that can identify a volume level other than the third volume level. In this case, the sub-CPU 51 updates the second volume information to the second volume information that can identify the third volume level. Note that when the first volume information is updated during the execution of the special game, that is, when the volume is adjusted during the execution of the special game, the sub-CPU 51 rewrites the content identifiable from the second volume information to the content identifiable from the first volume information and updates the second volume information. For example, when the volume is updated to the first volume information that can specify the third volume level during the execution of the special game, the sub-CPU 51 updates it to the second volume information that can specify the third volume level. At this time, the sub-CPU 51 updates it to the second volume information that can specify the third volume level at the timing before the next variation pattern designation command is input. In this way, in the pachinko game machine 10, when the volume is adjusted during the execution of the special game, the volume is adjusted before the next special game is started. On the other hand, in the pachinko game machine 10, when the volume is adjusted during the standby state, the adjustment of the volume is effective in the "next special game" that is executed based on the variation pattern designation command input thereafter. When a sound that can be adjusted in volume is output from the speaker 18, the sub-CPU 51 controls the speaker 18 so that the sound is output at a volume that can be specified from the second volume information.
[0199] The sub-CPU 51 updates the second luminance information when the content identifiable from the first luminance information does not match the content identifiable from the second luminance information. Specifically, when the variable pattern designation command is input, the sub-CPU 51 rewrites the content identifiable from the second luminance information to the content identifiable from the first luminance information and updates the second luminance information when the content identifiable from the first luminance information does not match the content identifiable from the second luminance information. For example, the sub-CPU 51 stores first luminance information that can identify the third level of luminance and second luminance information that can identify a luminance other than the third level. In this case, the sub-CPU 51 updates the second luminance information to the third level of luminance. Note that when the first luminance information is updated during the execution of the special game, that is, when the luminance adjustment is performed during the execution of the special game, the sub-CPU 51 rewrites the content identifiable from the second luminance information to the content identifiable from the first luminance information and updates the second luminance information. For example, when the brightness is updated to the first brightness information that can specify the third stage of brightness during the execution of a special game, the sub-CPU 51 updates it to the second brightness information that can specify the third stage of brightness. At this time, the sub-CPU 51 updates it to the second brightness information that can specify the third stage of brightness at the timing before the next variation pattern designation command is input. In this way, in the pachinko game machine 10, when the brightness is adjusted during the execution of a special game, the brightness is adjusted before the next special game is started. On the other hand, in the pachinko game machine 10, when the brightness is adjusted during the standby state, the brightness adjustment is effective in the "next special game" that is executed based on the variation pattern designation command input thereafter. When the decorative lamp 17 is made to emit light with adjustable brightness, the sub-CPU 51 controls the decorative lamp 17 so that it emits light with a brightness that can be specified from the second brightness information.
[0200] Here, an example of the relationship between the change in the game state and the customization of various performance elements will be described based on Fig. 12(a) to Fig. 12(e). In Fig. 12(a), the second button custom information capable of specifying that the button performance is not customized with respect to the jackpot expectation is indicated as "button OFF information", and the second button custom information capable of specifying that the button performance is customized with respect to the jackpot expectation is indicated as "button ON information". In Fig. 12(a), the second reserved custom information capable of specifying that the reserved notice performance is not customized with respect to the jackpot expectation is indicated as "reserved OFF information", and the second reserved custom information capable of specifying that the reserved notice performance is customized with respect to the jackpot expectation is indicated as "reserved ON information". In Fig. 12(a), the second fixed custom information capable of specifying that the fixed performance is not customized with respect to the execution probability is indicated as "fixed OFF information", and the second fixed custom information capable of specifying that the fixed performance is customized with respect to the execution probability is indicated as "fixed ON information". In Fig. 12(a), the second volume information capable of identifying a third level of volume is indicated as "second volume information: 3," and the second volume information capable of identifying a fourth level of volume is indicated as "second volume information: 4." In Fig. 12(a), the second luminance information capable of identifying a third level of brightness is indicated as "second luminance information: 3," and the second luminance information capable of identifying a fourth level of brightness is indicated as "second luminance information: 4."
[0201] As shown in FIG. 12(a), assume that various production elements are customized at timing tX when in a low base state. Assume that before the various production elements are customized at timing tX, it is selected not to customize the jackpot expectation of the button production. Also, assume that before the various production elements are customized at timing tX, it is selected not to customize the jackpot expectation of the hold notice production. Also, assume that before the various production elements are customized at timing tX, it is selected not to customize the execution probability of the final production. Furthermore, assume that before the various production elements are customized at timing tX, it is adjusted to the third level of volume. Also, assume that before the various production elements are customized at timing tX, it is adjusted to the third level of brightness.
[0202] As shown in FIG. 12(b), when the icons AC4 and AC5 are displayed on the performance display device 25 at timing t31 before various performance elements are customized at timing tX, the icons AC1 to AC5 are displayed on the performance display device 25 because the low base state is in effect. At this time, the performance display device 25 displays the first icon AC1 including the text information of "button performance customization: OFF", the second icon AC2 including the text information of "reserved performance customization: OFF", and the third icon AC3 including the text information of "confirmed performance customization: OFF". Furthermore, the performance display device 25 displays the fourth icon AC4 including the text information of "volume: 3" and the fifth icon AC5 including the text information of "brightness: 3". As described above, in the pachinko gaming machine 10, when the low base state is in effect, it is possible to display the icons AC1 to AC5 on the performance display device 25.
[0203] As shown in FIG. 12(a), specifically, at a timing tX when the base state is low, at least a part of the buttons B1 to B4 are operated, and customization of the jackpot expectation of the button performance is selected. Also, at a timing tX when the base state is low, at least a part of the buttons B1 to B4 are operated, and customization of the jackpot expectation of the reserved notice performance is selected. Also, at a timing tX when the base state is low, at least a part of the buttons B1 to B4 are operated, and customization of the execution probability of the final performance is selected. Also, at a timing tX when the base state is low, at least a part of the buttons B1 to B4 are operated, and customization of the volume from the third stage to the fourth stage is selected. Also, at a timing tX when the base state is low, at least a part of the buttons B1 to B4 are operated, and customization of the brightness from the third stage to the fourth stage is selected.
[0204] As shown in FIG. 12(c), when the icons AC4 and AC5 are displayed on the performance display device 25 at timing t32 after various performance elements are customized at timing tX, the icons AC1 to AC5 are displayed on the performance display device 25 because the low base state is in effect. At this time, the performance display device 25 displays the first icon AC1 including the text information of "button performance customization: ON", the second icon AC2 including the text information of "reserved performance customization: ON", and the third icon AC3 including the text information of "confirmed performance customization: ON". Furthermore, the performance display device 25 displays the fourth icon AC4 including the text information of "volume: 4" and the fifth icon AC5 including the text information of "brightness: 4". As described above, in the pachinko gaming machine 10, when the low base state is in effect, it is possible to display the icons AC1 to AC5 on the performance display device 25.
[0205] In this way, in the pachinko gaming machine 10, when the base is low, it is possible to customize the "expected jackpot of the button performance". And, in the pachinko gaming machine 10, when the base is low, the customization of the "expected jackpot of the button performance" is effective. Therefore, when the "expected jackpot of the button performance" is customized at the timing tX, in the pachinko gaming machine 10, when the base is low, the customization of the "expected jackpot of the button performance" is effective. Also, as shown in FIG. 12(b) and FIG. 12(c), in the low base state, the performance display device 25 displays the first icon AC1, and a notification is made regarding the customization of the "expected jackpot of the button performance". Also, in the pachinko gaming machine 10, when the base is low, it is possible to customize the "expected jackpot of the reserved notice performance". And, in the pachinko gaming machine 10, when the base is low, the customization of the "expected jackpot of the reserved notice performance" is effective. Therefore, when the "big hit expectation of the reserved notice performance" is customized at the timing tX, the customization of the "big hit expectation of the reserved notice performance" is effective when the pachinko game machine 10 is in a low base state. Also, as shown in Fig. 12(b) and Fig. 12(c), when the low base state is present, the performance display device 25 displays the second icon AC2, and a notification is given regarding the customization of the "big hit expectation of the reserved notice performance".
[0206] Similarly, in the pachinko gaming machine 10, when the base is low, it is possible to customize the "execution probability of a definite effect". And, in the pachinko gaming machine 10, when the base is low, the customization of the "execution probability of a definite effect" is valid. Therefore, if the "execution probability of a definite effect" is customized at timing tX, in the pachinko gaming machine 10, when the base is low, the customization of the "execution probability of a definite effect" is valid. Also, as shown in FIG. 12(b) and FIG. 12(c), when the base is low, the third icon AC3 is displayed on the effect display device 25, and a notification is given regarding the customization of the "execution probability of a definite effect".
[0207] Furthermore, in the pachinko gaming machine 10, when the base level is low, it is possible to customize the "volume". And, in the pachinko gaming machine 10, when the base level is low, the customization of the "volume" is effective. Therefore, when the "volume" is customized at the timing tX, in the pachinko gaming machine 10, when the base level is low, the customization of the "volume" is effective. Also, as shown in FIG. 12(b) and FIG. 12(c), in the performance display device 25, when the base level is low, the fourth icon AC4 is displayed, and a notification regarding the customization of the "volume" is made. Also, in the pachinko gaming machine 10, when the base level is low, it is possible to customize the "brightness". And, in the pachinko gaming machine 10, when the base level is low, the customization of the "brightness" is effective. Therefore, when the "brightness" is customized at the timing tX, in the pachinko gaming machine 10, when the base level is low, the customization of the "brightness" is effective. Also, as shown in Figures 12(b) and 12(c), when in a low base state, the performance display device 25 displays a fifth icon AC5 and notifies the user of the customization of "brightness."
[0208] As shown in FIG. 12(a), suppose that a jackpot is won at a timing later than timing tX when the machine is in the low base state, and a jackpot game is awarded, and the machine is controlled to the high base state after the jackpot game ends, and is controlled to the high base state at timing t33, and the machine transitions from the low base state to the high base state. At this time, in the pachinko game machine 10, the customization of the "jackpot expectation of the button performance" among the various performance elements is invalidated. Similarly, in the pachinko game machine 10, the customization of the "jackpot expectation of the hold notice performance" among the various performance elements is invalidated. In this way, after the "jackpot expectation of the button performance" is customized in the low base state, when the machine transitions from the low base state to the high base state, the customization of the "jackpot expectation of the button performance" is invalidated. Similarly, after the "jackpot expectation of the hold notice performance" is customized in the low base state, when the machine transitions from the low base state to the high base state, the customization of the "jackpot expectation of the hold notice performance" is invalidated. As described above, in this embodiment, if a specific performance element is customized when in the first state, and then the state transitions from the first state to the second state, the customization of the specific performance element becomes invalid.
[0209] Furthermore, as shown in FIG. 12(d), when the icon AC4 and AC5 are displayed on the performance display device 25 in the case where the game machine is controlled to the high base state at timing t33 and transitions from the low base state to the high base state, the icons AC3 to AC5 are displayed on the performance display device 25 because the game machine is in the high base state. On the other hand, when the game machine is controlled to the high base state at timing t33 and transitions from the low base state to the high base state and the icons AC4 and AC5 are displayed on the performance display device 25, the icons AC1 and AC2 are not displayed on the performance display device 25 because the game machine is in the high base state. Incidentally, at timing t33, the third icon AC3 including the text information "Defined performance custom: ON" is displayed on the performance display device 25. Furthermore, the fourth icon AC4 including the text information "Volume: 4" and the fifth icon AC5 including the text information "Brightness: 4" are displayed on the performance display device 25. As described above, in the pachinko gaming machine 10, when the game machine is in the high base state, the icons AC1 and AC2 are not displayed, and it is possible to display the icons AC3 to AC5 on the performance display device 25.
[0210] In this way, when the state is controlled to the high base state at timing t33 and the state is shifted from the low base state to the high base state, the display mode of various icons is switched from the display mode shown in FIG. 12(c) to the display mode shown in FIG. 12(d). In other words, when the state is low base, the performance display device 25 displays the first icon AC1 and notifies the user of the customization of the "hope of winning the button performance". When the state is then shifted to the high base state, the performance display device 25 does not display the first icon AC1 and notifies the user of the customization of the "hope of winning the button performance". Similarly, when the state is low base, the performance display device 25 displays the second icon AC2 and notifies the user of the customization of the "hope of winning the hold notice performance". When the state is then shifted to the high base state, the performance display device 25 does not display the second icon AC2 and notifies the user of the customization of the "hope of winning the hold notice performance". As described above, in this embodiment, when in the first state, the notification means issues a notification regarding the customization of a specific presentation element, and then, when the state transitions to the second state, the notification means does not issue a notification regarding the customization of a specific presentation element.
[0211] As shown in FIG. 12(a), assume that the high base state ends at timing t34 after timing t33, and the state is controlled to the low base state, and the state transitions from the high base state to the low base state. At this time, in the pachinko gaming machine 10, the customization of the "expected jackpot of the button performance" among the various performance elements is enabled again. Similarly, in the pachinko gaming machine 10, the customization of the "expected jackpot of the hold notice performance" among the various performance elements is enabled again. In this way, after the "expected jackpot of the button performance" is customized in the low base state, when the state transitions from the low base state to the high base state, and then the state transitions from the high base state to the low base state, the customization of the "expected jackpot of the button performance" is enabled. Similarly, after the "expected jackpot of the hold notice performance" is customized in the low base state, when the state transitions from the low base state to the high base state, and then the state transitions from the high base state to the low base state, the customization of the "expected jackpot of the hold notice performance" is enabled. As described above, in this embodiment, after a specific performance element is customized when in the first state, if there is a transition from the first state to the second state, and then a transition from the second state to the first state, the customization of the specific performance element becomes effective again.
[0212] Furthermore, as shown in FIG. 12(e), when the icon AC4 and AC5 are displayed on the performance display device 25 in the case where the device is controlled to the low base state at timing t34 and transitions from the high base state to the low base state, the icons AC1 to AC5 are displayed on the performance display device 25 because the device is in the low base state. In other words, when the device is controlled to the low base state at timing t34 and transitions from the high base state to the low base state and the icon AC4 and AC5 are displayed on the performance display device 25, the icons AC1 and AC2 are displayed on the performance display device 25 again because the device is in the low base state. Note that it is assumed that various performance elements were not customized during the period from timing tX to timing t34. Then, at timing t34, the performance display device 25 displays the first icon AC1 including the text information "Button performance customization: ON", the second icon AC2 including the text information "Pending performance customization: ON", and the third icon AC3 including the text information "Determined performance customization: ON". Furthermore, the fourth icon AC4 including the text information of "Volume: 4" and the fifth icon AC5 including the text information of "Brightness: 4" are displayed on the effect display device 25. As described above, in the pachinko gaming machine 10, when it is in the low base state, it is possible to display the icons AC1 to AC5 on the effect display device 25.
[0213] In this way, when the low base state is controlled at timing t34 and the high base state transitions to the low base state, the display mode of the various icons switches from the display mode shown in Fig. 12(d) to the display mode shown in Fig. 12(e). Incidentally, as premised, since the various presentation elements were not customized during the period from timing tX to timing t34, the display mode shown in Fig. 12(e) is the same as the display mode shown in Fig. 12(c).
[0214] As described above, when the low base state is changed to the high base state, and then the high base state is changed to the low base state, the performance display device 25 displays the first icon AC1 again to notify the customization of the "hope of the big win of the button performance". Similarly, when the low base state is changed to the high base state, and then the high base state is changed to the low base state, the performance display device 25 displays the second icon AC2 again to notify the customization of the "hope of the big win of the hold notice performance". As described above, in this embodiment, when the first state is changed to the second state, and then the second state is changed to the first state, the notification means again notifies the customization of the specific performance element.
[0215] Next, based on FIG. 13, an example of customizing the effect element during the execution of the special game in the low base state will be described. In FIG. 13, the second button custom information capable of specifying that the button effect is not customized with respect to the jackpot expectation is indicated as "button OFF information", and the second button custom information capable of specifying that the button effect is customized with respect to the jackpot expectation is indicated as "button ON information". In FIG. 13, the second reserved custom information capable of specifying that the reserved notice effect is not customized with respect to the jackpot expectation is indicated as "reserved OFF information", and the second reserved custom information capable of specifying that the reserved notice effect is customized with respect to the jackpot expectation is indicated as "reserved ON information". In FIG. 13, the second confirmed custom information capable of specifying that the fixed effect is not customized with respect to the execution probability is indicated as "confirmed OFF information", and the second confirmed custom information capable of specifying that the fixed effect is customized with respect to the execution probability is indicated as "confirmed ON information". In FIG. 13, the second volume information capable of specifying the third volume level is indicated as "second volume information: 3", and the second volume information capable of specifying the fourth volume level is indicated as "second volume information: 4". In FIG. 13, the second luminance information capable of identifying a third level of luminance is indicated as "second luminance information: 3", and the second luminance information capable of identifying a fourth level of luminance is indicated as "second luminance information: 4".
[0216] Assume that at a timing t41 during the low base state and during the execution of the special game, the buttons B1 to B4 are operated, and the situation is switched from a situation in which the "expectation of big wins of button performance" is not customized to a situation in which it is customized, and the "expectation of big wins of button performance" is customized. At this time, at the timing t41, the first icon AC1 is switched from the first icon AC1 including the text information "button performance customization: OFF" (shown as "AC1: OFF" in FIG. 13) to the first icon AC1 including the text information "button performance customization: ON" (shown as "AC1: ON" in FIG. 13). However, even if the "expectation of big wins of button performance" is customized at the timing t41, the customization of the "expectation of big wins of button performance" is not effective, and the situation in which the "expectation of big wins of button performance" is not customized (shown as "OFF" in FIG. 13) continues. Note that the customization of the "expected jackpot of the button effect" at timing t41 becomes effective when the execution of the special game following the special game executed at timing t41 starts at timing t43. In other words, when the "expected jackpot of the button effect" is customized at timing t41 while a special game is being executed, the customization of the "expected jackpot of the button effect" becomes effective in the special game that starts to be executed next.
[0217] Also, in the low base state, at timing t41 during the execution of the special game, the buttons B1 to B4 are operated, and the situation is switched from not customizing the "big win expectation of the reserved notice performance" to customizing the "big win expectation of the reserved notice performance". At this time, at timing t41, the second icon AC2 is switched from the second icon AC2 including the text information "reserved performance customization: OFF" (shown as "AC2: OFF" in FIG. 13) to the second icon AC2 including the text information "reserved performance customization: ON" (shown as "AC2: ON" in FIG. 13). However, even if the "big win expectation of the reserved notice performance" is customized at timing t41, the customization of the "big win expectation of the reserved notice performance" is not effective, and the situation where the "big win expectation of the reserved notice performance" is not customized (shown as "OFF" in FIG. 13) continues. In addition, the customization of the "expected jackpot of the reserved notice performance" at timing t41 becomes effective when the execution of the next special game following the special game executed at timing t41 starts at timing t43. In other words, when the "expected jackpot of the reserved notice performance" is customized at timing t41 while a special game is being executed, the customization of the "expected jackpot of the reserved notice performance" becomes effective in the special game that starts to be executed next.
[0218] Similarly, in the low base state, at timing t41 during the execution of a special game, the buttons B1 to B4 are operated, and the state is switched from a state in which the "execution probability of a fixed effect" is not customized to a state in which the "execution probability of a fixed effect" is customized. At this time, at timing t41, the third icon AC3 is switched from the third icon AC3 including the text information "fixed effect customization: OFF" (shown as "AC3: OFF" in FIG. 13) to the third icon AC3 including the text information "fixed effect customization: ON" (shown as "AC3: ON" in FIG. 13). However, even if the "execution probability of a fixed effect" is customized at timing t41, the customization of the "execution probability of a fixed effect" is not valid, and the state in which the "execution probability of a fixed effect" is not customized (shown as "OFF" in FIG. 13) continues. Note that the customization of the "execution probability of a fixed effect" at timing t41 is valid when the execution of the special game following the special game executed at timing t41 starts at timing t43. In other words, when the "probability of executing a definite effect" is customized at timing t41 when a special game is being executed, the customization of the "probability of executing a definite effect" becomes effective in the next special game that is started to be executed.
[0219] On the other hand, when the base state is low and a special game is being executed, at a timing t42 after the timing t41, the buttons B1 to B4 are operated, and the "volume" is switched from the third volume level to the fourth volume level, and the "volume" is customized. At this time, at the timing t42, the fourth icon AC4 is switched from the fourth icon AC4 including the text information of "volume: 3" to the fourth icon AC4 including the text information of "volume: 4". Furthermore, when the "volume" is customized at the timing t42, the customization of the "volume" is valid, and after the timing t42, sound is output from the speaker 18 at the fourth volume level. In other words, when the "volume" is customized at the timing t42, the customization of the "volume" is valid at a timing before the execution of the next special game after the special game executed at the timing t41 starts at the timing t43.
[0220] Similarly, when the base state is low and a special game is being executed, at a timing t42 after the timing t41, the buttons B1 to B4 are operated, and the "brightness" is switched from the third level of brightness to the fourth level of brightness, and the "brightness" is customized. At this time, at the timing t42, the fifth icon AC5 is switched from the fifth icon AC5 including the text information of "brightness: 3" to the fifth icon AC5 including the text information of "brightness: 4". Furthermore, when the "brightness" is customized at the timing t42, the customization of the "brightness" is valid, and the decorative lamp 17 emits light at the fourth level of brightness after the timing t42. In other words, when the "brightness" is customized at the timing t42, the customization of the "brightness" is valid at a timing before the execution of the next special game after the special game executed at the timing t41 starts at the timing t43.
[0221] In this way, for example, when a special game is being executed, after the "expectation of a big win for the button performance" is customized, the volume is further customized, and the customization of the "expectation of a big win for the button performance" is effective at the timing after the customization of the volume is effective. Similarly, for example, when a special game is being executed, after the "expectation of a big win for the button performance" is customized, the brightness is further customized, and the customization of the "expectation of a big win for the button performance" is effective at the timing after the customization of the brightness is effective. Also, for example, when a special game is being executed, after the "expectation of a big win for the hold notice performance" is customized, the volume is further customized, and the customization of the "expectation of a big win for the hold notice performance" is effective at the timing after the customization of the volume is effective. Similarly, for example, when a special game is being executed, after the "expectation of a big win for the hold notice performance" is customized, the brightness is further customized, and the customization of the "expectation of a big win for the hold notice performance" is effective at the timing after the customization of the brightness is effective. Also, for example, if the "execution probability of a definite effect" is customized when a special game is being played and then the volume is customized, the customization of the "execution probability of a definite effect" becomes effective at the timing after the customization of the volume becomes effective. Similarly, for example, if the "execution probability of a definite effect" is customized when a special game is being played and then the brightness is customized, the customization of the "execution probability of a definite effect" becomes effective at the timing after the customization of the brightness becomes effective.
[0222] As described above, when a special game is being executed and then a performance element related to performance determination is customized, if a performance element related to performance intensity is further customized, the customization of the performance element related to performance determination becomes effective at the timing after the customization of the performance element related to performance intensity becomes effective. In other words, when a variable game is being executed and then a first performance element is customized and then a second performance element is customized, the customization of the first performance element becomes effective at the timing after the customization of the second performance element becomes effective.
[0223] In the pachinko game machine 10 of this embodiment, the game machine is controlled to the "first presentation mode" when in a low base state, the "second presentation mode" when in a high base state and not in a high probability state, and the "third presentation mode" when in a high base state and in a high probability state. Therefore, in this embodiment, when the game machine is controlled to the low base state, it corresponds to being controlled to the first presentation mode. Similarly, in this embodiment, when the game machine is controlled to the high base state, it corresponds to being controlled to either the second presentation mode or the third presentation mode.
[0224] The effects of this embodiment will be described below. (1) At least some of the production elements that can be customized by operating buttons B1 to B4 are enabled for customization when the bass state is low, but disabled for customization when the bass state is high. In other words, when the bass state is high, the customization of at least some of the production elements that were enabled for customization when the bass state was low is disabled. In this way, by enabling or disabling the customization depending on whether the bass state is low or high, the customization can be enabled (or disabled) depending on the state, thereby effectively improving interest.
[0225] (2) During the execution of a special game, suppose that after customization of a presentation element related to the determination of a presentation, customization is further performed on a presentation element related to the intensity of the presentation. In this case, the customization of the presentation element related to the determination of a presentation becomes effective at the timing after the customization of the presentation element related to the intensity of the presentation becomes effective. In other words, even if the presentation element related to the intensity of the presentation is customized after the customization of the presentation element related to the determination of a presentation, the customization of the presentation element related to the intensity of the presentation becomes effective first. In this way, by making the customization of the intensity of the presentation effective at an earlier timing during the execution of a special game, the timing at which the player realizes that the customization has been effective can be accelerated, making the player enjoy customization and improving the interest.
[0226] (3) When both the effect element related to the determination of the effect and the effect element related to the intensity of the effect are customized in the standby state, the customization of the effect element related to the determination of the effect and the customization of the effect element related to the intensity of the effect are both valid in the special game to be executed next. On the other hand, when both the effect element related to the determination of the effect and the effect element related to the intensity of the effect are customized during the execution of the special game, the customization of the effect element related to the determination of the effect is valid in the special game to be executed next. And, it is possible that the customization of the effect element related to the intensity of the effect is valid before the execution of the next special game is started. In this way, even when both the effect element related to the determination of the effect and the effect element related to the intensity of the effect are customized, the special game in which the customization of each effect element is valid differs depending on whether it is in the standby state or during the execution of the special game. As a result, the customization of both the effect element related to the determination of the effect and the effect element related to the intensity of the effect can be valid according to the situation when they are customized, and it is possible to effectively improve the interest.
[0227] (4) After the "hope of the big win of the button effect" is customized when the game is in a low base state, if the game transitions from the low base state to a high base state, the customization of the "hope of the big win of the button effect" is invalidated. In this way, the customization of the "hope of the big win of the button effect" is invalidated in accordance with the transition from the low base state to the high base state, thereby effectively increasing the interest.
[0228] (5) After the "hope of the big win of the button effect" is customized when in a low base state, if the state transitions from the low base state to the high base state, and then from the high base state to the low base state, the customization of the "hope of the big win of the button effect" is enabled again. In this way, by enabling the customization of the "hope of the big win of the button effect" in conjunction with the transition from the low base state to the high base state and the return to the low base state, it is possible to effectively increase interest.
[0229] (6) After the "expected jackpot probability of the reserved notice performance" is customized when the base state is low, if the base state is changed to a high base state from the low base state, the customization of the "expected jackpot probability of the reserved notice performance" is invalidated. In this way, by invalidating the customization of the "expected jackpot probability of the reserved notice performance" in accordance with the change from the low base state to the high base state, it is possible to effectively increase interest.
[0230] (7) After the "expected jackpot probability of the reserved notice performance" is customized when in a low base state, if the state transitions from the low base state to the high base state, and then from the high base state to the low base state, the customization of the "expected jackpot probability of the reserved notice performance" is valid again. In this way, by validating the customization of the "expected jackpot probability of the reserved notice performance" when the state transitions from the low base state to the high base state and then returns to the low base state, it is possible to effectively increase interest.
[0231] (8) The effect elements that can be customized by operating the buttons B1 to B4 include effect elements related to the effect executed in association with the execution of the first special game. On the other hand, the effect elements that can be customized by operating the buttons B1 to B4 do not include effect elements related to the effect executed in association with the execution of the second special game at least in the low base state. For example, the effect elements that can be customized by operating the buttons B1 to B4 do not include effect elements related to the button effect executed in association with the execution of the second special game at least in the low base state. For example, the effect elements that can be customized by operating the buttons B1 to B4 do not include effect elements related to the determination effect executed in association with the execution of the second special game at least in the low base state. In this way, the effect elements related to the effect executed in association with the execution of the second special game at the low base state, in which the number of times the second special game is executed per unit time is less likely to be large compared to the high base state, are not included in the effect elements that can be customized by operating the buttons B1 to B4. As a result, when the second special game, which is unlikely to be executed when the base state is low, is executed, the presentation can be executed, for example, as intended by the developer, without being influenced by customization by the player, thereby effectively increasing interest.
[0232] (9) The manner of notification related to customization in the performance display device 25 in the low base state is different from the manner of notification related to customization in the performance display device 25 in the high base state. In this way, notification related to customization in the performance display device 25 is performed in a manner according to whether the base state is low or high, thereby effectively increasing interest in a gaming machine configured to allow customization of performance elements.
[0233] (10) It is difficult to understand how the customization of the production element related to the determination of the production is customized by looking at the executed production. For this reason, the notification related to the customization of the production element related to the determination of the production is not terminated with the passage of time. In this way, since the notification related to the customization of the production element related to the determination of the production does not end with the passage of time, the customization of the production element related to the determination of the production can be confirmed even after the passage of time. However, if all notifications related to the customization are notified, it is considered that the important special game cannot be enjoyed. For this reason, the notification related to the customization of the production element related to the "strength of the production" that can be confirmed by executing the production may end with the passage of time. In this way, depending on the type of the production element to be customized, the notification related to the customization of the production element may end with the passage of time or may not end with the passage of time, so that the customization of the production element can be enjoyed more effectively and the interest can be increased.
[0234] (11) The notifications related to customization in the effect display device 25 include notifications that are temporarily interrupted when a super reach effect is being executed during the execution of a special game. For example, if a super reach effect is executed while icons AC1 to AC5 are displayed on the effect display device 25, the display of icons AC1 to AC5 is temporarily interrupted. In this way, since there are notifications that are temporarily interrupted when a super reach effect is being executed during the execution of a special game, it is possible to prevent, for example, such notifications from interfering with the execution of the super reach effect and reducing interest.
[0235] (12) When in the low base state, the performance display device 25 displays the first icon AC1 to notify the user of the customization of the "hope of a big win for the button performance." If the user then transitions to the high base state, the performance display device 25 does not display the first icon AC1 and does not notify the user of the customization of the "hope of a big win for the button performance." In this way, the user can effectively increase interest by not being notified of the customization of the "hope of a big win for the button performance" as the user transitions from the low base state to the high base state.
[0236] (13) When the game changes from the low base state to the high base state and then from the high base state to the low base state, the performance display device 25 displays the first icon AC1 again and notifies the player of the customization of the "expected probability of a big win for the button performance." In this way, after the game changes from the low base state to the high base state, the game returns to the low base state, and a notification of the customization of the "expected probability of a big win for the button performance" is again made, thereby effectively increasing the interest.
[0237] (14) When in a low base state, the second icon AC2 is displayed on the performance display device 25 to notify the user of the customization of the "hopeful probability of the reserved advance notice performance", and when the user subsequently transitions to a high base state, the second icon AC2 is not displayed on the performance display device 25, and no notification is made regarding the customization of the "hopeful probability of the reserved advance notice performance". In this way, as the user transitions from the low base state to the high base state, no notification is made regarding the customization of the "hopeful probability of the reserved advance notice performance", thereby effectively increasing interest.
[0238] (15) When a transition occurs from a low base state to a high base state, and then from the high base state to the low base state, the second icon AC2 is displayed again on the performance display device 25, and a notification is made regarding the customization of the "expected jackpot probability of the reserved notice performance." In this way, after a transition from the low base state to the high base state, the low base state is resumed, and a notification regarding the customization of the "expected jackpot probability of the reserved notice performance" is made again, thereby effectively increasing interest.
[0239] (16) Notifications regarding customization that can be notified by the performance display device 25 include notifications regarding customization that can be notified only in one of the low base state and the high base state, and notifications regarding customization that can be notified in both the low base state and the high base state. In this way, notifications regarding customization that can be notified by the performance display device 25 can change depending on the state, so that effective notifications can be made by making appropriate notifications according to the state on the performance display device 25, and as a result, interest can be increased.
[0240] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. As shown in FIG. 14(a), for example, when the base is high, the first icon AC1 may be displayed on the performance display device 25. Similarly, for example, when the base is high, the second icon AC2 may be displayed on the performance display device 25. At this time, the display mode of the icons AC1 and AC2 may be different from the display mode of the icons AC1 and AC2 when the base is low. For example, the first icon AC1 may be displayed in a grayed-out state to inform the user that the "hope of winning the button performance" is not included in the performance elements that can be customized by operating the buttons B1 to B4. Similarly, for example, the second icon AC2 may be displayed in a grayed-out state to inform the user that the "hope of winning the hold notice performance" is not included in the performance elements that can be customized by operating the buttons B1 to B4.
[0241] As shown in FIG. 14(b), for example, a reservation image SS may be displayed at a position corresponding to the third icon AC3 to inform that the customization of the execution probability of the final effect has been invalidated. For example, when first final custom information capable of specifying that the execution probability of the final effect is customized and second final custom information capable of specifying that the execution probability of the final effect is not customized are stored, the sub-CPU 51 may control the effect display device 25 so that the reservation image SS is displayed at a position corresponding to the third icon AC3. Note that, in FIG. 14(b), the "execution probability of the final effect (i.e., the third icon AC3)" is given as an example, but the "expected jackpot of the button effect (i.e., the first icon AC1)" may be configured in the same way, and the "expected jackpot of the hold notice effect (i.e., the second icon AC2)" may be configured in the same way. Of course, the "volume (i.e., the fourth icon AC4)" may be configured in the same way, and the "brightness (i.e., the fifth icon AC5)" may be configured in the same way. As described above, if the content of the customization displayed on the performance display device 25 differs from the content of the customization applied internally, a notification that can identify this difference may be made.
[0242] In the case where the jackpot expectation of the reserved notice performance is customized during standby, the reserved notice lottery in the winning performance determination process performed when the execution of the next special game is suspended may be configured to be performed with the winning probability at the customized time. For example, in the case of FIG. 8(a), the reserved notice lottery in the winning performance determination process performed when the execution of the special game that starts at timing t12 is suspended may be performed with the winning probability at the customized time. In other words, the customized jackpot expectation of the reserved notice performance may be effective for the special game that starts at timing t12. In addition, in the case where the jackpot expectation of the reserved notice performance is customized during the execution of a special game, if the next special game is not suspended before the special game ends, the reserved notice lottery in the winning performance determination process performed when the execution of the next special game is suspended may be configured to be performed with the winning probability at the customized time. For example, in the case of FIG. 8(b), after the special game executed at timing t21 ends, the reserved notice lottery in the winning performance determination process associated with the suspension of the execution of the special game that is to be started at timing t22 may be performed with the winning probability when the jackpot expectation of the reserved notice effect is customized. In other words, for the special game that is to be started at timing t22, the customized jackpot expectation of the reserved notice effect may be effective. In contrast, for example, in the case where the jackpot expectation of the reserved notice effect is customized during the execution of the special game, if the next special game is further suspended, the reserved notice lottery in the winning performance determination process associated with the suspension of the execution of the next special game may not be performed with the winning probability when customized.For example, in the case of Figure 8 (b), if a special game that has already been put on hold is started to be executed at timing t22 after the special game that was being executed at timing t21 ends, the customization of the jackpot expectation rate of the pending preview performance may be invalidated for the special game that is started to be executed at timing t22.
[0243] All of the production elements that can be customized by operating buttons B1 to B4 may be configured so that the customization is enabled when the base state is low, but disabled when the base state is high. In other words, all of the production elements that can be customized by operating the operating means may be configured so that the customization is enabled when the base state is first, but disabled when the base state is second. As described above, some or all of the production elements that can be customized by operating the operating means are configured so that the customization is enabled when the base state is first, but disabled when the base state is second.
[0244] The production elements that can be customized by operating the buttons B1 to B4 may include production elements that are enabled when the base is in a high base state, but disabled when the base is in a low base state. For example, some or all of the production elements that can be customized by operating the buttons B1 to B4 may be configured so that the customization is enabled when the base is in a high base state, but disabled when the base is in a low base state. For example, some or all of the production elements that can be customized by operating the operating means may be configured so that the customization is enabled when the base is in a second state, but disabled when the base is in a first state. For example, the customizable production elements may include production elements that are enabled when the base is in a first state, but disabled when the base is in a second state, and production elements that are enabled when the base is in a second state, but disabled when the base is in a first state.
[0245] The operation unit that realizes the function as the operation means operated when customizing the production elements may be a plurality of operation units like buttons B1 to B4, or may be a single operation unit. For example, it may be configured so that the production elements can be customized by pressing and holding one operation unit for a predetermined period of time. Also, the number of operation units that realize the function as the operation means operated when customizing the production elements does not have to be four like buttons B1 to B4, and may be, for example, a number not exceeding four (less than four) or a number exceeding four (five or more).
[0246] The production elements that can be customized by operating buttons B1 to B4 are not limited to the production elements shown in the above embodiment. For example, the production elements that can be customized by operating buttons B1 to B4 may be some of the production elements shown in the above embodiment. Furthermore, new production elements may be added as production elements that can be customized by operating buttons B1 to B4.
[0247] ·When a special game is being executed and then a production element related to the determination of the production is customized, the customization of the production element related to the intensity of the production may be enabled at a timing after the customization of the production element related to the determination of the production is enabled. That is, when a first production element is customized and then a second production element is customized while a variation game is being executed, the customization of the second production element may be enabled at a timing after the customization of the first production element is enabled. For example, when both the first production element and the second production element are customized during the second period, the customization of the second production element may be enabled in the variation game that is to be executed next, and the customization of the first production element may be enabled before the execution of the next variation game is started. Also, when a special game is being executed and then a production element related to the intensity of the production is customized, the customization of the production element related to the determination of the production may be enabled and the customization of the production element related to the intensity of the production may be enabled. For example, when a presentation element related to presentation determination is customized during execution of a special game, and then a presentation element related to presentation intensity is customized, both the customization of the presentation element related to presentation intensity and the customization of the presentation element related to presentation determination may be made effective in the next special game. In other words, when both the first presentation element and the second presentation element are customized in the second period, both the customization of the first presentation element and the customization of the second presentation element may be made effective in the next variable game that is started to be executed.
[0248] When a production element related to the determination of the production is customized in a standby state, and then a production element related to the intensity of the production is customized, the customization of the production element related to the determination of the production may be enabled at a timing after the customization of the production element related to the intensity of the production is enabled. That is, when a first production element is customized in a standby state, and then a second production element is customized, the customization of the second production element may be enabled at a timing after the customization of the first production element is enabled. For example, when both the first production element and the second production element are customized in the first period, the customization of the second production element may be enabled in the next variation game to be executed, and the customization of the first production element may be enabled before the execution of the next variation game is started. Also, when a production element related to the determination of the production is customized in a standby state, and then a production element related to the intensity of the production is customized, the customization of the production element related to the determination of the production may be enabled at a timing after the customization of the production element related to the intensity of the production is enabled. That is, in the case where the first production element is customized during the standby state, and then the second production element is customized, the customization of the first production element may be enabled at a timing after the customization of the second production element is enabled. For example, when both the first production element and the second production element are customized during the first period, the customization of the first production element may be enabled in the next variation game to be executed, and the customization of the second production element may be enabled before the execution of the next variation game is started.
[0249] When the "expectation of a big win for the button effect" is customized, the customization of the "expectation of a big win for the button effect" may be configured to become effective after the special game whose execution is pending at that time has ended. For example, when the "expectation of a big win for the button effect" is customized in a low base state, the customization of the "expectation of a big win for the button effect" may be configured to become effective after all the first special games whose execution is pending at that time have ended. For example, when the "expectation of a big win for the button effect" is customized in a high base state, the customization of the "expectation of a big win for the button effect" may be configured to become effective after all the second special games whose execution is pending at that time have ended.
[0250] When the "expectation of a big win of the reserved notice performance" is customized during standby, the customization of the "expectation of a big win of the reserved notice performance" may be configured to become effective from a timing before the next special game starts. For example, when the "expectation of a big win of the reserved notice performance" is customized during standby, the winning performance determination process performed when the execution of the next special game is suspended may be configured to perform a reserved notice lottery with the winning probability when the expectation of a big win of the reserved notice performance is customized. In other words, when the "expectation of a big win of the reserved notice performance" is customized during standby, the customization of the "expectation of a big win of the reserved notice performance" may be configured to become effective at a timing when the execution of the next special game is suspended. In addition, when the "expectation of a big win of the reserved notice performance" is customized during the execution of the special game, the customization of the "expectation of a big win of the reserved notice performance" may be configured to become effective from a timing before the start of the next special game. For example, when the "expectation of a big win of the reserved notice performance" is customized during the execution of a special game, the winning time performance determination process that is performed when the execution of the special game is suspended may be configured to perform the reserved notice lottery with the winning probability when the jackpot expectation of the reserved notice performance is customized, even before the next special game is started. In other words, when the "expectation of a big win of the reserved notice performance" is customized during the execution of a special game, the customization of the "expectation of a big win of the reserved notice performance" may be configured to be effective at the timing when the execution of the special game is suspended, even before the end of the currently executed special game. In addition, when the "expectation of a big win of the reserved notice performance" is customized, the customization of the "expectation of a big win of the reserved notice performance" may be configured to be effective after the special game that is suspended at that time ends.For example, when the "big hit expectation of the reserved notice performance" is customized in a low base state, the customization of the "big hit expectation of the reserved notice performance" may be configured to become effective after all the first special games that are on hold at that time have ended. For example, when the "big hit expectation of the reserved notice performance" is customized in a high base state, the customization of the "big hit expectation of the reserved notice performance" may be configured to become effective after all the second special games that are on hold at that time have ended.
[0251] When the "probability of executing a definitive effect" is customized, the customization of the "probability of executing a definitive effect" may be configured to become effective after the special game whose execution is currently on hold is completed. For example, when the "probability of executing a definitive effect" is customized in a low base state, the customization of the "probability of executing a definitive effect" may be configured to become effective after all first special games whose execution is currently on hold are completed. For example, when the "probability of executing a definitive effect" is customized in a high base state, the customization of the "probability of executing a definitive effect" may be configured to become effective after all second special games whose execution is currently on hold are completed.
[0252] When "volume" is customized during standby, the customization of "volume" may be configured to become effective from a timing before the next special game is started. For example, when "volume" is customized during standby, the customization of "...
Claims
[Claim 1] In a gaming machine configured to allow customization of presentation elements by operating an operable operating means, A state control means capable of controlling a state including a first state and a second state; A notification means; A sound output means capable of outputting a sound; A light emitting means capable of performing a light emitting effect; When the game device is in the first state, the customization of some or all of the performance elements that can be customized by operating the operation means is enabled, and when the game device is in the second state, the customization of some or all of the performance elements is disabled, The production elements that can be customized by operating the operation means include specific production elements, The notification means is capable of making a notification related to customization of the specific production element, The performance elements include the volume of the sound output from the sound output means and the amount of light emitted by the light-emitting means; The effects include an effect executed in association with the execution of a first type of variation game and an effect executed in association with the execution of a second type of variation game, The presentation elements that can be customized by operating the operating means include presentation elements related to presentations executed in association with the execution of the first type of variation game, and do not include presentation elements related to presentations executed in association with the execution of the second type of variation game at least when in the first state; A gaming machine characterized in that the customized notifications that can be notified by the notification means include specific notifications that can be notified only in one of the first state and the second state, and non-specific notifications that can be notified in either the first state or the second state.
Citation Information
Patent Citations
Voice controller for game machine
JP2007135676A
Game machine
JP2016179088A
Game machine
JP2020089436A
Game machine
JP2020192112A
Game machine
JP2021177877A