Gaming machine

By incorporating display means and effect execution means that allow for variable and engaging pseudo-movable body displays, the gaming machine addresses the challenge of enhancing player interest, achieving a higher ratio of advantageous game states and increased player engagement.

JP7687805B2Active Publication Date: 2025-06-03SANKYO CO LTD
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Patent Information

Application Number
JP2020041922
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-03-11
Publication Date
2025-06-03
Estimated Expiration
2040-03-11

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, struggle to enhance the interest of pseudo-movable body displays, as they only move in the same manner as the movable body, failing to provide varied and engaging effects.

Method used

A gaming machine is designed with display means capable of moving a pseudo-movable body display between different positions, combined with effect execution means that can execute special effects and specific effects, including movable body effects, to create a more engaging and variable display experience.

Benefits of technology

The implementation of variable displays and combined effects significantly enhances player engagement by creating a higher ratio of advantageous game states, drawing attention to both the movable body and pseudo-movable body performances.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To suitably display an indication including a specific character with respect to a background image.SOLUTION: A performance control CPU can execute a pseudo movable body display performance for moving and displaying a first pseudo movable body display from a first initial display position to a first performance display position, and a movable body performance for moving a mounting movable body from an origin position to a performance position. A ratio of control to a jackpot game state (a degree of expectation toward a jackpot) is higher when a development performance A using a mounting movable body and a development performance B using a second pseudo movable body display are executed than when the development performance B is executed without execution of the development performance A during a variable display period of a pattern based on a variation pattern of a super-ready-to-win β or a super-ready-to-win γ.SELECTED DRAWING: Figure 11-4
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko machine.

Background Art

[0002] In gaming machines such as pachinko machines and slot machines, there are some that can execute effects using movable bodies that can operate. In this type of gaming machine, for example, there are those that can execute an effect similar to moving a movable body as a structure by moving a pseudo-movable body display. (See, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Similar to the gaming machine described in Patent Document 1 above, there was a problem that only moving the pseudo-movable body in the same way as the movable body could not enhance the interest of the effect.

[0005] The present invention has been made in view of the above circumstances, Enhancing the interest of the pseudo-movable body display and an object thereof is to provide a gaming machine that can

Means for Solving the Problems

[0006] To achieve the above object, a gaming machine according to the present invention is Execute variable display, a gaming machine that can be controlled to an advantageous state advantageous to a player, display means, A movable body that can move a predetermined number of times during one variable display period, effect execution means capable of executing an effect, and is provided with the effect execution means is capable of executing a special effect for notifying that it is controlled to the advantageous state, and is capable of executing a specific effect before the special effect is executed, It is possible to execute a movable body effect for moving the movable body, the display means In the specific performance, the specific pseudo-movable object display can be moved and displayed, and in the special performance, the special pseudo-movable object display can be moved and displayed. When moving and displaying the specific pseudo-movable object display in the specific performance, after moving and displaying the specific pseudo-movable object display from a specific first display position to a specific second display position, it is possible to make it non-displayed without moving and displaying it from the specific second display position, and a suggestion image suggesting the execution of the special performance can be displayed in a display area including the specific second display position. When moving and displaying the special pseudo-movable object display in the special performance, after moving and displaying the special pseudo-movable object display from a special first display position to a special second display position, it is possible to move and display it from the special second display position to the special first display position and then make it non-displayed. When the movable body effect is executed in the special effect, the special pseudo-movable body display is not moved during the period in which the movable body effect is executed, During one variable display period, the special pseudo-movable body display can be moved and displayed a specific number of times more than the predetermined number of times from the special first display position to the special second display position, The specific display can be displayed on the first layer. The specific character display can be displayed on the second layer on the front side of the first layer. The specific character display includes a specific area surrounded by lines forming characters. The specific display is not visible from the specific area of the specific character display. It is characterized by this. Another gaming machine is a gaming machine that can be controlled to an advantageous state advantageous to the player (for example, the pachinko gaming machine 1 can be controlled to a jackpot gaming state, etc.), and display means capable of moving and displaying a pseudo-movable body display from a first display position to a second display position different from the first display position (for example, the pachinko gaming machine 1 includes an image display device 5, etc.), and the display area of the display means includes a first display area and a second display area around the first display area and narrower than the first display area (for example, the display area of the image display device 5 includes a first display area 20SH51 and a second display area 20SH52 around the first display area 20SH51 and narrower than the first display area 20SH51, etc.), and the display means can display a background image corresponding to the advantageous state in the first display area and the second display area (for example, the image display device 5 can display a background image corresponding to the jackpot gaming state in the first display area 20SH51 and the second display area 20SH52, etc.), and in the second display area, an amount display related to the amount of the gaming value given on the front side of the background image can be displayed (for example, the image display device 5 can display an acquisition number display 20SHK related to the number of prize balls given on the front side of the background image in the second display area 20SH52, etc.), and at least in the first display area, as a notification display for notifying that the amount of the gaming value given has reached a predetermined amount on the front side of the background image, a first notification display for notifying that the amount of the gaming value given has reached a first predetermined amount and a second notification display for notifying that the amount of the gaming value given has reached a second predetermined amount can be displayed (for example, the image display device 5, at least in the first display area 20SH51, on the front side of the background image, as an acquisition number notification display 20SHKH for notifying that the number of prize balls given in the jackpot gaming state has reached the number of "Kiriban", can display an acquisition number notification display of "over 1000" when the number of prize balls given in the jackpot gaming state reaches "1000", and can display an acquisition number notification display of "over 2000" when the number of prize balls given in the jackpot gaming state reaches "2000", etc.), and the amount display is updated each time a gaming value is given in the advantageous state (for example, the acquisition number display 20SHK isupdated each time a game ball is paid out as a bonus ball in the big win gaming state, etc.), the notification display ends when a specific period has elapsed since the start of the display (for example, the number of winnings notification display 20SHKH ends when a predetermined period has elapsed since the start of the display, etc.), the characters used in the notification display are of a larger size than the characters used in the awarded amount display (for example, the characters used in the number of winnings notification display 20SHKH are of a larger size than the characters used in the number of winnings display 20SHK, etc.), the characters used in the awarded amount display and the notification display include specific characters in which a specific area surrounded by lines forming the characters is formed (for example, the characters used in the number of winnings display 20SHK and the number of winnings notification display 20SHKH include specific characters in which a specific area surrounded by lines forming the characters is formed, etc.), the specific characters used in the awarded amount display are such that the background image is not visible from the specific area (for example, the specific characters used in the number of winnings display 20SHK are such that the background image is not visible from the specific area, etc.), and the specific characters used in the notification display are such that the background image is visible from the specific area (for example, the specific characters used in the number of winnings notification display 20SHKH are such that the background image is visible from the specific area, etc.). Furthermore, a movable body movable from a first position to a second position different from the first position, effect execution means capable of executing an effect, and is provided with the effect execution means a pseudo-movable body display effect for moving and displaying the pseudo-movable body display from the first display position to the second display position, a movable body effect for moving the movable body from the first position to the second position, and is capable of executing when the movable body effect and the pseudo-movable body display effect are executed by the effect execution means within a predetermined period, the ratio of being controlled to the advantageous state is higher than when only the pseudo-movable body display effect is executed without the movable body effect being executed by the effect execution means within the predetermined period. It is characterized by this.

[0007] According to such a configuration, a display including specific characters can be suitably displayed in relation to the background video. Furthermore, the player can be made to pay attention to the execution of the moving body effect and the pseudo-moving body display effect.

[0008] In addition, the embodiments for implementing the invention described later include the invention related to the following gaming machine (A). Conventionally, in gaming machines, there have been those that can execute an effect using an operable moving body as shown in Japanese Patent Application Laid-Open No. 2019-92949, and can execute an effect similar to the effect of moving a moving body as a structure by moving a pseudo-moving body display. However, in such gaming machines, there is a problem that the interest of the effect cannot be enhanced only by moving and displaying the pseudo-moving body in the same way as the moving body. In view of this point, there is a demand for providing a gaming machine that can enhance the interest of the pseudo-moving body display.

[0009] The gaming machine according to means (A) is a gaming machine that can be controlled to an advantageous state advantageous to the player, display means capable of moving and displaying a pseudo-moving body display from a first display position to a second display position different from the first display position, a moving body movable from a first position to a second position different from the first position, effect execution means capable of executing an effect, and is provided with The effect execution means is capable of executing a pseudo-moving body display effect of moving and displaying the pseudo-moving body display from the first display position to the second display position, and a moving body effect of moving the moving body from the first position to the second position, and is capable of executing When the moving body effect and the pseudo-moving body display effect are executed by the effect execution means during a predetermined period, the ratio of being controlled to the advantageous state is higher than when the pseudo-moving body display effect is executed without the moving body effect being executed by the effect execution means during the predetermined period. It is characterized by this. According to this feature, it is possible to draw the player's attention to the execution of the movable body performance and the pseudo-movable body display performance.

[0010] In addition, the present invention may have only the invention specific matters described in the claims of the present invention, or may have configurations other than the invention specific matters together with the invention specific matters described in the claims of the present invention.

Brief Explanation of Drawings

[0011]

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Mode for Carrying Out the Invention

[0012] (Basic Explanation) First, the basic configuration and control of the pachinko game machine 1 (which is also the configuration and control of a general pachinko game machine) will be described.

[0013] (Configuration, etc. of the pachinko game machine 1) FIG. 1 is a front view of the pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface, and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball launching device and driven into this game area.

[0014] Note that the "variable display" of the special symbol means, for example, variably displaying a plurality of types of special symbols (the same applies to other symbols described later). Examples of the variation include updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, and enlargement / reduction of one or more symbols. In the variation of the special symbol or the ordinary symbol described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbol described later, a plurality of types of decorative symbols are scroll-displayed or updated, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of blinking display of a certain symbol. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display, etc.) as the display result (the same applies to the variable display of other symbols described later). Note that the variable display may be expressed as a variable display or variation.

[0015] Note that the special symbol variably displayed on the first special symbol display device 4A is also referred to as the "first special symbol", and the special symbol variably displayed on the second special symbol display device 4B is also referred to as the "second special symbol". Also, the special symbol game using the first special symbol is referred to as the "first special symbol game", and the special symbol game using the second special symbol is also referred to as the "second special symbol game". Note that there may be one type of special symbol display device that performs the variable display of the special symbol.

[0016] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), etc., and displays various effect images. The image display device 5 may be composed of a projector and a screen. Various effect images are displayed on the image display device 5.

[0017] For example, on the screen of the image display device 5, in synchronization with the first special figure game and the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbol (such as a symbol indicating a number) is performed as a decorative symbol. Here, in synchronization with the first special figure game or the second special figure game, the decorative symbol is variably displayed (for example, scroll display or update display in the vertical direction) in each of the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right". Note that the special figure game executed in synchronization and the variable display of the decorative symbol are collectively referred to simply as variable display.

[0018] On the screen of the image display device 5, a display area for displaying a hold display corresponding to the variable display on hold and an active display corresponding to the variable display in progress may be provided. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.

[0019] The number of variable displays on hold is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number, and the hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. The sum of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.

[0020] At a predetermined position on the game board 2, a first hold display 25A and a second hold display 25B each including a plurality of LEDs are provided. The first hold display 25A displays the first hold memory number by the number of lit LEDs. The second hold display 25B displays the second hold memory number by the number of lit LEDs.

[0021] Below the image display device 5, a winning ball device 6A is provided, and a variable winning ball device 6B is provided on the right side of the winning ball device 6A.

[0022] The winning ball device 6A forms a first starting winning port that is always kept in a certain open state where game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first starting winning port, a predetermined number (for example, three) of prize balls are paid out, and the first special figure game can be started.

[0023] The variable winning ball device 6B (ordinary electric accessory) forms a second starting winning port that changes between a closed state and an open state by a solenoid 81 (see FIG. 3). The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the tips of the movable wing pieces approach the winning ball device 6A and the second starting winning port is in a closed state where game balls cannot enter (it is also said that the second starting winning port is in a closed state). On the other hand, when the solenoid 81 is in the on state, the variable winning ball device 6B is in an open state where game balls can enter the second starting winning port because the movable wing pieces are in the tilted position (it is also said that the second starting winning port is in an open state). When a game ball enters the second starting winning port, a predetermined number (for example, three) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to being equipped with an electric tulip-type accessory.

[0024] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions in the lower left of the game area and one position above the variable winning ball device 6B), a general winning port 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In this case, when a game ball enters any of the general winning ports 10, a predetermined number (for example, three) of game balls are paid out as prize balls.

[0025] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a big winning port is provided. The special variable winning ball device 7 includes a big winning port door that is driven to open and close by a solenoid 82 (see FIG. 3), and forms a big winning port as a specific area that changes between an open state and a closed state by the big winning port door.

[0026] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning port door (for special electric accessory) is in the off state, the big winning port door closes the big winning port, and the game balls cannot enter (pass through) the big winning port. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning port door is in the on state, the big winning port door opens the big winning port, and the game balls can easily enter the big winning port.

[0027] When game balls enter the big winning port, a predetermined number (for example, 15) of game balls are paid out as winning balls. When game balls enter the big winning port, more winning balls are paid out than when game balls enter, for example, the first starting winning port, the second starting winning port, or the general winning port 10.

[0028] When game balls enter each winning port including the general winning port 10, it is also called "winning". In particular, winning at the starting ports (the first starting winning port, the second starting winning port) is also called starting winning.

[0029] A normal symbol display 20 is provided at a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area). As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and variably displays normal symbols as a plurality of types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of normal symbols is also called a normal game.

[0030] A passing gate 41 through which game balls can pass is provided to the right of the image display device 5. Based on the game balls passing through the passing gate 41, a normal game is executed.

[0031] A normal game hold display 25C is provided below the normal symbol display 20. The normal game hold display 25C includes, for example, 4 LEDs, and displays the number of normal game hold memories, which is the number of normal games whose execution is on hold, by the number of lit LEDs.

[0032] In addition to the above configuration, a windmill and a number of obstacle pins for changing the flow direction and speed of the game balls are provided on the surface of the game board 2. At the bottom of the game area, an out port is provided for taking in game balls that have not entered any of the winning ports.

[0033] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the game machine frame 3. A main lamp 9a is provided above the image display device 5 in the game machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. As shown in the figure, the frame lamp 9b includes a lower left lamp 9bL1 in the lower left part, an upper left lamp 9bL2 in the upper left part, a lower right lamp 9bR1 in the lower right part, and an upper right lamp 9bR2 in the upper right part. Further, an attacker lamp 9c is provided near the special variable winning ball device 7 on the game board 2. In addition, speaker lamps 9eL and 9eR are provided corresponding to the speaker 8L and 8R parts respectively. A display device lower lamp 9f is provided below the image display device 5 on the game board 2. As shown in the figure, the display device lower lamp 9f includes a left display device lower lamp 9fL and a right display device lower lamp 9fR. In addition, general winning port near lamps 9g are provided near three general winning ports 10 provided in the lower left of the game area.

[0034] A movable body 32 that operates according to the performance is provided at a predetermined position of the game board 2 (the upper position of the image display device 5 in FIG. 1). In addition, a movable body lamp 9d is provided on the movable body 32. The movable body lamp 9d, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, the speaker lamps 9eL and 9eR, the display device lower lamp 9f, and the general winning port near lamp 9g described above may be collectively referred to as the game effect lamp 9. It should be noted that these main lamp 9a, frame lamp 9b, attacker lamp 9c, movable body lamp 9d, speaker lamps 9eL and 9eR, display device lower lamp 9f, and general winning port near lamp 9g are configured to include LEDs.

[0035] At the lower right position of the frame 3 for the gaming machine, there is a hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by a hitting and launching device.

[0036] At a predetermined position of the frame 3 for the gaming machine below the game area, there is provided a hitting supply tray (upper tray) that holds (stores) game balls paid out as prize balls or game balls lent by a predetermined ball lending machine so as to be supplyable to the hitting and launching device. Below the upper tray, there is provided a hitting supply tray (lower tray) from which prize balls are paid out when the upper tray is full.

[0037] At a predetermined position of the frame 3 for the gaming machine below the game area, there is attached a stick controller 31A that a player can hold and perform a tilting operation on. The stick controller 31A is provided with a trigger button that a player can press. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 3).

[0038] At a predetermined position of the frame 3 for the gaming machine below the game area, there is provided a push button 31B that enables a player to perform a predetermined instruction operation by pressing or the like. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 3).

[0039] In the pachinko gaming machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of a player, but other detection means may also be provided.

[0040] Figure 2 is a rear perspective view of the pachinko gaming machine 1. On the back of the pachinko gaming machine 1, the main board 11 housed in the board case 201 is mounted. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a key switch for switching to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values such as the winning probability of a big win and the ball payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached outside the main board 11, such as at a predetermined position on the power supply board 17.

[0041] A display monitor 29 is arranged at the center of the back surface of the main board 11, and a display changeover switch 31 is arranged on the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 31 are arranged in the front when the back surface side of the game board 2 is visually recognized with the frame 3 for the gaming machine open.

[0042] The display monitor 29 can display winning information such as consecutive ratios, combination ratios, and bases, for example. The consecutive ratio is the ratio of the number of prize balls obtained by winning in the big winning opening (attacker) to the total number of prize balls. The combination ratio is the ratio of the number of prize balls obtained by winning in the second start winning opening (electric chu) and the number of prize balls obtained by winning in the big winning opening (attacker) to the total number of prize balls. The base is the ratio of the total number of prize balls to the number of game balls launched. When in the setting change state or the setting confirmation state, the display monitor 29 can display the setting values in the pachinko gaming machine 1. The display monitor 29 only needs to be able to display setting values to be changed or confirmed and the like when in the setting change state or the setting confirmation state.

[0043] The setting key 51 and the setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1 when the gaming machine frame 3 is in a closed state. A glass door frame 3a having a glass window is rotatably provided on the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0044] In the pachinko gaming machine 1, a security cover 500A is attached to the right end of an outer frame 1a formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 500A covers the right side portion of the substrate case 201 including the setting key 51 and the setting changeover switch 52 from the back side. The security cover 500A is a substantially L-shaped member including a short piece 500Aa and a long piece 500Ab, and may be formed of a synthetic resin having transparency.

[0045] (Outline of game progress) By a rotational operation of the pachinko gaming machine 1 by a player on the hitting operation handle 30, a game ball is launched toward the gaming area. When the game ball passes through the passage gate 41, a normal symbol game by the normal symbol display 20 is started. When the game ball passes through the passage gate 41 during the period of execution of the previous normal symbol game or the like (when the game ball passes through the passage gate 41 but the normal symbol game based on the passage cannot be immediately executed), the normal symbol game based on the passage is held until a predetermined upper limit number (for example, 4).

[0046] In this normal symbol game, if a specific normal symbol (normal symbol winning symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol win". On the other hand, if a normal symbol other than the normal symbol winning symbol (normal symbol losing symbol) is stopped and displayed as a determined normal symbol, the display result of the normal symbol becomes "normal symbol lose". When it becomes "normal symbol win", opening control is performed to keep the variable prize ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).

[0047] When a game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A is started.

[0048] When a game ball enters the second start winning opening formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B is started.

[0049] During the period of execution of the special symbol game and during the period controlled to the jackpot game state or small win game state described later, when a game ball enters (wins) the start winning opening (when a start winning occurs but the special symbol game based on the start winning cannot be executed immediately), the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).

[0050] In the special symbol game, if a specific special symbol (jackpot symbol, for example, "7", the actual symbol varies according to the jackpot type described later) is stopped and displayed as the determined special symbol, it is a "jackpot". If a predetermined special symbol different from the jackpot symbol (small win symbol, for example, "2") is stopped and displayed, it is a "small win". Also, if a special symbol different from the jackpot symbol and small win symbol (losing symbol, for example, "-") is stopped and displayed, it is a "loss".

[0051] After the display result in the special symbol game becomes a "jackpot", it is controlled to the jackpot game state as an advantageous state for the player. After the display result in the special symbol game becomes a "small win", it is controlled to the small win game state.

[0052] In the jackpot game state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined manner. The open state continues until the earlier of the timing when a predetermined period (for example, 29.5 seconds or 1.8 seconds) elapses and the timing when the number of game balls entering the big winning opening reaches a predetermined number (for example, 10). The predetermined period is the upper limit period during which the big winning opening can be opened in one round, and is hereinafter also referred to as the opening upper limit period. One cycle in which the big winning opening is in the open state like this is called a round (round game). In the jackpot game state, the round can be repeatedly executed until a predetermined upper limit number of times (15 times or 2 times) is reached.

[0053] In the jackpot game state, the player can obtain prize balls by causing the game balls to enter the big winning opening. Therefore, the jackpot game state is an advantageous state for the player. The more rounds there are in the jackpot game state and the longer the opening upper limit period is, the more advantageous it is for the player. In the jackpot game state, a so-called right shot may be performed to cause the game balls to win the big winning opening formed by the special variable winning ball device 7, that is, to shoot the game balls into the right game area.

[0054] Note that jackpot types are set for "jackpots". For example, multiple types of opening modes of the big winning opening (number of rounds and opening upper limit period) and game states after the jackpot game state (normal state, time-saving state, probability-variable state, etc.) are prepared, and the jackpot types are set accordingly. As jackpot types, jackpot types that can obtain many prize balls, jackpot types with few prize balls, or jackpot types that can hardly obtain any prize balls may be provided.

[0055] In the small jackpot game state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined opening mode. For example, in the small jackpot game state, the big winning opening is in the open state in the same opening mode as in the jackpot game state for some jackpot types (the number of times the big winning opening is opened is the same as the above-mentioned number of rounds, and the closing timing of the big winning opening is also the same, etc.). Note that, similar to the jackpot types, "small jackpots" may also be provided with small jackpot types.

[0056] After the jackpot game state ends, depending on the above-mentioned jackpot type, it may be controlled to a time-shortened state or a probability-variable state.

[0057] In the time-shortened state, control (time-shortening control) to shorten the average special figure variation time (the period during which the special figure varies) compared to the normal state is executed. In the time-shortened state, control (high-opening control, high-base control) is also executed to make it easier for the game balls to enter the second start winning opening, such as shortening the average normal figure variation time (the period during which the normal figure varies) compared to the normal state or increasing the probability of "normal figure win" in the normal figure game compared to the normal state. Since the time-shortened state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.

[0058] In the probability-variable state (probability variation state), in addition to the time-shortening control, probability-variable control to increase the probability that the display result becomes a "jackpot" compared to the normal state is executed. Since the probability-variable state is a state where the variation efficiency of the special symbol is improved and it is easier to get a "jackpot" in addition to that, it is an even more advantageous state for the player.

[0059] The time-shortened state and the probability-variable state continue until any one of the end conditions, such as that a predetermined number of special figure games have been executed and that the next jackpot game state has started, is satisfied first. What is called "running out of times" when the fact that a predetermined number of special figure games have been executed becomes the end condition (time-shortening by running out of times, probability-variable by running out of times, etc.).

[0060] The normal state refers to a game state other than advantageous states such as the jackpot game state advantageous to the player and special states such as the time-shortened state and the probability-variable state, and the pachinko game machine 1, such as the probability that the display result in the normal figure game becomes a "normal figure win" and the probability that the display result in the special figure game becomes a "jackpot", is controlled to be the same as the initial setting state of the pachinko game machine 1 (when, for example, a system reset is performed and no predetermined return process is executed after power-on).

[0061] The state in which the probability variation control is being executed is also referred to as the high probability state, and the state in which the probability variation control is not being executed is also referred to as the low probability state. The state in which the time shortening control is being executed is also referred to as the high base state, and the state in which the time shortening control is not being executed is also referred to as the low base state. By combining these, the time shortening state is also referred to as the low probability high base state, the probability variation state is also referred to as the high probability high base state, the normal state is also referred to as the low probability low base state, etc. The high probability state and the low base state are also referred to as the high probability low base state.

[0062] After the small win gaming state ends, the gaming state is not changed, and control continues in the gaming state before the display result of the special figure game becomes "small win" (however, if the special figure game at the time of "small win" is the special figure game of the above-mentioned predetermined number of times in the above-mentioned count cut-off, the gaming state will of course be changed). Note that the display result of the special figure game may not be "small win".

[0063] Note that the gaming state may change based on the game ball passing through a specific area (for example, a specific area within the big winning opening) during the big win gaming state. For example, when the game ball passes through the specific area, it may be controlled to the probability variation state after that big win gaming state. (Advancement of the effect, etc.)

[0064] In the pachinko gaming machine 1, various effects (effects for notifying the progress of the game or livening up the game) are executed according to the progress of the game. The said effect will be described below. Note that the said effect is carried out by displaying various effect images on the image display device 5, but in addition to or instead of the said display, it may also be carried out as an effect using the audio output from the speakers 8L, 8R, the lighting or extinguishing of the game effect lamp 9, the movement of the movable body 32, or any effect device including some or all of these.

[0065] As an effect executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R provided in the image display device 5, variable display of the decorative symbols is started in response to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as a determined special symbol) in the first special figure game or the second special figure game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols), which is the display result of the variable display of the decorative symbols, is also stopped and displayed (derived).

[0066] During the period from the start to the end of the variable display of the decorative symbols, the mode of the variable display of the decorative symbols may become a predetermined reach mode (reach is established). Here, the reach mode means a mode in which the variable display continues for the decorative symbols that have not yet been stopped and displayed when the decorative symbols stopped and displayed on the screen of the image display device 5 constitute a part of the jackpot combination described later, and the like.

[0067] In addition, a reach effect is executed in response to the reach mode being achieved during the variable display of the decorative symbols. In the pachinko gaming machine 1, a plurality of types of reach effects with different ratios (also referred to as jackpot reliability and jackpot expectancy) in which the display result (display result of the special figure game or the display result of the variable display of the decorative symbols) becomes a "jackpot" according to the effect mode are executed. Examples of the reach effects include a normal reach and a super reach with a higher jackpot reliability than the normal reach.

[0068] When the display result of the special figure game becomes a "jackpot", on the screen of the image display device 5, a determined decorative symbol that becomes a predetermined jackpot combination is derived as the display result of the variable display of the decorative symbols (the display result of the variable display of the decorative symbols becomes a "jackpot"). As an example, the same decorative symbol (for example, "7", etc.) is aligned and stopped and displayed on a predetermined effective line in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R.

[0069] In the case of a "probability-variable jackpot" that is controlled to enter the probability-variable state after the end of the big-win gaming state, odd-numbered decorative symbols (e.g., "7", etc.) are aligned and stop displaying. In the case of a "non-probability-variable jackpot (normal jackpot)" that is not controlled to enter the probability-variable state after the end of the big-win gaming state, even-numbered decorative symbols (e.g., "6", etc.) may be aligned and stop displaying. In this case, odd-numbered decorative symbols are also referred to as probability-variable symbols, and even-numbered decorative symbols are also referred to as non-probability-variable symbols (normal symbols). After reaching the reach mode with non-probability-variable symbols, an upgrade effect that finally results in a "probability-variable jackpot" may be executed.

[0070] When the display result of the special symbol game is a "small win", on the screen of the image display device 5, as the display result of the variable display of the decorative symbols, a fixed decorative symbol (e.g., "1 3 5", etc.) that becomes a predetermined small-win combination is derived (the display result of the variable display of the decorative symbols becomes a "small win"). As an example, the decorative symbols constituting the chance positions stop displaying on the predetermined valid lines in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R. Note that a common fixed decorative symbol may be derived and displayed when the display result of the special symbol game is a "big win" of some big-win types (big-win types in the big-win gaming state in the same mode as the small-win gaming state) and when it is a "small win".

[0071] When the display result of the special symbol game is a "miss", the variable display mode of the decorative symbols does not become the reach mode, and as the display result of the variable display of the decorative symbols, a fixed decorative symbol of a non-reach combination (also referred to as a "non-reach miss") may stop displaying (the display result of the variable display of the decorative symbols becomes a "non-reach miss"). Also, when the display result is a "miss", after the variable display mode of the decorative symbols becomes the reach mode, as the display result of the variable display of the decorative symbols, a fixed decorative symbol of a predetermined reach combination that is not a big-win combination (also referred to as a "reach miss") may stop displaying (the display result of the variable display of the decorative symbols becomes a "reach miss").

[0072] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display-compatible displays (hold display and active display). Further, as other effects, for example, a preview effect for notifying the jackpot reliability is executed during the variable display of the decorative symbols. The preview effect includes a preview effect for notifying the jackpot reliability in the variable display being executed and a predictive preview effect for notifying the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the predictive preview effect, an effect for changing the display mode of the variable display-compatible display (hold display and active display) to a mode different from the normal mode may be executed.

[0073] Further, in the image display device 5, a pseudo continuous effect may be executed that makes a single variable display appear to be a plurality of variable displays by temporarily pausing the decorative symbols during the variable display of the decorative symbols and then resuming the variable display.

[0074] Even during the jackpot gaming state, a jackpot-in effect for notifying the jackpot gaming state is executed. As the jackpot-in effect, an effect for notifying the number of rounds or a promotion effect indicating that the value of the jackpot gaming state is improved may be executed. Also, even during the minor jackpot gaming state, a minor-jackpot-in effect for notifying the minor jackpot gaming state is executed. Note that, by executing a common effect during the minor jackpot gaming state and the jackpot gaming state of some jackpot types (jackpot types in the same mode as the minor jackpot gaming state, for example, jackpot types that make the subsequent gaming state a high-probability state), the player may not be able to tell whether the current state is the minor jackpot gaming state or the jackpot gaming state. In such a case, by executing a common effect after the end of the minor jackpot gaming state and after the end of the jackpot gaming state, it may not be possible to distinguish whether it is a high-probability state or a low-probability state.

[0075] Further, for example, when a special figure game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer-waiting demo effect is executed).

[0076] (Substrate configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 3. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, etc. are arranged. Furthermore, a power supply board 17 is also mounted. The various control boards include not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and electrical components can be mounted, but also electronic circuit mounting boards on which electrical components are mounted on the electronic circuit board to realize specific electrical functions.

[0077] In the pachinko gaming machine 1, power from an AC power supply such as AC100V in an external power supply such as a commercial power supply can be supplied by the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 is provided with, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC12V or DC5V), etc.

[0078] The main board 11 is a control board on the main side and has a function of controlling the progress of the above-mentioned games in the pachinko gaming machine 1 (execution of special figure games (including management of holds), execution of general figure games (including management of holds), jackpot game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0079] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0080] The CPU 103 performs processing to control the progress of the game (processing to realize the functions of the main board 11) by executing the programs stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as variable patterns described later, production control commands described later, and various tables referred to when making various determinations described later) are used, and the RAM 102 is used as the main memory. A part or all of the RAM 102 serves as a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the programs stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.

[0081] The random number circuit 104 countably updates numerical data indicating various random values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0082] The I / O 105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals for controlling (driving) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal symbol hold display 25C, etc., solenoid drive signals).

[0083] The switch circuit 110 captures detection signals (detection signals indicating that a game ball has passed or entered and the switch has been turned on, etc.) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23) and transmits them to the game control microcomputer 100. By transmitting the detection signal, it is detected that a game ball has passed or entered.

[0084] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for putting control circuits such as the game control microcomputer 100 into an operation stop state, and it may be output using any one of a power supply monitoring circuit, a built-in IC of a watchdog timer, or a system reset IC. The power-off signal becomes off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and becomes on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal becomes on in response to, for example, a pressing operation on a clear switch provided on the power supply board 17.

[0085] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal for turning on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for a normal electric accessory or the solenoid 82 for the big winning opening door.

[0086] The main board 11 is connected to a display monitor 29, a display switching switch 31, a setting key 51, a setting switching switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the game machine frame 3 including the glass door frame 3a.

[0087] The main board 11 (game control microcomputer 100) supplies an effect control command (a command for specifying (notifying) the progress status of the game, etc.) to the effect control board 12 as part of the control of the progress of the game. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command includes, for example, various determination results on the main board 11 (for example, the display result of the special figure game (including the big win type), the variable pattern used when executing the special figure game (details will be described later)), the status of the game (for example, the start and end of variable display, the opening status of the big winning opening, the occurrence of a winning, the number of reserved memories, the game state), commands for specifying the occurrence of an error, etc.

[0088] The performance control board 12 is a sub-control board independent of the main board 11. It receives performance control commands and has the function of executing performances (various performances according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, and various other notifications).

[0089] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0090] By executing the program stored in the ROM 121, the performance control CPU 120 performs processing for executing performances together with the display control unit 123 (processing for realizing the above functions of the performance control board 12, including determination of the performance to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0091] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals output when an operation by the player is detected, and signals appropriately indicating the operation content).

[0092] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on an instruction to execute a performance from the performance control CPU 120.

[0093] The display control unit 123 supplies a video signal corresponding to the executed presentation to the image display device 5 based on the presentation execution instruction from the presentation control CPU 120, thereby causing the image display device 5 to display a presentation image. The display control unit 123 further supplies a sound designation signal (a signal for designating the output sound) to the sound control board 13 and a lamp signal (a signal for designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform sound output synchronized with the display of the presentation image and lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0094] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and causes the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0095] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and lights / extinguishes the game effect lamp 9 in the mode designated by the lamp signal. In this way, the display control unit 123 controls the sound output and the lighting / extinguishing of the lamp.

[0096] Note that the control of the sound output, the lighting / extinguishing of the lamp (such as the supply of the sound designation signal and the lamp signal), and the control of the movable body 32 (such as the supply of the signal for operating the movable body 32) may be executed by the presentation control CPU 120.

[0097] The random number circuit 124 countably updates numerical data indicating various random values (presentation random numbers) used for executing various presentations in an updatable manner. The presentation random numbers may be updated by the presentation control CPU 120 executing a predetermined computer program (updated by software).

[0098] The I / O 125 mounted on the performance control board 12 includes an input port for capturing performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0099] Boards other than the main board 11, such as the performance control board 12, the audio control board 13, and the lamp control board 14, are also referred to as sub-boards. A plurality of sub-boards may be provided according to functions as in the pachinko gaming machine 1, or one sub-board may be configured to have a plurality of functions.

[0100] (Operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.

[0101] (Main operation of the main board 11) First, the main operation of the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is activated, and the game control main process is executed by the CPU 103. FIG. 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0102] In the game control main process shown in FIG. 4, the CPU 103 first sets interrupt inhibition (step S1). Subsequently, necessary initial settings are performed (step S2). The initial settings include setting the stack pointer, register settings of built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and settings to make the RAM 102 accessible.

[0103] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the off state, there is backup data, and the backup RAM is normal. When the power supply to the pachinko gaming machine 1 is started, for example, if a clear switch provided on the power supply board 17 is pressed, the on-state clear signal is input to the game control microcomputer 100. When such an on-state clear signal is input, it may be determined that the recovery condition is not satisfied in step S3. The backup data may be stored in the RAM 102 that serves as the backup RAM for game control. In step S3, it may be determined whether the recovery condition can be satisfied by checking or inspecting the presence or absence of backup data and data errors.

[0104] When the recovery condition is satisfied (step S3; Yes), after executing the recovery process (step S4), the setting confirmation process (step S5) is executed. By the recovery process in step S4, the work area is set based on the stored content of the RAM 102. By setting the work area using the backup data stored in the RAM 102, the game state when the power supply was stopped is restored. For example, if the special symbol was in the middle of changing, it may be possible to resume the change of the special symbol from the state before the stop.

[0105] When the recovery condition is not satisfied (step S3; No), after executing the initialization process (step S6), the setting change process (step S7) is executed. The initialization process in step S6 includes a clear process for clearing the flags, counters, and buffers stored in the RAM 102. By executing the clear process, initial values are set in the work area.

[0106] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is satisfied. The setting confirmation condition is satisfied, for example, when the detection signal from the door opening sensor 90 is in the on state and the setting key 51 is operated in the on state when the power supply is started. The setting confirmation process of step S5 is executed when the recovery condition including that the clear signal is in the off state is satisfied in step S3. Therefore, the setting confirmation condition can be satisfied only when the clear signal is in the off state, so the fact that the clear signal is in the off state can also be included in the setting confirmation condition.

[0107] When the setting confirmation condition is satisfied in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the set values can be confirmed, and a setting confirmation start command is sent from the main board 11 to the effect control board 12. In the setting confirmation state, it is possible to confirm the set values set in the pachinko gaming machine 1 by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is sent from the main board 11 to the effect control board 12.

[0108] When the pachinko gaming machine 1 is in the setting confirmation state, it may be set to a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. When in the game stop state, the firing of the game balls by the operation of the hitting operation handle, the detection of the game balls by various switches, etc. are stopped, and in the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display 20, it may be controlled to stop displaying a losing symbol or to perform a display corresponding to a game stop state different from the losing symbol. When the setting confirmation state ends, the accompanying game stop state may also end.

[0109] In the setting change process of step S7, it is determined whether a preset setting change condition is satisfied. The setting change condition is satisfied, for example, when the detection signal from the door opening sensor 90 is in the on state and the setting key 51 is operated in the on state when the power supply is started. The setting change condition may include that the clear signal is in the on state.

[0110] When the setting change condition is satisfied in the setting change process of step S7, the pachinko gaming machine 1 enters a setting change state in which the set value can be changed, and a setting change start command is transmitted from the main board 11 to the effect control board 12. In the setting change state, the set value is displayed on the display monitor 29, and each time an operation of the setting change switch 52 is detected, the numerical value displayed on the display monitor 29 is sequentially updated and displayed. Then, based on the fact that the setting key 51 is turned off by an operation by a casino staff or the like, the set value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. When ending the setting change state, a setting change end command is transmitted from the main board 11 to the effect control board 12.

[0111] When the pachinko gaming machine 1 is in the setting change state, similar to when it is in the setting confirmation state, the pachinko gaming machine 1 may be set to the game stop state. When the setting change state ends, the accompanying game stop state may also end.

[0112] On the effect control board 12 side, when receiving a setting confirmation start command or a setting change start command, control may be performed to notify that the setting is being confirmed or the setting is being changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light emitting member such as the game effect lamp 9 may be caused to emit light in a predetermined manner.

[0113] The clear signal becomes on, for example, by pressing a clear switch provided on the power supply board 17. Therefore, when power supply is started, if the detection signal from the door open sensor 90 is on and the setting key 51 is on, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed, and it becomes possible to control to the setting change state. If the clear switch is off, the restoration process of step S4 and the setting confirmation process of step S5 are executed, and it becomes possible to control to the setting confirmation state. When power supply is started, if the detection signal from the door open sensor 90 is off, or if the setting key 51 is off, if the clear switch is on, the initialization process of step S6 is executed, but it is not controlled to the setting change state. If the clear switch is off, the restoration process of step S4 is executed, but it is not controlled to the setting confirmation state.

[0114] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S8). Then, the setting of the register of the CTC built in the game control microcomputer 100 is performed so that a timer interrupt is periodically applied every predetermined time (for example, 2 ms) (step S9), and interrupts are permitted (step S10). Thereafter, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can periodically execute the timer interrupt process.

[0115] When the CPU 103 that has executed such game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the game control timer interrupt processing shown in the flowchart of FIG. 5. When starting the game control timer interrupt processing shown in FIG. 5, the CPU 103 first executes a predetermined switch process to determine whether detection signals are received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Subsequently, by executing a predetermined main-side error process, an abnormality diagnosis of the pachinko game machine 1 is performed, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, data such as jackpot information (information indicating the number of occurrences of jackpots, etc.), start information (information indicating the number of times of start wins, etc.), and probability variation information (information indicating the number of times of entering the probability variation state, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).

[0116] Following the information output process, a game random number update process for updating at least a part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes a special symbol process (step S25). By the CPU 103 executing the special symbol process for each timer interrupt, the execution and hold management of the special symbol game, the control of the jackpot game state and the small win game state, the control of the game state, etc. are realized.

[0117] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process for each timer interrupt, the execution and hold management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), the opening control of the variable prize ball device 6B based on "normal symbol win", etc. are made possible. The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting the normal symbol hold display 25C.

[0118] After executing the normal symbol process, as part of the game control timer interrupt process, processes such as the process when a power failure occurs and the process for paying out prize balls may be performed. Thereafter, the CPU 103 executes command control processing (step S27). The CPU 103 may transmit and set an effect control command in each of the above processes. In the command control processing of step S27, processing is performed to transmit the transmitted and set effect control command to a sub-control board such as the effect control board 12. After executing the command control processing, interrupts are permitted and then the game control timer interrupt process is terminated.

[0119] FIG. 6 is a flowchart showing an example of the processing executed in step S25 shown in FIG. 5 as the special symbol process. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0120] In the start winning determination process, detection of the occurrence of a start winning is performed, and processing for storing hold information in a predetermined area of the RAM 102 and updating the hold memory count is executed. When a start winning occurs, a random number value for determining the display result (including the jackpot type) and the variation pattern is extracted and stored as hold information. Further, processing for pre-reading the display result and the variation pattern based on the extracted random number value may be executed. After storing the hold information and the hold memory count, transmission setting for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the hold memory count, and the pre-reading determination to the effect control board 12 is performed. The effect control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process ends and the command control processing of step S27 shown in FIG. 4 is executed.

[0121] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special drawing process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are performed.

[0122] The special symbol normal process in step S110 is executed when the value of the special drawing process flag is "0" (initial value). In this special symbol normal process, a determination is made as to whether to start the first special drawing game or the second special drawing game based on, for example, the presence or absence of hold information. Also, in the special symbol normal process, based on the random number value for determining the display result, whether the display result of the special symbol and the decoration symbol is a "big win" or a "small win" or, in the case of a "big win", the type of big win is determined (predetermined) before the display result is derived and displayed. Further, in the special symbol normal process, a definite special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special drawing game is set corresponding to the determined display result. After that, the value of the special drawing process flag is updated to "1", and the special symbol normal process ends. Note that the special drawing game using the second special drawing may be executed with priority over the special drawing game using the first special drawing (also referred to as preferential execution of special drawing 2). Also, the order of winning of the game balls into the first start winning opening and the second start winning opening may be memorized, and the start conditions of the special drawing game may be made to hold in the order of winning (also referred to as digestion in the order of winning).

[0123] When making various determinations based on the random number value, various tables stored in the ROM 101 (tables in which the determination values compared with the random number value are assigned to the determination results) are referred to. The same applies to other determinations on the main board 11 and various determinations on the effect control board 12. On the effect control board 12, various tables are stored in the ROM 121.

[0124] The variable pattern setting process in step S111 is executed when the value of the special drawing process flag is "1". This variable pattern setting process includes processes such as determining one of multiple types of variable patterns using a random number value for determining the variable pattern based on a prior determination result of whether the display result is a "big win" or a "small win", etc. In the variable pattern setting process, when the variable pattern is determined, the value of the special drawing process flag is updated to "2", and the variable pattern setting process ends.

[0125] The variable pattern specifies the execution time of the special drawing game (special drawing variable time) (which is also the execution time of the variable display of the decorative symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called the variable display pattern.

[0126] The special symbol variation process in step S112 is executed when the value of the special drawing process flag is "2". This special symbol variation process includes processes such as performing settings for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, and measuring the elapsed time since the start of the variation of the special symbol. Also, a determination is made as to whether the measured elapsed time has reached the special drawing variable time corresponding to the variable pattern. When the elapsed time since the start of the variation of the special symbol has reached the special drawing variable time, the value of the special drawing process flag is updated to "3", and the special symbol variation process ends.

[0127] The special symbol stop process in step S113 is executed when the value of the special figure process flag is "3". This special symbol stop process includes processes for stopping the variation of the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, and for performing settings to stop-display (derive) the determined special symbol that is the display result of the special symbol. When the display result is "big win", the value of the special figure process flag is updated to "4". On the other hand, when the big win flag is off and the display result is "small win", the value of the special figure process flag is updated to "8". Also, when the display result is "loss", the value of the special figure process flag is updated to "0". When the display result is "small win" or "loss", and when it is in the time-saving state or the probability-variable state and the end of the count-down is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop process ends.

[0128] The pre-big win release process in step S114 is executed when the value of the special figure process flag is "4". This pre-big win release process includes processes for starting the execution of a round in the big win game state and setting the big winning opening to the open state based on the fact that the display result is "big win", etc. When setting the big winning opening to the open state, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning opening door is executed. At this time, for example, corresponding to the type of big win, the upper limit period for opening the big winning opening and the upper limit number of times of executing the round are set. When these settings are completed, the value of the special figure process flag is updated to "5", and the pre-big win release process ends.

[0129] The jackpot release in - process processing in step S115 is executed when the value of the special drawing process flag is "5". This jackpot release in - process processing includes a process of measuring the elapsed time since the big winning opening is opened, and a process of determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, etc., the value of the special drawing process flag is updated to "6", and the jackpot release in - process processing ends.

[0130] The post - jackpot release processing in step S116 is executed when the value of the special drawing process flag is "6". This post - jackpot release processing includes a process of determining whether the number of executed rounds in which the big winning opening is in the open state has reached the set upper limit number of executions, and a process of making settings for ending the jackpot game state when the upper limit number of executions is reached, etc. When the number of executed rounds has not reached the upper limit number of executions, the value of the special drawing process flag is updated to "5", while when the number of executed rounds has reached the upper limit number of executions, the value of the special drawing process flag is updated to "7". When the value of the special drawing process flag is updated, the post - jackpot release processing ends.

[0131] The jackpot end processing in step S117 is executed when the value of the special drawing process flag is "7". This jackpot end processing includes a process of waiting until the waiting time corresponding to the period during which the ending effect as an effect operation for notifying the end of the jackpot game state is executed has elapsed, and a process of making various settings for starting the probability variation control and time - shortening control corresponding to the end of the jackpot game state, etc. When such settings are made, the value of the special drawing process flag is updated to "0", and the jackpot end processing ends.

[0132] The pre-small-win-opening process in step S118 is executed when the value of the special figure process flag is "8". This pre-small-win-opening process includes a process of setting the big winning opening to the open state in the small-win gaming state based on the display result being "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win-opening process ends.

[0133] The process during small-win opening in step S119 is executed when the value of the special figure process flag is "9". This process during small-win opening includes a process of measuring the elapsed time since the big winning opening was set to the open state, and a process of determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time and the like. When the big winning opening is returned to the closed state and it is time to end the small-win gaming state, the value of the special figure process flag is updated to "10", and the process during small-win opening ends.

[0134] The small-win end process in step S120 is executed when the value of the special figure process flag is "10". This small-win end process includes a process of waiting until the waiting time corresponding to the period when the production operation for notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it entered the small-win gaming state is continued. When the waiting time at the end of the small-win gaming state has elapsed, the value of the special figure process flag is updated to "0", and the small-win end process ends.

[0135] The pachinko gaming machine 1 is configured such that the winning probability of a big win and the payout rate change according to set values. For example, in the special symbol normal process of the special symbol process, by using a display result determination table (winning probability) according to the set value, the winning probability of a big win and the payout rate change. For example, the set value consists of six levels from 1 to 6, and 6 has the highest winning probability of a big win. The winning probability of a big win decreases in the order of 6, 5, 4, 3, 2, 1 as the value becomes smaller. In this example, when 6 is set as the set value, it is most advantageous for the player, and the degree of advantage gradually decreases in the order of 6, 5, 4, 3, 2, 1. If the winning probability of a big win changes according to the set value, the payout rate may also change according to the set value. The winning probability of a big win may be constant regardless of the set value, while the number of rounds in the big win gaming state may change according to the set value. The pachinko gaming machine 1 only needs to be configured to be able to set any one of a plurality of set values with different degrees of advantage for the player. The set value set in the pachinko gaming machine 1 is notified by sending a set value designation command from the main board 11 side to the effect control board 12 side.

[0136] Figure 7 shows a configuration example of the display result determination table. Figure 7(A) shows a configuration example of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Figure 7(B) shows a configuration example of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in the ROM 101. In the display result determination table, a winning determination value compared with the random value MR1 is assigned to the special symbol display result, which is the variable display result of the special symbol, according to the set value. The random value MR1 is a random value for determining the display result, and its value is randomly updated in the range of 0 to 65535. As the display result determination table, a common display result determination table may be used for the first special symbol and the second special symbol.

[0137] In the display result determination table, when the game state is the probability variable state (high probability state), more determination values are assigned to the special figure display result of "big win" than when it is in the normal state or the time-limited state (low probability state). As a result, when in a high probability state such as the probability variable state in which probability variable control is performed in the pachinko gaming machine 1, the probability of being determined to be controlled to the big win game state is higher than when in a low probability state such as the normal state or the time-limited state.

[0138] In the first special figure display result determination table, regardless of the game state and the set value, the determination values are assigned so that the probability of determining to control the special figure display result as "small win" to the small win game state is the same value. In the second special figure display result determination table, regardless of the game state and the set value, the determination values are assigned so that the probability of determining to control the special figure display result as "small win" to the small win game state is a different same value from that of the first special figure display result determination table. Note that the probability of determining to control the special figure display result as "small win" to the small win game state may be varied according to the set value. Regardless of the variable special figure, the probability of determining to control the special figure display result as "small win" to the small win game state may be the same probability.

[0139] In the first special figure display result determination table and the second special figure display result determination table, when the game state is the normal state or the time-limited state, the range from 1020 to 1237 among the win determination values is set as the common numerical range of the big win determination values for determining a big win regardless of the set value. When the set value is 1, the range from 1020 to 1237 is assigned to "big win", and only the common numerical range of the big win determination values for determining a big win is set. On the other hand, when the set values are from 2 to 6, ranges of numerical values corresponding to each set value starting from 1238 are set as the non-common numerical ranges of the big win determination values so as to be continuous from the common numerical range of the big win determination values.

[0140] In the first special figure display result determination table and the second special figure display result determination table, when the game state is the probability variable state, the range from 1020 to 1346 among the hit determination values is set as the common numerical range of the big hit determination values for determining a big hit regardless of the setting value. When the setting value is 1, since the range from 1020 to 1346 is assigned to "big hit", only the common numerical range of the big hit determination values for determining a big hit is set. On the other hand, when the setting values are from 2 to 6, the numerical range corresponding to each setting value starting from 1346 is set as the non-common numerical range of the big hit determination values so as to be continuous from the common numerical range of the big hit determination values.

[0141] In the first special figure display result determination table, when the game state is the normal state or the time reduction state, the range from 32767 to 33094 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the setting value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the setting value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each setting value.

[0142] In the first special figure display result determination table, when the game state is the probability variable state, similar to the case when the game state is the normal state or the time reduction state, the range from 32767 to 33094 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the setting value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the setting value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each setting value.

[0143] In the second special figure display result determination table, when the game state is the normal state or the time-limited state, the range from 32767 to 33421 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.

[0144] In the second special figure display result determination table, when the game state is the probability-variable state, similar to the case where the game state is the normal state or the time-limited state, the range from 32767 to 33421 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.

[0145] The settable setting values for the pachinko gaming machine 1 may be 5 or less or 7 or more. It may be configured such that the smaller the setting value set for the pachinko gaming machine 1, the more advantageous it is for the player. The game characteristics may be changed according to the setting value set for the pachinko gaming machine 1. For example, when the setting value set for the pachinko gaming machine 1 is 1, the jackpot probability in the normal state is 1 / 320, and the game characteristics are such that the probability of entering the probability variation state loops at a rate of 65% (so-called probability variation loop type). When the setting value set for the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and during the jackpot game, when the game ball passes through a predetermined switch provided inside the special variable winning ball device 7, the game state after the end of the jackpot game is controlled to the probability variation state. On the other hand, the rate at which the game ball passes through the predetermined switch during the jackpot game varies according to the variation special figure (so-called V probability variation type). When the setting value set for the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small win probability is 1 / 50, and the game characteristics are such that when the game ball passes through a predetermined switch provided inside the special variable winning ball device 7 during the high base (time shortening control), the game state is controlled to the jackpot game state (so-called type 1 and type 2 mixed type). When the setting value set for the pachinko gaming machine 1 is any one of 1 to 3, the game characteristics are the same. However, a setting may be provided where the jackpot probability and small win probability are higher than when the setting value is any one of 1 to 3, while the number of winning balls that can be obtained during the jackpot game is smaller (for example, when the setting value set for the pachinko gaming machine 1 is any one of 4 to 6). When changing the game characteristics according to the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, the predetermined switch provided inside the special variable winning ball device 7 is used as an effect switch (a switch for executing a predetermined effect every time the game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to the probability variation state or the jackpot game state based on the game ball passing through the predetermined switch).

[0146] The jackpot type may be determined at different ratios according to the set value based on the assignment of determination values in the jackpot type determination table. Alternatively, the jackpot type may be determined at a common ratio regardless of the set value. The variation pattern may be determined at different ratios according to the set value based on the assignment of determination values in the variation pattern determination table. Alternatively, the variation pattern may be determined at a common ratio regardless of the set value. By having different execution ratios of normal reach and super reach according to the set value, the set value may be suggested by the frequency at which normal reach and super reach are executed. Alternatively, the execution ratios of normal reach and super reach may be common regardless of the set value. Additionally, according to the set value, arbitrary setting suggestion effects may be made executable at different ratios.

[0147] (Main operations of the effect control board 12) Next, the main operations in the effect control board 12 will be described. In the effect control board 12, when receiving the supply of the power voltage from the power supply board or the like, the effect control CPU 120 is activated and executes the effect control main process as shown in the flowchart of FIG. 8. When starting the effect control main process shown in FIG. 8, the effect control CPU 120 first executes a predetermined initialization process (step S71), such as clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Also, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as controlling the movable body 32 to return to the initial position and performing a predetermined operation confirmation, are executed.

[0148] Thereafter, it is determined whether the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses based on, for example, the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the system waits.

[0149] On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 occurs separately from the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt that occurs when the effect control INT signal from the main board 11 becomes on. When an interrupt occurs due to the effect control INT signal becoming on, the effect control CPU 120 automatically sets the interrupt to be prohibited. However, when using a CPU that does not automatically enter the interrupt prohibited state, it is desirable to issue an interrupt prohibition command (DI command). The effect control CPU 120 executes, for example, a predetermined command reception interrupt process in response to an interrupt caused by the effect control INT signal becoming on. In this command reception interrupt process, among the input ports included in the I / O 125, the effect control command is fetched from a predetermined input port that receives the control signal transmitted from the main board 11 via the relay board 15. The effect control command fetched at this time is stored, for example, in a buffer for receiving the effect control command provided in the RAM 122. After that, the effect control CPU 120 sets the interrupt permission and then ends the command reception interrupt process.

[0150] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to be off (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after reading out various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the effect control command, settings and controls corresponding to the read-out effect control commands are performed. For example, the read-out effect control command is stored in a predetermined area of the RAM 122, or the reception flag provided in the RAM 122 is turned on so that it can be confirmed in the effect control process processing or the like what effect control command was received and what the content specified by the effect control command is. Further, when the effect control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.

[0151] After executing the command analysis process in step S75, an effect control process is executed (step S76). In the effect control process, for example, control is performed to operate various effect devices such as the display operation of the effect image in the display area of the image display device 5, the voice output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the game effect lamp 9 and the decorative LEDs, and the driving operation of the movable body 32. Also, regarding the control content of the effect operation using various effect devices, determination, decision-making, setting, etc. are performed according to the effect control commands transmitted from the main board 11 and the like.

[0152] Following the effect control process in step S76, an effect random number update process is executed (step S77), and at least a part of the effect random numbers used on the side of the effect control board 12 is updated by software. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.

[0153] FIG. 9 is a flowchart showing an example of the process executed in step S76 of FIG. 8 as the effect control process. In the effect control process shown in FIG. 9, the effect control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, determination, decision-making, setting, etc. for executing a pre-announcement effect are performed based on the effect control command at the start winning transmitted from the main board 11. Also, a process for displaying a hold display is executed based on the number of holds stored specified from the effect control command.

[0154] After executing the process of step S161, the effect control CPU 120 selects and executes any one of the following processes of steps S170 to S177 according to the value of the effect process flag provided in, for example, the RAM 122.

[0155] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process ends.

[0156] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, the mode, and the execution start timing are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 by instructing the start of the execution of the variable display of the decorative pattern.

[0157] The variable display performance process in step S172 is a process executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120 executes various performance controls during the variable display of the decorative pattern, such as instructing the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, driving the movable body 32, outputting a command (sound effect signal) to the sound control board 13 to output sound and sound effects from the speakers 8L and 8R, and outputting a command (decoration signal) to the lamp control board 14 to turn on / off / blink the game effect lamp 9 and the decorative LED. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or a command specifying to stop displaying the determined decorative pattern is received from the main board 11, the determined decorative pattern that is the display result of the decorative pattern is stopped from being displayed. When the determined decorative pattern is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.

[0158] The special symbol hit waiting process in step S173 is a process executed when the value of the performance process flag is "3". In this special symbol hit waiting process, the performance control CPU 120 determines whether a performance control command specifying the start of the big win game state or the small win game state is received from the main board 11. When a performance control command specifying the start of the big win game state or the small win game state is received, if the command specifies the start of the big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of the small win game state, the value of the performance process flag is updated to "4", which is the value corresponding to the small win in-game performance process. Also, when the reception waiting time for the command has elapsed without receiving a command specifying the start of the big win game state or the small win game state, it is determined that the display result in the special symbol game is "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special symbol hit waiting process ends.

[0159] The small-win in-play effect process in step S174 is a process executed when the value of the effect process flag is "4". In this small-win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the small-win gaming state, and executes various effect controls in the small-win gaming state based on the set content. Also, in the small-win in-play effect process, for example, in response to receiving a command specifying the end of the small-win gaming state from the main board 11, the value of the effect process flag is updated to "5", which is a value corresponding to the small-win end effect, and the small-win in-play effect process is terminated.

[0160] The small-win end effect process in step S175 is a process executed when the value of the effect process flag is "5". In this small-win end effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the small-win gaming state, and executes various effect controls at the end of the small-win gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the small-win end effect process is terminated.

[0161] The big-win in-play effect process in step S176 is a process executed when the value of the effect process flag is "6". In this big-win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the big-win gaming state, and executes various effect controls in the big-win gaming state based on the set content. Also, in the big-win in-play effect process, for example, in response to receiving a command specifying the end of the big-win gaming state from the main board 11, the value of the effect process flag is updated to "7", which is a value corresponding to the ending effect process, and the big-win in-play effect process is terminated.

[0162] The ending effect process in step S177 is a process that is executed when the value of the effect process flag is "7". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set content. After that, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.

[0163] (Modification example of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the above basic explanation, and various modifications and applications are possible without departing from the gist of the present invention.

[0164] The pachinko gaming machine 1 in the above basic explanation is a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning. However, it may also be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.

[0165] During the variable display of the special symbol, only one type of symbol (for example, a symbol indicating "-") may be displayed, and the variable display may be performed by repeating the display and turning off of the symbol. Further, even when the symbol is displayed during the variable display, the symbol may not be displayed when the variable display stops (the symbol indicating "-" may not be displayed as the display result).

[0166] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine. However, a slot machine (for example, a slot machine equipped with one or more of Big Bonus, Regular Bonus, RT, AT, ART, CZ (hereinafter referred to as bonuses, etc.)) in which medals are inserted, a predetermined number of bets are set, a plurality of types of symbols are rotated according to the operation of an operation lever by a player, and when the combination of the stopped symbols becomes a specific combination of symbols when the symbols are stopped according to the operation of a stop button by the player, a predetermined number of medals are paid out to the player can also apply the present invention.

[0167] The program and data for implementing the present invention are not limited to the form of being distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko game machine 1, and may be distributed by being installed in advance in a storage device of the computer device or the like. Furthermore, the program and data for implementing the present invention may be distributed by being downloaded from other devices on a network connected via a communication line or the like by providing a communication processing unit.

[0168] And the execution form of the game is not limited to only the form of being executed by attaching a detachable recording medium, but may also be a form in which the program and data downloaded via a communication line or the like are once stored in an internal memory or the like and then executed, a form of directly executing using the hardware resources on the other device side on a network connected via a communication line or the like, or a form of executing the game by exchanging data with other computer devices or the like via a network.

[0169] In addition, in this specification, expressions for comparing various ratios such as the execution ratio of the effect (expressions such as "high", "low", "make different") may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".

[0170] (Description regarding the feature part 042AK) Next, the pachinko machine in the feature part 042AK of the present embodiment will be described with reference to FIGS. 10-1 to 10-21. The pachinko machine 1 in the feature part 042AK of the present embodiment starts displaying the number of acquired balls after a predetermined period in which the attacker is in an open state in the first round game. When the attacker does not win within the predetermined period, a predetermined display indicating that the number of acquired balls has not increased is performed, and when the attacker wins within the predetermined period, a specific display different from the predetermined display is performed. Hereinafter, the pachinko machine 1 in the feature part 042AK having such features will be described. Note that the description of the parts similar to those described in the above basic description will be omitted.

[0171] FIG. 10-1 is a front view of the pachinko machine 1, showing a lighting example when all the game effect lamps 9 such as the main lamp 9a, the frame lamps 9b (lower left lamp 9bL1, upper left lamp 9bL2, lower right lamp 9bR1, upper right lamp 9bR2), the attacker lamp 9c, the movable body lamp 9d, the speaker lamps 9eL, 9eR, the display device lower lamps 9f (left display device lower lamp 9fL, right display device lower lamp 9fR), and the general winning port vicinity lamp 9g are lit. In the feature part 042AK of the present embodiment, although details will be described later, regarding the game effect lamps 9 such as the main lamp 9a, the frame lamps 9b (lower left lamp 9bL1, upper left lamp 9bL2, lower right lamp 9bR1, upper right lamp 9bR2), the attacker lamp 9c, the movable body lamp 9d, the speaker lamps 9eL, 9eR, the display device lower lamps 9f (left display device lower lamp 9fL, right display device lower lamp 9fR), and the general winning port vicinity lamp 9g, it is possible to suggest to the player that they should hit to the right by lighting them sequentially from the lower left to the lower right.

[0172] FIG. 10-2 is a flowchart showing an example of the process executed in step S113 of FIG. 6 as the special symbol stop process. In the special symbol stop process shown in FIG. 10-2, the CPU 103 first determines whether the big win flag is on (step 042AKS001). At this time, if the big win flag is on (step 042AKS001; Yes), the big win start effect waiting time is set (step 042AKS002). For example, in the process of step 042AKS002, a timer initial value predetermined corresponding to the big win start effect waiting time may be set in the game control process timer provided in the RAM 102.

[0173] Following the process of step 042AKS002, settings are made to transmit the win start designation command from the main board 11 to the effect control board 12 (step 042AKS003). For example, in the process of step 042AKS003, setting data indicating the storage address in the ROM 101 of the win start designation command table prepared in advance for transmitting the win start designation command may be stored in the buffer area designated by the transmission command pointer in the transmission command buffer. Thereafter, the big win flag is cleared to the off state (step 042AKS004). Also, settings are made to end the probability variation state and the time shortening state (step 042AKS005). For example, in step 042AKS005, processes such as clearing the probability variation flag and the time shortening flag to the off state, and clearing the special symbol variation number counter for counting the number of executions of the special symbol game in the probability variation state and the time shortening state may be executed. Then, after updating the value of the special symbol process flag to the value "4" corresponding to the big winning opening pre-processing (step 042AKS006), the special symbol stop process ends.

[0174] If the jackpot flag is off in step 042AKS001 (step 042AKS001; No), it is determined whether the minor win flag is on (step 042AKS007). At this time, if the minor win flag is on (step 042AKS007; No), the production waiting time at the start of the minor win is set (step 042AKS008). For example, in the process of step 042AKS008, a timer initial value determined in advance corresponding to the production waiting time at the start of the minor win may be set in the game control process timer.

[0175] Following the process of step 042AKS008, similar to the process of step 042AKS003, settings are made to transmit a win start designation command from the main board 11 to the effect control board 12 (step 042AKS009). After that, the minor win flag is cleared to be off (step 042AKS010). Then, the value of the special figure process flag is updated to "8", which is a value corresponding to the process before releasing the minor win (step 042AKS011).

[0176] Also, when the small hit flag is off in step 042AKS007 (step 042AKS007; No), the value of the special figure process flag is updated to "0", which is a value corresponding to the normal process of the special symbol (step 042AKS012). After either the process of step 042AKS011 or the process of step 042AKS012 is executed, a determination is made as to whether to end the probability variation state or the time shortening state (step 042AKS013). For example, in the process of step 042AKS003, the value of the special figure variation number counter (special figure variation number count value) is updated, for example, by subtracting 1 or adding 1, and a determination is made as to whether the updated special figure variation number count value matches a predetermined special game state end determination value. At this time, if it matches the special game state end determination value, the probability variation flag and the time shortening flag may be cleared to the off state to end the probability variation state and the time shortening state and control to the normal state. On the other hand, if it does not match the special game state end determination value, the states of the probability variation flag and the time shortening flag may be maintained and the process of step 042AKS013 may be ended. After performing such an end determination of the probability variation state and the time shortening state, the special symbol stop process ends. Note that the end determination based on the special figure variation number count value may be performed only in the case of the time shortening state, and for the probability variation state, it may be continued until the next variable display result becomes "big hit". Alternatively, for example, a numerical data indicating a random number value for determining the end of the probability variation state is extracted from a random counter provided in the RAM 102, and a determination as to whether to end the probability variation state may be made by referring to a probability variation state end determination table stored in advance in the ROM 101 or the like.

[0177] FIG. 10-3 is a flowchart showing an example of the process executed in step S114 of FIG. 6 as the jackpot release preprocessing. In the jackpot release preprocessing shown in FIG. 10-3, the CPU 103 first determines whether the jackpot start flag is on (step 042AKS021). Here, the jackpot start flag is set to the on state in response to the jackpot flag being on in the special symbol stop process of step S113 shown in FIG. 6. If the jackpot start flag is on in step 042AKS021 (step 042AKS021; Yes), it is determined whether it is in the standby state for the jackpot start effect (step 042AKS022). As an example, in the special symbol stop process of step S113 shown in FIG. 3, when the value of the special figure process flag is updated to "4", a timer initial value predetermined corresponding to the waiting time for the jackpot start effect is set in the game control process timer. In this case, in the process of step S312, it may be determined that it is in the standby state for the jackpot start effect in response to the game control process timer value not matching a predetermined standby time elapse determination value (for example, "0" etc.), and it may be determined that it is not in the standby state for the jackpot start effect in response to the match.

[0178] If waiting for the jackpot start effect at step 042AKS022 (step 042AKS022; Yes), for example, after updating by subtracting 1 from the game control process timer value (step 042AKS023), end the pre-jackpot release process. On the other hand, if not waiting for the jackpot start effect at step 042AKS022 (step 042AKS022; No), clear the jackpot start flag (step 042AKS024), clear the big winning opening count counter (step 042AKS025), read the jackpot type buffer value stored in RAM102 (step 042AKS026), and set the release control pattern corresponding to the jackpot type buffer value. In the feature part 042AK of this embodiment, a common release control pattern is set regardless of the jackpot type. For example, if there is a jackpot type of "sudden sure win", it may be set to a release control pattern different from that of the "sure change" or "non-sure change" jackpot types. Also, even for the "sure change" or "non-sure change" jackpot types, they may be set to different release control patterns according to the jackpot type, such as being set to different release control patterns for the jackpot types of "sure change 1" and "sure change 2".

[0179] After executing the process of step 042AKS026, determine whether it is in the waiting state (waiting for the next release) until the big winning opening is released in the next round (step 042AKS027). As an example, in the process of step 042AKS027, determine whether the game control process timer value matches the next release waiting end determination value. If it does not match, it is determined that it is in the waiting state for the next release, while if it matches, it is determined that it is not in the waiting state for the next release. If it is in the waiting state for the next release at step 042AKS027 (step 042AKS027; Yes), proceed to step 042AKS023 to update the game control process timer value. The game control process timer value updated at step 042AKS023 is the time set as the waiting time at the start of the jackpot at step 042AKS002 shown in FIG. 10-2, or the time set as the interval time between each round in the post-jackpot release process of step S116 in FIG. 6.

[0180] If it is determined in step 042AKS027 that it is not waiting for the next release (step 042AKS027; No), settings for opening the big winning opening are made corresponding to the set opening control pattern and the count value in the big winning opening release count counter (step 042AKS028). As an example, in the process of step 042AKS028, the big winning opening release time, which is the upper limit of the time for keeping the big winning opening formed by the special variable winning ball device 7 in the open state, is set, for example, by setting a timer initial value determined in advance corresponding to the big winning opening release time in the game control process timer. Also, for example, a setting is made to turn on the solenoid for the big winning opening door so that the big winning opening is in the open state, such as by starting the output of a solenoid drive signal for a predetermined solenoid for the big winning opening door via a predetermined solenoid circuit.

[0181] At this time, for example, regardless of whether the count value in the big winning opening release count counter is any of "1" to "15", a timer initial value corresponding to 29.5 seconds is set in the game control process timer as the big winning opening release time.

[0182] Then, the CPU 103 makes settings for transmitting a big winning opening release in progress designation command to the effect control board 12 (step 042AKS029). After executing the process of step 042AKS029, the big winning opening release count value is updated by adding 1 (step 042AKS030), and after updating the value of the special figure process flag to a value "5" corresponding to the big hit release in progress process (step 042AKS031), the pre-big winning opening release process ends.

[0183] FIG. 10-4 is a flowchart showing an example of the process executed in step S115 of FIG. 6 as the jackpot opening process. In the jackpot opening process shown in FIG. 10-4, the CPU 103 first determines whether or not there has been a winning of a game ball into the big winning opening, for example, by determining whether or not the count switch 23 has been turned on (step 042AKS041). If there is no winning of a game ball into the big winning opening in step 042AKS041 (step 042AKS041; No), the process proceeds to the process of step 042AKS044.

[0184] On the other hand, if there is a winning of a game ball into the big winning opening in step 042AKS041 (step 042AKS041; Yes), the CPU 103 adds 1 to the winning count value and updates it, and sets to transmit a winning designation command indicating that the game ball has won into the big winning opening from the main board 11 to the effect control board 12 (step 042AKS042). Then, the CPU 103 determines whether or not the updated winning count value has reached a predetermined number (for example, 10) (step 042AKS043). If the winning count value has not reached the predetermined number (step 042AKS043; No), after subtracting 1 from the game control process timer value and updating it (step 042AKS044), for example, depending on whether or not the game control process timer value matches the timer value corresponding to 29.5 seconds, it is determined whether or not 29.5 seconds have elapsed since the big winning opening was opened (step 042AKS045). At this time, if 29.5 seconds have not elapsed (step 042AKS045; No), the jackpot opening process is terminated as it is.

[0185] When it is determined that the updated winning count value is a predetermined number in step 042AKS043 (step 042AKS043; Yes), or when it is determined that 29.5 seconds have elapsed after the big winning opening is released in step 042AKS045 (step 042AKS043; Yes), for example, by stopping the output of the solenoid drive signal to the solenoid for the big winning opening door via a predetermined solenoid circuit, etc., a setting is made to turn off the solenoid for the big winning opening door to close the big winning opening (step 042AKS046), and the winning count value is cleared (step 042AKS047).

[0186] After executing the process of step 042AKS047, a setting is made to send a command for after the big winning opening is released to the effect control board 12 (step 042AKS048), and after updating the value of the special drawing process flag to the value "6" corresponding to the process after the big winning opening is released (step 042AKS049), the process during the big win opening is terminated.

[0187] In this way, by executing the special symbol stop process shown in FIG. 10-2, the process before the big win opening shown in FIG. 10-3, the process during the big win opening shown in FIG. 10-4, etc. (including the process after the big win opening and the process after the big win ends), etc., transmission settings of various effect control commands such as the start winning designated command, the command during the big winning opening, the winning designated command, and the command after the big winning opening are made. Then, the command control process of step S27 in FIG. 5 is executed, and the transmitted and set effect control commands are transmitted to the sub-control board such as the effect control board 12, so that on the side of the effect control board 12, timings such as the start of the big win, the opening (start of the round) and closing (end of the round) of the big winning opening, the winning at the big winning opening, and the end of the big win are grasped.

[0188] FIG. 10-5 is a flowchart showing an example of processing performed within the jackpot winning effect processing in step S176 of FIG. 9 as various display processing. In the various display processing shown in FIG. 10-5, the effect control CPU 120 first determines whether or not it has received a jackpot end designation command (step 042AKS051). The jackpot end designation command is a command transmitted from the main board 11 side when it is determined in the post-jackpot release processing of step S116 in FIG. 6 that the number of executions of the round in which the big winning opening is in the open state has reached the set upper limit number of executions, and is a command for ending the jackpot winning effect and executing the ending effect.

[0189] When it is determined that the jackpot end designation command has not been received (step 042AKS051; No), the effect control CPU 120 determines whether or not a predetermined period has elapsed since the start of the nth R (elapsed time of the nth R predetermined period) (step 042AKS052). Note that n is a variable indicating the round number, with an initial value of "1", which is sequentially incremented by 1 in the processing of step 042AKS066 described later, and cleared to "1" in step 042AKS068. The predetermined period is 0.6 seconds, which is set as a timer value at the start of the round game, and it may be determined that the predetermined period has elapsed since the start of the nth R round when the timer value becomes "0". More specifically, in response to the big winning opening being in a completely open state (detecting that the big winning opening door has moved to a position where it is in a completely open state), a big winning opening open designation command is transmitted from the main board 11 side, and the counting of the timer value for the predetermined period may be started from the timing of receiving the command.

[0190] In the feature section 042AK of the present embodiment, as will be described later, after a predetermined period has elapsed since the start of the first-round game, a winning number display that is a display of the number of winning balls and a round display that indicates the number of rounds are performed. On the side of the effect control board 12, during the period from when a big win occurs until the end (the period from the fanfare to the ending), each time a winning designation command indicating that a game ball has won the big winning opening is received, a process of adding 15 to the winning number is continuously performed. On the side of the effect control board 12, when the winning designation command is received, it is necessary to first analyze the command, add the winning number, and perform a series of processes of displaying the added winning number, and a predetermined period is required from winning to display. Therefore, if the predetermined period is made too short, for the winnings from the start of the first-round game until the predetermined period has elapsed, the series of processes will not be in time, and the winning number display may show "0000", and the process of showing "0015" may not catch up even though a win has occurred (it will become "0015" after "0000" is displayed, giving the player a sense of discomfort). Therefore, in the feature section 042AK of the present embodiment, a predetermined period of 0.6 seconds is provided, and when a game ball existing above the big winning opening at the opening timing wins before the round number display appears after the opening, a period is ensured in which "0015" is directly displayed without "0000" being displayed as the winning number display. On the other hand, in the feature section 042AK of the present embodiment, the predetermined period is set to 0.6 seconds, which is the same as the firing interval when firing continuously. Considering the period from firing until winning the big winning opening, the time interval required for continuously fired game balls to win the big winning opening is the firing interval. Therefore, the number of balls winning the big winning opening from when the big winning opening is opened until the winning number display is performed is 1. Therefore, by increasing the number of winnings in the state before the winning number display and the round number display are performed, it is possible to prevent the winning number display at the timing when the round number display starts from increasing and giving the player a sense of discomfort. Although an example where the predetermined period in the feature section 042AK of the present embodiment is the same as the firing interval of 0.6 seconds has been shown, the predetermined period is not limited to 0.6 seconds and may be changed as appropriate.

[0191] When it is determined that the predetermined period has not elapsed since the start of the nR (step 042AKS052; No), the effect control CPU 120 determines whether n = 1, that is, whether it is the first round (step 042AKS053). n is a variable indicating the round number, which is stored in a predetermined area of the RAM 122. As described above, with the initial value being "1", it is sequentially incremented by 1 in the process of step 042AKS066 and cleared to "1" in step 042AKS068. In the process of step 042AKS053, by checking the value of n, it is determined whether n = 1.

[0192] When it is determined that n = 1 (step 042AKS053; Yes), the effect control CPU 120 performs a right-hit effect suggesting that the player should hit right, and also performs operation control of a fanfare effect suggesting that the jackpot gaming state has been entered (step 042AKS054). On the other hand, when it is determined that n ≠ 1 (step 042AKS053; No), the effect control CPU 120 performs the round number display corresponding to the (n - 1)R and the winning number display, and also performs operation control of the jackpot effect during the (n - 1)R (step 042AKS055). In the process of step 042AKS055, for example, when n = 2, the round display indicating that it is the first round and the winning number display are performed, and operation control of the jackpot effect corresponding to the first round is performed. In the process of step 042AKS055, as the jackpot effect, it is sufficient to perform an effect of displaying a predetermined image on the image display device 5, causing the game effect lamp 9 to emit light in a pattern corresponding to the jackpot effect, and outputting a predetermined music or sound from the speakers 8L and 8R. The light emission pattern of the game effect lamp 9 during the jackpot effect may be preset.

[0193] After executing the process of step 042AKS054 or step 042AKS055, the effect control CPU 120 determines whether it has received a winning designation command, that is, whether a game ball has won a prize in the big winning opening (step 042AKS056). Note that in the process of step 042AKS056, winning within a predetermined period after starting the nR is determined. If the winning designation command has not been received (step 042AKS056; No), the effect control CPU 120 simply ends various display processes.

[0194] When the winning specification command is received, that is, when there is a winning in the big winning opening from the start of the nR to the predetermined period (step 042AKS056; Yes), the effect control CPU 120 adds "15" to the count value of the number of obtained balls (step 042AKS057). Note that the count value of the number of obtained balls is stored in advance in a predetermined area of the RAM 122 with an initial value of "0", and is added by "15" by the process of step 042AKS057 and the process of step 042AKS063 described later. The number of obtained balls is continuously counted during so-called continuous winning, and is cleared to "0" at the timing when the variable display result does not become "big win" and the time shortening control ends, that is, at the end timing of continuous winning. After executing the process of step 042AKS057, the effect control CPU 120 causes the attacker lamp 9c to emit light and outputs a winning sound corresponding to the winning (step 042AKS058). Note that the emission of light of the attacker lamp 9c in the process of step 042AKS058 (the same applies to step 042AKS064) emits light in a mode (a mode of notifying the winning) that is more frequent per unit time than the number of light emissions per unit time of the game effect lamp 9 other than the attacker lamp 9c that emits light during the big win effect. Therefore, it becomes easier to visually recognize that the game ball has won in the big winning opening and the game interest can be improved. Note that the emission of light of the attacker lamp 9c may also be in a mode where the number of light emissions per unit time is larger at the time of winning than at the time of the big win effect. When the game ball wins in the big winning opening, in addition to causing the attacker lamp 9c to emit light regardless of whether it is a winning within the predetermined period, a winning sound is output. Therefore, it becomes easier to recognize that the game ball has won in the big winning opening and the game interest can be improved.

[0195] After executing the process of step 042AKS058, the effect control CPU 120 determines whether n = 1, that is, whether it is the first round (first R), in the same manner as in step 042AKS053 (step 042AKS059). If n = 1, that is, if it is the first round (step 042AKS059; Yes), various display processes are terminated as they are. On the other hand, if n ≠ 1, that is, if it is not the first round (step 042AKS059; No), the count value of the obtained winning balls added in step 042AKS057 is displayed (winning number display is performed), and after the winning number is updated and displayed (step 042AKS060), various display processes are terminated. In the feature part 042AK of the present embodiment, when performing the winning number update display in the process of step 042AKS060, the count value of the obtained winning balls added in step 042AKS057 is not directly displayed, but as shown in FIGS. 10 - 12(a - 23), a count-up display (notification display that the winning number increases) is performed, and then the winning number display is performed. Therefore, it becomes easier for the player to recognize that the number of obtained winning balls increases, and the gaming interest can be improved.

[0196] When it is determined that a predetermined period has elapsed since the start of the n-th R in step 042AKS052 of FIG. 10-5 (step 042AKS052; Yes), the effect control CPU 120 performs the round number display corresponding to the n-th R and the number of winnings display, and also performs the operation control of the jackpot effect during the n-th R (step 042AKS061). When n = 1, that is, in the case of the first round, the round number display and the number of winnings display are performed for the first time in step 042AKS061. In this case, if there is a winning before the elapse of the predetermined period, the number of winnings update display is performed in step 042AKS061. Specifically, when a game ball wins the big winning opening before the elapse of the predetermined period, since the number of winnings is incremented by "15" in step 042AKS057, in step 042AKS061, as shown in FIG. 10-11(a-20), a count-up display (notification display that the number of winnings increases) is performed, and then, as shown in FIG. 10-11(a-21), a number of winnings display (display of "0015" as a specific display) different from the predetermined display indicating that the number of winnings has not increased in this jackpot is performed (if in a continuous winning state, the display obtained by adding "15" to the number of winnings in the previous jackpot may be performed after the count-up). On the other hand, when a game ball has not won the big winning opening before the elapse of the predetermined period, since the number of winnings remains "0" and the number of winnings has not increased in this jackpot, as shown in FIG. 10-11(a-22), as a predetermined display, a number of winnings display (display of "0000") indicating that the number of winnings has not increased is performed (if in a continuous winning state, the display of the number of winnings in the previous jackpot may be performed as it is). Note that, as the number of winnings display (predetermined display) indicating that the number of winnings has not increased, in addition to "0000", for example, a display other than numbers such as "----" or "not increased" may be performed. Also, in step 042AKS061, as a jackpot effect, it is sufficient that a predetermined image is displayed on the image display device 5, the game effect lamp 9 is lit in a pattern corresponding to the jackpot effect, and an effect of outputting a predetermined music or sound from the speakers 8L and 8R is performed. The light emission pattern of the game effect lamp 9 during the jackpot effect may be set in advance.In this way, during a predetermined period after the big winning opening is in an open state, that is, in a situation where the number of winnings is not being displayed, although the attacker lamp 9c only lights up when a game ball wins the big winning opening, in a situation where the number of winnings is being displayed after the elapse of the predetermined period, the effect lamp 9 provided on the multi-game machine frame 3 and the effect lamp 9 provided on the game board 2 are alternately lit, and more effect lamps 9 emit light than during the predetermined period. Therefore, in order to perform a specific display when winning within the predetermined period, it is possible to prevent a decrease in the gaming interest without giving the player a sense of uneasiness, and it is possible to enhance the performance after the number of winnings is displayed after the predetermined period and improve the gaming interest. Also, since the effect lamp 9 is made to emit light at the same timing as the execution timing of the jackpot performance, it is possible to suddenly enhance the performance at the timing when the jackpot performance is executed and improve the gaming interest.

[0197] After executing the process of step 042AKS061, the effect control CPU 120 determines whether a winning designation command has been received, that is, whether a game ball has won the big winning opening (step 042AKS062). If a winning designation command has been received, that is, if there has been a win at the big winning opening (step 042AKS062; Yes), the effect control CPU 120 adds "15" to the count value of the number of balls won (step 042AKS063), causes the attacker lamp 9c to emit light, outputs a winning sound corresponding to the win, and performs a count-up display (a notification display that the number of winnings is increasing) and then a winnings update display for performing the winnings display (step 042AKS064).

[0198] After executing the process of step 042AKS064, or when the winning designation command has not been received in step 042AKS062 (step 042AKS062; No), the effect control CPU 120 determines whether the (n + 1)R, which is the next round after the nR, has started (step 042AKS065). In step 042AKS065, for example, it may be determined based on whether a big winning opening in - progress designation command indicating the start of the (n + 1)R has been received from the main board 11 side. When the (n + 1)R has not started, that is, when the big winning opening in - progress designation command has not been received and it remains in the nR (step 042AKS065; No), the effect control CPU 120 simply ends various display processes. On the other hand, when the (n + 1)R has started, that is, when the big winning opening in - progress designation command indicating the start of the (n + 1)R has been received (step 042AKS065; Yes), after adding 1 to n (step 042AKS066), it ends various display processes. For example, when n = 1, that is, in the first round, n becomes 2 in step 042AKS066. Note that even when n = 2 and it is the second round, until a predetermined period has elapsed, it is determined as No in steps 042AKS052 and 053, and in step 042AKS055, the round display corresponding to the first round, which is the (n - 1)R, is performed, and after the predetermined period has elapsed, the round display corresponding to the second round, which is the nR, is performed (displayed in the process of step 042AKS061 after being determined as Yes in step 042AKS052).

[0199] When it is determined in step 042AKS051 that the winning - end designation command has been received (step 042AKS051; Yes), the effect control CPU 120 makes settings to end the big - winning - in - progress effect corresponding to the round in order to perform the ending effect (step 042AKS067), clears n to 1 (step 042AKS068), and ends various display processes.

[0200] Next, the display timing and production operation examples such as the round number display and the number of winnings obtained will be specifically described with reference to FIGS. 10-6 to 10-14. In the illustrated example, the case where it is not during consecutive wins but a so-called first hit (the first big win) is shown.

[0201] FIG. 10-6 is a timing chart showing the opening timing of the big winning opening and the timing of various displays. FIGS. 10-7 to 10-14 are diagrams showing production operation display examples, the opening and closing states of the big winning opening, and the lighting states of various lamps in the image display device 5. As shown in FIGS. 10-6 and 10-7(a-1), when the combination of decorative symbols constituting the big win stops being displayed, the big win game state is entered. At this stage, as shown in FIG. 10-7(b-1), the big winning opening is in a closed state. Also, in order to notify the player that a big win has occurred, as shown in FIG. 10-7(c-1), various production effect lamps 9 such as the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, the movable body lamp 9d, the speaker lamps 9eL and 9eR, the display device lower lamp 9f, and the general winning opening vicinity lamp 9g are in a lit state. In the illustrated example, the production effect lamps 9 provided in the game machine frame 3 in the upper stage and the production effect lamps 9 provided in the game board 2 in the lower stage are used.

[0202] When a big win occurs, as shown in FIG. 10-6, a right hit production and a fanfare production for notifying the player that they should hit right are performed until the predetermined period of the first round ends (step 042AKS054 in FIG. 10-5). Note that the period from the big win shown in FIG. 10-6 to the start of the first R is a period that is sufficiently longer than the predetermined period. Specifically, first, as shown in FIG. 10-7(a-2), a fanfare production image is displayed on the image display device 5, and at the same time, as shown in FIG. 10-7(c-2), all the production effect lamps 9 are once turned off. Then, the production effect lamps 9 are lit in order from the lower left side to the upper left side, the central part, the upper right side, and then the lower right side, and a right hit production for largely displaying "right hit" on the image display device is performed. Regarding the small right hit display shown in the upper right part of the image display device 5 shown in FIG. 10-7(a-2), it may be continuously displayed during the big win game state.

[0203] Specifically, in the right-hit effect, as shown in FIGS. 10-7(a-3) to 10-10(a-19), on the image display device 5, the display of "right-hit" is continuously performed while overlapping the fanfare image. Therefore, the lighting sequence of the effect lamp 9 will be described below. When the right-hit effect starts, as shown in FIG. 10-7(c-3), the lamp 9g near the general winning opening provided in the lower left of the game area first lights up. Subsequently, as shown in FIG. 10-7(c-4), the lower left lamp 9bL1, which is the frame lamp 9 in the lower left part, lights up. Subsequently, as shown in FIG. 10-7(c-5), among the display device lower lamps 9f provided at the lower position of the image display device 5 on the game board 2, the left display device lower lamp 9fL lights up. After that, as shown in FIG. 10-7(c-6), the upper left lamp 9bL2, which is the frame lamp 9 in the upper left part, lights up, and as shown in FIG. 10-8(c-7), the speaker lamp 9eL corresponding to the speaker 8L part lights up. In this way, the effect lamp 9 lights up in order from the lower left side to the upper left side of the pachinko machine 1. Note that, as shown in FIG. 10-8(b-7), since the big winning opening is in a closed state, the launched game medium does not win the big winning opening at this stage. The example shown in FIG. 10-8(b-7) shows an example in which the launched game ball passes through the second path in the upper part of the big winning opening door and is guided to the discharge path.

[0204] Next, as shown in FIG. 10-8(c-8), the movable body lamp 9d corresponding to the movable body 32 provided in the upper central part of the game board 2 lights up. As shown in FIG. 10-8(c-9), when the main lamp 9 at the upper position of the image display device 5 in the game machine frame 3 lights up, the effect lamp 9 provided in the upper central part of the pachinko machine 1 lights up.

[0205] Next, as shown in FIG. 10-8(c-10), the speaker lamp 9eR corresponding to the speaker 8R part lights up. Then, as shown in FIG. 10-8(c-11), the upper right lamp 9bR2, which is the frame lamp 9 in the upper right part, lights up. As shown in FIG. 10-8(c-12), among the display device lower lamps 9f provided at the lower position of the image display device 5 on the game board 2, the right display device lower lamp 9fR lights up. Subsequently, as shown in FIG. 10-9(c-13), the lower right lamp 9bR1, which is the frame lamp 9 in the lower right part, lights up, and the attacker lamp 9c provided in the vicinity of the special variable winning ball device 7 lights up. In this way, the effect lamps 9 light up in order from the upper right side to the lower right side of the pachinko machine 1. As a result, by the effect lamps 9 lighting up in order from the lower left side to the upper left side, then the central part, and subsequently from the upper right side to the lower right side of the pachinko machine 1, a right hitting effect is performed on the player by the effect lamps 9. In this example, an example of suggesting a right hit using both the effect lamps 9 provided on the game machine frame 3 and the effect lamps 9 provided on the game board 2 is shown, but either one may be used. Also, only the effect lamps 9 provided on the game machine frame 3 can be lit from the lower left side to the center and the lower right side direction, and only the effect lamps 9 provided on the game board 2 can be lit from the lower left side to the center and the lower right side direction, etc. Both can be lit independently, simultaneously, or with a time difference.

[0206] After the right hitting effect in the effect lamp 9 ends, as shown in FIG. 10-9(c-15), all the effect lamps 9 are turned off. Note that, as shown in FIG. 10-9(a-15), the right hitting display on the image display device 5 continues (the right hitting effect itself is in progress).

[0207] Next, when it becomes the opening timing of the big winning opening as shown in FIG. 10-6, the first R is started, and as shown in FIG. 10-10(b-16), the big winning opening is opened. At this stage, as shown in FIG. 10-10(a-16), the right-hit display on the image display device 5 continues, and until a predetermined period elapses, as shown in FIG. 10-10(c-16), all the effect lamps 9 remain turned off (the same applies to FIGS. 10-10(a-19) and (c-19)). Even if not all the effect lamps 9 are turned off, any one of the indicators such as light intensity, brightness, and illuminance may be in a state lower than normal. Also, as shown in FIG. 10-10(b-16), even after the big winning opening is opened, until a predetermined period elapses, the effect lamps 9 may be sequentially lit as shown in FIGS. 10-7(c-3) to 10-9(c-13) to suggest a right hit. In this case, the lighting speed of each effect lamp may be made faster than before the opening of the big winning opening (the lighting period may be shortened and the transition speed may be increased). Also, when the effect lamps 9 are sequentially lit after the big winning opening is opened to suggest a right hit, after the last-attacker lamp 9c that lights up is lit, as shown in FIG. 10-9(c-15), it may not be turned off and may remain lit. According to this, the player can be made aware that the big winning opening has become an open state.

[0208] When the big winning opening is fully opened as shown in Fig. 10-10(b-17), a count of 0.6 seconds as the predetermined period corresponding to the first R starts. When a game ball wins the big winning opening as shown in Fig. 10-10(b-18), the game ball is detected by the count switch 23, and a winning designation command is transmitted from the main board 11 side to the effect control board 12 side. For the game balls (early-shot game balls) launched by performing a right-shot effect before the first R starts (before the big winning opening is in the open state), if they exist above the big winning opening at the timing when the big winning opening becomes the open state, they can win within the predetermined period corresponding to the first R. On the side of the effect control board 12, by the process of step 042AKS058 in Fig. 10-5, a winning sound is output as shown in Fig. 10-10(b-18), and the attacker lamp 9c lights up in a manner of notifying that a win has occurred as shown in Fig. 10-10(c-18). As described above, the light emission of the attacker lamp 9c emits in a manner that is more frequent per unit time than that of the other game effect lamps 9 that emit light, for example, during the big win effect. In the example shown in Fig. 10-10(b-18), it shows an example where the launched game ball passes through the first path which is the path in the direction of the big winning opening and is guided to the winning path where the count switch 23 is provided. The special variable winning ball device 7 is configured such that the time until the game balls existing in the big winning opening door portion are detected by the count switch 23 is 0.6 seconds or less which is the predetermined period. Therefore, the possibility that the game balls existing above the big winning opening are detected by the count switch 23 within the predetermined period from the opening of the big winning opening can be increased, and it is possible to prevent a decrease in the game interest without giving the player a sense of uneasiness.

[0209] As shown in Fig. 10-10(b-18), after the game ball wins a prize in the big winning opening, or when time elapses without winning from the state shown in Fig. 10-10(b-17) and a predetermined period elapses as shown in Figs. 10-10(a-19), (b-19) and (c-19), as shown in Fig. 10-6, it becomes the execution timing of the round number display corresponding to the first R and the performance during the big win, and at the same time, it becomes the execution timing of the win number display. Therefore, the process of step 042AKS061 in Fig. 10-5 is executed.

[0210] Specifically, when a game ball wins a prize in the big winning opening before the elapse of a predetermined period, as shown in FIG. 10-10(b-18), a round number display of "1R" indicating the first round is performed as shown in FIG. 10-11(a-20), and a count-up display is performed. Also, at the same timing as these displays, as a big win performance (first round performance), as shown in FIG. 10-11(a-20), the decorative symbols constituting the big win are displayed, a display of "BONUS" is shown, and characters are displayed. Note that, although the illustration of the decorative symbols constituting the big win and the display of "BONUS" displayed as the big win performance (first round performance) is omitted (the same applies to FIG. 10-20 described later), they are displayed in a manner suggesting that the right side should be hit, as shown in FIG. 10-21. Specifically, as shown in FIG. 10-21(A-1), a fanfare or a right-hit performance is carried out. When a predetermined period elapses after the big winning opening is opened, as a big win performance, as shown in FIG. 10-21(A-2), the symbol "7", which is a decorative symbol constituting the big win, is displayed in a manner facing the front, and a star-shaped image is displayed above the "B" in the "BONUS" display. Next, as shown in FIG. 10-21(A-3), the symbol "7", which is a decorative symbol constituting the big win, is tilted in the right back direction, and the star-shaped image moves above the "O" in the "BONUS" display. Subsequently, as shown in FIG. 10-21(A-4), the symbol "7", which is a decorative symbol constituting the big win, faces the front, and the star-shaped image moves above the "N" in the "BONUS" display. After that, as shown in FIG. 10-21(A-5), the symbol "7", which is a decorative symbol constituting the big win, is tilted in the left back direction, and the star-shaped image moves above the "U" in the "BONUS" display. Then, as shown in FIG. 10-21(A-6), the symbol "7", which is a decorative symbol constituting the big win, faces the front again, and the star-shaped image moves above the "S" in the "BONUS" display, returning to FIG. 10-21(A-2). In this way, in the big win performance, the decorative symbols constituting the big win are moved in the right back direction, the front, and the left back direction, and the star-shaped image is moved from the left character to the right direction in the "BONUS" display, suggesting to the player that the right side should be hit.The operation display of the decorative pattern constituting the big win and the transition display of the star-shaped image are referred to as effect displays. In addition to these, the effect displays include, for example, the display of a predetermined image rotating clockwise, or the display of a character gradually turning to the right. That is, the effect display may be displayed in a manner that suggests a right hit. According to this, it is suggested by the effect display that a right hit should be made, and it is possible to make it easier to recognize a right hit.

[0211] In addition, during the big win performance, as shown in FIG. 10-11(c-20), the effect lamp 9 lights up according to the light emission pattern preset according to the big win performance. In this example, it is assumed that a light emission pattern is set to alternately light up the effect lamp 9 provided on the game machine frame 3 and the effect lamp 9 provided on the game board 2. Then, as shown in FIG. 10-11(a-21), "0015" is displayed as the number of winnings obtained. In this way, until the big winning opening becomes open and a predetermined period elapses, as shown in FIGS. 10-9(c-16) to (c-19), the effect lamp 9 is not lit, and as shown in FIGS. 10-11(c-20) and (c-22), after the number of winnings obtained after the predetermined period has elapsed is displayed, the effect lamp 9 is lit. Therefore, it is possible to suppress the player from hitting early and promote the firing timing.

[0212] On the other hand, when a predetermined period has elapsed without the game ball winning in the big winning opening, as shown in FIG. 10-11(a-22), "0000" is displayed as the number of winnings obtained without a count-up display. Note that the round number display of "1R" indicating that it is one round is performed, and as the big win performance (performance during the first round), the decorative pattern constituting the big win is displayed, the display of "DURING BONUS", and the character is displayed, and the effect lamp 9 lights up according to the light emission pattern preset according to the big win performance. These are common regardless of whether a win has been achieved.

[0213] Next, as time passes, when the tenth game ball wins the big winning hole in the first R as shown in Fig. 10-12(b-23), it becomes the upper limit period during which the big winning hole can be opened. Along with this winning, the process of step 042AKS064 shown in Fig. 10-5 is executed, a count-up display is performed as shown in Fig. 10-12(a-23), and a winning number display of "0150" is performed as shown in Fig. 10-12(a-24). Also, along with this winning, a winning sound is output as shown in Fig. 10-12(b-23). In addition to the lighting of the effect lamp 9 corresponding to the big win performance, the attacker lamp 9c lights up in a manner of notifying the winning as shown in Fig. 10-12(c-23). Regarding the upper limit period during which the big winning hole can be opened, even if it is counted from after a predetermined period has passed until 10 game balls win, it is a sufficient period. Specifically, the upper limit period is 29.5 seconds after opening, and it is 28.9 seconds even after a predetermined period has passed. Since the continuous firing interval is 0.6 seconds, the 10 wins are within a sufficient period. Therefore, since sufficient time is guaranteed for winning, it can give the player a sense of security.

[0214] When the tenth game ball wins the big winning hole in the first R, since it becomes the upper limit period during which the big winning hole can be opened, the big winning hole is controlled to be in a closed state as shown in Fig. 10-12(b-24). After that, until the second R shown in Fig. 10-6 starts, the big winning hole is controlled to be in a completely closed state as shown in Fig. 10-12(b-25). On the other hand, until the predetermined period of the second R has passed (until the predetermined period has passed after n = 2), as shown in Fig. 10-12(a-25), the round number display corresponding to the first R and the big win performance continue to be performed (the winning number display is updated according to the winning), and the effect lamp 9 lights up corresponding to the big win performance as shown in Fig. 10-12(c-25).

[0215] In addition, when the tenth game ball wins the jackpot in the first round (1R) and the upper limit period is reached, the jackpot opening is controlled to be in a closed state. At this time, there may be a so-called over-win situation where the eleventh game ball wins the jackpot following the tenth game ball. Even in such an over-win situation, as shown in Fig. 10-12(a-23), a count-up display is performed, and the number of wins displayed as "0165" may be performed. In this case, after the count-up display and the number of wins display corresponding to the tenth win, the count-up display and the number of wins display corresponding to the over-win are continuously performed. However, as shown in Fig. 10-12(b-25), after the jackpot opening is completely closed, the count-up display and the number of wins display corresponding to the over-win are completed within the period until the opening state corresponding to the second round (2R) is reached. Therefore, it is easy for the player to recognize that an over-win has occurred in the first round, and the gaming interest can be improved. Also, since the update of the number of wins display in the opening corresponding to the first round does not overlap with the update of the number of wins display in the opening corresponding to the second round, it becomes easy to determine which round the win corresponds to. Regarding the winning sound corresponding to the over-win, it may be a sound different from the normal winning sound (over-win sound). In this case, the over-win sound may be output when the win is such that the count value exceeds the upper limit value of "10". Also, regarding the attack lamp 9c, it may emit light in a manner corresponding to the over-win, different from the light emission in the normal winning mode.

[0216] Then, at the timing when the jackpot opening becomes open again as shown in Fig. 10-6 corresponding to the second round, it is controlled so that the jackpot opening becomes open again as shown in Fig. 10-13(b-26). At this time, it is determined as Yes in step 042AKS065 of Fig. 10-5, that is, a jackpot opening in progress designation command indicating the start of the (n + 1)th round is received, and by executing the process of 042AKS066, n = 2. At this stage, since the process of step 042AKS055 of Fig. 10-5 is executed, as shown in Fig. 10-13(a-26) and (c-26), a big win performance corresponding to the first round and the round number display are performed (see also Fig. 10-6).

[0217] Next, when the big winning opening is fully open and a game ball wins through the big winning opening as shown in Fig. 10-13(b-27), unlike in the first round (1R), in the process of step 042AKS060 in Fig. 10-5, a count-up display is performed as shown in Fig. 10-13(a-27), and a display of the number of winnings of "0165" is performed as shown in Fig. 10-13(a-28). Also, along with this winning, a winning sound is output as shown in Fig. 10-13(b-27). In addition to the lighting of the effect lamp 9 corresponding to the big win performance, the attacker lamp 9c lights up as shown in Fig. 10-13(c-27). Thus, in rounds other than the first round (1R), even if it is a winning during a predetermined period, the number of winnings is updated and displayed during the predetermined period. Then, when the predetermined period of the second round (2R) elapses, since the process of step 042AKS061 in Fig. 10-5 is executed, a display of the round number of "2R" indicating that it is the second round is performed as shown in Fig. 10-14(a-30), and a big win performance corresponding to 2R is executed. In this case, the digit "1" in the display of the round number of "1R" for the first round is changed to "2". That is, "R" is continuously displayed from the first round. Also, the display of "1R" continues to be displayed until the predetermined period of 2R elapses. Further, in the characteristic part 042AK of this embodiment, an example is shown in which a common big win performance is executed regardless of the round number (the same applies to the lighting control of the effect lamp 9), but the big win performances executed in each round may be made different. The same also applies to the lighting of the effect lamp 9. Thus, since the big winning opening becomes open before the display of the round number indicating that it is the second round, the game balls continuously launched by the player from the first round can be made to win through the big winning opening at an early stage. Therefore, in each round of the multi-round game, the possibility of making the continuously launched game balls win through the big winning opening that is opened earlier than the round display can be increased.

[0218] On the other hand, as shown in FIGS. 10-13(a-26), (b-26), and (c-26), when the big winning opening is controlled to open corresponding to the second R, and when a predetermined period has elapsed without the game balls winning after the big winning opening has become completely open as shown in FIGS. 10-13(a-29), (b-29), and (c-29), as shown in FIGS. 10-14(a-31), (b-31), and (c-31), the number-of-wins display acquired in the first R is continuously performed as it is. Thereafter, the same process is performed until a predetermined final round, and when it is determined that a winning end designation command has been received in step 042AKS051 of FIG. 10-5, setting is performed to end the big win middle performance corresponding to the round in order to perform an ending effect. In this way, for the rounds after the second round, when no winning occurs during the predetermined period, the number-of-wins display shown in the previous round is continuously displayed, while when a winning occurs during the predetermined period, the number of winning balls is added to the number-of-wins display shown in the previous round and then displayed. Therefore, even in the rounds after the second round, it is possible to make it easier to recognize a winning in the big winning opening.

[0219] For example, when the 10th game ball wins the jackpot in the final round and the upper limit period is reached, the jackpot opening is controlled to be in a closed state. At this time, as shown in FIGS. 10-15, the 11th game ball may remain sandwiched between the special variable winning ball device 7 (more specifically, between the jackpot door and the glass door frame 3a) when the jackpot game state ends. In this case, when the next jackpot occurs at the start of the first round (when the jackpot opening corresponding to the first round is opened), the game ball will win the jackpot, and a winning of the game ball will occur during the predetermined period of the first round. Also in this case, as shown in FIG. 10-10(c-18), it is lit in a manner of notifying that the attack lamp 9c has been won, and after the elapse of the predetermined period, as shown in FIGS. 10-11(a-20) and (a-21), a count-up display may be performed and then "0015" may be displayed as the number of winnings. Further, in such a case, there is a possibility that the fired game ball may win again during the predetermined period (the possibility that the second ball wins). In that case, after the elapse of the predetermined period, as shown in FIGS. 10-11(a-20) and (a-21), a count-up display may be performed and then, instead of displaying "0000" or "0015" as the number of winnings, "0030" may be directly displayed. According to this, it is possible to give the player a surprise and improve the game interest.

[0220] As described above, according to the pachinko game machine 1 of the feature part 042AK in this embodiment, the following effects can be achieved.

[0221] After a predetermined period after the big winning opening becomes open and the first round starts, the performance control CPU 120 performs a winning number display in the process of step 042AKS061 of FIG. 10-5. And when a game ball does not win the big winning opening within the predetermined period after the first round starts, after the predetermined period, a predetermined display indicating that the winning number has not increased is performed. When a game ball wins the big winning opening within the predetermined period after the first round starts, after the predetermined period, a winning number display as a specific display different from the predetermined display is performed. According to this, since a specific display is performed when winning within the predetermined period, it is possible to prevent a decrease in the game interest without giving the player a sense of uneasiness.

[0222] Also, when a game ball wins the big winning opening within the predetermined period after the first round starts, the performance control CPU 120 directly displays a winning number display of "0015" as a specific display without performing a winning number display of "0000" as a predetermined display. According to this, it is possible to prevent giving the player confusion and prevent a decrease in the game interest.

[0223] Also, when a game ball wins the big winning opening within the predetermined period after the first round starts, the performance control CPU 120 performs a count-up display as a notification display that the winning number increases, and then displays a winning number display of "0015" as a specific display. According to this, it is possible to make it easier to recognize that there is a win and the winning number increases.

[0224] Also, the performance control CPU 120 starts counting the timer value for a predetermined period from the timing when it receives the big winning opening open specified command transmitted from the side of the main board 11 in response to the big winning opening becoming open, and performs a winning number display after the predetermined period has elapsed. According to this, since the predetermined period is counted appropriately and a specific display is performed when winning within the predetermined period, it is possible to prevent a decrease in the game interest without giving the player a sense of uneasiness.

[0225] In addition, the pachinko gaming machine 1, by closing the big winning opening door, guides the launched game balls through the second path in the upper part of the big winning opening door to the discharge path, while by opening the big winning opening door, the launched game balls are guided through the first path to the big winning opening and detected by the count switch 23. And the special variable winning ball device 7 is configured such that the time until the game balls existing in the big winning opening door part are detected by the count switch 23 is 0.6 seconds or less, which is a predetermined period. According to this, the possibility that the game balls existing in the upper part of the big winning opening are detected by the count switch 23 within a predetermined period from the opening of the big winning opening can be increased, and the decrease in the gaming interest can be prevented without giving the player a sense of uneasiness.

[0226] In addition, as shown in FIG. 10-6, the effect control CPU 120, during the period from a big win until the big winning opening becomes open, performs a right hitting effect as shown in FIG. 10-7(a-3) to indicate to the player that they should hit right. According to this, since the gaming area to be launched during a big win is suggested, the gaming method becomes easier to recognize and the gaming interest can be improved.

[0227] The open state of the big winning opening means that the big winning opening is in a completely open state, that is, the state where the big winning opening door has moved to the position where it is completely open. Corresponding to detecting that the big winning opening door has moved to the position where it is completely open, a big winning opening open command is transmitted from the side of the main board 11. According to this, since a predetermined period is counted after the big winning opening becomes completely open, the decrease in the gaming interest can be prevented without giving the player a sense of uneasiness.

[0228] Also, for the game balls (early-shot game balls) launched by performing a right-hitting effect before the start of the first round (before the big winning opening is in the open state), if they are present above the big winning opening at the timing when the big winning opening becomes the open state, they can win within a predetermined period corresponding to the first round. When the game balls win within the predetermined period, the effect control CPU 120 performs a winning number display as a specific display after the predetermined period. According to this, it is possible to prevent the early-shot game balls from being wasted.

[0229] Also, for example, when the 10th game ball wins the big winning opening and the upper limit period is reached in the final round, the big winning opening is controlled to be in the closed state. At this time, as shown in FIGS. 10-15, the 11th game ball may remain sandwiched between the special variable winning ball device 7 (more specifically, between the big winning door and the glass door frame 3a) when the big win game state ends. In this case, when the next big win occurs at the start of the first round (when the big winning opening corresponding to the first round is opened), the game ball will win the big winning opening, and a game ball win will occur during the predetermined period of the first round. The effect control CPU 120 performs a winning number display as a specific display after the predetermined period has elapsed. According to this, it is possible to prevent the dissatisfaction felt by the player when an irregular event occurs.

[0230] Also, the effect control CPU 120 can execute a fanfare effect suggesting that the big win game state has occurred from the time when the big winning opening is in the closed state to the open state. After the big winning opening becomes the open state and a predetermined period has elapsed, a round number display is performed together with the winning number display, and a big win effect corresponding to the round game can be executed. According to this, it is possible to add a sense of rhythm to the effects and improve the gaming interest.

[0231] In addition, as shown in FIG. 10-10(b-18), when a game ball wins a prize in the big winning opening during a predetermined period after the big winning opening is in an open state, the effect control CPU 120 lights up the attacker lamp 9c as shown in FIG. 10-10(c-18). Also, as shown in FIG. 10-12(b-23), even when a game ball wins a prize in the big winning opening outside the predetermined period, the attacker lamp 9c is lit as shown in FIG. 10-12(c-23). According to this, since a specific display is performed when a prize is won within the predetermined period, it is possible to prevent a decrease in the game interest without giving the player a sense of uneasiness, and it becomes easier to visually recognize that a prize has been won within the predetermined period.

[0232] In addition, the effect control CPU 120 causes the attacker lamp 9c to emit light (the same applies to step 042AKS064) in the process of step 042AKS058 in FIG. 10-5 in a manner (a manner of notifying that a prize has been won) in which the number of light emissions per unit time of the attacker lamp 9c is more than that of the other game effect lamps 9 that emit light during the big win effect, for example. According to this, it becomes easier to visually recognize that the game ball has won a prize in the big winning opening, and the game interest can be improved.

[0233] In addition, as shown in FIG. 10-10(b-18), when a game ball wins a prize in the big winning opening during a predetermined period after the big winning opening is in an open state, the effect control CPU 120 outputs a winning sound corresponding to the prize. Also, as shown in FIG. 10-12(b-23), even when a game ball wins a prize in the big winning opening outside the predetermined period, the winning sound corresponding to the prize is output. According to this, it becomes easier to recognize that the game ball has won a prize in the big winning opening, and the game interest can be improved.

[0234] In addition, even for rounds after the first round, after a predetermined period after the start of the round, the effect control CPU 120 performs a round number display corresponding to the round in the process of step 042AKS061 in FIG. 10-5. According to this, since specific display is performed when winning within a predetermined period, it is possible to prevent a decrease in the game interest without giving the player a sense of uneasiness, and in each round of multiple rounds of the round game, it is possible to increase the possibility that the game balls continuously launched are won in the big winning opening that is opened earlier than the round display.

[0235] In addition, when a round game after the second round is performed, if the game medium does not win in the big winning opening within a predetermined period after the big winning opening becomes the open state, as shown in FIG. 10-14(a-31), while continuously displaying the number of winnings displayed in the previous round game, if the game medium wins in the big winning opening within the predetermined period, as shown in FIG. 10-14(a-30), the number of winning balls awarded corresponding to the winning is added to the number of winnings displayed in the previous round game and displayed. According to this, it is possible to make it easier to recognize winning in the big winning opening even after the second round.

[0236] In addition, even when an over-win occurs, for example, as shown in FIG. 10-12(a-23), a count-up display is performed and a winning number display of "0165" is performed. In this case, after the count-up display and the winning number display corresponding to the 10th winning, although the count-up display and the winning number display corresponding to the over-win are subsequently performed, as shown in FIG. 10-12(b-25), the count-up display and the winning number display corresponding to the over-win are completed within the period from when the big winning opening is completely closed until it becomes the open state corresponding to the second R. According to this, since the update of the winning number display at one opening does not overlap with the update of the winning number display at the next opening, it becomes easy to determine which winning the opening corresponds to.

[0237] Also, during a predetermined period after the big winning opening is opened, that is, in a situation where the number of winnings is not being displayed, as shown in FIG. 10-10(c-18), although only the attacker lamp 9c lights up when a game ball wins the big winning opening, in a situation where the number of winnings is being displayed after the elapse of the predetermined period, for example, as shown in FIGS. 10-11(c-20) and (c-21), the effect lamps 9 provided on the multi-game machine frame 3 and the effect lamps 9 provided on the game board 2 are alternately lit, and more effect lamps 9 emit light than during the predetermined period. According to this, in order to perform a specific display when winning within a predetermined period, it is possible to prevent a decrease in the gaming interest without giving the player a sense of uneasiness, and it is possible to liven up the performance after the number of winnings is displayed after the predetermined period and improve the gaming interest.

[0238] Also, as shown in FIG. 10-6, the effect control CPU 120 can execute a right hit effect and a fanfare effect before the start of the first round. Also, even after the big winning opening is opened, until a predetermined period elapses, as shown in FIGS. 10-7(c-3) to 10-9(c-13), the effect lamps 9 may be sequentially lit to suggest a right hit. After the elapse of the predetermined period, for example, as shown in FIGS. 10-11(c-20) and (c-21), the effect lamps 9 provided on the multi-game machine frame 3 and the effect lamps 9 provided on the game board 2 are alternately lit. According to this, it is possible to suggest a right hit using the effect lamps 9. Also, when the effect lamps 9 are sequentially lit to suggest a right hit after the big winning opening is opened, after the attacker lamp 9c that lights up last lights up, it may remain lit as it is without being turned off as shown in FIG. 10-9(c-15). According to this, it is possible to make the player aware that the big winning opening is in an open state.

[0239] Also, regarding the upper limit period during which the big winning opening can be opened, it is a sufficient period when counting starts after a predetermined period has elapsed for 10 game balls to win. According to this, since sufficient time for winning is ensured, it is possible to give the player a sense of security.

[0240] Further, until the big winning opening is in an open state and a predetermined period has elapsed, that is, until the number of wins is displayed, as shown in FIGS. 10-9(c-16) to (c-19), the effect lamp 9 is not lit. After the number of wins after the predetermined period has elapsed is displayed as shown in FIGS. 10-11(c-20) and (c-22), the effect lamp 9 is lit. According to this, it is possible to suppress early hitting by the player and promote the firing timing.

[0241] Also, as shown in FIGS. 10-11(c-20) and (c-22), the effect control CPU 120 lights the effect lamp 9 at the same timing as the execution timing of the big win performance after the predetermined period has elapsed. According to this, it is possible to suddenly enhance the performance at the timing when the big win performance is executed and improve the gaming interest.

[0242] Further, as shown in FIG. 10-21, at the timing when the number of wins is displayed, the effect display for shifting the decorative symbols and star-shaped images that constitute the big win is performed in a manner that suggests right hitting. According to this, it is suggested by the effect display that one should hit right, and it is possible to make it easier for the player to recognize that one should hit right.

[0243] (Modification example of the feature part 042AK) In the above-described embodiment, as shown in FIGS. 10-9(a-15), (b-15), and (c-15), after the right hitting effect by the effect lamp 9 that suggests the player should hit right by sequentially lighting the effect lamps 9 is completed, an example was shown in which all the effect lamps 9 are turned off. However, this is just an example. For example, after the states shown in FIGS. 10-9(a-15), (b-15), and (c-15), when transitioning to the states shown in FIGS. 10-16(a-16A), (b-16A), and (c-16A), at the timing when the big winning opening becomes the open state (FIG. 10-16(b-16A)), as shown in FIG. 10-16(c-16A), the attacker lamp 9c provided in the vicinity of the special variable winning ball device 7 may be lit. According to this, the player can easily visually recognize that the big winning opening has become the open state. Note that the attacker lamp 9c may continue to be lit until a predetermined period elapses or during the open period.

[0244] Also, in the above-described embodiment, when updating the round display from the first round to the second round, an example was shown in which the digit "1" in the round number display of "1R" for the first round is changed to "2", and "R" is continuously displayed from the first round and the display of "1R" continues to be displayed until a predetermined period of the second R elapses. However, this is just an example. For example, as shown in FIG. 10-17, at the timing when the open state corresponding to the first round ends, that is, when the big winning opening becomes the closed state, the display of "1" in the display of "1R" may be erased and only the display of "R" may be left. Then, at the timing when the predetermined period of the second R elapses, the display of "2" may be performed, and the round display of "2R" indicating the second round may be performed. The same applies to the rounds after the second round. According to this, the end of each round can be visually recognized, and the game can be given a sense of rhythm.

[0245] In addition, in the above-described embodiment, an example was shown in which the number of winning prizes that is the upper limit period during which the big winning opening can be opened is 10 (the upper limit number of winning prizes is 10). However, for example, the upper limit winning prize may be set to 1, and if two balls enter during a predetermined period before the display of the number of rounds, it may be set to an over-winning. In this case, as the winning sound for the over-winning during the predetermined period, a sound different from the normal winning sound (over-winning sound) may be output, and the attack lamp 9c may also be caused to emit light in a manner indicating the occurrence of an over-winning.

[0246] In addition, in the above-described embodiment, an example was shown in which, for the display of the number of winning prizes, the winning of a game ball into the big winning opening is counted. In addition to this, the winning of a game ball into the general winning opening 10 during a big win may also be counted. Since right hitting is performed during a big win, the general winning opening for which the game ball wins is the general winning opening 10 provided above the variable winning ball device 6B. FIG. 10-18 is a flowchart showing an example of various display processes in the case where the winning of a game ball into the general winning opening 10 during a big win is also counted. Note that the description of the same parts as in FIG. 10-5 is omitted.

[0247] In the various display processes shown in FIG. 10-18, when it is determined that a winning designation command has not been received in step 042AKS056 (step 042AKS056; No), it is further determined whether a general winning designation command indicating that a game ball has won into the general winning opening 10 has been received (step 042AKS081). When the general winning designation command is received, that is, when there is a winning in the general winning opening 10 (step 042AKS081; Yes), the effect control CPU 120 adds "3" to the count value of the number of winning balls obtained (step 042AKS082). After the process of step 042AKS082 is executed, or when the general winning designation command has not been received, that is, when there is no winning in the general winning opening 10 (step 042AKS081; No), the process proceeds to step 042AKS059. In addition, along with the winning of a game ball into the general winning opening 10, a winning sound (a winning sound different from the case of winning into the big winning opening) indicating that a game ball has won into the general winning opening 10 may be output.

[0248] Also, in each of the various display processes shown in FIGS. 10 to 18, when it is determined that the winning designation command has not been received in step 042AKS062 (step 042AKS062; No), it is further determined whether or not a general winning designation command indicating that a game ball has won in the general winning opening 10 has been received (step 042AKS083). And when the general winning designation command is received, that is, when there is a winning in the general winning opening 10 (step 042AKS083; Yes), the effect control CPU 120 adds "3" to the count value of the obtained balls (step 042AKS083), and updates and displays the number of winnings (step 042AKS085). Even when performing the updated display of the number of winnings in step 042AKS085, the display is counted up (notification display indicating that the number of winnings increases) and then the number of winnings is displayed. After executing the process of step 042AKS085, or when the general winning designation command has not been received, that is, when there is no winning in the general winning opening 10 (step 042AKS083; No), the process proceeds to step 042AKS065. In addition, along with the winning in the general winning opening 10, a winning sound (a winning sound different from the case of winning in the big winning opening) indicating that a game ball has won in the general winning opening 10 may be output.

[0249] Next, an example of a production operation when counting winning in the general winning opening 10 and the like will be described with reference to FIGS. 10-19 and 10-20. FIGS. 10-19 and 10-20 are diagrams showing an example of a production operation display, an open / closed state of the big winning opening, and a lighting state of various lamps in the image display device 5. (a-16), (b-16), (c-16), (a-17), (b-17), (c-17) shown in FIG. 10-19 are the same as (a-16), (b-16), (c-16), (a-17), (b-17), (c-17) shown in FIG. 10-10. As shown in the figure, when the big winning opening is in an open state, counting for 0.6 seconds as a predetermined period starts. When a game ball wins in the general winning opening 10, it shifts to the states shown in FIGS. 10-19(a-18A), (b-18A), (c-18A). Then, after the game ball wins in the general winning opening 10 as shown in FIG. 10-19(b-18A), or when time has passed without the game ball winning in either the big winning opening or the general winning opening 10 from the state shown in FIG. 10-19(b-17), and when a predetermined period has passed as shown in FIGS. 10-19(a-19A), (b-19A), and (c-19A), if the game ball wins in the general winning opening 10, it shifts to the states shown in FIGS. 10-20(a-20A), (b-20A), (c-20A). As shown in FIG. 10-20(a-20A), a round number display of "1R" indicating that it is the first round is performed, and a count-up display is performed. Also, at the same timing as these displays, as a big win production (during the first round production), as shown in FIG. 10-20(a-20A), a decorative pattern constituting the big win is displayed, a display of "BONUS IN", and a character is displayed. During the big win production, as shown in FIG. 10-20(c-20A), the production effect lamp 9 lights up according to a preset light emission pattern corresponding to the big win production. Then, as shown in FIG. 10-20(a-21A), "0003" is displayed as the number of winnings obtained.

[0250] On the other hand, when a predetermined period has elapsed without the game ball winning in the general winning opening 10, as shown in FIG. 10-20(a-22A), "0000" is displayed as the number of winnings without a count-up display. Note that the round number display of "1R" indicating that it is the first round is performed, and as a big win middle performance (first round middle performance), the decorative symbols constituting the big win are displayed, the display of "BONUS middle", and the character is displayed. Also, regarding the point that the effect lamp 9 lights up according to the light emission pattern preset according to the big win middle performance, it is common regardless of whether or not there is a win.

[0251] Thus, even when a game ball wins in the general winning opening 10 during a predetermined period after the big winning opening becomes open at the start of the first round, as in the above-described embodiment, after the elapse of the predetermined period, corresponding to the win in the general winning opening 10, "0003" is displayed as the number of winnings. Also, when no game ball wins in the general winning opening 10 during the predetermined period, "0000" is displayed as a predetermined display indicating that no prize balls are awarded. Therefore, since the number of winnings corresponding to the win of the game ball that has won in the general winning opening 10 during the predetermined period is also displayed, it is possible to prevent giving anxiety to the player.

[0252] (Explanation of the means according to the feature part 042AK) (1) The gaming machine related to the feature unit 042AK is a gaming machine (such as the pachinko gaming machine 1) that can be controlled to an advantageous state favorable to the player, and includes a display means (such as the effect control CPU 120 that instructs the display content on the image display device 5), a variable winning means (such as the special variable winning ball device 7) that can change between a first state where the game medium is likely to win and a second state where the game medium cannot win or has difficulty winning, and a control means (such as the CPU 103 that conducts a round game) that can execute a plurality of round games in which the variable winning means is changed from the second state to the first state and then changed to the second state when being controlled to the advantageous state. The display means can display an amount display related to the amount of the game value given when the game medium wins the variable winning means (such as performing a number-of-wins display). When the first round game among the plurality of round games is conducted, after a predetermined period has elapsed after the variable winning means changes from the second state to the first state, the amount display is displayed (such as in the first round, after a predetermined period has elapsed after the big winning opening is opened, a number-of-wins display is performed). If the game medium does not win the variable winning means within the predetermined period, a predetermined display corresponding to the fact that the game value has not been given is displayed as the amount display after the predetermined period has elapsed (such as displaying "0000" as the number-of-wins display). If the game medium wins the variable winning means within the predetermined period, a specific display different from the predetermined display is displayed as the amount display after the predetermined period has elapsed (such as displaying "0015" as the number-of-wins display). It is characterized by this.

[0253] According to such a configuration, since a specific display is performed when winning within a predetermined period, it is possible to prevent a decrease in the gaming interest without giving the player a sense of uneasiness.

[0254] (2) In the gaming machine according to the above (1), the display means may be configured to display the specific display without displaying the predetermined display when the game medium wins the variable winning means within the predetermined period (such as not displaying "0000" and instead displaying "0015").

[0255] According to such a configuration, it is possible to prevent confusing the player and prevent a decline in the gaming interest.

[0256] (3) In the gaming machine according to the above (1) or (2), when a game medium wins a prize in the variable winning means within the predetermined period, after performing a count-up display indicating that the game value has been given, a display corresponding to the game value given as the specific display may be performed (for example, after performing a count-up display which is a notification display indicating an increase in the number of winnings, "0015" is displayed, etc.).

[0257] According to such a configuration, it is possible to make it easier to recognize that there is a winning and the number of winnings increases.

[0258] (4) In the gaming machine according to any one of the above (1) to (3), the display means may start displaying the grant amount after the elapse of the predetermined period after receiving a command indicating that the variable winning means has changed from the second state to the first state (for example, starting to count the timer value for a predetermined period from the timing of receiving a big winning opening release designation command transmitted from the side of the main board 11, etc.).

[0259] According to such a configuration, since the predetermined period is suitably counted and a specific display is performed when a prize is won within the predetermined period, it is possible to prevent a decline in the gaming interest without giving the player a sense of unease.

[0260] (5) In the gaming machine according to any one of (1) to (4) above, the variable winning means includes a first path that guides the game medium to the winning path by assuming the first state (for example, by opening the large winning opening door, the launched game ball is passed through the first path and guided to the large winning opening), and a second path that guides the game medium to the discharge path by assuming the second state (for example, by closing the large winning opening door, the launched game ball is passed through the second path in the upper part of the large winning opening door and guided to the discharge path). The variable winning means further includes path forming means and detection means formed in the winning path for detecting the winning of the game medium (for example, a count switch 23). The time it takes for the game medium to travel from the path forming means to the detection means is within the predetermined period (for example, the special variable winning ball device 7 is configured such that the time it takes for the game ball existing in the large winning opening door part to be detected by the count switch 23 is 0.6 seconds or less, which is the predetermined period).

[0261] According to such a configuration, it is possible to increase the possibility that the game ball existing above the large winning opening is detected within the predetermined period from the opening of the large winning opening, and it is possible to prevent a decrease in the gaming interest without giving the player a sense of uneasiness.

[0262] (6) In the gaming machine according to any one of (1) to (5) above, an operation promotion display for promoting the player's operation is performed before the variable winning means assumes the first state after being controlled to the advantageous state (for example, during the period from achieving a big win to the large winning opening becoming open, as shown in FIG. 10-7(a-3), a right hitting effect is performed to indicate to the player that they should hit right).

[0263] According to such a configuration, since the operation to be performed during the advantageous state is suggested, the gaming method becomes easier to understand and the gaming interest can be improved.

[0264] (7) In the gaming machine according to any one of (1) to (6) above, the first state is a state in which the variable winning door included in the variable winning means is fully opened (for example, the open state of the big winning opening means that the big winning opening is in a fully opened state, that is, the state where the big winning opening door has moved to a position where it is fully opened, and in response to detecting that the big winning opening door has moved to a position where it is fully opened, a big winning opening open command is transmitted from the side of the main board 11, etc.), and it may be like this.

[0265] According to such a configuration, since a predetermined period is counted after the big winning opening is fully opened, it is possible to prevent a decrease in the gaming interest without giving the player a sense of uneasiness.

[0266] (8) In the gaming machine according to any one of (1) to (7) above, when the game medium launched by the operation promotion display enters the variable winning means before the first round game in the advantageous state is started, the specific display is displayed after the elapse of the predetermined period (for example, the game ball launched by a right hitting effect before the start of the first R can win at the timing when the big winning opening is in an open state, and when it wins within the predetermined period, a winning number display as a specific display is performed after the predetermined period, etc.), and it may be like this.

[0267] According to such a configuration, it is possible to prevent the game medium launched before the start of the round game from being wasted.

[0268] (9) In the gaming machine according to any one of (1) to (8) above, in the last round game among the plurality of round games in the advantageous state, when the variable winning means changes from the first state to the second state, the advantageous state ends with the game medium sandwiched (for example, in the final round, the 11th game ball is sandwiched between the special variable winning ball device 7 (more specifically, between the big winning door and the glass door frame 3a) as shown in FIGS. 10-15, and the jackpot game state ends while being sandwiched), and when the game medium in the sandwiched state wins the variable winning means when the variable winning means changes from the second state to the first state in the first round game when the advantageous state is controlled again, the specific display is displayed after the elapse of the predetermined period (for example, when the game ball wins the big winning opening at the start of the first R when the next jackpot occurs, and the number of winnings is displayed as the specific display after the elapse of the predetermined period).

[0269] According to such a configuration, it is possible to prevent dissatisfaction felt by the player when an irregular event occurs.

[0270] (10) In the gaming machine according to any one of (1) to (9) above, an suggesting effect indicating that the advantageous state has been controlled can be executed until the variable winning means changes from the second state to the first state while being controlled in the advantageous state (for example, until the big winning opening changes from the closed state to the open state, a fanfare effect indicating that the jackpot game state has been entered can be executed), and a round game display capable of specifying the round game being executed and a round effect corresponding to the round game can be executed together with the start of the display of the grant amount display after the elapse of the predetermined period (for example, after the big winning opening becomes open and the predetermined period has elapsed, the round number is displayed together with the number of winnings, and a jackpot effect corresponding to the round game can be executed).

[0271] According to such a configuration, the rhythm of the effect can be emphasized and the gaming interest can be improved.

[0272] (Description of the means related to the feature part 043AK) The feature part 042AK includes the following feature part 043AK. (1) The gaming machine related to the feature part 043AK is a gaming machine (such as the pachinko gaming machine 1) that can be controlled to an advantageous state favorable to the player, and includes display means (such as the effect control CPU 120 that instructs the display content on the image display device 5), a first state in which the game medium is easy to win, and a variable winning means (such as the special variable winning ball device 7) that can change to a second state in which the game medium cannot win or is difficult to win, Control means (e.g., CPU 103 that conducts a round game) capable of executing a plurality of round games in which, when controlled to be in the advantageous state, after changing the variable winning means from the second state to the first state, it is then changed back to the second state; and the display means can display an award amount display regarding the amount of game value awarded when a game medium wins the variable winning means (e.g., by displaying the number of winnings), and when the first of the plurality of round games is conducted, after a predetermined period has elapsed after the variable winning means has changed from the second state to the first state, the award amount display is displayed (e.g., in the first round, after a predetermined period has elapsed after the big winning opening has been opened, the number of winnings is displayed), and if no game medium wins the variable winning means within the predetermined period, after the predetermined period has elapsed, a predetermined display corresponding to the fact that no game value has been awarded as the award amount display is displayed (e.g., "0000" is displayed as the number of winnings), and if a game medium wins the variable winning means within the predetermined period, after the predetermined period has elapsed, a specific display different from the predetermined display is displayed as the award amount display (e.g., "0015" is displayed as the number of winnings), further comprising light emitting means (e.g., effect lamp 9) and light emission control means for controlling the light emitting means (e.g., effect control CPU 120), and the light emission control means controls the light emitting means with a light emission pattern corresponding to the game medium winning, depending on whether the game medium has won the variable winning means after the predetermined period has elapsed or before the predetermined period has elapsed (e.g., when a game ball wins the big winning opening, the attacker lamp 9c is lit regardless of whether it is a win within the predetermined period).

[0273] According to such a configuration, since a specific display is made when winning occurs within a predetermined period, it is possible to prevent a decrease in the game interest without giving the player a sense of unease, and it becomes easier to visually recognize that a win has occurred within the predetermined period.

[0274] (2) In the gaming machine according to (1) above, the light-emitting means includes specific light-emitting means (such as the attacker lamp 9c, etc.) located near the variable winning means that emits light when a game medium wins in the variable winning means, and predetermined light-emitting means other than the specific light-emitting means (such as the effect lamp 9 other than the attacker lamp 9c, etc.). The light emission of the specific light-emitting means when a game medium wins in the variable winning means has a higher number of light emission times per unit time than the light emission of the predetermined light-emitting means (for example, the light emission of the attacker lamp 9c in the process of step 042AKS058 (the same applies to step 042AKS064) is made to emit light in a manner (a manner of notifying winning) with a higher number of light emission times per unit time than the game effect lamp 9 other than the attacker lamp 9c that emits light during the jackpot middle performance, etc.).

[0275] According to this configuration, it becomes easier to visually recognize that the game ball has won the big winning opening, and the gaming interest can be improved.

[0276] (3) In the gaming machine according to (1) or (2) above, it further includes sound output means (such as speakers 8L, 8R, etc.). The sound output means outputs a winning sound corresponding to the winning when a game medium wins in the variable winning means, and also outputs the winning sound when the game medium wins in the variable winning means after the elapse of the predetermined period and when the game medium wins in the variable winning means before the elapse of the predetermined period (for example, when a game ball wins the big winning opening, the winning sound is output regardless of whether it is a winning within the predetermined period, etc.).

[0277] According to this configuration, it becomes easier to recognize that the game ball has won the big winning opening, and the gaming interest can be improved.

[0278] (Explanation of the means according to Feature Part 044AK) Feature part 042AK includes the following feature part 044AK. (1) The gaming machine related to feature part 044AK is a gaming machine (such as pachinko gaming machine 1 etc.) that can be controlled to an advantageous state favorable to the player, and includes a display means (such as an effect control CPU 120 that instructs the display content on an image display device 5 etc.), a variable winning means (such as a special variable winning ball device 7 etc.) that can change between a first state where it is easy for a game medium to win and a second state where it is impossible or difficult for the game medium to win, and a control means (such as a CPU 103 that conducts a round game etc.) that can execute a plurality of round games to change the variable winning means from the second state to the first state and then to the second state when being controlled to the advantageous state. The display means can display an amount display related to the amount of game value given when a game medium wins the variable winning means (such as performing a winning number display etc.), can display a round game display that can identify the executed round game (such as performing a round number display etc.). When the first of the plurality of round games is conducted, after a predetermined period has elapsed after the variable winning means changes from the second state to the first state, the amount display and the round game display corresponding to the first round game are displayed (such as in the first round, after a predetermined period has elapsed after the big winning opening becomes open, performing a round number display and a winning number display etc.). When the second and subsequent round games of the plurality of round games are conducted, after the predetermined period has elapsed after the variable winning means changes from the second state to the first state, the round game display corresponding to the second and subsequent round games is displayed (such as in the second round, after a predetermined period has elapsed after the big winning opening becomes open, performing a round number display etc.). When the game medium does not win the variable winning means within the predetermined period, after the predetermined period has elapsed, a predetermined display corresponding to the fact that the game value has not been given as the amount display is displayed (such as displaying "0000" as the winning number display etc.). When the game medium wins the variable winning means within the predetermined period, after the predetermined period has elapsed, a specific display different from the predetermined display is displayed as the amount display (such as displaying "0015" as the winning number display etc.). This is the feature.

[0279] According to this configuration, since a specific display is performed when winning a prize within a predetermined period, it is possible to prevent a decrease in the gaming interest without giving the player a sense of uneasiness, and in each round of the multiple-round gaming, it is possible to increase the possibility of causing a continuously launched game ball to win in the big winning opening that is opened earlier than the round display.

[0280] (2) In the gaming machine according to the above (1), when the subsequent round games after the second time are performed, if the game medium does not win the variable winning means within a predetermined period after the variable winning means changes from the second state to the first state, the award amount display displayed in the previous round game is continuously displayed (for example, when the subsequent round games after the second round are performed, if the game medium does not win the big winning opening within a predetermined period after the big winning opening becomes the open state, as shown in FIG. 10-14(a-31), the number of winning balls display displayed in the previous round game is continuously displayed, etc.). When the subsequent round games after the second time are performed, if the game medium wins the variable winning means within a predetermined period after the variable winning means changes from the second state to the first state, an award amount corresponding to the game value awarded corresponding to the winning is added to and displayed from the award amount display displayed in the previous round game (for example, if the game medium wins the big winning opening within a predetermined period, as shown in FIG. 10-14(a-30), the number of winning balls obtained corresponding to the winning is added to and displayed from the number of winning balls display displayed in the previous round game, etc.). This may be done.

[0281] According to this configuration, it is possible to make it easier to recognize winning in the big winning opening even in the subsequent round games after the second time.

[0282] (3) In the gaming machine according to the above (1) or (2), the display means can update and display the applied amount display being displayed in response to the gaming medium winning in the variable winning means, and the update display of the applied amount display ends before the variable winning means returns to the first state again after once changing from the first state to the second state (for example, within the period from when the big winning opening is completely closed until before it becomes the open state corresponding to 2R, the count-up display and the winning number display corresponding to the over winning are completed, etc.).

[0283] According to this configuration, since the update of the winning number display at one opening does not overlap with the update of the winning number display at the next opening, it becomes easy to determine which winning corresponds to which opening.

[0284] (Explanation of the means according to the feature part 045AK) The feature part 042AK includes the following feature part 045AK. (1) The gaming machine related to the feature part 045AK is a gaming machine (such as the pachinko gaming machine 1) that can be controlled to an advantageous state advantageous to the player, and includes a display means (such as the effect control CPU 120 that instructs the display content on the image display device 5), a variable winning means (such as the special variable winning ball device 7) that can change between a first state where it is easy for the game medium to win and a second state where it is impossible or difficult for the game medium to win, and a control means (such as the CPU 103 that conducts a round game) that can execute a plurality of round games in which, when controlled to the advantageous state, the variable winning means is changed from the second state to the first state and then changed to the second state. The display means can display an amount display related to the amount of the game value imparted by the game medium winning the variable winning means (such as displaying the number of winnings). When the first of the plurality of round games is conducted, after a predetermined period has elapsed after the variable winning means has changed from the second state to the first state, the amount display is displayed (for example, in the first round, after a predetermined period has elapsed after the big winning opening has been opened, the number of winnings is displayed). If the game medium does not win the variable winning means within the predetermined period, after the predetermined period has elapsed, a predetermined display corresponding to the fact that the game value has not been imparted as the amount display is displayed (for example, "0000" is displayed as the number of winnings). If the game medium wins the variable winning means within the predetermined period, after the predetermined period has elapsed, a specific display different from the predetermined display is displayed as the amount display (for example, "0015" is displayed as the number of winnings). It further includes a plurality of light emitting means (such as the effect lamp 9) and a light emission control means (such as the effect control CPU 120) that controls the light emitting means. The light emission control means performs control to cause more of the light emitting means to emit light when the variable winning means is in the first state and the amount display after the predetermined period has elapsed is being displayed than when the variable winning means is in the first state and the amount display before the predetermined period has elapsed is not being displayed (for example, during the predetermined period, that is, in a situation where the number of winnings is not being displayed, as shown in Fig. 10-10(c-18),Although only the attacker lamp 9c lights up when the game ball wins the big winning hole, in the situation where the number of wins after the expiration of the predetermined period is being displayed, for example, as shown in FIGS. 10-11 (c-20) and (c-21), the effect lamp 9 provided on the multi-game machine frame 3 and the effect lamp 9 provided on the game board 2 are alternately lit, and more effect lamps 9 emit light than during the predetermined period), etc., which is characterized by this.

[0285] According to such a configuration, since a specific display is performed when winning within a predetermined period, it is possible to prevent a decrease in the gaming interest without giving the player a sense of uneasiness, and it is possible to enhance the performance after the number of wins after the predetermined period is displayed and improve the gaming interest.

[0286] (2) In the gaming machine according to (1) above, before the variable winning means reaches the first state after being controlled to the advantageous state, it is possible to display an operation promotion display that promotes the player's operation (for example, performing a right strike display, etc.). The light emitting means includes a specific light emitting means (for example, the attacker lamp 9c, etc.) located near the variable winning means that emits light when a game medium wins the variable winning means, and a predetermined light emitting means other than the specific light emitting means (for example, the effect lamp 9 other than the attacker lamp 9c, etc.). When the variable winning means is in the first state, when the amount display before the elapse of the predetermined period is not displayed, the specific light emitting means is made to emit light while the predetermined light emitting means is made to emit light in a light emission pattern corresponding to the operation promotion display. When the amount display after the elapse of the predetermined period is displayed, the specific light emitting means and the predetermined light emitting means are made to emit light in a light emission pattern corresponding to the round game (for example, after the big winning opening is opened, until the predetermined period elapses, as shown in FIGS. 10-7(c-3) to 10-9(c-13), the effect lamp 9 is sequentially lit to suggest a right strike. After the predetermined period elapses, for example, as shown in FIGS. 10-11(c-20) and (c-21), the effect lamp 9 provided on the multi-game machine frame 3 and the effect lamp 9 provided on the game board 2 are alternately lit. When the effect lamp 9 is sequentially lit to suggest a right strike after the big winning opening is opened, after the last lit attacker lamp 9c is lit, it is not turned off as shown in FIG. 10-9(c-15) and remains lit, etc.). This may be done in this way.

[0287] According to this configuration, it is possible to promote the operation using the predetermined light emitting means and to make the player aware that the variable winning means has reached the first state.

[0288] (3) In the gaming machine according to the above (1) or (2), in the round game, one round game ends when a specific number of game media wins, and the game proceeds to the next round game (for example, when 10 game balls win, it becomes the upper limit period during which the big winning opening can be opened), and the time from after the elapse of the predetermined period until the variable winning means enters the second state is a sufficient time for the game media to win the specific number (for example, for the upper limit period during which the big winning opening can be opened, it is a sufficient period even if counted from after the elapse of the predetermined period for 10 game balls to win), and it may be configured in this way.

[0289] According to this configuration, since sufficient time is ensured for winning, it is possible to give the player a sense of security.

[0290] (4) In the gaming machine according to the above (1), in the round game, one round game ends when a specific number of game media wins, and the game proceeds to the next round game (for example, when 10 game balls win, it becomes the upper limit period during which the big winning opening can be opened), and the time from after the elapse of the predetermined period until the variable winning means enters the second state is a sufficient time for the game media to win the specific number (for example, for the upper limit period during which the big winning opening can be opened, it is a sufficient period even if counted from after the elapse of the predetermined period for 10 game balls to win). When the variable winning means is in the first state, when the award amount display before the elapse of the predetermined period is not displayed, the light emission of the light emitting means is restricted, and the light emitting means is made to emit light after the award amount display after the elapse of the predetermined period is displayed (for example, until the big winning opening is in an open state and the predetermined period elapses, that is, until the number of winning counts is displayed, as shown in FIGS. 10-9(c-16) to (c-19), the effect lamp 9 is not made to emit light, and as shown in FIGS. 10-11(c-20) and (c-22), the effect lamp 9 is made to emit light after the number of winning counts after the elapse of the predetermined period is displayed), and it may be configured in this way.

[0291] According to this configuration, it is possible to suppress the player from hitting early and promote the firing timing.

[0292] (5) In the gaming machine according to (4) above, it is possible to execute a suggestive effect that suggests being controlled in the advantageous state until the variable winning means changes from the second state to the first state (for example, it is possible to execute a fanfare effect, etc.). Along with the start of display of the amount display after the elapse of the predetermined period, it is possible to execute a round game display that can specify the round game being executed and an in-round effect corresponding to the round game (for example, display the round number, the number of winnings, and execute an effect during a big win after the elapse of a predetermined period, etc.), and cause the light emitting means to emit light at the same timing as the execution timing of the in-round effect (for example, as shown in FIGS. 10-11(c-20) and (c-22), cause the effect lamp 9 to emit light at the same timing as the execution timing of the effect during a big win, etc.). This may be the case.

[0293] According to this configuration, it is possible to boost the effect all at once at the timing when the in-round effect is executed, and improve the amusement of the game.

[0294] (6) In the gaming machine according to any one of (1) to (5) above, it further includes a general winning means (such as the general winning opening 10, etc.) where the game medium can win, and the display means can display the amount of the game value granted when the game medium wins the general winning means as the granted amount display (for example, corresponding to winning at the general winning opening 10, displaying the number of winnings obtained, etc.). When the game medium does not win the general winning means within the predetermined period, after the elapse of the predetermined period, a predetermined display corresponding to the fact that the game value has not been granted as the granted amount display is displayed (for example, when the game ball does not win at the general winning opening 10 during the predetermined period, displaying "0000" as a predetermined display indicating that no prize balls have been granted, etc.). When the game medium wins the general winning means within the predetermined period, after the elapse of the predetermined period, a display corresponding to winning the general winning means is made as the granted amount display (for example, when the game ball wins at the general winning opening 10 during the predetermined period after the big winning opening is in the open state, after the elapse of the predetermined period, corresponding to winning at the general winning opening 10, displaying "0003" as the number of winnings obtained, etc.). This may be the case.

[0295] According to this configuration, regarding winning the general winning means during the predetermined period, since a display corresponding to winning the general winning means is made, it is possible to prevent giving anxiety to the player.

[0296] (7) In the gaming machine according to any one of (1) to (6) above, the variable winning means is provided in a predetermined area in the game area (for example, the special variable winning ball device 7 is provided in the right game area, etc.), the display means can display a first image (such as the decorative pattern constituting the big win, etc.) at the same timing as the granted amount display, and the first image is effect-displayed at the same timing as the granted amount display during the advantageous state (for example, performing an effect display of operating the decorative pattern constituting the big win, etc.), and the effect display is displayed in a manner suggesting the predetermined area (for example, as an effect display, operating the decorative pattern constituting the big win in the directions of the right back, front, and left back to suggest a right hit, etc.). This may be the case.

[0297] According to this configuration, the game area to be launched is suggested by the effect display, making it easier for the player to recognize the game area to be launched.

[0298] (Explanation regarding the first form of the feature part 20SH) Next, a pachinko game machine related to the first form of the feature part 20SH will be described with reference to FIGS. 11-1 to 11-4. In the pachinko game machine 1 related to the first form of the feature part 20SH, it is possible to display the number-of-winnings display related to the number of prize balls awarded in the jackpot game state and the number-of-winnings notification display for notifying that the number of prize balls awarded in the jackpot game state has reached a predetermined number. The characters used for the number-of-winnings display and the number-of-winnings notification display include specific characters in which a specific area surrounded by lines forming the characters is formed. The specific characters used for the number-of-winnings display are such that the jackpot mid-background image is not visible from the specific area. The specific characters used for the number-of-winnings notification display are such that the jackpot mid-background image is visible from the specific area.

[0299] Hereinafter, the pachinko game machine 1 related to the first form of the feature part 20SH having such features will be described. Note that descriptions of parts similar to those described above will be omitted.

[0300] (Background art related to the first form of the feature part 20SH) FIG. 11-1 is a diagram showing the background art related to the first form of the feature part 20SH.

[0301] When the pachinko game machine is controlled to be in the jackpot game state, as shown in FIG. 11-1(A), it may display the number-of-winnings display related to the number of prize balls awarded in the jackpot game state. In the example shown in FIG. 11-1(A), corresponding to the fact that the number of winning balls is 120, the number-of-winnings display of "Points 120" is displayed.

[0302] For the obtained number display, numbers for displaying the number of prize balls and characters other than numbers for recognizing that it is an obtained number display are used. The numbers used for the obtained number display are, for example, Arabic numerals, Roman numerals, Chinese numerals, etc. The obtained number display shown in Fig. 11-1(A) uses the character "point" for recognizing that it is an obtained number display and the number "120" for displaying the number of prize balls.

[0303] Among the characters used for the obtained number display, there are characters in which a specific area is formed. Here, the specific area is an area surrounded by the lines forming the character and not communicating with the area outside the lines forming the character. Here, "not communicating with the area outside the lines forming the character" means that the "specific area" is completely separated from the "area outside the lines forming the character" by the "lines forming the character", and the case where the "specific area" is not completely separated from the "area outside the lines forming the character" but appears to be a different area at first glance. In the following description, the character in which a specific area is formed is referred to as a "specific character".

[0304] For example, in the case of Arabic numerals, "0", "4", "6", "8", "9" correspond to specific characters. That is, in the case of the Arabic numerals "0", "6", "8", "9", the substantially circular area surrounded by the curve forming the character is the specific area. For the Arabic numeral "8", two specific areas are formed. In the case of the Arabic numeral "4", the triangular area surrounded by the three straight lines forming the character is the specific area.

[0305] In addition, when the pachinko gaming machine is controlled to be in the jackpot gaming state, as shown in Fig. 11-1(A), a jackpot mid-background video related to the jackpot gaming state is displayed across the entire display area of the image display device. In the example shown in Fig. 11-1(A), a jackpot mid-background video in which a "butterfly" is flying is being displayed. The jackpot mid-background video is a video that is displayed on the back side of other displays shown on the image display device in the jackpot gaming state. The jackpot mid-background video contains many lines that represent animated pictures and effects.

[0306] The number of winnings is displayed small in an edge area that does not obstruct the visibility of the jackpot mid-background video in the display area of the image display device. When the jackpot mid-background video changes over time, the lines of the jackpot mid-background video may overlap behind the number of winnings display. And when a specific character is displayed in the number of winnings display, like the part of the Arabic numeral "0" enclosed by the two-dot chain line in Fig. 11-1(A), if the lines of the jackpot mid-background video overlap behind the specific area of the specific character, the lines of the jackpot mid-background video may assimilate with the lines forming the specific character, and the specific character may appear as a different character from the original character.

[0307] Fig. 11-1(B) is an enlarged view of the part of the Arabic numeral "0" enclosed by the two-dot chain line in Fig. 11-1(A). In the examples shown in Figs. 11-1(A) and (B), the lines of the "butterfly" in the jackpot mid-background video overlap behind the specific area of the specific character "0" used for the number of winnings display, and the lines of the "butterfly" in the jackpot mid-background video assimilate with the lines forming the specific character "0", making the specific character "0" appear as the Arabic numeral "8" instead of the Arabic numeral "0".

[0308] In this way, if the characters in the number of winnings display are misrecognized as different characters from the original characters, the number of prize balls awarded in the jackpot gaming state cannot be accurately recognized. However, for example, it is difficult to adjust the position of the lines included in the jackpot mid-background video so that the lines of the jackpot mid-background video do not overlap the specific area of the specific character.

[0309] The first form of the feature unit 20SH is made in view of such a background. Hereinafter, the first form of the feature unit 20SH will be described.

[0310] (Number of acquisitions display in the first form of the feature unit 20SH) FIG. 11-2(A) is a diagram showing an example of a display mode of Arabic numerals used for the number of acquisitions display in the first form of the feature unit 20SH.

[0311] In the first form of the feature unit 20SH, among the Arabic numerals used for the number of acquisitions display, the specific regions 20SHI1 of "0", "4", "6", "8", and "9" corresponding to specific characters are in a display mode that is not transparent and is different from the display mode of the lines 20SHS1 forming the characters. In the example shown in FIG. 11-2(A), while the color of the lines 20SHS1 of the Arabic numerals used for the number of acquisitions display is "black", the specific regions 20SHI1 of "0", "4", "6", "8", and "9" corresponding to specific characters are displayed in "white".

[0312] Further, the display mode of the specific region 20SHI1 is not limited to a color different from the color of the lines 20SHS1 forming the characters, and any display mode with a high contrast to the display mode of the lines 20SHS1 forming the characters is acceptable as long as the specific region 20SHI1 and the lines 20SHS1 forming the characters can be accurately distinguished.

[0313] For example, the color of the specific region 20SHI1 may be a color with a high contrast to the color of the lines 20SHS1 forming the characters. In that case, the brightness of the specific region 20SHI1 may be a brightness with a low contrast to the brightness of the lines 20SHS1 forming the characters. Also, in that case, the texture of the specific region 20SHI1 may be a texture with a low contrast to the texture of the lines 20SHS1 forming the characters. Also, in that case, the texture of the specific region 20SHI1 may be a texture with a low contrast to the texture of the lines 20SHS1 forming the characters.

[0314] Also, for example, the brightness of the specific area 20SHI1 may be a brightness with high contrast with respect to the brightness of the line 20SHS1 forming the character. In that case, the color of the specific area 20SHI1 may be a color with low contrast with respect to the color of the line 20SHS1 forming the character. Also, in that case, the texture of the specific area 20SHI1 may be a texture with low contrast with respect to the texture of the line 20SHS1 forming the character. Also, in that case, the texture of the specific area 20SHI1 may be a texture with low contrast with respect to the texture of the line 20SHS1 forming the character.

[0315] Also, for example, the texture of the specific area 20SHI1 may be a texture with high contrast with respect to the texture of the line 20SHS1 forming the character. In that case, the color of the specific area 20SHI1 may be a color with low contrast with respect to the color of the line 20SHS1 forming the character. Also, in that case, the brightness of the specific area 20SHI1 may be a brightness with low contrast with respect to the brightness of the line 20SHS1 forming the character. Also, in that case, the texture of the specific area 20SHI1 may be a texture with low contrast with respect to the texture of the line 20SHS1 forming the character.

[0316] Also, for example, the texture of the specific area 20SHI1 may be a texture with high contrast with respect to the texture of the line 20SHS1 forming the character. In that case, the color of the specific area 20SHI1 may be a color with low contrast with respect to the color of the line 20SHS1 forming the character. Also, in that case, the brightness of the specific area 20SHI1 may be a brightness with low contrast with respect to the brightness of the line 20SHS1 forming the character. Also, in that case, the texture of the specific area 20SHI1 may be a texture with low contrast with respect to the texture of the line 20SHS1 forming the character.

[0317] Among the characters used for the obtained number display, specific characters among the numbers other than Arabic numerals for displaying the number of prize balls and the characters other than numbers for recognizing that it is an obtained number display are also displayed in a display mode where the specific area is not transparent, like the Arabic numerals shown in Fig. 11-2(A), and the display mode is different from the display mode of the lines forming the characters.

[0318] (Obtained number notification display in the first form of the feature unit 20SH) Fig. 11-2(A) is a diagram showing an example of the display mode of the Arabic numerals used for the obtained number notification display in the first form of the feature unit 20SH.

[0319] The pachinko gaming machine 1 displays an obtained number notification display for notifying that the number of prize balls awarded in the jackpot gaming state has reached a predetermined number when this occurs.

[0320] Here, the time shortening control and the probability variation control executed after the end of the jackpot gaming state end when a predetermined number of special figure games are executed, or when the jackpot gaming state occurs before a predetermined number of special figure games are executed. However, for example, the number of times of the time shortening control and the probability variation control may be different for each jackpot type, or in the case of a specific jackpot type, the high probability control and the time shortening control executed after the end of the jackpot gaming state may be continuously executed until a jackpot occurs again after the end of the jackpot gaming state. In such a case, a so-called continuous winning state occurs where the jackpot gaming states occur continuously without passing through the normal state.

[0321] When the pachinko gaming machine 1 is in the continuous winning state, it displays an obtained number notification display for notifying that the number of prize balls awarded in a plurality of jackpot gaming states in the continuous winning state has reached a predetermined number when this occurs.

[0322] For the obtained number notification display, when the number of prize balls awarded in the big win gaming state reaches a certain number, numbers for displaying that predetermined number and characters other than numbers for recognizing that it is the obtained number notification display are used. The numbers used for the obtained number notification display are, for example, Arabic numerals, Roman numerals, Chinese numerals, etc.

[0323] Among the characters used for the obtained number notification display, there are characters corresponding to specific characters. In the first form of the feature part 20SH, as shown in FIG. 11-2(B), the specific area of the specific characters used for the obtained number notification display is displayed in a transparent display mode. In the example shown in FIG. 11-2(B), among the Arabic numerals used for the obtained number notification display, the specific areas 20SHI2 of "0", "4", "6", "8", and "9" corresponding to the specific characters are displayed in a transparent display mode.

[0324] Among the characters used for the obtained number notification display, when the number of prize balls awarded in the big win gaming state reaches a certain number, numbers other than Arabic numerals for displaying that predetermined number and specific characters among the characters other than numbers for recognizing that it is the obtained number notification display are also displayed with their specific areas in a transparent display mode, like the Arabic numerals shown in FIG. 11-2(B).

[0325] (Appearance of the obtained number display in the first form of the feature part 20SH) FIG. 11-3(A) is a diagram showing the appearance of the obtained number display in the first form of the feature part 20SH. FIG. 11-3(B) is an enlarged view of the "0" part of the Arabic numerals surrounded by the two-dot chain line in FIG. 11-1(A).

[0326] In the examples shown in FIGS. 11-3(A) and (B), although the line of "BUTTERFLY" in the big win background image overlaps the back of the specific area of the specific character "0" used for the win count display 20SHK, since the specific area 20SHI1 is displayed in "white", the big win background image cannot be visually recognized from the specific area 20SHI1. Therefore, the line 20SHHS of "BUTTERFLY" in the big win background image does not assimilate with the line 20SHS1 forming the specific character "0" in the specific area 20SHI1, and the specific character "0" can be accurately recognized as the Arabic numeral "0".

[0327] In addition to the win count display 20SHK, the image display device 5 also displays a big win display 20SHO for recognizing that it is controlled to be in the big win gaming state, an ornament pattern display 20SHZ showing the determined ornament pattern that becomes the big win combination derived when controlled to be in the big win gaming state, a round number display 20SHR showing the number of rounds of the round game in the big win gaming state, and a right hit display 20SHM suggesting that the player should hit right. Similar to the win count display 20SHK, the big win display 20SHO, the ornament pattern display 20SHZ, the round number display 20SHR, and the right hit display 20SHM are also displayed small in the edge area that does not inhibit the visibility of the big win background image in the display area of the image display device 5.

[0328] The characters used for the big win display 20SHO, the decorative symbol display 20SHZ, the round number display 20SHR, and the right strike display 20SHM may include the same type of characters as those used for the win count display 20SHK and the win count notification display, and different types of characters from those used for the win count display 20SHK and the win count notification display. In this embodiment, as shown in FIG. 11-4, "numbers" and "katakana" are used for the characters of the win count display 20SHK and the win count notification display 20SHKH. On the other hand, "alphabets" and "Chinese characters", which are different types of characters from those used for the win count display 20SHK and the win count notification display, are used for the big win display 20SHO. Also, "numbers", which are the same type of characters as those used for the win count display 20SHK and the win count notification display, are used for the decorative symbol display 20SHZ. Further, "numbers", which are the same type of characters as those used for the win count display 20SHK and the win count notification display, and "alphabets", which are different types of characters from those used for the win count display 20SHK and the win count notification display, are used for the round number display 20SHR. Also, "Chinese characters", "hiragana", and "symbols", which are different types of characters from those used for the win count display 20SHK and the win count notification display, are used for the right strike display 20SHM.

[0329] Among the characters used for the big win display 20SHO, the decorative symbol display 20SHZ, the round number display 20SHR, and the right strike display 20SHM, regardless of the type of the characters, there are characters corresponding to the specific characters. The specific areas of the specific characters used for the big win display 20SHO, the decorative symbol display 20SHZ, the round number display 20SHR, and the right strike display 20SHM are also in a non-transparent display mode, similar to the specific area 20SHI1 of the win count display 20SHK, and are displayed in a display mode different from the display mode of the line 20SHS1 forming the characters. Therefore, the big win background image is not visible from the specific area 20SHI1.

[0330] (Example of the production operation of the win count display and the win count notification display in the first form of the feature unit 20SH) FIG. 11-4 is a diagram showing an example of the production operation of the win count display and the win count notification display.

[0331] In this embodiment, as shown in FIG. 11-4(A), the display area of the image display device 5 is distinguished into a first display area 20SH51 and a second display area 20SH52 that is an area around the first display area 20SH51 and is narrower than the first display area 20SH51, and various displays are performed. In the example shown in FIG. 11-4(A), the area inside the two-dot chain line is defined as the first display area 20SH51, and the area outside the two-dot chain line is defined as the second display area 20SH52.

[0332] As shown in FIG. 11-4(A), the effect control CPU 120 displays the jackpot middle background video in the first display area 20SH51 and the second display area 20SH52 of the image display device 5. Further, the effect control CPU 120 displays the obtained number display 20SHK on the front side of the jackpot middle background video in the second display area 20SH52 of the image display device 5. Also, as shown in FIG. 11-4(A), the second display area 20SH52 also displays a jackpot display, a decoration symbol display, a round number display, and a right hit display.

[0333] Here, as described above, in this embodiment, when a game ball enters the big winning opening, 15 game balls are paid out as prize balls. In FIG. 11-4(A), since the obtained number display 20SHK of "Point 990" is displayed, it can be recognized that 990 game balls have been paid out as prize balls in the jackpot game state. The effect control CPU 120 updates the number of the obtained number display 20SHK each time a game ball is paid out in the jackpot game state.

[0334] In such a situation, it is assumed that a game ball enters the big winning opening and 15 game balls are paid out as prize balls.

[0335] The dedicated CPU 120 for performance control, in response to the payout of 15 game balls, counts up the numbers of the winning count display 20SHK one by one from "990" to "1005" as shown in FIGS. 11-4(B) to (G). In that case, the numbers of the winning count display 20SHK will pass through a so-called "Kiriban", which is a nice round number of "1000". In other words, it means that the number of prize balls awarded in the big win gaming state has reached "1000".

[0336] Here, the dedicated CPU 120 for performance control displays a winning count notification display each time "1000" game balls are paid out in the big win gaming state. For example, when the number of prize balls in the big win gaming state reaches "1000", the dedicated CPU 120 for performance control displays a winning count notification display of "1000 OVER", and when the number of prize balls in the big win gaming state reaches "2000", it displays a winning count notification display of "2000 OVER".

[0337] When the number of the winning count display 20SHK becomes the Kiriban's "1000", the dedicated CPU 120 for performance control displays a part of the winning count notification display 20SHKH at the right end of the display area of the image display device 5 as shown in FIG. 11-4(D). Then, as shown in FIGS. 11-4(E) to (G), the dedicated CPU 120 for performance control moves the display position of the winning count notification display 20SHKH displayed in each frame of the video while the number of the winning count display 20SHK changes from "1000" to "1005" from the right end of the display area of the image display device 5 toward the center of the first display area 20SH51. When the number of the winning count display 20SHK becomes "1005", the dedicated CPU 120 for performance control stops and displays the winning count notification display 20SHKH at the center of the first display area 20SH51 of the image display device 5 as shown in FIG. 11-4(G). At this time, the winning count notification display 20SHKH only needs to be displayed at least in the first display area 20SH51, and it may be displayed across the first display area 20SH51 and the second display area 20SH52.

[0338] With such display control, the acquired number notification display 20SHKH is displayed so as to frame in from the outside to the inside of the display area of the image display device 5.

[0339] Then, when a predetermined period has elapsed since the start of the display of the acquired number notification display 20SHKH, the effect control CPU 120 ends the display of the acquired number notification display 20SHKH. In the example shown in FIG. 11-4(H), the effect control CPU 120 moves the display position of the acquired number notification display 20SHKH displayed in each frame of the video from the center of the first display area 20SH51 of the image display device 5 toward the left end of the display area.

[0340] With such display control, the acquired number notification display 20SHKH is displayed so as to frame out from the inside to the outside of the display area of the image display device 5, and the display is ended when it is no longer displayed in the display area of the image display device 5.

[0341] The effect control CPU 120 may regard the start of the display of the acquired number notification display 20SHKH as having started when a part of the acquired number notification display 20SHKH was displayed when the number of the acquired number display 20SHK became "Kiriban", and perform display control for ending the display of the acquired number notification display 20SHKH when a predetermined period has elapsed from that timing. Further, the effect control CPU 120 may regard the start of the display of the acquired number notification display 20SHKH as having started when the acquired number notification display 20SHKH was stopped and displayed in the first display area 20SH51 of the image display device 5, and perform display control for ending the display of the acquired number notification display 20SHKH when a predetermined period has elapsed from that timing.

[0342] As described above, the specific area of the specific characters used for the winning number notification display 20SHKH is displayed in a transparent display mode. Therefore, as shown in FIGS. 11-4(E) to (H), the jackpot middle background video is visible from the specific area of the specific characters used for the winning number notification display 20SHKH. For example, in the examples shown in FIGS. 11-4(E) to (H), the jackpot middle background video can be seen from the specific area of the Arabic numeral "0", which is the specific character used for the winning number notification display 20SHKH.

[0343] Also, as shown in FIGS. 11-4(D) to (H), the characters used for the winning number notification display 20SHKH are characters with a larger size than the characters used for the winning number display 20SHK.

[0344] Note that the production mode when stopping and displaying the winning number notification display 20SHKH in the first display area 20SH51 is not limited to the mode of frame-in, stopping, and then frame-out of the winning number notification display 20SHKH. For example, instead of the production of frame-in of the winning number notification display 20SHKH, it may be a production such that the winning number notification display 20SHKH jumps out from the back side to the front side of the screen, or a production such that the winning number notification display 20SHKH gradually emerges, or a production such that the winning number notification display 20SHKH is displayed in a speech bubble where a character appears and shows the character's lines. Also, instead of the production of frame-out of the winning number notification display 20SHKH, it may be a production such that the winning number notification display 20SHKH is sucked in from the front side to the back side of the screen, or a production such that the winning number notification display 20SHKH gradually disappears, or a production such that when the winning number notification display 20SHKH is displayed in a speech bubble where a character shows the character's lines, the character leaves.

[0345] As described above, the pachinko gaming machine 1 related to the first form of the feature part 20SH can be controlled to a jackpot gaming state. And the pachinko gaming machine 1 is provided with an image display device 5. The display area of the image display device 5 includes a first display area 20SH51 and a second display area 20SH52 which is an area around the first display area 20SH51 and is narrower than the first display area 20SH51. And the image display device 5 can display a jackpot background video corresponding to the jackpot gaming state in the first display area 20SH51 and the second display area 20SH52. Further, the image display device 5 can display an acquisition number display 20SHK regarding the number of awarded prize balls on the front side of the jackpot background video in the second display area 20SH52. Also, the image display device 5, at least in the first display area 20SH51, as an acquisition number notification display 20SHKH for notifying that the number of prize balls awarded in the jackpot gaming state has reached the number of "Kiriban", can display an acquisition number notification display such as "Over 1000" when the number of prize balls awarded in the jackpot gaming state reaches "1000", and can display an acquisition number notification display such as "Over 2000" when the number of prize balls awarded in the jackpot gaming state reaches "2000". And the acquisition number display 20SHK is updated every time a game ball is paid out as a prize ball in the jackpot gaming state. On the other hand, the acquisition number notification display 20SHKH ends the display when a predetermined period has elapsed since the start of the display. The characters used for the acquisition number notification display 20SHKH are characters of a size larger than the characters used for the acquisition number display 20SHK. And the characters used for the acquisition number display 20SHK and the acquisition number notification display 20SHKH include specific characters in which a specific area surrounded by lines forming the characters is formed. And the specific characters used for the acquisition number display 20SHK are such that the jackpot background video is not visible from the specific area. On the other hand, the specific characters used for the acquisition number notification display 20SHKH are such that the jackpot background video is visible from the specific area.

[0346] According to such a configuration, the obtained number display 20SHK and the obtained number notification display 20SHKH including specific characters can be suitably displayed in relation to the jackpot background video. For example, when the player checks the number of prize balls in the jackpot gaming state, the player checks the obtained number display 20SHK. However, the obtained number display 20SHK is displayed in small-sized characters in the narrow second display area 20SH52, and there is a possibility that the specific characters may look like different characters from the original characters when the jackpot background video can be seen from the specific area of the specific characters. By making the jackpot background video invisible from the specific area of the specific characters, the specific characters can be accurately recognized. In addition, the obtained number notification display 20SHKH is not always displayed in the jackpot gaming state like the obtained number display 20SHK, but is displayed only for a predetermined period in the meaning of blessing the player when the number of prize balls given in the jackpot gaming state reaches the number of "Kiriban". Since it is displayed in large-sized characters in the wide first display area 20SH51, by making the jackpot background video visible from the specific area of the specific characters, it is possible to show the jackpot background video as little as possible at the prominent display position called the first display area.

[0347] Also, as described above, the specific characters include the Arabic numerals "0", "4", "6", "8", and "9".

[0348] According to such a configuration, the obtained number display 20SHK and the obtained number notification display 20SHKH using Arabic numerals can be suitably displayed in relation to the jackpot background video.

[0349] Also, as described above, when the image display device 5 is displaying the obtained number display 20SHK, it displays the obtained number notification display 20SHKH.

[0350] According to such a configuration, even when the obtained number notification display 20SHKH is displayed, the number of prize balls in the jackpot gaming state can be accurately grasped by the obtained number display 20SHK.

[0351] Also, as described above, the image display device 5 can display the acquired number notification display 20SHKH in the first display area 20SH51 and the second display area 20SH52.

[0352] According to such a configuration, the acquired number notification display 20SHKH becomes more likely to catch the player's eye, and it is possible to suitably notify that the number of prize balls awarded in the big win gaming state has reached the number of "Kiriban".

[0353] Also, as described above, the image display device 5 can display the big win display 20SHO, the decoration symbol display 20SHZ, the round number display 20SHR, and the right hit display 20SHM on the front side of the big win background video in the second display area 20SH52. The characters used for the big win display 20SHO, the decoration symbol display 20SHZ, the round number display 20SHR, and the right hit display 20SHM include the same type of characters as those used for the acquired number display 20SHK and the acquired number notification display 20SHKH, and different types of characters from those used for the acquired number display 20SHK and the acquired number notification display 20SHKH, and any type of characters includes specific characters in which a specific area surrounded by lines forming the characters is formed. And the specific characters used for the big win display 20SHO, the decoration symbol display 20SHZ, the round number display 20SHR, and the right hit display 20SHM are not visible from the specific area to the big win background video.

[0354] According to such a configuration, it is also possible to accurately recognize the specific characters for the big win display 20SHO, the decoration symbol display 20SHZ, the round number display 20SHR, and the right hit display 20SHM.

[0355] Also, as described above, the image display device 5 can stop and display the acquired number notification display 20SHKH in the first display area 20SH51, and when a predetermined period has elapsed after the acquired number notification display 20SHKH is frame-in to the stop position in the first display area 20SH51, the acquired number notification display 20SHKH is frame-out.

[0356] According to such a configuration, the production effect when the acquired number notification display 20SHKH is displayed can be improved.

[0357] (Second form of the feature unit 20SH) Next, a pachinko gaming machine related to the second form of the feature unit 20SH will be described with reference to FIGS. 11-5 to 11-7. In the pachinko gaming machine 1 related to the second form of the feature unit 20SH, the specific characters used for the acquired number notification display 20SHKH have a smaller ratio of the size of the specific area portion to the area of the line forming the characters than the specific characters used for the acquired number display 20SHK.

[0358] Hereinafter, the pachinko gaming machine 1 related to the second form of the feature unit 20SH having such features will be described. Note that the description of the same parts as those described above will be omitted.

[0359] (Acquired number notification display in the second form of the feature unit 20SH) FIG. 11-5(A) is a diagram showing an example of the display mode of Arabic numerals used for the acquired number notification display in the second form of the feature unit 20SH.

[0360] The pachinko gaming machine 1 related to the second form of the feature unit 20SH uses three-dimensional characters for the acquired number notification display. Here, the three-dimensional characters are a character format that makes the characters appear to jump out to the front side. The area of the line forming the three-dimensional characters includes an area 20SHS21 that represents the area of the characters and an area 20SHS22 that represents the depth of the three-dimensional characters.

[0361] Among such three-dimensional characters, there are characters corresponding to the specific characters. In the example shown in FIG. 11-5(A), among the three-dimensional Arabic numerals used for the acquired number notification display, the specific areas 20SHI3 of "0", "4", "6", "8", and "9" corresponding to the specific characters are displayed in a transparent display mode, and when displayed in front of the jackpot background video, the jackpot background video can be visually recognized from the specific area 20SHI3.

[0362] (Comparison between non-three-dimensional characters and three-dimensional characters) FIG. 11-5(B) is an explanatory diagram for comparing non-stereoscopic characters used for the winning number display and stereoscopic characters used for the winning number notification display.

[0363] When comparing non-stereoscopic characters used for the winning number display and stereoscopic characters used for the winning number notification display, the size of the line region 20SHI1 forming the non-stereoscopic characters is the same as the size of the region 20SHS21 expressing the characters among the line regions forming the stereoscopic characters. In the non-stereoscopic specific characters, the region surrounded by the outline of the inner circumference of the line region 20SHI1 forming the characters becomes the specific region 20SHI1. On the other hand, in the stereoscopic specific characters, since the line region forming the characters includes the region 20SHS22 expressing the depth of the characters, the region surrounded by the outline of the inner circumference of the region 20SHS21 expressing the characters and the outline of the region 20SHS22 expressing the depth of the characters located on the inner circumference side thereof becomes the specific region 20SHI3. Therefore, the stereoscopic specific characters used for the winning number notification display have a smaller specific region size by the size of the region 20SHS22 expressing the depth of the characters on the inner circumference side of the region 20SHS21 expressing the characters than the non-stereoscopic specific characters used for the winning number display, and the ratio of the specific region size to the size of the line region forming the characters is smaller.

[0364] (Modification example of the winning number notification display in the second form of the feature part 20SH) FIG. 11-6(A) is a diagram showing a modification example 1 of the display mode of Arabic numerals used for the winning number notification display in the second form of the feature part 20SH.

[0365] In the example shown in FIG. 11-6(A), among the stereoscopic Arabic numerals used for the winning number notification display, the specific regions 20SHI4 of "0", "4", "6", "8", and "9" corresponding to the specific characters are displayed in "white", and when displayed in front of the big win background image, the big win background image becomes invisible from the specific region 20SHI3.

[0366] (Comparison between non-stereoscopic characters and stereoscopic characters in modification example 1) FIG. 11-6(B) is an explanatory diagram comparing the non-stereoscopic characters used for the obtained number display and the stereoscopic characters used for the obtained number notification display in Modification 1.

[0367] Also in Modification 1, when comparing the non-stereoscopic characters used for the obtained number display and the stereoscopic characters used for the obtained number notification display, the size of the area 20SHI1 of the line forming the non-stereoscopic characters and the size of the area 20SH31 of the line forming the stereoscopic characters that represents the characters are the same size. And for the non-stereoscopic specific characters, the area surrounded by the outline of the inner circumference of the area 20SHI1 of the line forming the characters becomes the specific area 20SHI1. On the other hand, for the stereoscopic specific characters, since the area of the line forming the characters includes the area 20SH32 that represents the depth of the characters, the area surrounded by the outline of the inner circumference of the area 20SH31 that represents the characters and the outline of the area 20SH32 that represents the depth of the characters on the inner circumference side thereof becomes the specific area 20SHI4. Therefore, the stereoscopic specific characters used for the obtained number notification display are smaller in the size of the specific area by the size of the area 20SH32 that represents the depth of the characters located on the inner circumference side of the area 20SH31 that represents the characters than the non-stereoscopic specific characters used for the obtained number display, and the ratio of the size of the specific area to the size of the area of the line forming the characters is smaller.

[0368] (Modification of the obtained number notification display in the second form of the feature part 20SH) FIG. 11-7(A) is a diagram showing Modification 2 of the display mode of Arabic numerals used for the obtained number notification display in the second form of the feature part 20SH.

[0369] In Modification 2, as shown in FIG. 11-7(A), the characters used for the obtained number notification display are displayed with a 3-color gradation in the area of the line forming the characters, and are displayed in any one of the display modes A to G with different combinations of 3-color gradations.

[0370] The area of the line forming the characters of display mode A is colored with a three-color gradient where the upper area 20SHSU is "red", the central area 20SHSC is "orange", and the lower area 20SHSD is "yellow". The area of the line forming the characters of display mode B is colored with a three-color gradient where the upper area 20SHSU is "orange", the central area 20SHSC is "yellow", and the lower area 20SHSD is "green". The area of the line forming the characters of display mode C is colored with a three-color gradient where the upper area 20SHSU is "yellow", the central area 20SHSC is "green", and the lower area 20SHSD is "light blue". The area of the line forming the characters of display mode D is colored with a three-color gradient where the upper area 20SHSU is "green", the central area 20SHSC is "light blue", and the lower area 20SHSD is "blue". The area of the line forming the characters of display mode E is colored with a three-color gradient where the upper area 20SHSU is "light blue", the central area 20SHSC is "blue", and the lower area 20SHSD is "purple". The area of the line forming the characters of display mode F is colored with a three-color gradient where the upper area 20SHSU is "blue", the central area 20SHSC is "purple", and the lower area 20SHSD is "red". The area of the line forming the characters of display mode G is colored with a three-color gradient where the upper area 20SHSU is "purple", the central area 20SHSC is "red", and the lower area 20SHSD is "yellow".

[0371] The image display device 5 displays the mode of the characters used for the acquired number notification display by changing it over time in the order of display mode A → display mode B → display mode C → display mode D → display mode E → display mode F → display mode G → display mode A → ···.

[0372] FIG. 11-7(B) is a diagram showing an example of the color change accompanying the operation of the acquired number notification display in the second modification.

[0373] In the second modification example, as shown in FIG. 11-7(B), the speed at which the display mode of the acquired number notification display changes is different when the acquired number notification display stops in the first display area 20SH51 of the image display device 5 and when the acquired number notification display is moving (frame-in / frame-out).

[0374] In the example shown in FIG. 11-7(B), while the acquired number notification display moves (frame-in) from the right end of the display area of the image display device 5 to the center of the first display area 20SH51 over 0.35 seconds, the display mode changes in order from display mode A to display mode D. Thereafter, while the acquired number display stops and is displayed at the center of the first display area 20SH51 of the image display device 5 for 1 second, the display mode changes in order from display mode D to display mode G. Thereafter, while the acquired number notification display moves (frame-out) from the center of the first display area 20SH51 to the left end of the display area of the image display device 5 over 0.35 seconds, the display mode changes in order from display mode G to display mode C.

[0375] As described above, the pachinko gaming machine 1 related to the second form of the feature portion 20SH can be controlled to a jackpot gaming state. The pachinko gaming machine 1 includes an image display device 5. The display area of the image display device 5 includes a first display area 20SH51 and a second display area 20SH52 that is an area around the first display area 20SH51 and is narrower than the first display area 20SH51. The image display device 5 can display a jackpot background video corresponding to the jackpot gaming state in the first display area 20SH51 and the second display area 20SH52. Further, the image display device 5 can display a number-of-winnings display related to the number of awarded prize balls on the front side of the jackpot background video in the second display area 20SH52. Further, the image display device 5, at least in the first display area 20SH51, on the front side of the jackpot background video, as a number-of-winnings notification display for notifying that the number of prize balls awarded in the jackpot gaming state has reached the number of "Kiriban", can display a number-of-winnings notification display of "Over 1000" when the number of prize balls awarded in the jackpot gaming state reaches "1000", and can display a number-of-winnings notification display of "Over 2000" when the number of prize balls awarded in the jackpot gaming state reaches "2000". The number-of-winnings display is updated each time a game ball is paid out as a prize ball in the jackpot gaming state. On the other hand, the number-of-winnings notification display ends when a predetermined period has elapsed since the start of the display. The characters used for the number-of-winnings notification display are characters of a size larger than the characters used for the number-of-winnings display. The characters used for the number-of-winnings display and the number-of-winnings notification display include specific characters in which a specific area surrounded by lines forming the characters is formed. The specific characters used for the number-of-winnings display are such that the jackpot background video is not visible from the specific area. The specific characters used for the number-of-winnings notification display have a smaller ratio of the size of the specific area to the size of the area of the lines forming the characters than the specific characters used for the number-of-winnings display.

[0376] According to such a configuration, the number-of-wins display and the number-of-wins notification display including specific characters can be suitably displayed in relation to the jackpot background video. For example, when a player checks the number of prize balls in the jackpot gaming state, the player checks the number-of-wins display. However, the number-of-wins display is displayed in small-sized characters in the narrow second display area 20SH52. There is a possibility that when the jackpot background video can be seen from a specific area of the specific characters, the specific characters may look like different characters from the original characters. By making the jackpot background video invisible from the specific area of the specific characters, the specific characters can be accurately recognized.

[0377] Also, the characters used for the number-of-wins notification display are three-dimensional characters. And the area of the lines forming the three-dimensional characters includes an area for expressing the characters and an area for expressing the depth of the characters.

[0378] According to such a configuration, the production effect by the number-of-wins notification display can be enhanced.

[0379] Also, as described above, the specific characters used for the number-of-wins notification display are visible from the jackpot background video in the specific area 20SHI3.

[0380] According to such a configuration, the number-of-wins notification display is not always displayed in the jackpot gaming state like the number-of-wins display. Instead, it is displayed only for a predetermined period to bless the player when the number of prize balls given in the jackpot gaming state reaches the number of "Kiriban". It is displayed in large-sized characters in the wide first display area 20SH51. Since the ratio of the size of the specific area 20SHI3 to the size of the areas 20SHS21 and 20SHS22 of the lines forming the characters is small, not only can the risk of misidentifying the characters be suppressed even when the jackpot background video is visible from the specific area 20SHI3 of the specific characters, but also the production effect can be enhanced by making the jackpot background video visible from the specific area 20SHI3 of the specific characters.

[0381] Further, as described above, the specific characters used for the winning number notification display in Modification 1 are such that the jackpot middle background video is not visible from the specific area 20SHI4.

[0382] According to such a configuration, the winning number notification display is not constantly displayed in the jackpot gaming state like the winning number display, but is displayed only for a predetermined period in the sense of blessing the player when the number of prize balls awarded in the jackpot gaming state reaches the number of "Kiriban". It is displayed in large-sized characters in the wide first display area 20SH51, and since the ratio of the size of the specific area to the size of the area forming the line of the characters is small, not only can the discomfort be suppressed even if the jackpot middle background video is not visible from the specific area of the specific characters, but also the characters can be prevented from being misrecognized by making the jackpot middle background video not visible from the specific area of the specific characters.

[0383] Also, as described above, the characters used for the winning number notification display in Modification 2 are such that the area forming the line of the characters is displayed in a three-color gradation. And the image display device 5 displays the mode of the characters used for the winning number notification display in the order of display mode A → display mode B → display mode C → display mode D → display mode E → display mode F → display mode G → display mode A → ···, changing over time. And the speed at which the display mode of the winning number notification display changes is different when the winning number notification display stops in the first display area 20SH51 of the image display device 5 and when the winning number notification display is moving (frame-in / frame-out).

[0384] According to such a configuration, since the display mode changes according to the moving speed of the winning number notification display, the production effect can be enhanced.

[0385] (Explanation regarding the third form of the feature part 20SH) Next, a pachinko gaming machine related to the third form of the feature part 20SH will be described with reference to FIGS. 11-8 to 11-11. In the pachinko gaming machine 1 related to the third form of the feature part 20SH, the specific characters used for the result display are such that the ending background video is visible from the specific area.

[0386] Next, the pachinko gaming machine 1 related to the third form of the feature unit 20SH having such features will be described. Note that descriptions of parts similar to those described above will be omitted.

[0387] (Arabic numerals used for result display) FIG. 11-8 is a diagram showing an example of a display mode of Arabic numerals used for result display in the third form of the feature unit 20SH.

[0388] When the pachinko gaming machine 1 finishes the round game of the final round, it executes an ending effect corresponding to the end of the jackpot gaming state. At this time, the image display device 5 displays an ending background video. Further, when the image display device 5 is displaying the ending background video, it displays a result display for notifying the total number of prize balls awarded in the jackpot gaming state.

[0389] For the result display, numbers for displaying the total number of prize balls awarded in the jackpot gaming state and characters other than numbers for recognizing that it is a result display are used. The numbers used for the result display are, for example, Arabic numerals, Roman numerals, Chinese numerals, etc.

[0390] Among the characters used for the result display, there are characters corresponding to specific characters. In the third form of the feature unit 20SH, as shown in FIG. 11-8, the specific area of the specific character used for the result display is displayed in a transparent display mode. In the example shown in FIG. 11-8, among the Arabic numerals used for the result display, the specific areas 20SHI5 of "0", "4", "6", "8", and "9" corresponding to the specific characters are displayed in a transparent display mode.

[0391] Among the characters used for the result display, numbers other than Arabic numerals for displaying the total number of prize balls awarded in the jackpot gaming state and characters other than numbers for recognizing that it is a result display are also displayed in a transparent display mode like the Arabic numerals shown in FIG. 11-8.

[0392] (Various effects in the jackpot game state) FIG. 11-9 is a diagram showing an example of the effect period of various effects in the jackpot game state. FIG. 11-10 is a diagram showing an example of the effect operation of various effects in the jackpot game state.

[0393] When there is stored hold information in the jackpot game state, the effect control CPU 120 can execute a hold inner consecutive winning notice suggesting that it is controlled to the jackpot game state corresponding to the stored hold information. For example, in the case of a total of 10 rounds of jackpot game states, the effect control CPU 120 starts the hold inner consecutive winning notice at timing T1 when the 9-round round game ends and the 10-round round game, which is the final round, starts, as shown in FIGS. 11-9 and 11-10(A) to (B).

[0394] When the hold inner consecutive winning notice is executed, in the second display area 20SH52 of the image display device 5, as shown in FIG. 11-10(B), an effect video of the hold inner consecutive winning notice is displayed in front of the jackpot middle background video corresponding to the progress of the round game in the jackpot game state. In the example shown in FIG. 11-10(B), as the effect video of the hold inner consecutive winning notice, an effect video 20SHE of "flame" is displayed.

[0395] Here, in the example shown in FIG. 11-10(B), the line of the "flame" of the effect video overlaps the back side of the specific area of the specific character "0" used for the winning number display 20SHK. However, since the specific area is displayed in "white", the effect video is not visible from the specific area. Therefore, the line of the "flame" of the effect video does not assimilate with the line forming the specific character "0", and the specific character "0" can be accurately recognized as the Arabic numeral "0".

[0396] Then, as shown in FIGS. 11-9 and 11-10(B) to (C), when the timing T2 to end the round game of the final round and start the ending effect arrives, the effect control CPU 120 ends the suspended consecutive big win announcement and starts the ending effect. When the ending effect is started, in the first display area 20SH51 of the image display device 5, the display of the ending background video starts at a predetermined brightness. In the example shown in FIG. 11-10(C), in the first display area 20SH51, an ending background video in which cherry b...

Claims

A gaming machine that executes variable display and can be controlled to an advantageous state favorable to a player, a display means, a movable body that can be moved a predetermined number of times during a variable display period, a production execution means capable of executing a production, comprising: the production execution means is capable of executing a special production for notifying that it is controlled to the advantageous state, is capable of executing a specific production before the special production is executed, is capable of executing a movable body production for moving the movable body, the display means is capable of moving and displaying a specific pseudo-movable body display in the specific production and a special pseudo-movable body display in the special production, when moving and displaying the specific pseudo-movable body display in the specific production, after moving and displaying the specific pseudo-movable body display from a specific first display position to a specific second display position, it is possible to make it non-displayed without moving and displaying it from the specific second display position, and a suggestion image suggesting the execution of the special production can be displayed in a display area including the specific second display position, when moving and displaying the special pseudo-movable body display in the special production, after moving and displaying the special pseudo-movable body display from a special first display position to a special second display position, it is possible to move and display it from the special second display position to the special first display position and then make it non-displayed, when the movable body production is executed in the special production, the special pseudo-movable body display is not moved and displayed during the period in which the movable body production is executed, during one variable display period, the special pseudo-movable body display can be moved and displayed a specific number of times more than the predetermined number of times from the special first display position to the special second display position, is capable of displaying a specific display in the first layer, is capable of displaying a specific character display in a second layer on the front side of the first layer, the specific character display includes a specific area surrounded by lines forming characters, the specific display is not visible from the specific area of the specific character display, characterized by a gaming machine.

Citation Information

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